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Beyond Dominia's White Weenie Primer
By Rakso aka Oscar Tan
Mundungu
Veteran CPA Member

Registered: Mar 2000
Posts: 333
Rakso, you should get the WW primer on the front page or something.

That is THE BEST source for white weenies I've ever read.
And I have beeen playing WW since 97 !!!

Might make me reconsider some of my choices now that I read it.

3 thumbs up !!! (yes, I can get my three thumbs up when I want to, its not a typo)

__________________
Mundungu


(so here it is... the guide I wrote up for aspiring casual white weenie players)


WHITE WEENIE PRIMER by Oscar Tan, December 26, 2000

(This is actually the author’s holiday present for Shadow, the owner of Beyond Dominia, especially since writing is easier to send over the Pacific Ocean. Decklists and card text taken from various Internet sources as cited; supplements taken from the author’s private e-mail with the permission of Alex Shvartsman, Sean McKeown and Eric Taylor. The first two are Alex and Gandalf on Beyond Dominia, respectively.)


INTRODUCTION
(Note: This Primer is geared for casual players with no cards before Revised and for beginning players, and focuses on the mono-color white weenie deck. Adding power cards is a simple exercise outside the basic white weenie structure.)

When I want a simple but effective deck, I turn to white weenie. It’s simplicity is deceptive, however, as this is one of the most versatile archtypes in Magic history, and has won tournaments at various points.

I once played a casual game like that went like this:
Turn 1: Plains, Savannah Lion
Turn 2: Plains, Attack, White Knight
Turn 3: Plains, Attack, Savannah Lion, Order of Leitbur
Turn 4: Plains, Attack, Armageddon

I soon won the 4-way multiplayer game after that.

It is not just the diverse abilities of white’s small creatures that define white weenie, however. White is the most solid color to play by itself as it has the most well-rounded supporting spells. A mid-game trick such as Armageddon shows that this archtype emphasizes flexibility aside from raw power (unlike the narrower spells that accompany red, green and black weenies).

One unique class of supporting spells further sets white weenie apart, the Disenchants. Today, white weenie can easily sideboard in fifteen cards that destroy artifacts and enchantments if it needs to, and is lethal against most combo and lock-based control decks (including Humility-, Moat- and Abyss- based decks but excluding a few that are unaffected by Disenchant, such as Pande-burst and the old Academy decks). In Tempest-era Type II, the ability to call on 4 Disenchant and 4 Aura of Silence against the weenie’s nightmare Cursed Scroll was key, and WW’s bench only deepened with later sets and Abolish and Seal of Cleansing.


BASIC FRAMEWORK
White weenie is an enduring archtype simply because it does not rely on any specific card or cards (though some tricks such as Armageddon are now classic cards yet still legal in Type II). What defines the deck is a special structure. When your white deck follows this structure, it plays like any white weenie deck from the first versions to Rebel decks. It also follows that you can build a white weenie deck out of leftover common cards from the last Sealed Deck tournament, and still capture the power of white weenie.

The structure is roughly:
20-24 weenies
8 removal spells
8-12 other “tricks”
20 land

My present deck goes something like this:

RAKSO’S CASUAL WHITE WEENIE DECK
Creatures (18)
4 Savannah Lions
4 White Knight
4 Soltari Priest
3 Warrior en-Kor
1 Paladin en-Vec (or Zhalfirin Crusader)
2 Masticore

Removal (8)
1 Balance
4 Swords to Plowshares
3 Seal of Cleansing

Creature enchancing “tricks” (5)
3 Crusade or Army of Allah
2 Reverent Mantra

Other “tricks” (8)
1 Enlightened Tutor
3 Land Tax
3 Scroll Rack
1 Zuran Orb

Mana (21)
1 Mox Diamond
14 Plains
1 Strip Mine
4 Wasteland
1 Kjeldoran Outpost


THE WHITE WEENIE
A weenie is a creature that costs no more than 3 mana to cast. Because such creatures form the core of a white weenie deck, it is naturally a fast deck that takes the initiative with fast attacks and early damage, and keeps the initiative with its various support spells. Some decks are more defensive and pay more attention to controlling the board, but white weenie decks are rarely, if ever, designed to be defensive decks.

With this strategy, the basic white weenie must have at least 2 power for 1 or 2 mana (thus, the 2/1 for W Savannah Lion is the classic weenie). 1-mana 1/1s do not have the power to make a difference quickly enough (thus, the lowly Soltari Foot Soldier’s Shadow ability is not as useful) while more expensive creatures may not enter the fray quickly enough. Weenies with powerful abilities are exceptions, but the fact remains that even a deck with twenty medicore 2-power 2 mana creatures such as Fresh Volunteers and Youthful Knight can be effective.

