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Author Topic: Master List: White Cards  (Read 7553 times)
Matt
Post like a butterfly, Mod like a bee.
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« on: August 04, 2004, 11:46:52 am »

Creature Cards


Aysen Magistrate
{W}{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
{1}{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}{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
{2}{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
{W}
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}{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
{1}{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}{W}
Creature -- Soldier
1/1
Double strike
{W}: 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
{1}{W}{W}
Creature -- Gargoyle
2/2
{W}: 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
{3}{W}{W}
Creature -- Angel
4/4
Flying.
{1}{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
{1}{W}
Creature -- Bird
2/1
Flying
Sleek and swift, the kestrel strikes with deadly accuracy, and downing prey much larger than itself.


Silent Martyr
{1}{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}{W}
Creature -- Cleric
1/2
When Inquisitor comes into play from your hand, any player may pay 5 life to destroy Inquisitor.
{T}: Gain control of target creature. That creature becomes white.
"The Inquisition protects the purity of our faith." -Primata Delphine


Knight Templar
{1}{W}{W}
Creature -- Knight
2/3
When Knight Templar is put into a graveyard from play you may pay {W}. 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
{W}
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
{5}{W}
Creature -- Angel
4/5
Flying
Morph {2}{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
{2}{W}
Creature -- Townsfolk
1/1
{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
{2}{W}
Creature -- Elemental
1/4
You may play Faith Elemental as an enchantment spell for {W}{W}.
When Faith Elemental leaves play, sacrifice a creature.
{1}{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
{1}{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
{W}
Creature -- Soldier
0/1
Veteran Legionnaire gets +1/+0 for each attacking creature.
The more, the merrier.


Hallowed Harlequin
{W}{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
{1}{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
{1}{W}{W}
Creature -- Cleric
1/2
{T}: 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
{1}{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
{W}
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
{3}{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
{1}{W}{W}
Legendary Creature -- Cleric
0/4
{1}{W}: Return to play under your control target creature card that was put into your graveyard this turn.
{W}, {T}: 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
{W}
Creature - Bird
{T}: 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
{4}{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
{3}{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}{W}
Creature -- Cleric
2/2
{W}: 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
{5}{W}
Legendary Creature -- Lord
4/8
{1}: Target creature gains protection from white until the end of the turn.
{T}, Tap four untapped Legends you control: You win the game.
"Survival first, salvation forever."


Onean Phalanx
{3}{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
{1}{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
{X}{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
{1}{W}
Creature -- Rebel
2/1
Whenever a spell or ability an opponent controls is put on the stack, unless he or she pays {1}, if it has one or more targets, you may choose new targets for that spell or ability.


Silent Knight
{W}
Creature - Human Knight
1/2
Artifact and enchantment spells cost {2} more to play.


Leonin Transmuter
{2}{W}
Creature - Cat Wizard
2/2
{T}, sacrifice an enchantment: Return target enchantment from your graveyard to play.


Village Idiot
{W}
Creature -- Townsfolk
1/1
{T}, sacrifice Village Idiot: The next time target player would draw a card this turn, instead, that player skips that draw.


King's Herald
{W}{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 Mad


Defender of the Ideal
{2}{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
{1}{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
{2}{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 Durant


Recalcitrant Fossarian
{1}{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
{1}{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
{1}{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
{W}
Creature -- Human Rebel
1/1
As Defiant Truthspeaker comes into play, choose a color.
Spells of the chosen color cost {1} more to play.
His presence is taxing.


Wei Red-Leg, Blind Fox
{2}{W}{W}
Legendary Creature -- Fox Cleric
0/1
{T}: 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
{2}{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
{1}{W}
Creature -- Soldier
1/1
Exalted Hero gets +1/+1 for each card in your hand above four.


Benalish Spy
{W}
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
{1}{W}
Creature - Bird
1/1
Flying, first strike
{T}: 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
{1}{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
{3}{W}{W}
Creature - Angel
4/4
Flying
Protection from Demons


Wily Tactician
{3}{W}
Creature -- Soldier
1/4
{T}: 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
{W}
Creature -- Magistrate
1/1
{W}, {T}, discard a card: Destroy target creature that dealt damage to you this turn.


