Creature CardsAysen Magistrate 
{W}
Creature -- Townsfolk Magistrate
2/2
If a player would draw a card outside his or her draw step, that player skips that draw and gains 1 life instead.
Heroic Paladin 
{W}{W}
Creature -- Knight
2/2
If a spell or ability would cause two or more creatures to leave play or deal lethal damage to two or more creatures, sacrifice Heroic Paladin and counter that spell or ability.
Argivian Researcher 
{W}
Creature -- Townsfolk
2/2
When Argivian Researcher comes into play, reveal your library. Your opponent chooses an artifact card from your library. Put that card into your hand and shuffle your library.
I could only find this, I hope it helps. Veteran Campaigner 
{W}
Creature -- Soldier
1/3
Sacrifice Veteran Campaigner: Destroy up to two target Goblins.
The incessant goblin raids stetched the Onean militias beyond their breaking point. After the massacre at the Battle of Telmar's Pass, the militia's few survivors had nothing left but revenge. Onean Squire 
Creature -- Squire
1/1
Protection from red
Creatures you control named Onean Knight have double strike.
As long as an opponent controls a red permanent and you only control colorless or white permanents, Onean Squire gets +1/+0 and has first strike.
"While the Oneans grew steadily more proficient in the art of killing goblins, their numbers slowly dwindled. Each retreat was accompanied by the knowledge that they would never hold that land again." -Istini Ayesh ni Hata Kan, History of the Goblin Wars
Onean Knight 
{W}
Creature -- Knight
2/2
First Strike
Protection from red
"In the last days of Oneah, a hero would occasionally ride forth to challenge the goblins. None ever returned, but sometimes the goblin raids would cease for days at a time." -Istini Ayesh ni Hata Kan, History of the Goblin Wars
Unknown Martyr 
{W}
Creature -- Cleric
2/2
When a spell or ability targetting any player is played, sacrifice Unknown Martyr and counter that spell or ability.
Highland Militia 
{W}
Creature -- Soldier
1/1
Double strike

: Prevent all combat damage that would be dealt to and by Highland Militia this turn.
Strike swift and fierce, then disappear. -Highland credo Watchful Sentry 
{W}{W}
Creature -- Gargoyle
2/2

: Watchful Sentry gains flying until end of turn.
At the beginning of your upkeep, if Watchful Sentry is in your graveyard and you control a creature, you may return Watchful Sentry to play.
Ages ago, the gargoyles were created by a planeswalker who wished guardians for his city. From their stone perches they peer out, ever vigilant, needing neither food nor rest - only peoples to keep safe. Eternal Angel 
{W}{W}
Creature -- Angel
4/4
Flying.

{W}: Remove Eternal Angel from the game, then return it to play at end of turn.
Its flame may flicker, but it never goes out. Wandering Kestrel 
{W}
Creature -- Bird
2/1
Flying
Sleek and swift, the kestrel strikes with deadly accuracy, and downing prey much larger than itself. Silent Martyr 
{W}
Creature -- Townsfolk
2/1
If a spell or ability controlled by an opponent causes you to sacrifice Silent Martyr, draw two cards.
Inquisitor 
{W}{W}
Creature -- Cleric
1/2
When Inquisitor comes into play from your hand, any player may pay 5 life to destroy Inquisitor.

: Gain control of target creature. That creature becomes white.
"The Inquisition protects the purity of our faith." -Primata Delphine Knight Templar 
{W}{W}
Creature -- Knight
2/3
When Knight Templar is put into a graveyard from play you may pay

. If you do, search your library for a card named Knight Templar, and put it into play. Shuffle your library afterwards.
The knight's valor will not allow him to leave the battle. Hermit 
Creature -- Townsfolk
1/1
Hermit cannot attack.
At the beginning of your upkeep put a +1/+1 counter on Hermit.
The hermit sits alone in his cottage in the woods. Not attacking nor being attacked, he simply waits. Angel of Ire 
{W}
Creature -- Angel
4/5
Flying
Morph

{W}{W}
When Angel of Ire is turned face up, each player chooses one creature. Destroy all other creatures. They cannot be regenerated.
When she whispers...your blood shall be cold. You'd better hide before she finds you." -Sharon, Queen of Ice. Onean Moderator 
{W}
Creature -- Townsfolk
1/1

: Target creature has protection from its colors.
The war council chamber of the Oneans was a battleground of tempers and ego. A moderator was often needed to keep discussions on military tactics productive. Faith Elemental 
{W}
Creature -- Elemental
1/4
You may play Faith Elemental as an enchantment spell for

{W}.
When Faith Elemental leaves play, sacrifice a creature.

