Building Blocks
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Showing 36 of 36 White cards
Go to section: Colourless (10) White (36) Blue (33) Black (35) Red (32) Green (36) Artifact (7) Land (4)
Show rarities: B
Whenever Armory Wagon becomes crewed, put a first strike counter on target creature that crewed it this turn.
Crew 3
Crew 3
4/5
Fortified land has "Whenever this land becomes tapped, put a defender counter on target creature."


, Unattach Binding Shrine: Exile all creatures with defender. Until end of turn you may play creatures without defender exiled with Binding Shrine and mana of any type can be spent to cast them.
Fortify



Fortify

First it forces peace. Then servitude.
When Blueprint Connoisseur enters the battlefield you may search your library for a Fortification card, reveal it and put it into your hand, then shuffle.
2/2
Other Workers you control get +0/+3.
1/3
Whenever Caller of the Have-Been becomes tapped, if there is an enchantment card with gravebound in your graveyard, create a 0/1 white Spirit creature token with flying and defender and "
: Add
. Spend this mana only to cast enchantment spells."


3/2
Whenever Combining Stonework Stomper becomes crewed for the first time each turn, if it got crewed by at least one vehicle, it gets +X/+X and gains first strike until end of turn, where X is the number of creatures crewing it.
Crew 4
Crew 4
7/6
Flash
Flying
When Crashing Mouse Sparrow enters the battlefield, you may tap target creature. If you do, Crashing Mouse Sparrow enters the battlefield tapped.
Flying
When Crashing Mouse Sparrow enters the battlefield, you may tap target creature. If you do, Crashing Mouse Sparrow enters the battlefield tapped.
0/2
Flying
Whenever Dove-pulled Mail Wagon attacks and isn't blocked, you and defending player create a Treasure token.
Crew 2
Whenever Dove-pulled Mail Wagon attacks and isn't blocked, you and defending player create a Treasure token.
Crew 2
1/8
Gravebound
As long as Ghost Fire Parade is in your graveyard, you may pay
. If you do, target creature you control becomes a 0/3 white Spirit in addition to its other types and has defender. Activate only as a sorcery and only once a turn.
At the beginning of your upkeep, as long as Ghost Fire Parade is in your graveyard, if you control 10 or more Spirits with defender, you win the game.
As long as Ghost Fire Parade is in your graveyard, you may pay

At the beginning of your upkeep, as long as Ghost Fire Parade is in your graveyard, if you control 10 or more Spirits with defender, you win the game.
Flying
Whenever Glider of the Morning Sun becomes crewed, exile target creature that crewed it this turn, then return it to the battlefield tapped under its owner’s control.
Crew 3
Whenever Glider of the Morning Sun becomes crewed, exile target creature that crewed it this turn, then return it to the battlefield tapped under its owner’s control.
Crew 3
4/5
Whenever a vehicle you control attacks alone, that vehicle gets +1/+1 and gains indestructible until end of turn.
0/3
Defender
This spell costs
less to cast if you control a fortified land.
Hearthbound Protector can block an additional two creatures.
This spell costs

Hearthbound Protector can block an additional two creatures.
2/10
Vigilance


,
: Turn target Loot face up and exile it. If it's a creature, you may play it this turn without paying its mana cost. Activate only as a sorcery.




2/2
Other Dwarfs you control get +1/+1.
Other Workers you control get +1/+1.
Other Workers you control get +1/+1.
2/2
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
At the beginning of your upkeep, as long as Light from Beyond is in your graveyard, put a beam counter on target creature you control.
Creatures with beam counters get +0/+1.
Creatures with three or more beam counters get +1/+1 and have ward – tap two creatures.
At the beginning of your upkeep, as long as Light from Beyond is in your graveyard, put a beam counter on target creature you control.
Creatures with beam counters get +0/+1.
Creatures with three or more beam counters get +1/+1 and have ward – tap two creatures.
Fortified land has "
: Add 
, spend this mana only to cast enchantment spells.”


, Unattach Lightstone Chapel: Non-Aura Enchantments you control become 4/4 Avatar creatures with vigilance in addition to their other types until end of turn.
Fortify