Militant Soothsayer
{3}{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
{1}{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
{4}{W}{W}{W}
Creature -- Angel
4/4
Flying
All other creatures you control gain protection from all colors.


Devoted Paladin
{3}{W}{W}
Creature -- Knight
3/3
Protection from black
You can't be the target of black spells or abilities.


Noble Executioner
{1}{W}{W}
Creature -- Human Soldier
1/2
{T}: 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.
{T}: Destroy target creature.


Peasant Militia
{2}{W}
Creature -- Townsfolk Soldier
3/4
Vigilance
When you control four or more lands, sacrifice Peasant Militia.


Longsuffering Cavalier
{2}{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
{1}{W}
Creature -- Townsfolk
1/2
{T}: Untap target tapped land an opponent controls. Add to your mana pool one mana of any color that land could produce.


Justicar
{W}{W}
Creature -- Magistrate
2/2
Players can't play lands if they control three or more lands.


Tax Collector
{W}
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
{1}{W}
Creature -- Human Shaman
1/1
{T}, 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
{1}{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
{W}
Creature -- Human Soldier
1/2
When Guard of the Gate blocks a creature with power 4 or greater, destroy that creature.


Blademage Adept
{2}{W}{W}
Creature -- Soldier Wizard
3/3
{T}: 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
{1}{W}{W}
Creature -- Soldier Wizard
2/2
{T}: Put a +1/+1 counter on target equipped creature.


Order of the Sword
{1}{W}
Creature -- Human Soldier
2/2
As long as Order of the Sword is equipped, it has "{W}: 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
{1}{W}{W}
Creature -- Knight
2/2
First Strike
If Knight of the Holy Nimbus would be destroyed, regenerate it.
{2}: Knight of the Holy Nimbus can’t be regenerated this turn. Only any opponent may play this ability.


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


King's Recruiter
{W}
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
{1}{W}{W}
Creature -- Soldier
2/2
Creatures you control have vigilance.


Liege of Elysium
{3}{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.
{2}{W}{W}, {T}: You may play a card removed from the game with a card named Liege of Elysium without paying its mana cost.


Alpine Mastiff
{W}
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
{W}
Creature -- Townsfolk Soldier
1/1
Whenever Minuteman blocks, it gets +1/+2 until end of turn.
« Last Edit: June 21, 2006, 08:25:27 pm by Ephraim » Logged

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Matt
Post like a butterfly, Mod like a bee.
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King of the Jews!


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« Reply #1 on: June 29, 2005, 02:08:42 pm »

Enchantment Cards


Aura Disturbance
{W}{W}
Enchantment
Opponents can't play activated abilities of enchantments.
Sacrifice Aura Disturbance: Destroy target enchantment.


Null Moon
{2}{W}{W}
World Enchantment
{4}: Gain control of target artifact. Any player may play this ability.
{W}{W}: Gain control of target artifact. Any player may play this ability.
"Swear not by the moon, the inconstant moon...lest that thy love prove likewise variable." -William Shakespeare, Romeo and Juliet


Null Void
{1}{W}{W}
World Enchantment
As Null Void comes into play, an opponent chooses a spell type, then you choose a spell type.
Whenever a player plays a spell of either of the chosen types, counter it unless its controller pays {3}.
Prince Aubek finally trapped the demon Kubdo-Mat in the void, but the price he paid was his own freedom.


Sanctification
{W}
Enchantment
All white creatures you control get +1/+1.
When a creature you control attacks, put a sin counter on Sanctification.
At the beginning of your upkeep, if there are seven or more sin counters on Sanctification, sacrifice it.
"Thousands, careless of the damning sin,
Kiss the book's outside who ne'er look within." -William Cowper



Healer's Kit
{W}
Enchantment
At the begining of your upkeep, gain 1 life.
Sacrifice Healer's Kit: Prevent the next 2 damage that would be dealt to target creature or player.
"Prevention is best, boy, but sometimes you have to get your hands dirty." -Master Healer Rathgar, to his apprentice.


Fleeting Salvation
{2}{W}
Enchantment
You may play Fleeting Salvation whenever you could play an instant.
At the end of your next turn, remove Fleeting Salvation from the game.
You don't lose the game for having less than one life.
We are saved, but only for later.