{W}: All creatures' power becomes equal to their toughness until end of turn.
"The difference between being a thug and a soldier is having something to fight for." -General Jarkeld Darkling Thrush 
{W}
Creature -- Bird
1/1
Flying, Protection from Black
When Darkling Thrush comes into play, target creature becomes black until Darkling Thrush leaves play.
"That I could think there trembled through/ His happy good-night air/ Some blessed Hope, whereof he knew/ And I was unaware." -Sir Thomas Hardy Veteran Legionnaire 
Creature -- Soldier
0/1
Veteran Legionnaire gets +1/+0 for each attacking creature.
The more, the merrier.Hallowed Harlequin 
{W}
Creature -- Harlequin
2/2
Whenever Hallowed Harlequin deals damage to a player, choose a color or permanant type. Hallowed Harlequin gains protection from the chosen color or permanant type (This effect does not end at end of turn).
Noble Hawk 
{W}
Creature -- Bird
1/1
Flying
When Noble Hawk blocks or becomes the target of a spell or ability, it gains protection from the color of your choice until end of turn.
Unlike many species, these birds have no need for camouflage. They're nimble enough to dodge any hunter. Judge Penitent 
{W}{W}
Creature -- Cleric
1/2

: Until end of turn, target creature loses all abilities and becomes an 0/1 creature. Put a +1/+1 counter on that creature at end of turn.
"I was too loved to have doubts about myself..." Jean-Paul Sartre Merchant Caravan 
{W}
Creature -- Caravan
1/2
Attacking doesn't cause Merchant Caravan to tap.
At the beginning of your upkeep, put a currency counter on Merchant Caravan.
Remove a currency counter from Merchant Caravan: Untap target basic land. Play this ability only during an opponent's turn.
Martial Dragoon 
Creature -- Soldier Knight
1/1
When Martial Dragoon comes into play, all of your opponents skip their next combat phase.
The Dragoons may bring peace and order to the land, but they do it at the expense of freedom. Itinerant Prophet 
{W}
Creature -- Cleric
0/4
Players may not spend more than four mana in any turn.
I charge thee, fling away ambition.
By that sin fell the angels. -William Shakespeare, Henry VIII, III:2
Rathgar, Master Healer 
{W}{W}
Legendary Creature -- Cleric
0/4

{W}: Return to play under your control target creature card that was put into your graveyard this turn.

,

: Prevent the next 3 damage to target player.
"The old man may be tough, but you'll never find a more gentle hand." -Rathgar's Apprentice War Hawk 
Creature - Bird

: Target creature gains +1/+0 and flying until end of turn.
1/1
The hawk riders circled high above the melee, then turned and dove. The massive birds of prey plucked wolf after wolf off the valley floor, as peregrines hunt pigeons. Silent Majority 
{W}
Legendary Creature -- Townfolk
8/0
Trample
Vigilance.
Sacrifice a creature: Regenerate Silent Majority
The roar of revolution begins with a whisper of hope. Fervent Missionary 
{W}
Creature -- Cleric
4/4
Vigilance
Fervent Missionary comes into play with a -1/-1 counter for each white mana used to pay its mana cost.
If Fervent Missionary would be dealt damage by a creature, you may instead move a -1/-1 counter from Fervent Missionary to that creature.
Taninite 
{W}
Creature -- Cleric
2/2

: Taninite gets -1/+1 until the end of the turn.
Sacrifice Taninite: Destroy target blocked creature with toughness less than Taninite's toughness.
"For the sake of Zion I will not be silent;
For the sake of Jerusalem I will not be still." -Isaiah 62:1 Lord Jyridan 
{W}
Legendary Creature -- Lord
4/8

: Target creature gains protection from white until the end of the turn.

, Tap four untapped Legends you control: You win the game.
"Survival first, salvation forever." Onean Phalanx 
{W}
Creature -- Soldier
2/4
Whenever Onean Phalanx blocks, you choose how creatures it blocks assign combat damage.
The Phalanxes of Oneah formed the lynchpin of Onean fighting formations. Their skills at directing the flow of battle were unmatched--until they were swamped by a tidal wave of goblins.Inspired Paladin 
{W}{W}
Creature -- Knight
1/2
First Strike.
Play with your hand revealed.
Inspired Paladin has +1/+1 for each enchantment card in your hand.
Lynch Mob 
{W}
Creature -- Townsfolk Mob
1/1
Lynch Mob comes into play with X +1/+1 counters on it.
Whenever you gain control of Lynch Mob, target opponent gains X life.
Mercadian Insider 
{W}
Creature -- Rebel
2/1
Whenever a spell or ability an opponent controls is put on the stack, unless he or she pays