Another important reason for the “2-power for 2” rule is the fundamental Magic rule of never playing more resources than needed. Fearing spells such as Earthquake, Balance and Wrath of God, the WW player tries to keep no more than two or three creatures on the board at a time. (Playing more is called “overextending” and having them destroyed by just one powerful spell can swing the game.) Two 2-power creatures can maintain pressure on an opponent without overextending the resources of their controller.


PLAYING THE WHITE WEENIES
Not much has to be said. Play two or three creatures, then keep attacking, and use your other spells to deal with anything the opponent plays that has to be dealt with or to keep momentum. Very rarely will you play a non-creature spell before your creatures (usually Land Tax, but Seal of Cleansing is appropriate in some cases, such as Trix).

A common newbie mistake is to stop attacking once the opponent plays a powerful blocker (such as the protection from white Wildfire Emissary). If, say, the opponent is at 6 life and one has three Knights in play, one should still attack. You will lose one Knight per attack, but enough will get through to deal exactly 6 damage. Most situations are more complicated, but you must always project the damage an all-out rush can do (especially with Cursed Scroll, Army of Allah or Reverent Mantra).

Again, WW is not a defensive deck even if its weenies have powerful defensive abilities, and if one is blocking, it is only while flyers and shadow creatures whittle the opponent’s life total away to tempt him to attack with his blockers or to make him vulnerable to an all-out assault. As a slower opponent regains control of the initiative and as WW’s position deteriorates, one is even better off risking an all-out attack despite the possibility of a powerful foil such as Wrath of God, since one is lost if the opponent has the card, anyway.

Still, a temporary defensive stance can provide offensive openings later on. One important WW defensive skill is the gang block. Remember that you can block a single creature with many weenies all at once, and this is more complicated in WW due to protection, redirection, first strike and other combat abilities. The essence is that by blocking a 3/4 with two 2/2s, you are able to trade a 2/2 for the 3/4, then attack with the survivor.

Sometimes, especially when your life total is not critically low, you will opt not to block, since killing one 2/2 with an instant or a timely Giant Growth means you lose both blockers to the attacker. Other times, it is simpler to chump block, or to sacrifice a lone blocker to a larger creature to keep yourself alive while the other weenies attack.

(A more comprehensive guide to the white weenies is included at the end of this primer.)


REMOVAL (CREATURE)
WW Removal spells are the basic non-creature component of the deck, and can be divided into creature removal and artifact/enchantment removal.

The basic WW creature removal spell is Swords to Plowshares, and is the most powerful creature removal spell in the game. It can kill any creature for 1 mana, and removes it from the game (important against regenerating creatures, and others such as Academy Rector, Nether Spirit, Ashen Ghoul, and key creatures of Recurring Nightmare decks). The life gain is rarely relevant, since removing an important creature is worth it (and the opponent will lose the life when you attack, anyway). However, remember that when desperate, you may remove your own creature and gain life.

Swords to Plowshares must be used sparingly, since WW decks often have little creature removal. Play it at the last possible moment (usually right before an opposing attacker’s damage is assigned) and only against targets that your creatures on the board cannot deal with (for example, a Prodigal Sorcerer may be a necessary target even if it is just a 1/1). When using it to remove recurring creatures such as Nether Spirit, note that an opponent can kill his own creature in response to prevent it from being removed from the game (for example, use up the counters on a Spike Weaver and use Recurring Nightmare to return it into play later on), so play around such opportunities (wait till an opponent is tapped out, for example).

Unlike black, white has no other reliable cheap creature-removal spell. The closest are Pacifism (does not kill the creature), Last Breath (useless against larger creatures) and Exile (useless against creatures that use abilities instead of attacking). If additional removal is required, artifacts are often brought in. These are commonly Cursed Scroll and Masticore, though Aeolipile, Torture Chamber, Rod of Ruin, Serrated Biskelion and Serrated Arrows are also playable in casual games.

The exception is Balance, and it requires careful play to maximize it. Balance is normally played as a fallback in WW when it finds all its creatures somehow eliminated, as this spell will then kill all the opponent’s creatures. (Try not to be too obvious when setting this up, though. Hold back your lone Savannah Lion, for example, to block against two Juzam Djinns instead of curiously attacking with it, as the intelligent opponent will let it through unblocked, and your Balance will only kill one Djinn.)