Brimstone
{2}{W}{W}
Enchantment
When Brimstone comes into play all players lose 5 life.
Sacrifice Brimstone and discard your hand: Gain 5 life.
"I bring to you your very path to Hell." -Saliari, High Inquisitor


Everlasting Memory
{2}{W}
Enchantment -- Aura
Enchant permanent
If enchanted permanent would be removed from play by a spell or ability an opponent controls, instead tap it and it remains in play. If you do, sacrifice Everlasting Memory.
"Oh, better than the minting
Of a gold-crowned king
Is the safe-kept memory
Of a lovely thing." -Sara Teasdale



Celestial Armor
{1}{W}
Enchantment -- Aura
Enchant creature
Reveal any number of cards in your hand: Enchanted creature gets +1/+1 for each card revealed this way. Play this ability only once per turn.
"The glory of the Lord shone around them, and they were terrified." -Luke 2:9


Disparate Impact
{2}{W}
Enchantment
You may not play non-permanent spells unless another player played one last turn.
Other players may not play permanent spells unless you played one on your last turn.


Aura Craft
{2}{W}
Enchantment
{X}, sacrifice an enchantment: Search your library for an enchantment with converted mana cost less than or equal to X and put it into play.


Enlist
{2}{W}{W}
Enchantment -- Aura
Enchant creature
You control enchanted creature. That creature becomes 2/2, loses all abilities, is white, and is a Soldier in addition to its creature types.


Convert
{W}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature is a Cleric.
Whenever enchanted creature deals damage, you gain that much life.


Dragon Aura
{2}{W}
Enchantment -- Aura
Enchant permanent
Cycling {1}{W}
Enchanted permanent can't be the target of spells or abilities.
When you play a permanent, if Dragon Aura is in your graveyard, put Dragon Aura into play enchanting that permanent.


Aura cycle

Aura of Protection: White
{W}
Enchantment -- Aura
Enchant permanent
You may play Aura of Protection: White any time you could play an instant.
When Aura of Protection: White comes into play, draw a card.
Enchanted permanent has protection from white. This effect doesn't remove Aura of Protection: White.

Aura of Protection: Green
{W}
Enchantment -- Aura
Enchant permanent
You may play Aura of Protection: Green any time you could play an instant.
When Aura of Protection: Green comes into play, draw a card.
Enchanted permanent has protection from green. This effect doesn't remove Aura of Protection: Green.

Aura of Protection: Red
{W}
Enchantment -- Aura
Enchant permanent
You may play Aura of Protection: Red any time you could play an instant.
When Aura of Protection: Red comes into play, draw a card.
Enchanted permanent has protection from red. This effect doesn't remove Aura of Protection: Red.

Aura of Protection: Black
{W}
Enchantment -- Aura
Enchant permanent
You may play Aura of Protection: Black any time you could play an instant.
When Aura of Protection: Black comes into play, draw a card.
Enchanted permanent has protection from black. This effect doesn't remove Aura of Protection: Black.

Aura of Protection: Blue
{W}
Enchantment -- Aura
Enchant permanent
You may play Aura of Protection: Blue any time you could play an instant.
When Aura of Protection: Blue comes into play, draw a card.
Enchanted permanent has protection from blue. This effect doesn't remove Aura of Protection: Blue.

End of Aura cycle


Argivian Archaeology
{2}{W}
Enchantment -- Aura
Enchant land
At the beginning of your upkeep, target opponent chooses two cards in your graveyard. Choose one of those cards and return it to your hand.


Blessed Aura
{W}
Enchantment -- Aura
Enchant noncreature permanent
Whenever enchanted permanent deals damage, you gain that much life.


Serf's Rebellion
{2}{W}
Enchantment -- Aura
Enchant land
As long as enchanted land is tapped, all Townsfolk have +1/+1.
At the end of your turn, if enchanted land is untapped, you may put a 1/1 white Townsfolk token into play
"The most heroic word in all languages is revolution."


Fields of Plenty
{W}
Enchantment -- Aura
Enchant land
Whenever enchanted land is tapped for mana, it produces an additional {W}.


