From the Ashes: Card List

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Mechanics | Skeleton

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# Name Colour Rarity Cost Type P T Code Card text Comments Recent comment
1 Advance the Front White Common 4{3}{w} Instant CW10 Creatures you control get +2/+1 and first strike until end of turn.

Reserves 1 (when you cast this spell, if an opponent controls more creatures than you, create an 1/1 soldier army token. )
0
2 Aerial Chariot White Common 3{2}{w} Artifact – Vehicle 5 4 CW09 Flying

Fighter Crew 2

Crew 4
0
3 Anthem Of the Watch White Common 2{1}{w} Enchantment CW04 Human Creatures you control get +1/+1. If they are soldiers, they get Vigilance 0
4 Armor of the watch White Uncommon 3{2}{w} Artifact – Equipment UW06 When Armor of the watch enters, create a 1/1 human soldier creature token and attach Armor of the watch to it.

Equipped creature gets +2/+2 and has vigilance

Equip {3}
0
5 Automated Shieldbearer White Uncommon 3{2}{w} Artifact Creature – Construct Soldier 1 5 UW07 Reserves 4 (when you cast this spell, if an opponent controls more creatures than you, create an 4/4 soldier army token. )

Defender

Blocking creatures you control have +0/+1. blocking tokens you control have indestructible
0
6 Aven Watcher White Common 6{5}{w} Creature – Bird Soldier 5 6 CW18 when Aven Watcher enters, creatures you control gain flying until end of turn.
Flying
0
7 Banner Halberd White Common 6{5}{w} Artifact – Equipment CW17 Equipped creature gets +4/+3 and has "Fighter spells you cast cost {1} less to cast." and vigilance

Equip {1}
0
8 Blown away White Common 4{3}{w} Instant CW12 This spell costs {2} less to cast if a creature died this turn.

Exile target Creature
0
9 Call the Backup White Uncommon 5{4}{w} sorcery UW11 Reserves 5 (when you cast this spell, if an opponent controls more creatures than you, create an 5/5 soldier army token. )

Reserves 5 (when you cast this spell, if an opponent controls more creatures than you, create an 5/5 soldier army token. )

Create three 1/1 white human soldier tokens

Draw a card
0
10 Dawnwatch Banneret White Common 2{1}{w} Creature – Human Soldier CW06 Human and Fighter spells you cast cost {1} less to cast

{w}{t}: Target Fighter you control gets +1/+0 until end of turn.

(Warriors, Knights, Soldiers and Barbarians, Berserkers are Fighters)
0
11 Dawnwatch Recruitment White Common 3{2}{w} sorcery CW08 Create three 1/1 white human soldier tokens 0
12 Dawnwing Charger White Uncommon 4{3}{w} Creature – Angel Warrior 3 4 UW09 Flash

Flying, Vigilance

When this creature enters, it deals two tamage to target attacking or blocking creature
0
13 Fire Pike White Uncommon 1{w} Instant UW02 Fire Pike deals 4 damage to target attacking or blocking creature 0
14 Godly intervention White Uncommon 2{1}{w} instant UW04 Target creature gets +1/+1 and gains indestructible until end of turn 0
15 Guardian angel White Uncommon 2{1}{w} Creature – Angel warrior 2 2 UW03 Flying

When Guardian angel enters, you gain 3 life
0
16 Loxodon Pikemaster White Common 5{3}{w}{w} Creature – Elephant Soldier 4 3 CW13 Vigilance

When Loxodon Pikemaster enters, scry 3, then you may pay {2}. If you do, draw a card

During your turn, this creature has double strike
0
17 Memorial to the Fallen White Common 5{4}{w} Enchantment CW14 Whenever a nontoken creature you control dies, create x 1/1 Spirit soldier tokens with flying. 0
18 Pegasus Chivalry White Common 3{2}{w} Creature – Human Knight 2 3 CW05 Flying

Whenever a white creature enters under your control, put a +1/+1 counter on cardname. if it is the second time this ability resolves this turn, draw a card. if it is the third time, creatures you control get vigilance until end of turn
0
19 Potion Merchant White Uncommon 2{1}{w} Creature – Human 1 3 UW05 {t}:Choose one

-Gain 3 life
-Target creature gets +2/+0 until end of turn
-Exile target creature with power 3 or less, until Potion Merchant leaves the battlefield
0
20 Priest of Newport White Common 4{3}{w} Creature – Human Cleric 2 4 CW11 {t}: Gain 1 life for each creature you control

whenever you attack, you may pay {2}. if you do, draw a card
0
21 Purebred Warhorse White Common 5{4}{w} Creature – Horse 4 5 CW16 Knight Saddle 2
Saddle 4

Whenever this creature attacks while it is saddled, creatures you control get +2/+2 until end of turn
0
22 Recruitment White Common 7{6}{w} Instant CW19 for each opponent, gain control of target creature that opponent controls until end of turn. these creatures gain vigilance until end of turn 0
23 Solar Revelation White Common 1{w} Instant CW01 Gain 4 Life

Target creature Gets +0/+2 until end of turn
0
24 Spear of the watch White Common 1{w} Artifact – Equipment CW03 Equipped Creature gets +1/+0 and vigilance and is a Soldier in addition to its other types.

Equip {1}
0
25 Tactical Warfare White Uncommon 4{3}{w} Enchantment UW08 Creatures you control have first strike.

Blocking creatures your opponents control have base toughness 1.
0
26 Town Speaker White Uncommon 5{4}{w} Creature – Human Advisor 2 6 UW10 Whenever a creature enters under your control, you gain 3 life. then, if you have 12 more life than your starting life, draw a card.you may only draw a card with Town Speaker once each turn.

As long as you have six or more cards in hand, creatures you control have protection from instants
0
27 Town Spearman White Common 1{w} Creature – Human Soldier 1 2 CW02 Vigilance

{1}: Switch Town Spearmans power until end of turn
0
28 Veteran Storyteller White Common 3{2}{w} Creature – Human Elder 2 6 CW07 Defender

{t}: Target white creature you control gets +1/+0 until end of turn
0
29 Wandering Merchant White Common 5{4}{w} Creature – Human Citizen 3 4 CW15 {1}{t}: Create a 0/1 goat token.
{1}{t},Sacrifice a token: draw a card.
{1}{t},Discard a card: gain 3 life
{1}{t},Pay 3 life: create a treasure token
0
30 Watch marshal White Uncommon 1{w} Creature – Human Soldier 1 2 UW01 Attacking creatures you control get +1/+0 0
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Mechanics | Skeleton