However, when Balance is played, because WW has cheaper spells and plays faster, Balance often forces an opponent to discard and lose land as well. If one has very few or no cards in hand, a well-timed Balance can force an opponent to lose his cards (and since Balance does not affect artifacts and enchantments, Tax/Rack or a single Rebel searcher can quickly rebuild one’s advantage). The classic combo is Balance + Zuran Orb, which forces both players to lose all their land, a position WW can recover from quicker. (However, after Fifth Edition, note that an intelligent opponent is allowed to counter Balance after the WW player responds to his own Balance by sacrificing all his land.)


REMOVAL (ARTIFACT/ENCHANTMENT)
It can be argued that Disenchant is the most powerful common spell in the game, and it is often all the WW player needs to cover this part of the deck. The only question is whether to use Disenchant or Seal of Cleansing.

The Seal’s advantage is that it can be played later while spending the mana now (important for decks that spend a lot of mana every turn such as Rebel decks), and that it cannot be discarded or countered later on (important against decks such as Trix in Extended). It also frees up one of the seven card slots in your hand (important for decks with the Land Tax / Scroll Rack combo, but hardly important for others). The main and largest drawback is its zero surprise value, so one should not use Seal of Cleansing unless one of the advantages above is required. (The other drawback is that the opponent can Disenchant the Seal before playing a key artifact or enchantment.) Of course, decks using a token Enlightened Tutor will do well to use one Seal of Cleansing, so that it can use the Tutor for the Disenchant effect when necessary.

Do note that Seal of Cleansing and Disenchant can be used to kill artifact creatures (including pesky Mishra’s Factories). Other choices can be used as needed, such as Aura of Silence against enchantment- or artifact-heavy decks and Abolish in extremely fast WW decks. When even more firepower is needed, specialized spells such as Dust to Dust and Peace and Quiet are even available.

Again, the ability to bring in up to 15 extra Disenchant variants during tournaments is a key strength of WW. Normally, however, the WW deck only has 2-4 Disenchants, so they must be used sparingly (do not, for example, Disenchant a Mox before your opponent plays a Nevinyrral’s Disk or Moat).


LAND
The average WW can run only 18 to 20 land, though it must run more if using Armageddon (to allow for faster recovery), Cursed Scroll (because this needs 5 mana to be effective; 2 to cast the spell drawn and 3 to use the Scroll) or Rebels (because they need a lot of mana).

A more important detail is the amount of white mana, not the number of mana sources. This is because many key WW spells need two white mana to cast, and drawing colorless mana early in the game can slow one down. Note that Chanpheng’s deck listed below had 24 lands, but could not use less since 1/3 of these did not produce white mana. A minimum of 16 white mana sources should be included, and even then, this may not be enough to allow you to consistently play a knight and a Savannah Lions or Land Tax on your third turn.

The most important nonbasic lands are Strip Mine and Wasteland. Since one has cheaper spells, one can use these to disrupt an opponent and slow his defense, or to destroy lands that slow your own offense such as Maze of Ith and Mishra’s Factory.

A classic WW nonbasic land is Kjeldoran Outpost, which generates 1/1 creatures that help the deck when it runs out of cards. This land can generate emergency chump blockers, a stream of 1/1s to gang block, or simply a 1/1 at the end of the opponent’s turn to expand one’s army until it has enough soldiers to attack with. Do remember to tap the land sacrificed to Kjeldoran Outpost for mana before sacrificing it, which is very useful when monitoring a Land Tax. Also note that destroying Kjeldoran Outpost effectively destroys two lands, which makes it unreliable in other decks (but WW can run with two Plains).

Another classic nonbasic is Mishra’s Factory, which provides four extra attackers that survive effects such as Wrath of God and Nevinyrral’s Disk. Remember to cast spells before setting aside mana to activate the Factory, though. Also remember that it is an excellent blocker after Sixth Edition, as it can tap to give turn itself into a 3/3 after it blocks a creature. (Remember this, even when playing without it, as a 3/3 can block and kill almost every commonly played white weenie.) A recent Type II substitute was Forbidden Watchtower, which is a stronger blocker but weaker attacker. Unlike Mishra’s Factory, this produces white mana.

A powerful but lesser-used land is Thawing Glaciers, which can be too slow for many WW decks or less powerful than Land Tax. It is important for more mana-hungry decks such as Rebels, and gives Scroll Rack another way to reshuffle the top of the library. When playing this, be sure to play Plains first so that the Thaws do not stall the offense.

Serra’s Sanctum is a curious card I like to include in decks that use Land Tax and Scroll Rack. It is the only white land that produces more than 1 mana, which is important when using Land Tax and very powerful late game in a deck with Land Tax, Seal of Cleansing and Crusade. However, its drawback is that it can be awkward in the early game if one does not draw a Land Tax or two Plains (one generally wants to play the creatures first then play the enchantments while attacking).

