Misc Design for future sets.
Misc Design for future sets.: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Showing 50 of 75 White cards
Go to section: Colourless (5) White (75) Blue (45) Black (52) Red (53) Green (106) Multicolour (155) Hybrid (8) Split (6) Artifact (37) Land (27) Plane (1)
Show rarities: C U R M
First Strike
Culling Shot (Whenever Advance Guard deals combat damage to a player you may have it deal damage equal to it's power to target creature that player controls.)
Culling Shot (Whenever Advance Guard deals combat damage to a player you may have it deal damage equal to it's power to target creature that player controls.)
4/4
Vigilance
If Alex would be put into a graveyard from play instead Transform Alex
If Alex would be put into a graveyard from play instead Transform Alex
2/2
Vigilance, Double Strike
Mech Murphy can block up to five creatures.
Mech Murphy can block up to five creatures.
5/5
Flying
Prevent all damage that would be done to Ancient Dawn Elemental.
Prevent all damage that would be done to Ancient Dawn Elemental.
6/6
Flying
When Angelic Harbinger enters the battlefield you may search your library for an angel card, if you do reveal it and shuffle your library put the revealed card on top.
When Angelic Harbinger enters the battlefield you may search your library for an angel card, if you do reveal it and shuffle your library put the revealed card on top.
4/4
Fortified land Gains “
,
: Put a 4/4 white angel creature token with Flying and Vigilance onto the battlefield.
Fortify





Fortify



Flying, Vigilance
Miracle

Miracle


4/4


Destroy target non-white creature it can't be regenerated.
Cannon Defense enters the battlefield with X charge counters on Cannon Defense.
: Cannon Defense deals X damage where X is equal to the number of charge counters on Cannon Defense to target attacking or blocking creature.

: Put a charge counter on Cannon Defense.



Flying, Flanking
When ~ dies put three 2/2 white knight creature tokens with flanking onto the battlefield.
When ~ dies put three 2/2 white knight creature tokens with flanking onto the battlefield.
"We guard him when he sleeps, and avenge him should he fall."
- Knights of pure scale.
- Knights of pure scale.
6/6
First strike, Flanking
If you control a Dragon ~ gets +3/+3 and gains flying
If you control a Dragon ~ gets +3/+3 and gains flying
2/2
Flying
Affinity for plains
Affinity for plains
2/2
Sacrifice ~: Destroy target enchantment.
2/5
First strike, Vigilance
At the beginning of your upkeep gain life equal to the number of creatures you control.
At the beginning of your upkeep gain life equal to the number of creatures you control.
3/3
Put a 2/2 Human cleric creature token with Life link onto the battlefield.





Whenever a creature gets a -1/-1 counter gain 1 life.
Whenever another player gets a poison counter you may pay

, if you do you gain 5 life.
Whenever another player gets a poison counter you may pay



0/3
Flash
When Dawn Charmling enters the battlefield choose one — Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you.
When Dawn Charmling enters the battlefield choose one — Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you.
1/1
Target player gains 10 life.
Suspend

(
can’t be zero)
Whenever a time counter is removed from Dreams of Youth gain 3 life.
Gain 6 life




Whenever a time counter is removed from Dreams of Youth gain 3 life.
Gain 6 life
Vigilance, Reach
At the beginning of your upkeep if Eron the Eternal is the only creature you control you may transform Eron the Eternal and put 8 loyalty counters on it.
At the beginning of your upkeep if Eron the Eternal is the only creature you control you may transform Eron the Eternal and put 8 loyalty counters on it.
8/8
+2Put 2 2/2 white Human Knight creature tokens with Flanking onto the battlefield.
-4Permanents you control gain Protection from all colors until the beginning of your next turn.
-8Destroy all non-land permanents you don't control.
-4Permanents you control gain Protection from all colors until the beginning of your next turn.
-8Destroy all non-land permanents you don't control.
Indestructible
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
At the beginning of your upkeep, put a 1/1 white Spirit creature token with flying onto the battlefield.
Prevent all combat damage that would be dealt to Spirits you control.
Prevent all combat damage that would be dealt to Spirits you control.
Cumulative upkeep Gain 3 life.
If at the beginning of your upkeep your life total is 50 or greater you lose the game.
If at the beginning of your upkeep your life total is 50 or greater you lose the game.
“This can’t end well.”
Whenever a plains enters the battlefield you may pay
, if you do you may put a 2/2 white human soldier onto the battlefield.

