Faith vs Science DD challenge
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Mechanics | Skeleton |
Showing 46 of 46 White cards
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Enchant creature
Enchanted creature has flying and vigilance, and is an Angel in addition to its other types.
Enchanted creature has flying and vigilance, and is an Angel in addition to its other types.
Flying
When Angelic Jailer enters the battlefield, exile target creature an opponent controls until Angelic Jailer leaves the battlefield. (That creature returns under its owner's control.)
When Angelic Jailer enters the battlefield, exile target creature an opponent controls until Angelic Jailer leaves the battlefield. (That creature returns under its owner's control.)
3/3
Enchant creature
Enchanted creature gets +1/+3.
If enchanted creature is an Angel, it has "Each other creature you control gets +1/+3."
Enchanted creature gets +1/+3.
If enchanted creature is an Angel, it has "Each other creature you control gets +1/+3."
Flying, defender
0/2
Faith (You have faith when you cast this spell if you control an Angel or reveal one from your hand)
Target player sacrifices an attacking creature. If you have faith, you gain 5 life.
Target player sacrifices an attacking creature. If you have faith, you gain 5 life.
Enchant creature
When Apotheosis enters the battlefield, put a 1/1 white Cleric creature token onto the battlefield.
Enchanted creature gets +2/+2 and has flying.
When Apotheosis enters the battlefield, put a 1/1 white Cleric creature token onto the battlefield.
Enchanted creature gets +2/+2 and has flying.
Equip 
Equipped creature gets +2/+2 and has Lifelink.


Equipped creature gets +2/+2 and has Lifelink.
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)
Enchanted creature can't attack or block.
If enchanted creature would die, exile it instead.
Enchanted creature can't attack or block.
If enchanted creature would die, exile it instead.
When Congregation enters the battlefield, put two 1/1 white Cleric creature tokens onto the battlefield.
Whenever a creature enters the battlefield under your control, gain 1 life.
Whenever a creature enters the battlefield under your control, gain 1 life.
Enchanted creature can't attack or block.


: Pray



Whenever you pray, put a 2/2 white soldier creature token onto the battlefield.
Pray

(

:You gain 1 life for each creature you control.)
Pray






Faith (You have faith when you cast this spell if you control an Angel or reveal one from your hand)
When Faithful Recruit enters the battlefield, if it has faith it gets a +1/+1 counter.
When Faithful Recruit enters the battlefield, if it has faith it gets a +1/+1 counter.
2/3
Faith (You have faith when you cast this spell if you control an Angel or reveal one from your hand)
Destroy all creatures. If you had faith, destroy all but one creature instead.
Destroy all creatures. If you had faith, destroy all but one creature instead.
At the beginning of your upkeep, put a 1/1 white Cleric creature token onto the battlefield, then pray.
Convoke
Put a 1/1 white Cleric creature token onto the battlefield for each creature you control.
Put a 1/1 white Cleric creature token onto the battlefield for each creature you control.
First strike, prowess
1/1
Defender
This creature may block an additional creature.
This creature may block an additional creature.
Sometimes an guardian angel just isn't big enough.
4/5
Flying
Pray 5WW (5WW :You gain 1 life for each creature you control.)
Whenever you pray, other creatures you control gain flying until end of turn.
Pray 5WW (5WW :You gain 1 life for each creature you control.)
Whenever you pray, other creatures you control gain flying until end of turn.
2/4
Reach
When Hillside Hermit enters the battlefield, you gain 3 life.
When Hillside Hermit enters the battlefield, you gain 3 life.
"He came from the mountains bringing the wisdom of his ancient kind, offering protection and counsel. Of course the people rever him."
3/4
When Honored Missionary dies, put a 1/1 white Cleric creature token onto the battlefield.
1/1
When Inquisitor's Escort enters the battlefield, tap target creature.
"Nothing makes an honest tinkerer quite as nervous as the witch-hunters of the Broken Ring hailing from their artles temples."
-someone Science-deck legendary
-someone Science-deck legendary
3/4
Pray 

(

:You gain 1 life for each creature you control.)
Whenever you pray, creatures you control get +1/+1 until end of turn.