The Sanctum’s cousin Gaea’s Cradle provides a more straightforward boost to the Rebel deck’s offense (but is useless to normal WW decks).

Note that all lands that come into play tapped must not be used in WW, because they slow the deck. Most WW decks have important first-turn plays from Land Tax to Mother of Runes to Ramosian Sergeant for Rebel decks.

In casual games, the white Legendary Lands are fun. Karakas bounces Legends including your own, which is great under Sixth Edition (but not other legendary permanents) and Kor Haven is better for an offensive deck than Maze of Ith because it does not stop the blocker from dealing damage and does not untap the attacker, though it is mana intensive.


“TRICKS”
These are the 8 to 12 “open” slots of the WW structure, and often end up defining the deck. The classic “trick” is Crusade which pumps up the weenies, but various Type II weenie decks have used the most powerful white cards available from Cataclysm to Parallax Wave.


CREATURE ENHANCEMENT
Crusade is the most overrated WW card ever printed. It grows more and more powerful as more creatures are played, but the WW deck should not have more than 2 or 3 creatures in play at a time. Three 2/2s and two 2/2s backed by a Crusade still deal the same amount of damage, but a Crusade cannot do anything by itself (meaning that if an opponent has two Lightning Bolts, the player with the third 2/2 instead of the Crusade can still attack). Note that Chanpheng’s World Champion deck below did not use Crusades.

However, it does make creatures sturdier in combat, and protects them against permanent removal abilities such as Cursed Scroll and Masticore and sideboard cards such as Dread of Night and Massacre. After Pro Tour Chicago 2000, Alex Shvartsman opined, “For example, I would have lost one match on Day 1 to a guy with a lot of mana and a pair of Pyre Zombies… except that the game lasted for a while and I had two Crusades in play, so they could not off my guys easily at all.”

He used Crusade despite the large number of Rebel decks in the tournament (Crusade gives an opponent’s white creatures +1/+1 as well). He explained, “I think Crusades are worth it and only sideboard them out in the mirror.” Most other WW players did not use Crusades, however, including Kai Budde, who won the last game of the finals with an WW’s classic Armageddon.

Crusade is powerful; the WW player just has to recognize that it is best used in decks that can play more creatures more quickly. Decks using the Tax/Rack combo such as the sample deck at the start of the article are an example (and Crusades allow the use of Serra’s Sanctum to aid the deck while it relies on Land Tax), and that deck’s Kjeldoran Outpost becomes very dangerous, too. In more recent decks, this aspect of Crusade was seen in Rebel decks that could quickly search for large numbers of smaller Rebels.

The closest alternative is Glorious Anthem, which does not affect opposing white creatures and affects the nonwhite creatures of its controller. However, the extra mana in its casting cost can be crucial for WW. A more classic alternative is Jihad from Arabian Nights, which gives a 2 power bonus instead of 1, but is very difficult to keep in play. (A few others are obscure and mediocre, with Ice Age’s Call to Arms being an awkward and weaker Jihad and Tempest’s Gerrard’s Battle Cry simply costing too much.)

A better “classic” alternative is Army of Allah, which provides a temporary advantage unlike Crusade. With its surprise value, this common can deal 6 extra points of combat damage (quite enough to kill an opponent), or allow first strikers to kill larger blockers.

(The Ice Age common Morale was the original weaker but easier-to-find cousin, but Vision’s Warrior’s Honor and Mercadian Masques’ Ramosian Rally with its alternate casting cost have superseded it as the budget replacement. Unlike Army of Allah, these can also be used outside combat to save creatures from damage effects.)

Crusades and Glorious Anthems were used to maximum effect in the 1999 US Nationals, due to a loophole with the obscure Waylay. Creating tokens after end of turn effects were checked allowed them to survive and attack the following turn. Thus, Waylay was nicknamed “White (Ball) Lightning” during the short time that this trick was legal.

WAYLAY
2W, Instant
UnCommon, Urza's Saga
Put three Knight tokens into play. Treat these tokens as 2/2 white creatures. Remove them from the game at the end of turn.
Errata: Play only during combat. ; Put three 2/2 white Knight creature tokens into play. Remove them from the game at end of turn. [Oracle 99/07/28]
Flavor Text: You reek of corruption," spat the knight. "Why are you even here?