Moderation
{W}
Enchantment -- Aura
Enchant permanent
When Moderation comes into play, draw a card.
No more than one mana, total, may be spent each turn to play abilities of the enchanted permanent. (If an activated ability costs more than one mana, it can't be played. This doesn't affect nonmana costs.)


Militia Dues
{W}
Enchantment
At the beginning of your precombat main phase, add {W} to your mana pool. If an opponent controls a swamp or a mountain, add {W}{W} to your mana pool instead.


Forbidden Plane
{2}{W}
World Enchantment
When Forbidden Plane comes into play, reveal your library. Target opponent chooses a world enchantment card in your library not named Forbidden Plane. Put the chosen card into play. Shuffle your library.


Watchman's Emblem
{W}
Enchantment
When Watchman's Emblem comes into play, name a card other than a basic land and remove a nonland card in your hand from the game face-down.
When an opponent plays the named card, sacrifice Watchman's Emblem and put the removed card on the stack.


Onean Decree
{1}{W}{W}
Enchantment
Onean Decree may be played whenever you could play an instant.
When Onean Decree comes into play, remove target nonwhite spell from the game.
Spells with the same name as the removed card can't be played.
When Onean Decree leaves play, return the removed spell to the stack.


Crumbling Asylum
{W}
World Enchantment
Players may not be the target of spells and abilities.
Long ago, wizards built the Asylum to hold the world's madness. Now, their mighty wards begin to fail.


Chromatic Web
{W}{W}
Enchantment
Each spell with exactly one colored mana in its mana cost costs an additional mana of that color.
Strands of thinnest gossamer, glinting and glimmering as they hold back energies beyond the mortal ken.


City Coffers
{1}{W}{W}
Enchantment
At the beginning of your upkeep, reveal your hand. If you have more plains cards than non-plains cards in your hand, draw cards equal to the difference.
Only after they found the hidden room in the magistrate’s cellar did they learn where all the tax money had been going.


Military Training Cycle

Humble Squireship
{W}
Enchantment -- Aura
Enchant creature
Fading 1
When you remove the last fade counter from ~this~, put a +1/+1 counter on enchanted creature and it gains "attacking doesn't cause this creature to tap" (This effect doesn't end at end of turn).

Dutiful Enlistment
{1}{W}
Enchantment -- Aura
Enchant creature
Fading 2
When you remove the last fade counter from ~this~, put two +1/+1 counters on enchanted creature and it gains first strike (This effect doesn't end at end of turn).

Rhadamanthine Knighthood
{2}{W}{W}
Enchantment -- Aura
Enchant creature
Fading 3
When you remove the last fade counter from Rhadamanthine Knighthood, put three +1/+1 counters on enchanted creature and it gains double strike (This effect doesn't end at end of turn).

End of Military Training Cycle


Prolonged Campaign
{1}{W}{W}
Enchantment
Whenever a creature attacks, put a fatigue counter on it at end of combat.
Each creature has -1/-0 for each fatigue counter on it.
"When I arrived with reinforcements, both armies were in a wretched state. Had the enemy's backup arrived before us, our allies would have resisted as feebly as our foes did." -Hazzar Brenklin, journals


Preparing for Darkness
{1}{W}
Enchantment
Sacrifice Preparing for Darkness: Destroy target black permanent.


Rebuking Chaos
{1}{W}
Enchantment
Sacrifice Rebuking Chaos: Counter target red spell or ability.


Planar Sanctuary
{W}
World Enchantment
Whenever a card is put into a graveyard from anywhere, shuffle that card into its owner's library.
Though death is oft a fate deserved,
Herein is every mote preserved. -Sanctuary gate inscription



Moratorium
{1}{W}{W}
Enchantment
Creatures can't be sacrificed. (If a creature would be sacrificed as part of a cost, that cost can't be paid.)
These are troubling times, when one's life is seen only as a means to power.


Writ of Imprisonment
{2}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature does not untap during its controller's untap step.
Whenever a creature deals damage to you, you may move Writ of Imprisonment onto that creature.
"Your best hope for freedom is that someone worse than you gets caught." --Hazzar Brenklin


Angelic Aegis
{1}{W}
Enchantment -- Aura
Enchant creature
As Angelic Aegis comes into play, choose a color.
Enchanted creature gets +1/+2 and has protection from the chosen color. This effect doesn't remove Angelic Aegis.


