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Mechanics | Skeleton |
Showing 40 of 40 White cards
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Show rarities: C U R M
Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return Angelic Destiny to its owner's hand.
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return Angelic Destiny to its owner's hand.
Put a 4/4 white Angel creature token with flying onto the battlefield.
Sometimes help comes even when you weren't looking for it.
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.
Enchanted creature gets +1/+1 for each Plains you control and has flying.
With skill and strength honed upon the prairie, Naxtil won his battles high above it.
Flying
Flanking (Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.)
Flanking (Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.)
1/1
Flying, first strike, lifelink, protection from Demons and from Dragons.
Some angels protect the meek and innocent. Others seek out and smite evil wherever it lurks.
5/5
First strike
3/3
Untap all creatures you control. Soldier creatures you control get +1/+1 until end of turn.
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield.
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield.
3/3
Exile target black or red permanent.
"A world without evil? Boring. Give me vile fiends to smite and banish any day."
—Sarlena, paladin of the Northern Verge
—Sarlena, paladin of the Northern Verge
Choose one –
● Put target attacking or blocking creature on top of its owner's library.
● Destroy target enchantment and you gain 4 life.
● Put target attacking or blocking creature on top of its owner's library.
● Destroy target enchantment and you gain 4 life.
Flanking (Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.)
2/2
White creatures you control get +1/+1 and gain Flanking.
Flanking (Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.)
: The next 1 damage that would be dealt to Elspeth's Crusader this turn is dealt to target creature or player instead.
: The next 1 damage that would be dealt to Elspeth's Crusader this turn is dealt to target creature or player instead.
2/2
When Elspeth's Squire enters the battlefield, you may search your library for a card named Elspeth's Squire, reveal it, put it into your hand, then shuffle your library.
Elspeth has no shortage of volunteers to be her squire.
1/1
+1: Put a 2/2 white Knight creature token with Flanking onto the battlefield.
-1: Put a +1/+1 counter on each white creature you control.
-7: For each nonlegendary white creature you control, put a token that is a copy of that creature onto the battlefield.
-1: Put a +1/+1 counter on each white creature you control.
-7: For each nonlegendary white creature you control, put a token that is a copy of that creature onto the battlefield.
4
Target creature gets +1/+1 and gains Flanking until end of turn. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Flying
: Flight of Pegasi gets +0/+1 until end of turn.
: Flight of Pegasi gets +0/+1 until end of turn.
2/3
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
"Your superstitions and mumblings are useless chaff before my righteousness."
2/2
Flying
Vigilance
Vigilance
1/3
Enchant Creature
Enchanted Creature gets +1/+2
Enchanted Creature gets +1/+2
First strike
When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle your library.
When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle your library.
Both guide and guard on open plain.
2/2
, : Tap target creature.
1/2
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature can't attack or block.
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
As Pentarch Paladin enters the battlefield, choose a colour.
, : Destroy target permanent of the chosen colour.
As Pentarch Paladin enters the battlefield, choose a colour.
, : Destroy target permanent of the chosen colour.
3/3
Put two 1/1 white Soldier creature tokens onto the battlefield.
Vigilance
Flanking (Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.)
Flanking (Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.)
2/3
Prevent all damage that would be dealt to you and creatures you control this turn.
Even the brave are scared by a lion three times: first by its tracks, again by its roar, and one last time face to face.
—Somali proverb
—Somali proverb
2/1
Flash (You may cast this spell any time you could cast an instant.)
When Seht's Tiger enters the battlefield, you gain protection from the colour of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen colour.)
When Seht's Tiger enters the battlefield, you gain protection from the colour of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen colour.)
3/3
Flying
Vigilance
Vigilance
4/4
Enchant Creature
Enchanted creature gains Lifelink and vigilance.
Enchanted creature gains Lifelink and vigilance.
Exile target creature. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield.
3/5
Defender
Lifelink
Lifelink
2/3
Flying
2/2
: Target attacking or blocking creature gets +1/+1 until end of turn.
1/1
If you have less life than an opponent, gain 6 life. If you control fewer creatures than an opponent, put three 1/1 white Soldier creature tokens onto the battlefield.
Destroy all creatures.
They can't be regenerated.
They can't be regenerated.
Go to section: White (40) Blue (40) Black (40) Red (40) Green (40) Artifact (23) Land (11)
Show rarities: C U R M
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Mechanics | Skeleton |
—Alabaster creed