Rulings:
The three tokens do have summoning sickness. This means they cannot attack unless you have an effect that allows them to ignore summoning sickness. [D'Angelo 98/11/20]
Before the errata, you could play this card during a player's End of Turn step and let the tokens live through the following turn. It can now only be played during combat. [D'Angelo 99/07/29]
Artist: Greg Stapes
Released: 10/1998


KYLE ROSE’S WAYLAY WHITE
1999 US National Champion, Type II
Creatures (26)
4 Mother of Runes
4 Soul Warden
4 Soltari Foot Soldier
4 Longbow Archers
4 Soltari Priest
4 Warrior en-Kor
2 Masticore

Tricks (14)
4 Crusade
2 Glorious Anthem
4 Disenchant
4 Waylay

Land (20)
20 Plains

Sideboard (15)
2 Allay
1 Armageddon
1 Erase
3 Field Surgeon
3 Humility
1 Plains
2 Worship
2 Wrath of God

Note the increased number of 1/1s partly to avoid having too many 2-mana cards.


LAND TAX + SCROLL RACK
This is the most powerful combo available to WW, and gives it something all other weenie decks (after Necropotence was restricted) lack: card drawing. This usually requires a Zuran Orb to work best. It can also fit into any white deck, not just WW.

The combo’s nickname, “White Necro” is apt. Eric Taylor commented, “I think that if you put the Buehler Lauerpotence deck side by side with the Buehler 1.x Tax/Rack deck you will see they are really the same archetype, one using Necropotence as the card drawer, the other using Land Tax.”

The combo works by keeping one less land than the opponent, then using Land Tax during upkeep. The three lands can be turned into three new cards by using Scroll Rack, and the three land on top of the library are reshuffled away next turn when Land Tax is used again.

The combo was introduced in the first Extended environment. After a high-profile win using a Necropotence deck, Randy Buehler won the North American Extended Championships with a Tax/Rack deck:

EARLY EXTENDED TAX/RACK WW, RANDY BUEHLER
North American Extended Championship Winner

Creatures (14)
4 Savannah Lions
2 Gorilla Shaman
4 Soltari Priest
4 White Knight

Removal (13)
4 Lightning Bolt
4 Swords to Plowshares
2 Firestorm
3 Disenchant

Card Drawing (7)
4 Land Tax
3 Scroll Rack

Mana (26)
4 Mox Diamond
4 Tithe
4 Plateau
1 Savannah
8 Plains
1 Kjeldoran Outpost
4 Wasteland

Sideboard (15)
2 Gaea’s Blessing
1 Disenchant
3 Aura of Silence
2 Suleiman’s Legacy
2 Honorable Passage
2 Sand Golem
3 Pyroblast

Note that the low number of creatures and larger number of mana slots is misleading, given the deck’s card drawing power and the large amount of removal. Eric further explains, “When you go "Land Tax" its the same as "going Necro." That is if you look at a Necropotence deck it will seem to have too few creatures. You might have 8 or 9 creatures, so it looks like you can't go beatdown with it.

“However, once you play Necropotence, and start drawing 3 or 4 cards per turn, all of a sudden you have plenty of creatures, so if you have more than that you will begin having too high of a creature density after you "go Necro." A Land Tax deck works the same way, in that you might have 12 or so creatures, which don't seem enough as a typical white weenie will play 20 or more creatures, but once you "go Land Tax" which means Ancestralling each turn it is plenty.

“When your creature density is so low you can't really play Empyrial Armor, because with only 12 creatures in the deck if you play 4 armors that's 3 creatures for each armor. Basically you need a relatively low creature density so when you go into Land Tax mode you don't have too many creatures. However, having such a low creature density also makes it difficult to play creature enchancers, which is why good Necro decks and good Land Tax lands play as if they are weenie decks but they almost never play enchancers like bad moon, crusade or empyrial armor.”

The deck also demonstrates the power of Tithe (discussed later) which let Buehler supplement the deck with red removal and Firestorm (also a prominent feature of his previous Necropotence deck), which meshes well with Land Tax. Tithe also allowed the splash of Gaea’s Blessing, which allowed Buehler to reuse certain spells (such as Wasteland against control decks, Swords to Plowshares against creature-heavy decks and Disenchant against certain combos) and try to draw them again with Tax/Rack. At worst, Gaea’s Blessing allowed him to reshuffle with Scroll Rack when no Land Tax was in play.

(A year later, however, Eric commented, “I asked Randy to try out Gaea’s Blessing in the sideboard only (this is definitely not a main deck card) so he would be able to deal a bit better with control decks. In retrospect I think the Blessing is a mistake, and it would have been better to sideboard specific creatures to win against various deck archetypes instead of this recycler, but at this point, it's impossible to say for sure how the deck should have been played as it's impossible to test ideas in a tournament setting for that card mix.”)

