Evolution
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Showing 40 of 40 White cards
Go to section: White (40) Blue (40) Black (40) Red (40) Green (40) Split (5) Artifact (18) Land (26)
Show rarities: C U R M
Enchant Plains
When enchanted Plains is tapped for mana, target creature gains first strike until end of turn.
When enchanted Plains is tapped for mana, target creature gains first strike until end of turn.
Defender, Flying
Curve 1 (If you cast this spell on a player's first turn, it gains this effect.) When Aurora Wall enters the battlefield, you gain 3 life.
Curve 1 (If you cast this spell on a player's first turn, it gains this effect.) When Aurora Wall enters the battlefield, you gain 3 life.
0/3
Lurk 4WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
0/8
Flying, Lifelink
At the beginning of your upkeep put two 1/1 white Soldier creature tokens onto the battlefield.
At the beginning of your upkeep put two 1/1 white Soldier creature tokens onto the battlefield.
3/3
You gain shroud until end of turn.
Curve 3 — (If you cast this spell on a player’s third turn, it gains this effect.) Prevent all combat damage that would be dealt to you this turn.
Curve 3 — (If you cast this spell on a player’s third turn, it gains this effect.) Prevent all combat damage that would be dealt to you this turn.
First Strike
Curve 1 — (If you cast this spell on a player’s first turn, it gains this effect.) Bone Fencer enters the battlefield with a +1/+1 counter on it.
Curve 1 — (If you cast this spell on a player’s first turn, it gains this effect.) Bone Fencer enters the battlefield with a +1/+1 counter on it.
1/1
First Strike, Lifelink
Lurk 3WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
Lurk 3WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
3/3
T: Target permanent doesn’t untap during its controller’s next untap step.
Curve 1 — (If you cast this spell on a player’s first turn, it gains this effect.) When Calcifier enters the battlefield, target permanent doesn’t untap during its controller’s next untap step.
Curve 1 — (If you cast this spell on a player’s first turn, it gains this effect.) When Calcifier enters the battlefield, target permanent doesn’t untap during its controller’s next untap step.
1/1
Flying
At the beginning of each end step, if Castle Ghosts is in your graveyard you may put it onto the battlefield.
Lurk 3WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
At the beginning of each end step, if Castle Ghosts is in your graveyard you may put it onto the battlefield.
Lurk 3WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
2/1
While Channel Recruits is in your graveyard; At the beginning of your upkeep put a 1/1 white Soldier creature token onto the battlefield.
Whenever a card leaves your hand, if Channel Recruits is in your graveyard exile it.
Whenever a card leaves your hand, if Channel Recruits is in your graveyard exile it.
Flying
Curve 4 — (If you cast this spell on a player’s fourth turn, it gains this effect.) Dexterous Skyglider enters the battlefield with a curve counter on it and it gains first strike.
Curve 4 — (If you cast this spell on a player’s fourth turn, it gains this effect.) Dexterous Skyglider enters the battlefield with a curve counter on it and it gains first strike.
3/2
Destroy target artifact or enchantment.
Curve 2 — (If you cast this spell on a player’s second turn, it gains this effect.) Put Dispeller’s Grace into your hand as it resolves.
Curve 2 — (If you cast this spell on a player’s second turn, it gains this effect.) Put Dispeller’s Grace into your hand as it resolves.
Prevent all combat damage that would be dealt to you this turn. You gain life equal to the damage prevented this way.
The next 4 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
When Dust Trooper is put into a graveyard from the battlefield, target permanent doesn’t untap during its controller’s untap step unless that player pays 1.
2/1
Flying, Vigilance.
When Faceless Archangel attacks, put a +1/+1 counter on it.
When Faceless Archangel deals damage to an opponent, destroy target permanent that player controls for each +1/+1 on Faceless Archangel.
When Faceless Archangel attacks, put a +1/+1 counter on it.
When Faceless Archangel deals damage to an opponent, destroy target permanent that player controls for each +1/+1 on Faceless Archangel.
4/4
Destroy target attacking creature with converted mana cost X or less. Draw a card.
When First Responder enters the battlefield or is turned face up, you gain 2 life.
Lurk 2WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
Lurk 2WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
2/2
Vigilance
T: Target creature gets +1/+1 until end of turn.
T: Target creature gets +1/+1 until end of turn.
2/5
Creatures you control get +1/+1 and have vigilance.
At the beginning of your upkeep, put a 1/1 white Soldier creature token onto the battlefield.
At the beginning of your upkeep, put a 1/1 white Soldier creature token onto the battlefield.
First Strike
When Honored Pikeman enters the battlefield or is turned face up, return a creature you control to it’s owner’s hand.
Lurk 1W (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
When Honored Pikeman enters the battlefield or is turned face up, return a creature you control to it’s owner’s hand.
Lurk 1W (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
2/2
First Strike.
When Imperial Paladin deals combat damage, the next time it would be dealt damage this turn, prevent it.