Thin Ice
{2}{W}
World Enchantment
If a creature with power 4 or more would come into play, put it into its owner's graveyard instead.
"The trick was drawing the beasts to where the ice was the thinnest. Their own weight accomplished what we could not." -General Jarkeld, the Arctic Fox


Peace Accords
{2}{W}
Enchantment
At the end of each player's combat phase, if no creatures attacked this turn, that player may draw a card.


Angelic Music
{3}{W}{W}
Enchantment
Whenever a creature comes into play under your control, you gain life equal to the number of creatures in play that share a creature type with that creature.


Ambrosial Addiction
{2}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature is indestructible.
When Ambrosial Addiction leaves play, sacrifice enchanted creature.
To taste it is to live forever. To forfeit it is to die of despair.


Right of Birth
{2}{W}
Enchantment
Whenever a creature comes into play, if it wasn't played from its controller's hand, remove it from the game.


Gentleman's War
{2}{W}
Enchantment
Whenever a creature attacks, put a protocol counter on it. If a creature with a protocol counter on it would untap, remove all protocol counters from that creature instead.
When Gentleman's War leaves play, remove all protocol counters from all creatures.
The wizard who devised this spell had lived through two civil wars, but wouldn't tolerate a barbarous one.


Ivory Veil
{1}{W}
Enchantment
{1}{W}: Until end of turn, target player can't be the target of spells or abilities.


Hidden Homestead
{1}{W}
Enchantment
When Hidden Homestead comes into play, draw a card.
If a land you control would be put into a graveyard from play, instead sacrifice Hidden Homestead.


Auramancy
{1}{W}
Enchantment
{W}, sacrifice an enchantment: Draw a card.
Every spell manifests itself as a point of light in the the AEther. Untethered and contained, that spell's aura becomes a lamp that can pierce the AEther's darkness.


Income Tax
{3}{W}
Enchantment
If an opponent would draw a card, that player may pay {1}. If that player does not, that player skips that draw instead.


The Fountain of Knowledge
{6}{W}
World Enchantment
For each player in the game, Fountain of Knowledge costs {1} less to play.
At the beginning of each player's upkeep, if any other player has more cards in hand than that player, that player may draw cards equal to the difference.
The Fountain becomes ever greater as more people share its precious gift.


Holistic Medicine
{W}
Enchantment
Whenever you play a spell, if that spell's converted mana cost is equal to the number of cards in your hand, you gain that much life.


Magisterium
{3}{W}
Enchantment -- Aura
Enchant Creature
You may play Magisterium any time you could play an instant.
Enchanted creature has "{T}: Remove target attacking creature from the game if it shares a color with this creature."
Return to your homelands and bravely proclaim the divine truth. Those who refuse to hear are not your true family, but servants of darkness.
--Primata Delphine



Empty Tomb
{1}{W}
Enchantment
Fading 2
When Empty Tomb is put into a graveyard from play, return target creature card from your graveyard to play.


Involuntary Peace
{3}{W}{W}
Enchantment
When Involuntary Peace comes into play, distribute three peace counters one, two, or three target creatures.
Creatures with Peace counters on them can't attack or block.
When Involuntary Peace leaves play, remove all peace counters from all creatures.


Three Condemnations
{4}{W}{W}
Enchantment
At the beginning of your upkeep, if a player has at least 3 life more than any other player, at least 3 more permanents than any other player, and at least 3 more cards in hand than any other player, that player loses the game.
« Last Edit: August 07, 2006, 04:29:17 pm by Matt » Logged

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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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« Reply #2 on: June 29, 2005, 02:08:47 pm »

Instant Cards


Rathgar's Warding
{1}{W}
Instant
Counter target spell or ability that targets you.
Until end of turn, you can't be the target of spells or abilities.
"Keep them warm, keep them fed, keep them safe. Take care of that, and half your work's already done." -Master Healer Rathgar, to his apprentice.


Benevolent Influence
{2}{W}
Instant
Destroy target artifact or enchantment. Prevent the next two damage that would be dealt to target creature or player.
"A life is worth more than any planeswalker's contraptions or ensorcellments. Always remember that, lad." -Master Healer Rathgar, to his apprentice.


