Battle for Zendikar
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Limited Archetypes |
Showing 36 of 36 White cards
Go to section: Colourless (10) White (36) Blue (36) Black (36) Red (36) Green (36) Multicolour (21) Artifact (13) Land (15)
Show rarities: C U R M
If two or more creatures are attacking you, you may pay 
rather than pay Ambush Trap's mana cost.
Put four 1/1 white Soldier creature tokens onto the battlefield.


Put four 1/1 white Soldier creature tokens onto the battlefield.
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
"We prepare for the known with daggers, rations, rope, and pitons. But we also prepare for the unknown with billycat tails, pikku roots, hedron chips . . ."
2/2
If three or more creatures are attacking you, you may pay 
rather than pay Blade Rain Trap's mana cost.
Blade Rain Trap deals 2 damage to each attacking creature.


Blade Rain Trap deals 2 damage to each attacking creature.
Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Caravan Expedition.
Remove three quest counters from Caravan Expedition and sacrifice it: Put three 1/1 white Kor creature tokens onto the battlefield.
Remove three quest counters from Caravan Expedition and sacrifice it: Put three 1/1 white Kor creature tokens onto the battlefield.
Choose two—
• Destroy target attacking or blocking creature.
• Tap up to three target creatures.
• Put a 2/2 white Knight creature token onto the battlefield.
• Target creature gains first strike and lifelink until end of turn.
• Destroy target attacking or blocking creature.
• Tap up to three target creatures.
• Put a 2/2 white Knight creature token onto the battlefield.
• Target creature gains first strike and lifelink until end of turn.
Target creature gets +2/+2 and gains flying and first strike until end of turn.
Kicker 
Exile target artifact or creature. Its controller gains 5 life unless Dawnglare Ray was kicked.


Exile target artifact or creature. Its controller gains 5 life unless Dawnglare Ray was kicked.
Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.
Landfall— If a land entered the battlefield under your control this turn, creatures you control gain indestructible until end of turn.
Landfall— If a land entered the battlefield under your control this turn, creatures you control gain indestructible until end of turn.
Lifelink
Landfall— Whenever a land enters the battlefield under your control, Felidar Ancient gets +1/+2 until end of turn.
Landfall— Whenever a land enters the battlefield under your control, Felidar Ancient gets +1/+2 until end of turn.
3/3
Other Ally creatures you control get +1/+1.
Whenever Fort Keff Shieldmate or another Ally enters the battlefield under your control, Ally creatures you control gain first strike and lifelink until end of turn.
Whenever Fort Keff Shieldmate or another Ally enters the battlefield under your control, Ally creatures you control gain first strike and lifelink until end of turn.
2/4
Defender
Whenever Fort Keff Survivors blocks, put a +1/+1 counter on it.
Whenever Fort Keff Survivors blocks, put a +1/+1 counter on it.
1/3
+2: Tap target creature. You gain 2 life.
-2: Put two 2/2 white Knight creature tokens onto the battlefield.
-10: You get an emblem with, "Whenever a creature attacks you, put a 2/2 white Knight creature token onto the battlefield blocking that creature.
-2: Put two 2/2 white Knight creature tokens onto the battlefield.
-10: You get an emblem with, "Whenever a creature attacks you, put a 2/2 white Knight creature token onto the battlefield blocking that creature.
5
Landfall— Whenever a land enters the battlefield under your control, Gomo Fada Wanderer gets +1/+1 until end of turn.
1/1
If you control a Kor creature, you may pay
rather than pay Grappling Hook Trap's mana cost.
Remove up to two target creatures from combat.