Note that this deck’s Extended environment was far more creature-heavy than the present, and was much slower (yes, Trix did not exist then). An important difference between this Extended deck (Land Tax is banned in the present Extended) and Type I decks is that Mox Diamond is unrestricted in Extended, but restricted in Type I. Mox Diamond allows a Tax/Rack deck to use the combo even with just one land.

As Buehler wrote on Mindripper: “Early playtesting revealed that cards like Wildfire Emissary, Phyrexian Warbeast, Armageddon, and Empyrial Armor, which sound like they should be good in this deck, are in fact way too expensive. The key is to be able to operate on virtually no land so that you always win the Land Tax war. Eric Taylor drove this point home by explaining how he was able to beat PT-Jank when he qualified for LA with a Tax/Rack weenie-bolt deck. Eric's deck could operate efficiently on two lands while the Jank player would eventually accumulate a hand full of Frenetics (Efreet), (Suq’Ata) Lancers, and Cursed Scrolls. At some point the Jank player has to put down a third land, let you Tax, cross his fingers, and lose. The addition of Mox Diamonds to the Tax/Rack deck does not change this fundamental interaction, it just means that the Tax war occurs at one land (or zero) instead of two.”

Individually, the Tax/Rack cards are already powerful. Scroll Rack does not draw new cards, but allows the player to replace less useful cards (such as surplus Plains) with fresh ones. Effects that reshuffle from Tithe to Thawing Glaciers to Rebels make the card much more effective.

Land Tax has been a staple since the days WW stood up against Necropotence, with Land Tax countering devastating random discards such as Hymn to Tourach. Playing the Tax should be carefully timed since it may interfere with the offense, but a first-turn Land Tax over a Savannah Lion can be justified when playing second against a slower deck. Whether or not one has Scroll Rack, one should draw as many Plains as possible, and discard the rest. The WW player needs very few Plains to run, and does not want to draw Plains later in the game. With Scroll Rack in the deck, one should draw or discard all but three Plains from the library.

Finally, note that though it is thought of as an anti-discard buffer, Land Tax is also the nightmare of the land destruction player, especially those playing red or black and without enchantment removal.

Outside casual play, however, Eric commented, “Land Tax decks have never worked in Type I. Land Tax is as broken as Necropotence in 1.5 or 1.x but in Type I you have so many different ways to refill—Windfall, Wheel, Yawgmoth's Will, Bargain, Necro—that the power of the Tax/Rack to draw 3 cards every turn isn't enough given everyone has Moxes and it's hard to guareentee you will have less land. It seems like you should be able to win with it, but so far nobody has been successful.”

Other regulars on Beyond Dominia disagree, however, especially after the restriction of Necropotence. Many of the card drawers mentioned affect both players, but are still easily splashable in WW (see Tithe below). Gorilla Shaman is also splashable to handle opposing Moxes. A solid white WW deck can still have a powerful engine with Tax/Rack to compete, assuming it does not splash colors (and the strongest non-Trix Necrodeck was proven to be Michael Long’s mono black 1999 Invitational deck, showing that Necropotence is more powerful than even Ancestral Recall), and maintain a very stable mana base that cannot be disrupted by Dwarven Miner and Wasteland.

In any case, note that one only needs 3-4 Plains to use the Tax/Rack engine. (However, one will be unable to remove the surplus land from one’s library.)


ARMAGEDDON
Destroying all land in play is advantageous to WW because it has Land Tax available and because it needs to draw less land to recover. Ideally, one plays Armageddon when one has a stronger creature force than the opponent and especially when the opponent has no creatures (though one may Armageddon when the board is empty to stall the opponent as well). Be careful of sacrificing land to Zuran Orb, however, because the opponent can counter Armageddon after the lands are sacrificed.

Finally, cards like Armageddon are the reason why players should not play more land than needed. Even if the opponent does not have cards like Armageddon, holding extra Plains in hand gives the impression that you have more threats in hand, and helps against random discard effects such as Hymn to Tourach.

Armageddon’s equally potent cousin, Wrath of God, is used by slower WW decks to reset the board if the opponent gains a creature advantage, but it is normally counter-intuitive since weenie decks will usually have more creatures than the opponent.


POOH’S GUN, SEAN MC KEOWN aka GANDALF ON BEYOND DOMINIA
Ninth place due to tiebreakers, 1998 New York State Championships, Type II
(From the team that brought you the Stupid Green Deck... Team Pooh's Gun!)