When Imperial Paladin deals combat damage, the next time it would be dealt damage this turn, prevent it.
2/2
When a player turns a card face up, you may gain 3 life.
2/3
{+1}: Until your next turn, opponents can’t cast more than one spell each turn.
: Destroy all creatures. They can’t be regenerated.
{-8}: You get an emblem with “Spells your opponents cast cost 3 more to cast”.
: Destroy all creatures. They can’t be regenerated.
{-8}: You get an emblem with “Spells your opponents cast cost 3 more to cast”.
5
Other white creatures you control get +1/+1.
Lurk XWWW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
When Liege of Swords is turned face up; if its your turn, put X 1/1 white Soldier creature tokens onto the battlefield.
Lurk XWWW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
When Liege of Swords is turned face up; if its your turn, put X 1/1 white Soldier creature tokens onto the battlefield.
3/3
Vigilance
Curve 3 — (If you cast this spell on a player’s third turn, it gains this effect.) When Mystic Sentinel enters the battlefield, target creature you control gains vigilance as long as Mystic Sentinel remains on the battlefield.
Curve 3 — (If you cast this spell on a player’s third turn, it gains this effect.) When Mystic Sentinel enters the battlefield, target creature you control gains vigilance as long as Mystic Sentinel remains on the battlefield.
1/4
Protection from red and from black.
Curve 4 — (If you cast this spell on a player’s fourth turn, it gains this effect.) When Nova Paladin enters the battlefield; destroy all creatures. They can’t be regenerated.
Curve 4 — (If you cast this spell on a player’s fourth turn, it gains this effect.) When Nova Paladin enters the battlefield; destroy all creatures. They can’t be regenerated.
3/4
Flying
Lurk 3WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
When Owl Ambusher is turned face up, destroy target attacking creature.
Lurk 3WW (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
When Owl Ambusher is turned face up, destroy target attacking creature.
2/2
First Strike
WW: Put a +1/+1 counter on target creature. Activate this ability only during your turn and only once each turn.
WW: Put a +1/+1 counter on target creature. Activate this ability only during your turn and only once each turn.
2/2
Enchant Permanent
Enchanted permanent doesn’t untap during its controller’s untap step.
4: Untap enchanted permanent. Any player may play this ability.
Enchanted permanent doesn’t untap during its controller’s untap step.
4: Untap enchanted permanent. Any player may play this ability.
Return target creature from your graveyard onto the battlefield, it gains lifelink.
Curve 5 — (If you cast this spell on a player’s fifth turn, it gains this effect.) That creature also gains first strike.
Curve 5 — (If you cast this spell on a player’s fifth turn, it gains this effect.) That creature also gains first strike.
Turn target nonland nontoken permanent face down. It becomes a land card with “T: Add 1 to your mana pool.”
Curve 2 — (If you cast this spell on a player’s second turn, it gains this effect.) Exile that card instead.
Curve 2 — (If you cast this spell on a player’s second turn, it gains this effect.) Exile that card instead.
If a creature you control is put into a graveyard from the battlefield, sacrifice Soul Aegis; if you do, return that creature from your graveyard onto the battlefield.
When Soulsmith enters the battlefield or is turned face up, target creature you control gains protection from the color of your choice until end of turn.
Lurk 2W (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
Lurk 2W (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
1/1
Vigilance
Curve 4 — (If you cast this spell on a player’s fourth turn, it gains this effect.) When Sun Centurion enters the battlefield, put a +1/+1 counter on each creature you control.
Curve 4 — (If you cast this spell on a player’s fourth turn, it gains this effect.) When Sun Centurion enters the battlefield, put a +1/+1 counter on each creature you control.
3/3
Put a +1/+1 counter on target creature. That creature gains flying until end of turn.
Put a 1/1 white Soldier creature token onto the battlefield.
At the beginning of your upkeep, if an opponent controls more creatures than you, you may return Troop Refraction from your graveyard to your hand.
At the beginning of your upkeep, if an opponent controls more creatures than you, you may return Troop Refraction from your graveyard to your hand.
Enchant Creature
Enchanted creature has +1/+1 for each other creature you control.
Curve 3 — (If you cast this spell on a player’s third turn, it gains this effect.) When Unity’s Blessing enters the battlefield, put two 1/1 white Soldier creature tokens onto the battlefield.
Enchanted creature has +1/+1 for each other creature you control.
Curve 3 — (If you cast this spell on a player’s third turn, it gains this effect.) When Unity’s Blessing enters the battlefield, put two 1/1 white Soldier creature tokens onto the battlefield.
When Venerable Retainer enters the battlefield, target permanent doesn’t untap during it’s controller’s untap step as long as Venerable Retainer remains on the battlefield.
4/4
Go to section: White (40) Blue (40) Black (40) Red (40) Green (40) Split (5) Artifact (18) Land (26)
Show rarities: C U R M
Evolution: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | General Information | Idea and Principles |
last 2012-02-15 04:42:05 by jmgariepy