Fortify

Dinosaur creatures you control have vigilance.
As long as you control a creature with flying, Dinosaur creatures you control have reach.
As long as you control a creature with flying, Dinosaur creatures you control have reach.
3/4
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
At the beginning of your endstep, as long as Make Possible is in your graveyard, if a creature you control died this turn and seven or more creature cards are in your graveyard, you gain X life, where X is the number of enchantment cards in your graveyard, then exile Make Possible. Shuffle your graveyard into your library, then draw a card.
At the beginning of your endstep, as long as Make Possible is in your graveyard, if a creature you control died this turn and seven or more creature cards are in your graveyard, you gain X life, where X is the number of enchantment cards in your graveyard, then exile Make Possible. Shuffle your graveyard into your library, then draw a card.
Gravebound (As this spell resolves, put it into your graveyard instead. If it is put into your graveyard or enters the battlefield, if you didn't cast it, exile it instead.)
As long as Medium's Pearl is in your graveyard, Spirits you control have vigilance and lose defender.
As long as Medium's Pearl is in your graveyard, Spirits you control have vigilance and lose defender.
Spirits you control lose defender.
Other Spirits you control have lifelink.
When Mistborn Leader attacks, create two white 1/1 Spirit creature tokens with flying that are tapped and attacking.
Other Spirits you control have lifelink.
When Mistborn Leader attacks, create two white 1/1 Spirit creature tokens with flying that are tapped and attacking.
4/4
Flying


, Sacrifice Morning Dew Mothling: Remove all counters from creatures.



1/1
Flying
As long as an enchantment card with gravebound is in your graveyard Restless Ancestor has "
: Return Restless Ancestor to the battlefield tapped. Activate only as a sorcery."
As long as an enchantment card with gravebound is in your graveyard Restless Ancestor has "

2/2
Whenever a Dinosaur creature enters the battlefield from your graveyard, put two +1/+1 counters on it.
6/6
Defender
When Rolling Fortress becomes crewed for the first time each turn, draw a card. Creatures that crewed it this turn gain indestructible until end of turn.
Crew 5
When Rolling Fortress becomes crewed for the first time each turn, draw a card. Creatures that crewed it this turn gain indestructible until end of turn.
Crew 5
7/9

3/3
Fortified land has "Add
. Put a charge counter on Shimmering Highcloud Tower."
Remove 4 charge counters from Shimmering Highcloud Tower, Unattach Shimmering Highcloud Tower: Search your library for a card named Shimmering Presence or Shimmering Spook, put it into your hand, then shuffle.
(Melds with Shimmering Presence or Shimmering Spook)
Fortify a Plains

Remove 4 charge counters from Shimmering Highcloud Tower, Unattach Shimmering Highcloud Tower: Search your library for a card named Shimmering Presence or Shimmering Spook, put it into your hand, then shuffle.
(Melds with Shimmering Presence or Shimmering Spook)
Fortify a Plains

Whenever Shimmerstone
you gain 4 life
on the battlefield
if you have 30 or more life,
you gain 4 life
on the battlefield
if you have 30 or more life,
9
Defender
When Sineater enters the battlefield, remove a counter from target creature.
When Sineater enters the battlefield, remove a counter from target creature.
1/3
Fortified land has "Whenever this land becomes tapped, create a 0/1 white Spirit creature token with flying and defender."

, Unattach Soldiers Fort: Create X white 1/1 Worker creature tokens, where X is the number of Spirits you control. If you unattach from a Plains this way, create X white 2/2 Soldier tokens instead. Activate only as a sorcery.
Fortify


Fortify

Stonetongue enters the battlefield with a defender counter on it.
When Stonetongue, Chained loses defender, put three +1/+1 counters and a vigilance counter on it.
When a defender counter is put on Stonetongue, Chained, remove three +1/+1 counters and a vigilance counter from it.
When Stonetongue, Chained loses defender, put three +1/+1 counters and a vigilance counter on it.
When a defender counter is put on Stonetongue, Chained, remove three +1/+1 counters and a vigilance counter from it.
0/1
Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, it enters the battlefield with a shadow counter on it."


, Unattach Temple of the Evening Shade: Until end of turn, creatures your opponents control entering the battlefield don’t cause abilities to trigger. Exile all creatures, then return them to the battlefield under their owner's control. Creatures you control get +1/+1 and gain shadow until end of turn.
Fortify



Fortify

Fortified land has "Whenever this land is tapped for mana, if you spend it on a creature spell, it enters the battlefield with a lifelink counter on it."

, Unattach Temple of the Morning Sun: You gain X life where X is the number of Plains you control.
Fortify


Fortify

Fortify costs you pay cost
less to play.

1/1
Waltzing Petal Meadow enters the battlefield tapped.
1/1
Whenever you unattach a Fortification, create a Treasure token.
2/3
As long as an opponent controls a Loot, Zealous Arbiter gets +2/+2.
2/2
Go to section: Colourless (10) White (36) Blue (33) Black (35) Red (32) Green (36) Artifact (7) Land (4)
Show rarities: B
Building Blocks: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | About Building Blocks |
As long as Ancestor's Call is in your graveyard, whenever you cast a Dwarf creature spell, create a 1/1 white Spirit creature token with flying.