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Showing 21 of 21 White cards
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Show rarities: C U R
Create a 2/2 white Knight creature token with vigilance.
If you control an Equipment, you may attach it to that token.
If you control an Equipment, you may attach it to that token.
White creatures you control get +1/+1.
Whenever one or more white creatures you control attack, you may tap target creature.
Whenever one or more white creatures you control attack, you may tap target creature.
Create a 2/2 white Knight creature token with vigilance.
Exile all creatures. Each player creates a 1/1 white Citizen creature token for each creature he or she owned that was exiled this way.
Create a 1/1 white Citizen creature token.
Chorus — If there's a card named Gather the Farmhands in your graveyard,you gain 1 life for each Citizen you control.
Chorus — If there's a card named Gather the Farmhands in your graveyard,you gain 1 life for each Citizen you control.
When Guardian's Banner arrives, create a 2/3 white Horse creature token, then attach Guardian's Banner to it.
Equipped creature has first strike.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has first strike.
Equip


Chorus — If there's a card named Harmonizing Villagers in your graveyard, you may cast Harmonizing Villagers as though it had flash.
Create three 1/1 white Citizen creature tokens.
Create three 1/1 white Citizen creature tokens.
Create two 2/2 white Knight creature tokens with vigilance, then exile target creature until you control no Knight creatures.
When Holy Vestments arrives, create two 1/2 white Cleric creature tokens with lifelink, then attach Holy Vestments to one of them.
Equipped creature gets +0/+3.
Equipped creatures you control get +1/+0.
Equip
Equipped creature gets +0/+3.
Equipped creatures you control get +1/+0.
Equip

Whenever a Knight arrives under your control, you may pay
. If you do, create a 2/3 white Horse creature token.
Whenever a Horse you control attacks, target Knight creature you control gets +1/+1 until end of turn.

Whenever a Horse you control attacks, target Knight creature you control gets +1/+1 until end of turn.
When Pegasus Breeding Program arrives, create a 2/3 white Horse creature token.
Horses you control have flying.
Horses you control have flying.
Whenever you create a token, you gain 2 life.
At the beginning of your upkeep, if you control ten or more tokens, you win the game.
At the beginning of your upkeep, if you control ten or more tokens, you win the game.
At the beginning of your upkeep, if you control no creatures, create a 2/2 white Knight creature token with vigilance.

: Creatures you control get +1/+1 until end of turn.


Enchant creature
Enchanted creature gets +0/+3 and can block any number of creatures.
Inherit (When enchanted creature dies, if it wasn't a Citizen, create a 1/1 white Citizen creature token and return Sense of Duty to the battlefield attached to it.)
Enchanted creature gets +0/+3 and can block any number of creatures.
Inherit (When enchanted creature dies, if it wasn't a Citizen, create a 1/1 white Citizen creature token and return Sense of Duty to the battlefield attached to it.)
Enchant creature
Enchanted creature gets +1/+1 and had lifelink.
Inherit (When enchanted creature dies, if it wasn't a Citizen, create a 1/1 white Citizen creature token and return Silken Mantle to the battlefield attached to it.)
Enchanted creature gets +1/+1 and had lifelink.
Inherit (When enchanted creature dies, if it wasn't a Citizen, create a 1/1 white Citizen creature token and return Silken Mantle to the battlefield attached to it.)
Creatures you control get +0/+1.
Focus
(You may cast this for its focus cost. If you do, it enters the battlefield transformed and attached to a 1/1 white Citizen creature token. Transform it if that creature dies.)
Focus

Enchant creature
Enchanted creature gets +0/+1.
Enchanted creature gets +0/+1.
Enchant creature
When Take as Squire arrives, create a 2/2 white Knight creature token with vigilance.
Enchanted creature has base power and toughness 1/1.
When Take as Squire arrives, create a 2/2 white Knight creature token with vigilance.
Enchanted creature has base power and toughness 1/1.
If a permanent you control was dealt damage this turn, The Cavalry Arrives costs
less to cast.
Create a 2/2 white Knight creature token with vigilance and a 2/3 white Horse creature token.

Create a 2/2 white Knight creature token with vigilance and a 2/3 white Horse creature token.
Create two 1/1 white Citizen creature tokens.
Create two 1/1 white Citizen creature tokens, then populate. (Create a token that's a copy of a creature token you control.)
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Whenever a Citizen you control blocks, you gain 1 life.
2016-06-08 17:35:18 by Link