2/2
Whenever a creature card you control goes to the graveyard from anywhere you may gain 1 life.
Flying, Vigilance
Other White creatures you control get +1/+1.
Other White creatures you control get +1/+1.
3/3
First strike
2/2
Prevent all damage that Hillock Defender would deal to players.
"He cares only to squash those that attack his home, not those that sent the attack."
4/4
Flash
When Hope Charmling enters the battlefield choose one — Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target Aura.
When Hope Charmling enters the battlefield choose one — Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target Aura.
1/1
Flash
When Ivory Charmling enters the battlefield choose one — All creatures get -2/-0 until end of turn; or tap target creature; or prevent the next 1 damage that would be dealt to target creature or player this turn.
When Ivory Charmling enters the battlefield choose one — All creatures get -2/-0 until end of turn; or tap target creature; or prevent the next 1 damage that would be dealt to target creature or player this turn.
1/1
Lifelink, Vigilance
,: Target creature gets +2/+2 until end of turn.
Whenever a creature an opponent controls dies in combat, put a loyalty counter on Ixat, The truly Faithful. Then if Ixat has four or more loyalty counters, transform it.

Whenever a creature an opponent controls dies in combat, put a loyalty counter on Ixat, The truly Faithful. Then if Ixat has four or more loyalty counters, transform it.
4/4
+2 Up to two target creatures gain Life link until end of turn.
+2 Up to two target creatures gain vigilance until end of turn.
-3 Put two +1/+1 counters on each of up to two target creatures.
-7 You get an emblem with " At the beginning of each upkeep put a 2/2 White knight creature token with Lifelink and Vigilance onto the battlefield.
+2 Up to two target creatures gain vigilance until end of turn.
-3 Put two +1/+1 counters on each of up to two target creatures.
-7 You get an emblem with " At the beginning of each upkeep put a 2/2 White knight creature token with Lifelink and Vigilance onto the battlefield.
4
+1 Put a 4/4 White cat warrior creature token with first strike onto the battlefield.
+2 Gain 2 life for each plains you control
-10 You get an emblem with " Whenever a creature enters the battlefield under your control put 2 +1/+1 counters on it then gain life equal to it's toughness.
+2 Gain 2 life for each plains you control
-10 You get an emblem with " Whenever a creature enters the battlefield under your control put 2 +1/+1 counters on it then gain life equal to it's toughness.
6
Enchant land
When enchanted land has "
: gain 3 life.
When enchanted land has "

Equipped Creature gets +4/+8 and can block any number of creatures, and has defender
Equip


Equip









+1Target creature is Indestructable until your next upkeep.
-3Gain 10 life
-5You gain an emblem with” You have hex proof and whenever a creature attacks you gain 1 life.
-3Gain 10 life
-5You gain an emblem with” You have hex proof and whenever a creature attacks you gain 1 life.
2

Once someone falls the only place they should go from there is home to the creator.
2/2
Flash
When Piety Charmling enter the battlefield choose one — Destroy target Aura attached to a creature; or target Soldier creature gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn.
When Piety Charmling enter the battlefield choose one — Destroy target Aura attached to a creature; or target Soldier creature gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn.
1/1
Cast Pray only if two or more creatures are attacking you.
Add

to your mana pool.
Add



Salvation comes to those who ask.
When Priest of Mercy enters the battlefield you gain 3 life.
2/2
Flash
When Protector of the Realm enter the battlefield choose one –
• Gain 2 life for each creature you control.
• Each creature you control gets protection from the color of your choice until end of turn.
When Protector of the Realm enter the battlefield choose one –
• Gain 2 life for each creature you control.
• Each creature you control gets protection from the color of your choice until end of turn.
2/2
Flying, Life link
Whenever Purefire Dragon deals combat damage to a player each other player gains that much life.
Whenever Purefire Dragon deals combat damage to a player each other player gains that much life.
5/5
Flying
: Purescale Dragon gains protection from non-white creatures until end of turn.

4/4
White spells you cast cost
less to cast.

1/1
Gain 3 Life. Shuffle your graveyard into your library.
Flying, Vigilance
Landfall – Put a 3/3 White angel creature token with flying and First strike onto the battlefield.
Landfall – Put a 3/3 White angel creature token with flying and First strike onto the battlefield.
5/5
You gain X life where X is the amount of damage you've taken this turn so far.
Put a permanent on top of your library, then each player puts a permanent he or she controls of the same type on top of his or her library.
Go to section: Colourless (5) White (75) Blue (45) Black (52) Red (53) Green (106) Multicolour (155) Hybrid (8) Split (6) Artifact (37) Land (27) Plane (1)
Show rarities: C U R M
Misc Design for future sets.: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
< Epic Name here> may only be blocked by creatures with Flying.
< Epic Name here> may block any number of non-white creatures.