From the Ashes
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| Mechanics | Skeleton |
Showing 30 of 30 White cards
Go to section: White (30)
Show rarities: C U
Flying
Fighter Crew 2
Crew 4
Fighter Crew 2
Crew 4
5/4
Human Creatures you control get +1/+1. If they are soldiers, they get Vigilance
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
Equipped creature gets +2/+2 and has vigilance
Equip

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
Defender
Blocking creatures you control have +0/+1. blocking tokens you control have indestructible
1/5
when Aven Watcher enters, creatures you control gain flying until end of turn.
Flying
Flying
5/6
Equipped creature gets +4/+3 and has "Fighter spells you cast cost
less to cast." and vigilance
Equip
less to cast." and vigilance
Equip

This spell costs
less to cast if a creature died this turn.
Exile target Creature
less to cast if a creature died this turn.
Exile target Creature
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
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
Human and Fighter spells you cast cost
less to cast

: Target Fighter you control gets +1/+0 until end of turn.
(Warriors, Knights, Soldiers and Barbarians, Berserkers are Fighters)
less to cast

: Target Fighter you control gets +1/+0 until end of turn.
(Warriors, Knights, Soldiers and Barbarians, Berserkers are Fighters)
Create three 1/1 white human soldier tokens
Flash
Flying, Vigilance
When this creature enters, it deals two tamage to target attacking or blocking creature
Flying, Vigilance
When this creature enters, it deals two tamage to target attacking or blocking creature
3/4
Fire Pike deals 4 damage to target attacking or blocking creature
Target creature gets +1/+1 and gains indestructible until end of turn
Flying
When Guardian angel enters, you gain 3 life
When Guardian angel enters, you gain 3 life
2/2
Vigilance
When Loxodon Pikemaster enters, scry 3, then you may pay
. If you do, draw a card
During your turn, this creature has double strike
When Loxodon Pikemaster enters, scry 3, then you may pay
. If you do, draw a card
During your turn, this creature has double strike
4/3
Whenever a nontoken creature you control dies, create x 1/1 Spirit soldier tokens with flying.
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
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
2/3
: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
1/3
: Gain 1 life for each creature you control
whenever you attack, you may pay
. if you do, draw a cardIn nomine Patris, et Filii, et Spiritus Sancti.
2/4
Knight Saddle 2
Saddle 4
Whenever this creature attacks while it is saddled, creatures you control get +2/+2 until end of turn
Saddle 4
Whenever this creature attacks while it is saddled, creatures you control get +2/+2 until end of turn
4/5
for each opponent, gain control of target creature that opponent controls until end of turn. these creatures gain vigilance until end of turn
Gain 4 Life
Target creature Gets +0/+2 until end of turn
Target creature Gets +0/+2 until end of turn
Equipped Creature gets +1/+0 and vigilance and is a Soldier in addition to its other types.
Equip
Equip

Creatures you control have first strike.
Blocking creatures your opponents control have base toughness 1.
Blocking creatures your opponents control have base toughness 1.
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
As long as you have six or more cards in hand, creatures you control have protection from instants
2/6
Vigilance
: Switch Town Spearmans power until end of turn
: Switch Town Spearmans power until end of turn1/2
Defender
: Target white creature you control gets +1/+0 until end of turn
: Target white creature you control gets +1/+0 until end of turnAfter the great purge, he retired from the watch. Now, he tells stories to the Children, and they respect him for it
2/6

: Create a 0/1 goat token.

,Sacrifice a token: draw a card.

,Discard a card: gain 3 life

,Pay 3 life: create a treasure token3/4
Attacking creatures you control get +1/+0
1/2
Go to section: White (30)
Show rarities: C U
| From the Ashes: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Skeleton |



Reserves 1 (when you cast this spell, if an opponent controls more creatures than you, create an 1/1 soldier army token. )