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Showing 38 of 38 White cards
Go to section: White (38) Blue (34) Black (35) Red (40) Green (38) Multicolour (41) Hybrid (12) Artifact (14) Land (17)
Show rarities: C U R M
Flying
: Prevent the next 2 damage that would be dealt to target creature or player this turn.

2/2
0 comments

Even alone an Embark cleric has no fear of death.
2/2
Horsemanship
Each creature you control with Caravan has horsemanship.
Each creature you control with Caravan has horsemanship.
"If I could lift the mountains with my own strength, I would trust no one but Benthas to carry them to their new location." -Gnarsuth.
1/4
Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
Flying
,
: Target white creature you control gets +1/+2 until the end of the turn.


1/2
Flash, Flying
The sight of carrion arouses them into a frenzy. The smell of carrion sets them out looking for it.
2/3


If Caulsieg is exiled you may return Caulsieg to the battlefield under your control during your end step.
When Caulsieg enters the battlefield target creatures gains protection from the color of your choice until the beginning of your next upkeep.
5/5


"If you can still walk the battlefield while your commander cannot, then you have failed your duties." – Praeth, Embark General.
0/1
Whenever a creature with Caravan is destroyed put a 3/2 white elephant nomad token into play.
Though they live as scattered tribes, all Alomi gather for the passing of one another.
Put 2 1/1 white spirit tokens with flying onto the battlefield if you control at least one tapped creature.

4/4
Destroy target unblocked creature. Its controller puts four 0/1 white spirit tokens with flying into play.
Enchanted creature gets +2/+2.
If the enchanted creature is human it gains +2/+2 and intimidate instead.
If the enchanted creature is human it gains +2/+2 and intimidate instead.
When you control no Plains, exile Sunlight Above.
Sunlight Above has wither as long as you control a Swamp.
At the beginning of your upkeep, if you control a forest, you may put a token into play that's a copy of Eminent Sunlight.
Sunlight Above has wither as long as you control a Swamp.
At the beginning of your upkeep, if you control a forest, you may put a token into play that's a copy of Eminent Sunlight.
2/2
Defender
3/6
Caravan: When Gnarsuth, Hero of the Sands attacks target two other creatures you control that share a creature type with Gnarsuth get +2/+2 and first strike until the end of the turn.
4/6
Prevent all damage that Grand Life Caster would deal to players.
All creatures blocking Grand Life Caster have "
: Regenerate this creature."
All creatures blocking Grand Life Caster have "

8/8
Put a legendary white creature from your hand onto the battlefield. Target opponent taps all non-white creatures he or she controls.
Prevent the damage dealt by X attacking creatures, where X is the number of creatures you control.
Embark drew Bridgar to their side through the honest promise of power and the lie of freedom.
Enchanted creature gains first strike and vigilance.
All creatures you control that share a creature type with enchanted creature get +1/+1
All creatures you control that share a creature type with enchanted creature get +1/+1
First Strike, Wither
"Even the sickly must put forth their effort for this dream, lest they bear the weight of treachery in addition to their ailments." -Trachol Bausahn
2/3
Defender
When Magnificent Wall enters the graveyard from the battlefield add
to your mana pool.
When Magnificent Wall enters the graveyard from the battlefield add

0/3

1/1
Flying
: Target land may produce
,
, or
mana in addition to what it would normally produce.




0/1
Regenerate all creatures that would be destroyed during the combat phase.
Caravan When Sandrunner attacks target other creature you control that shares a creature type with it gets +0/+2 until the end of the turn.
2/1

3/4
Flying

,
: Regenerate target creature



4/5
You may remove one counter of any kind from any number of permanents on the battlefield.
Flying
Caravan- When Starved Angel attacks target other creature that shares a creature type with Starved Angel gains vigilance until the end of the turn.
Caravan- When Starved Angel attacks target other creature that shares a creature type with Starved Angel gains vigilance until the end of the turn.
3/4
If all creatures you control are attacking or blocking they get +2/+2 until the end of the turn.
Flying.

, return Sunblossom Butterfly to your hand. Target creature cannot attack or block until the end of the turn.


0/1
Flying

: Sunshadow Vulture gains shroud until the end of the turn.


2/2
First strike

: Swift Swordsman lose first strike and gains flying.


Flying is nothing more than outrunning gravity.
2/2
Exile X target creatures where X is the number of enchantments on the battlefield.
It is better to execute the spirit than the flesh.
Flying, Vigilance
1/1
Flying


: Destroy target artifact and put a 2/2 white bird token with flying onto the battlefield.



2/5
Prevent all but 1 damage to any white creature you control.
Go to section: White (38) Blue (34) Black (35) Red (40) Green (38) Multicolour (41) Hybrid (12) Artifact (14) Land (17)
Show rarities: C U R M
Foundations: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Foundations | Sect Evolution |