, if it has one or more targets, you may choose new targets for that spell or ability.
Silent Knight
Creature - Human Knight
1/2
Artifact and enchantment spells cost

more to play.
Leonin Transmuter
{W}
Creature - Cat Wizard
2/2

, sacrifice an enchantment: Return target enchantment from your graveyard to play.
Village Idiot
Creature -- Townsfolk
1/1

, sacrifice Village Idiot: The next time target player would draw a card this turn, instead, that player skips that draw.
King's Herald
{W}
Creature -- Solder
2/2
Whenever a targeted spell is played, counter it if it does not target King's Herald.
"In the hearts and minds of the people, let none be considered before the King." -first edict of Leopold the MadDefender of the Ideal
{W}
Creature -- Cleric
1/1
Sacrifice Defender of the Ideal: Prevent all damage a source of your choice would deal until end of turn.
When Defender of the Ideal is put into a graveyard from play, you may search your library for up to two cards named Defender of the Ideal and put them into play. If you do, shuffle your library.
"You may strike me down, but two more will take my place. My body may decay; the ideal will live forever." Otherworldly Eparch
{W}
Creature -– Spirit Cleric
2/2
Your opponents can't play spells with a converted mana cost equal to that of any enchantment enchanting Otherworldly Eparch.
Though the battle was desperate, they could not bring themselves to strike someone so pure.Arrogant Zealot
{W}
Creature -- Cleric
5/5
Arrogant Zealot can only be played if you have exactly 20 life.
"The soul of a civilization is its religion, and it dies with its faith." -Will DurantRecalcitrant Fossarian
{W}
Creature -- Cleric
1/1
At end of turn, gain 2 life for each creature put into your graveyard from play this turn.
Righteous Crusader 
{W}{W}
Creature -- Knight
2/2
Vigilance
(Attacking doesn't cause this creature to tap)As Righteous Crusader comes into play, choose a color.
Righteous Crusader has protection from the chosen color.
Onean Commander
{W}
Creature -- Knight
2/2
Players can't search their libraries for cards.
"Oneah was determined to write history, not to be overwhelmed by its tide." -Istini Ayesh ni Hata Kan, History of the Goblin Wars
Defiant Truthspeaker
Creature -- Human Rebel
1/1
As Defiant Truthspeaker comes into play, choose a color.
Spells of the chosen color cost

more to play.
His presence is taxing.Wei Red-Leg, Blind Fox 
{W}{W}
Legendary Creature -- Fox Cleric
0/1

: Choose target enchantment a player controls and target enchantment card in that player's graveyard. If both targets are still legal as this ability resolves, that player sacrifices the enchantment in play, then puts the other enchantment from his or her graveyard into play.
Sacred Herd
{W}
Creature -- Antelope
2/2
As Sacred Herd comes into play, choose a land type.
All creatures lose landwalk of the chosen type.
Exalted Hero
{W}
Creature -- Soldier
1/1
Exalted Hero gets +1/+1 for each card in your hand above four.
Benalish Spy
Creature -- Soldier
1/1
Whenever Benalish Spy attacks and isn’t blocked, you may look through defending player’s library. If you do, Benalish Spy deals no combat damage this turn and that player shuffles his or her library.
Aesthir Scout
{W}
Creature - Bird
1/1
Flying, first strike

: Target creature gains first strike until end of turn.
As the war ground on, the Kjeldorans found they had more aesthir than skyknights to ride them, so they began to use the birds to scout for enemy encampments.Angelic Soul
{W}{W}
Creature -- Angel Spirit
2/2
Flying
Sacrifice Angelic Soul: Creatures you control gain protection from the color of your choice until end of turn.
An angel never leaves the battlefield until it has provided for the safety of its allies.Ascendant Angel
{W}{W}
Creature - Angel
4/4
Flying
Protection from Demons
Wily Tactician
{W}
Creature -- Soldier
1/4

: You may play an instant card from your hand with converted mana cost X without paying its mana cost, where X is the number of attacking or blocking creatures you control.
(If it has X in its mana cost, X is 0.)Hanging Judge
Creature -- Magistrate
1/1