Creatures (21)
4 White Knight
4 Soltari Priest
2 Soltari Monk
4 Warrior en-Kor
3 Paladin en-Vec
4 Tradewind Riders

Removal (10)
4 Disenchant
4 Incinerate
2 Earthquake

Others (3)
3x Armageddon

Mana (26)
4 Mox Diamond
4 City of Brass
1 Reflecting Pool
2 Adarkar Wastes
3 Wastelands
2 Mountains
10 Plains

Sideboard (15)
4 Pyroblast
3 Meltdown
4 Pariah
3 Sleight of Mind
1 Earthquake

Sean “Gandalf” Mc Keown further demonstrates the flexibility of WW. He splashed blue into the basic structure to take advantage of a powerful weenie base and Armageddon. After reviewing the draft of this Primer, Sean described the deck and explained, “It took advantage of one other thing that you didn't include as an interesting idea, despite all of your talk about Armageddon. This deck did the usual W/R trick, but with an addition of Blue for the power of Tradewind Rider to further break combo decks and control decks' backs.”

Splashing colors will be discussed below with Tithe, but here, one notes that the red is significant not just for extra removal, but for Pyroblasts to disrupt the dreaded Academy decks which were rising in popularity in the Urza’s Saga Type II of the time. (The deck was Type II, and could not use dual lands and Tithe, however.)

Sean further explains, “This is my very own Pooh's Gun, which was able to win 4-5 State Championships tournament and become a Dojo Deck To Beat within 2 weeks of my playing it. I finished ninth on tiebreakers with it

“As to how the deck came about... like the rest of my decks, I had a lot of decks I was testing, and I kept losing to 'the big deck', so I got pissed off and designed a deck that wouldn't lose to it anymore. With the other big decks expected to be Hatred, Sligh, and Counter-Phoenix, the creature base was right on, as were the rest of the cards in the deck, especially considering how big of a problem Tradewind Rider was for a lot of decks, especially Tradewind with Armageddon. It was my first delve into an anti-combo aggro-control deck, though looking back I guess a good Merfolk deck would have been truly savage

“However, the Meltdowns (in the sideboard, against Academy’s cheap artifacts) never proved functional, and were frequently replaced with instant-speed answers. Mana Leak was almost worth it, but Memory Lapse was what finally made it into the SB, as "just about anything that's Instant speed" was the consideration as soon as I realized how completely ineffectual Meltdown was at solving the problem.”


CURSED SCROLL
It took a while for people to figure out what to do with this Tempest rare and one card in hand, but it is the best support card available to a weenie deck that can have five mana by the midgame (three to use the Scroll and two to cast spells to empty the player’s hand). When playing a deck with this, play all the cards in your hand in anticipation of Scrolls, and note that you can use it during your upkeep before drawing a card if you have no mana to cast the card you will draw. Otherwise, use it only at the last possible moment, and note its use with first-strikers and flankers. Also note that it bypasses protection abilities, which can be key against protection from white creatures.

Obviously, this card is not for use with Armageddon and Tax/Rack, though it is usable with Land Tax. Weenie decks packing this should also have a little more land than normal weenie decks and consistently reach 4 or 5 mana by midgame.

Note that because it is one of few reusable abilities available to WW, it can be considered similar to card drawing. It is the simplest and more effective trick available to any Post-Tempest weenie deck, including White Weenie (that is, any deck not relying on funkier engines such as Armageddon, Empyreal Armor and Tax/Rack should almost automatically pack the Scroll).


CREATURE ENCHANTMENTS
These spells often boost the power of creatures directly, such as Empyreal Armor, but are more dangerous to play than Crusade because if the creature dies, two cards are lost instead of one. An opponent can also kill a creature with damage in response to Empyreal Armor (with a Lightning Bolt, for example), with the same result. Empyreal Armor, however, is very powerful with Land Tax and was paired with Cataclysm in past winning Type II decks.

Other enchantments are weaker, even Brillant Halo which returns to hand after the creature it enchants is killed and Vision’s Sun Clasp, which can be returned to hand. Other casual favorites that boost power and toughness include Blessing and Serra’s Embrace. A few instants mimic these effects, and the favorite is Righteousness which gives any blocker +7/+7 (and Gallantry, the cantrip equivalent). With Righteousness, do note that it is useful only when blocking, something the WW deck should not ideally be doing. Also note how fun it would be to give a creature +7/+7, though.

(If short on cards, one can even fill in the enhancements in one’s WW structure with cards such as Tawnos’ Weaponry for a surprise effect, and still have a playable casual deck.)