Nullify
{W}{W}{W}
Instant
Remove target artifact, creature, or enchantment from the game.
"Companions the creator seeks, and such as know how to whet their sickles. Destroyers they will be called, and despisers of good and evil." -Nietzsche


True Faith
{1}{W}
Instant
Gain 2 life.
Storm
"Faith is the strength by which a shattered world shall emerge into the light." -Helen Keller


Purifying Light
{1}{W}
Instant
Destroy target artifact and target enchantment.


Deathbed Conversion
{2}{W}
Instant
Until end of turn, if a creature an opponent controls would go to the graveyard, instead return it to play under your control.


Domesticate
{1}{W}
Instant
Gain control of target Beast. Put a -1/-1 counter on that creature.


Act of Retribution
{2}{W}
Instant
Regenerate target creature you control. Destroy target creature that dealt damage to it this turn. That creature can't be regenerated.
"The Punished will become the Punishers." -Oracle of Sephis, Vol. III


Pinion Strike
{W}
Instant
Choose One -- Target Bird gets +3/+3 until end of turn; or target Bird gets +X/+X until end of turn, where X is the number of Birds in play


Death From Above
{1}{W}
Instant
Tap any number of flying creatures you control. Each creature tapped in this way deals damage equal to its power to target creature.


Feed the Hungry
{1}{W}
Instant
Untap all white, blue, and green creatures. Each creature untapped in this way gets +0/+2 until end of turn.


Heal the Sick
{1}{W}
Instant
Regenerate all creatures.
Each player who has less than five life gains five life.


Recant
{W}
Instant
Return target spell to owner's hand. (That spell doesn't resolve)


Blessing of the Aegis
{W}{W}
Instant
Put a +1/+1 counter on target creature. That creature gets +0/+2 and first strike until end of turn.
Faith strengthens the body against harm, and the mind against despair.


Leng's Preservation
{W}
Instant
Until end of turn, whenever a spell or ability an opponent controls causes you to discard a card from your hand, discard it, but you may put it on top of your library instead of into your graveyard.
Draw a card.


Distress Signal
{W}{W}
Instant
Play Distress Signal only when an artifact you control is the target of a spell or ability controlled by an opponent.
Put an artifact, creature, land, or enchantment from your hand into play.


Gift of Life
{2}{W}
Instant
Gift of Life can't be countered.
Until end of turn, you can't lose the game and your opponent can't win the game.
At end of turn, if your life total is less than one, it becomes one instead.
"You never truly appreciate life until you're given a second chance at it." -Hazzar Brenklin, journals


Day of Rest
{1}{W}
Instant
Prevent all combat damage that would be dealt this turn.
Draw a card.


Sophic Ward
{2}{W}
Instant
Prevent the next 2 damage that would be dealt to target creature or player this turn. Draw a card for each damage prevented this way.


Compassion
{1}{W}
Instant
As an additional cost to play Compassion, pay any amount of life.
Prevent the next X damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose, where X is 3 plus the amount of life paid this way.


Superior Tactics
{1}{W}{W}
Instant
Prevent all combat damage that any number of target creatures would deal this turn.


Return Fire
{1}{W}{W}
Instant
Return Fire deals X damage, divided as you choose, among any number of target creatures, where X is equal to the combat damage dealt to you this turn.
The enemy broke through our ranks and thought us vanquished. When we regrouped, our retaliatory salvo taught them not to think so little of us.


Divine Zeal
{1}{W}
Instant
Untap target creature.
Draw a card.


Peasant Vengeance
{1}{W}
Instant
Destroy target creature with power greater than the number of lands its controller controls.
"What do peasants care for honor? Their only concerns are the planting and the harvest. Demand too much rice in tribute and they'll rise against you."
--Isao, Enlightened Bushi



Aegis Formation
{1}{W}
Instant
If exactly two creatures you control are blocking, those creatures gain double strike until end of turn.


Delta Formation
{2}{W}
Instant
If exactly three creatures you control are attacking, those creatures get +2/+2 and gain first strike until end of turn.


Holy Formation
{W}
Instant
If exactly two creatures you control are attacking, destroy target artifact or enchantment a defending player controls.