Remove up to two target creatures from combat.
Enchant creature
Enchanted creature gets +2/+3 and has flying and vigilance.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +2/+3 and has flying and vigilance.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
First strike, defender
Fort Keff, a camp with its back to the wall of a great canyon, was the safest haven in all of Akoum until it was destroyed by the brood of Emrakul.
3/2
Flying
Protection from colorless
Protection from colorless
Swift birds of prey are often seen flying through the hedron-filled trenches of Makindi, snatching up the unsuspecting rabbit, lizard, or goblin.
1/1
Landfall— Whenever a land enters the battlefield under your control, Irikal Swiftclaw gets +1/+1 and gains lifelink until end of turn.
2/2
You gain X life, where X is twice the number of lands you control.
Landfall— If a land entered the battlefield under your control this turn, draw a card.
Landfall— If a land entered the battlefield under your control this turn, draw a card.
Defender
Whenever Kabira Mystic blocks, you gain 3 life.
Whenever Kabira Mystic blocks, you gain 3 life.
3/3
Flying
Noble falcons patrol the steppes and plateaus of Kazandu, keeping a watchful eye on the monstrosities that grow restless below.
2/2
Defender
Other creatures you control with defender get +0/+1.
,
: Target creature with defender can attack this turn as though it didn't have defender. That creature gets +1/+1 and gains first strike and vigilance until end of turn.
Other creatures you control with defender get +0/+1.


1/3
Kicker
Mountainwalk
When Kor Cliffwalker enters the battlefield, if it was kicked, put a 1/1 white Kor creature token with mountainwalk onto the battlefield.

Mountainwalk
When Kor Cliffwalker enters the battlefield, if it was kicked, put a 1/1 white Kor creature token with mountainwalk onto the battlefield.
1/1


0/1
Flash, First Strike
: Target creature gains flying and first strike until end of turn.

2/2
Whenever Makindi Lieutenant or another Ally enters the battlefield under your control, target Ally creature gets +1/+1 and gains first strike until end of turn.
1/2
+1: Up to two target Equipments gain "Equip
" until end of turn.
-2: Exile target creature with converted mana cost less than or equal to the number of artifacts you control.
-6: Search your library for up to two Equipment cards and put them onto the battlefield, then shuffle your library.

-2: Exile target creature with converted mana cost less than or equal to the number of artifacts you control.
-6: Search your library for up to two Equipment cards and put them onto the battlefield, then shuffle your library.
4
Landfall— Whenever a land enters the battlefield under your control, put two 1/1 white Kor creature tokens onto the battlefield.
1/1
Search your library for a basic Plains card and put it into your hand. If you control an untapped land, you gain 2 life.
Flying, Lifelink
3/2
If you control a Kor creature, you may pay 

rather than pay Skyfisher's Trap's mana cost.
Tap each creature target player controls.
Put a 1/1 white Kor creature token onto the battlefield.



Tap each creature target player controls.
Put a 1/1 white Kor creature token onto the battlefield.
First Strike
Equip costs you pay that target Stoneforge Blademaster cost
less to cast.
Equip costs you pay that target Stoneforge Blademaster cost

2/2
Choose one—
• Target equipped creature gets +1/+1 and gains first strike until end of turn.
• You gain 3 life.
• Attach target Equipment you control to target creature you control.
• Target equipped creature gets +1/+1 and gains first strike until end of turn.
• You gain 3 life.
• Attach target Equipment you control to target creature you control.
Flash, defender
When Valiant Shield-Bearer enters the battlefield, target creature with defender gets +1/+1 until end of turn.
When Valiant Shield-Bearer enters the battlefield, target creature with defender gets +1/+1 until end of turn.
1/3
First Strike
Whenever Vanquisher of Ancients or another Ally enters the battlefield under your control, Ally creature you control gain first strike until end of turn.
Whenever Vanquisher of Ancients or another Ally enters the battlefield under your control, Ally creature you control gain first strike until end of turn.
2/2
Go to section: Colourless (10) White (36) Blue (36) Black (36) Red (36) Green (36) Multicolour (21) Artifact (13) Land (15)
Show rarities: C U R M
Battle for Zendikar: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Limited Archetypes |
Other creatures you control with defender get +0/+2.