Whenever you pray, creatures you control get +1/+1 until end of turn.
3/4
Enchant permanent (Target a permanent as you cast this. This card enters the battlefield attached to that permanent.)
Enchanted permanent's triggered abilities don't trigger. If enchanted permanent is a creature, it can't attack or block.
Enchanted permanent's triggered abilities don't trigger. If enchanted permanent is a creature, it can't attack or block.
Vigilance
2/3
Put two 1/1 white Cleric creature tokens onto the battlefield, then pray.
Target creature gets +1/+1 and gains first strike until end of turn. Untap that creature.
Pray 5WW (5WW :You gain 1 life for each creature you control.)
Whenever you pray, put a +1/+1 counter on each creature you control.
Whenever you pray, put a +1/+1 counter on each creature you control.
2/3
Faith (You have faith when you cast this spell if you control an Angel or reveal one from your hand)
Tap target creature. If you have faith, exile that creature instead.
Tap target creature. If you have faith, exile that creature instead.
First strike, vigilance
Whenever you pray, you may return Revered Hero from your graveyard to the battlefield.
Whenever you pray, you may return Revered Hero from your graveyard to the battlefield.
Saint Illeas is called upon in times of need – and some say answers prayers personally.
3/3
Exile target nonland permanent.
Whenever you pray, Sacrament Protector gains first strike until end of turn.
3/1
Put four 1/1 white cleric tokens onto the battlefield.
Flying
Pray

(

:You gain 1 life for each creature you control.)
Whenever you Pray, put a 4/4 white angel creature token with flying onto the battlefield under your control.
Pray






Whenever you Pray, put a 4/4 white angel creature token with flying onto the battlefield under your control.
4/4
Flying
Creature tokens you control get +1/+1
Creature tokens you control get +1/+1
3/3
First Strike
Whenever an Angel enters the battlefield under your control, put a +1/+1 counter on Soldier of Peace.
Whenever an Angel enters the battlefield under your control, put a +1/+1 counter on Soldier of Peace.
1/1
Whenever one or more creatures attack you or a planeswalker you control, Stand as One deals X damage to target attacking creature, where X is the number of creatures you control.
When Sunburst Elemental dies,
Pray (You gain 1 life for each creature you control.).
Pray (You gain 1 life for each creature you control.).
2/2
Flying
Pray

Whenever you pray, put a +1/+1 counter on each other creature your control.
Pray



Whenever you pray, put a +1/+1 counter on each other creature your control.
4/4
Flying, First Strike
Aslong as you have twenty more life than your starting life total, creatures you control gain +6/+6 and are indestructible.
Aslong as you have twenty more life than your starting life total, creatures you control gain +6/+6 and are indestructible.
4/4
Flying, Vigilance
Creatures can't attack you unless their controller pays
for each creature he or she controls that's attacking you.
Creatures can't attack you unless their controller pays

4/4
Convoke
Target creature gets +1/+0 for each creature you control and gains first strike until end of turn.
Target creature gets +1/+0 for each creature you control and gains first strike until end of turn.
When Unseemly Zealot enters the battlefield, another target creature gets +1/+1 until end of turn.
3/4
Vigilance

: Vinetouched Clergy gets +2/+2 and gains indestructible until end of turn.


3/1
When Wandering Hermit enters the battlefield, Pray (You gain 1 life for each creature you control.)
2/2
Pray
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Show rarities: N C U R M
Faith vs Science DD challenge: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Battalion – Whenever Angel Redeemer and at least two other creatures you control attack, return target creature with converted mana cost 3 or less from your graveyard onto the battlefield tapped and attacking.
2015-08-12 03:27:04 by CasualR