Reconnaissance Formation
{W}{W}
Instant
If exactly two creatures you control are attacking, draw three cards.


Standoff
{1}{W}
Instant
Prevent all combat damage that would be dealt this turn. If a defending player controls more untapped creatures than the number of attacking creatures, put Standoff into your hand instead of your graveyard as part of its resolution.
One foot soldier alone is vulnerable. Many foot soldiers, properly equipped, can repel any assault. --Onean War Manual


Strike Down
{2}{W}
Instant
Remove target creature from the game if you control fewer creatures than that creature's controller.
So David prevailed over the Philistine with a sling and with a stone, and smote the Philistine, and slew him...
--I Samuel 17:50



Autumnal Equinox
{1}{W}
Instant
Until end of turn, any player may play artifact, creature, and enchantment any time he or she could play an instant.


Gift of Jade
{1}{W}
Instant
The next time a source of your choice would deal damage to target creature, that damage is dealt to you instead. For each 1 damage dealt to you this way, put a +1/+1 counter on that creature.


Splendid Preservation
{2}{W}
Instant
Choose one -- Prevent all damage that would be dealt this turn to all creatures target player controls; or prevent all damage that would be dealt this turn by all creatures target player controls.


Agnate Riposte
{2}{W}{W}
Instant
The next time a source of your choice would deal damage this turn, if you paid for Agnate Riposte with mana that shares a color with that source, that damage is dealt to that source’s controller instead.


Opprobrium
{1}{W}
Instant
Tap all creatures blocking or blocked by target creature. Those creatures do not untap during their controller's next untap step.
Draw a card.
« Last Edit: June 23, 2006, 12:20:42 am by Matt » Logged

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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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noitcelfeRmaeT
{Team Hindsight}
Matt
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King of the Jews!


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« Reply #3 on: June 29, 2005, 02:08:54 pm »

Sorcery Cards


Blessed Revival
{W}
Sorcery
Each player gains 5 life.
Flashback {W}


Power of Prayer
{1}{W}{W}
Sorcery
Destroy all creatures with a converted mana cost of 3 or less.


Purity
{1}{W}{W}
Sorcery
Each non-basic land becomes a Plains.
"Each imperfection only further strengtens our resolve to set things right" -Halvor Arenson, Kjeldoran Priest


Uplifting Sermon
{W}{W}
Sorcery
All creatures you control gain +1/+1 until end of turn.
Regenerate all creatures you control.


Hope Amid Suffering
{1}{W}{W}
Sorcery
If an opponent has at least three more life than you, you may draw two cards. If an opponent has at least seven more life than you, you may draw four cards instead.


Righteous Renewal
{W}
Sorcery
Return target creature card with power 3 or less from your graveyard to play.


Requital of the Weak
{3}{W}{W}
Sorcery
Destroy all creatures with power 3 or greater, then each player puts into play all creatures in his or her graveyard with power 2 or less.


Search and Seizure
{4}{W}{W}
Sorcery
You may play Search and Seizure any time you could play an instant if you pay {2} more to play it.
Name a card. Search target opponent's library for a copy of that card and remove it from the game. Until end of turn, you may play it as though it were in your hand without paying its mana cost. (If it has X in its mana cost, X is 0.)


Ultimate Sacrifice
{5}{W}{W}{W}
Sorcery
Remove from the game your hand, graveyard, and all permanents you control.
Each opponent gets an additional turn after this one.
At the beginning of your next upkeep, you win the game.


Reeducate
{2}{W}
Sorcery
Discard any number of cards, then draw that many cards. Look at target opponent's hand and choose that many cards from it. That player discards those cards then draws that many cards.


Arithmancy
{3}{W}
Sorcery
Reveal two nonland cards in your hand. If you do, draw cards equal to the difference in their converted mana costs.


Numerology
{W}
Sorcery
Reveal cards from the top of your library equal to the number of cards in your graveyard. Put all cards revealed this way with converted mana cost equal to the number of cards in your hand into your hand and the rest on the bottom of your library in any order.


Guard Duty
{W}
Sorcery
Put two 0/2 Townsfolk tokens into play.
Every young man must take part in the defense of his village or town when the need arises. --Onean common law
« Last Edit: April 18, 2006, 12:36:53 pm by Matt » Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
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