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Showing 25 of 25 White cards
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Show rarities: C U R
When Banish Harm enters the battlefield, choose one:
• Exile target creature an opponent controls until this leaves the battlefield.
• Exile the next spell cast by an opponent until this leaves the battlefield.
• Exile target creature an opponent controls until this leaves the battlefield.
• Exile the next spell cast by an opponent until this leaves the battlefield.
Vigilance
: Destroy target creature blocking or blocked by Blind Samurai.

"Omae Wa Mou Shindeiru"
"NANI?"
"NANI?"
1/1
[Manifest] the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Cast Counterintelligence only during combat.
Exile target spell. At the beginning of the next end step, its controller may cast it without paying its mana cost.
Draw a card.
Exile target spell. At the beginning of the next end step, its controller may cast it without paying its mana cost.
Draw a card.
Exile target noncreature, nonland permanent an opponent controls until Disruption Field leaves the battlefield.
As an additional cost to cast Dogpile, tap three untapped creatures you control.
Destroy target creature.
Destroy target creature.
Splice onto Soldier
(As you cast a Soldier spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's text to that spell.)
This creature enters the battlefield with a vigilance counter on it.

This creature enters the battlefield with a vigilance counter on it.
2/2
They're on the front line against all that is profane and unholy.
3/1
First Strike
You may cast First Responder during an opponent's end step.
You may cast First Responder during an opponent's end step.
2/3
At the beginning of each combat, target creature you control gets +1/+1 until end of turn.
If Glory Chaser dies during combat, return it to the battlefield as a Monument artifact. (It's no longer a creature.)
If Glory Chaser dies during combat, return it to the battlefield as a Monument artifact. (It's no longer a creature.)
2/1
[Bless 
]
When Inspiring Shrine enters the battlefield or becomes blessed, creatures you control get +1/+1 and gain vigilance until end of turn.


When Inspiring Shrine enters the battlefield or becomes blessed, creatures you control get +1/+1 and gain vigilance until end of turn.
Average dude.
3/2
Stops Jonas from attacking.
2/4
Sacrifice Mana Leek: Counter target spell unless its controller pays
.

Creatures with power greater than the number of creatures their controller controls can't attack.
First Strike
When Noble Mentor enters the battlefield, create a 1/1 white Squire token.
When Noble Mentor enters the battlefield, create a 1/1 white Squire token.
2/1
Return target spell that targets you or a permanent you control to its owner's hand.
Draw a card.
Draw a card.
When a creature with power 3 or greater enters the battlefield under your control, sacrifice People's Militia.
2/2
Vigilance
: Resourceful Knight gets +2/+0 until end of turn.

1/1
Swift Verdict deals 3 damage to target creature that attacked this turn.
Retaliate – If you lost life since your last turn ended, destroy that creature instead.
Retaliate – If you lost life since your last turn ended, destroy that creature instead.
[Charm creature]
Charmed creature can't attack unless its controller pays
.
Charmed creature can't attack unless its controller pays

[Retaliate] – Temple Guard enters the battlefield with a +1/+1 counter on it if you lost life since your last turn ended.
1/3
When Tin Jail enters the battlefield, exile target creature an opponent controls until he or she pays
or Tin Jail leaves the battlefield.

Bless (
: Put a +1/+1 counter on this creature if it has no counters on it.)

1/2
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Haunted creature can't attack or block.