,

, discard a card: Destroy target creature that dealt damage to you this turn.
Militant Soothsayer
{W}
Creature -- Cleric Soldier
1/3
Whenever a creature you control deals combat damage to a player, you may search your library for a card that shares a color with that creature and with the same converted mana cost as that creature, reveal it, then shuffle your library and put that card on top of it.
Order of the Golden Lion
{W}{W}
Creature -- Knight
2/1
First strike
Whenever Order of the Golden Lion deals damage, gain that much life.
Holy power imbues his sword,
The will of Serra guides his arm.
To the wicked he deals a just reward
And guards the innocent from harm.Benevolent Angel
{W}{W}{W}
Creature -- Angel
4/4
Flying
All other creatures you control gain protection from all colors.
Devoted Paladin
{W}{W}
Creature -- Knight
3/3
Protection from black
You can't be the target of black spells or abilities.
Noble Executioner
{W}{W}
Creature -- Human Soldier
1/2

: Destroy target creature that damaged you this turn.
At the end of turn, if you have 5 or less life, flip Noble Executioner.
///////
Corrupted Vigilante
Creature -- Human Rogue
3/1
Corrupted Vigilante is black.

: Destroy target creature.
Peasant Militia
{W}
Creature -- Townsfolk Soldier
3/4
Vigilance
When you control four or more lands, sacrifice Peasant Militia.
Longsuffering Cavalier
{W}
Creature -- Soldier
3/4
Vigilance, first strike
Longsuffering Cavalier comes into play with three woe counters on it.
As long as Longsuffering Cavalier has a woe counter on it, it has defender.
Whenever a creature you control is put into a graveyard, remove a woe counter from Longsuffering Cavalier.
Sharecropper
{W}
Creature -- Townsfolk
1/2

: Untap target tapped land an opponent controls. Add to your mana pool one mana of any color that land could produce.
Justicar
{W}
Creature -- Magistrate
2/2
Players can't play lands if they control three or more lands.
Tax Collector
Creature -- Magistrate
1/1
Whenever an opponent plays a nonartifact spell, you may add one mana of any of that spell's colors to your mana pool.
Leech Handler
{W}
Creature -- Human Shaman
1/1

, Remove a poison counter from any player: Tap target creature.
After the leeches have extracted the venom, they're ground into a paste that the hunters apply to the tips of their arrows.Chancellor
{W}{W}
Creature -- Magistrate
2/2
Players have a maximum hand size of 4.
Forever on the side of justice, he is a hero to some, and a villain to others.Guard of the Gate
Creature -- Human Soldier
1/2
When Guard of the Gate blocks a creature with power 4 or greater, destroy that creature.
Blademage Adept
{W}{W}
Creature -- Soldier Wizard
3/3

: Untap target equipped creature other than Blademage Adept. That creature gets +X/+X until end of turn, where X is Blademage Adept's power.
Blademage Novice
{W}{W}
Creature -- Soldier Wizard
2/2

: Put a +1/+1 counter on target equipped creature.
Order of the Sword
{W}
Creature -- Human Soldier
2/2
As long as Order of the Sword is equipped, it has "

: Order of the Sword gets +1/+0 until end of turn."
"When goblin scourge dares invade my land, I show them the true nature of fire."Knight of the Holy Nimbus
{W}{W}
Creature -- Knight
2/2
First Strike
If Knight of the Holy Nimbus would be destroyed, regenerate it.

: Knight of the Holy Nimbus can’t be regenerated this turn. Only any opponent may play this ability.
Bishop of the Holy Nimbus
{W}{W}{W}
Creature -- Cleric
1/3
If a creature you control would be destroyed, regenerate it.

: Target creature can’t be regenerated this turn. Only any opponent may play this ability.
King's Recruiter
Creature -- Human Soldier
1/1
Whenever King's Recruiter deals combat damage to a player, you may put a white creature card with converted mana cost 2 or less from your hand into play.
The royal army always hired local heroes to do their recruiting. Young men were eager to fight after seeing their idols victorious in battle.Clanwarden
{W}{W}
Creature -- Soldier
2/2
Creatures you control have vigilance.
Liege of Elysium
{W}{W}{W}
Legendary Creature -- Angel Lord
3/3
Flying
Remove a card in your hand from the game: Return Liege of Elysium from your graveyard to your hand.

{W}{W},

: You may play a card removed from the game with a card named Liege of Elysium without paying its mana cost.
Alpine Mastiff
Creature -- Hound
1/1
Sacrifice Alpine Mastiff: Untap target creature. Regenerate that creature.
Rockslides are so frequent along the Inzel Pass that the hounds have been trained to live on the mountainside, returning only as duty requires.Minuteman
Creature -- Townsfolk Soldier
1/1
Whenever Minuteman blocks, it gets +1/+2 until end of turn.