A different type of enchantment is Spirit Link, which can be played on an opponent’s creature to negate its attack damage. It is more commonly played in decks with fewer creatures, but can be tried out with shadows. It is not very good in WW since the enchanted creature can still block.

Perhaps one of the most flexible creature enchantments is Cho-Manno’s Blessing a finally playable version of a concept as old as Ice Age’s Prismatic Ward and Mirage’s Ward of Lights. Note that it can be played as an instant to counter spells aimed at a creature or as a surprise during combat, but you may want to play it when an opponent is tapped out to reduce the chances of having the creature killed in response to playing the Blessing.

Of course, the most basic rule of playing creature enchantments is to make sure you have enough creatures to play them on in the first place! Some decks such as those using Tax/Rack may use a lower creature count to make room for more tricks, so creature enchantments are usually not a good idea there.


ENLIGHTENED TUTOR
Enlightened Tutor was restricted in Type I because it could power insane combo decks, but when it was first introduced in the Mirage block, it was a mediocre WW card. It causes a WW player to lose his next draw, which is crucial for an aggressive deck, and not worth the ability to fetch just a Crusade, Empyreal Armor or Land Tax.

It must be noted that later expansions made Enlightened Tutor far more flexible. The modern WW deck can use it to fetch Land Tax or Scroll Rack for the combo, Seal of Cleansing for the Disenchant option, or Masticore as a creature or creature remover. It can also fetch various other tricks when present such as Worship or Story Circle, or even more obscure tricks such as Aeolipile.


CATACLYSM
An alternative to Armageddon, this one is somewhat trickier. Normally, this should not be as useful since an opponent’s creature might be larger than one’s best white weenie. Decks constructed around Cataclysm get around this, however.

The most popular version uses Empyreal Armor and shadows, and aims to have a large unblockable attacker post-Cataclysm. Other decks try to abuse Tax/Rack, or play Mishra’s Factory and artifacts such as Phyrexian War Beast or Masticore to end up with three creatures instead of one after Cataclysm.

Note that unlike Balance, Cataclysm does not affect cards in hand, and cards such as Land Tax and Tithe can help the WW player prepare.


WINTER ORB
This is similar in philosophy to Armageddon, and is another classic weenie card. WW functions well under this as it has cheaper spells, though it should not be used with Tax/Rack, Cursed Scroll, Rebels, or creatures with activation costs such as pump knights. It is best played immediately after an opponent casts an expensive spell.

A similar but newer alternative is Tangle Wire.


PARALLAX WAVE
The power card of more recent WW decks, this card essentially removes three opposing creatures for two turns, which can be all a WW deck needs. It can also remove a friendly creature to save it from an opposing spell or after damage has been assigned to an opposing creature. Note that unlike Cursed Scroll, it is useless against creatureless decks, but provides a powerful swing when played on a board filled with creatures. (But beware of having this Disenchanted at an awkward moment.)

Parallax Wave combos with Monk Idealist to remove four creatures from the game at the cost of four mana each turn.


REVERENT MANTRA
More useful than the original spell with its “pitch” concept (Scars of the Veteran from Alliances), this card can instantly protect any or all creatures from an opponent’s spell. It can be devastating when used to make all of one’s creatures unblockable, especially in a deck with Tax/Rack or Rebel searchers.

The surprise value of the alternate casting cost is especially important, almost giving white a Force of Will. Explaining his Post-Invasion Type II Rebel deck, Alex Shvartsman explained, “It is CRUCIAL to be able to cast Mantra for free. You usually spend it in the first few turns when you are tapped out. The deck does not want Cho Manno's Blessings, does not have room to play them, and does not want to keep 2 mana untapped to save a creature instead of tapping out to search.” Reverent Mantra can be played to save just one creature if needed, and Alex’s deck was quite willing to use it to protect a crucial Ramosian Sergeant on the first turn, just to keep WW’s momentum.

An older equivalent with a similar function is Alliance’s Martyrdom, and this protects the player from damage as well. It should be funny in a casual deck with en-Kors.


WORSHIP AND PARIAH
These two have a similar function, which is to save the player from the last point of damage. Both work well with protection creatures, though Worship also works well with Rebel searchers. Pariah is best played on an en-Kor.

Though both are negated by mass destruction and loss of life effects, they have their individual drawbacks. Worship still leaves a player at 1 life, which can be awkward if suddenly Disenchanted. Pariah prevents all damage, but is more vulnerable since the enchanted creature can be taken out by non-damage effects or by a source of colorless damage such as Cursed Scroll.

Pariah provides an additional trick in that it can be played on an opposing creature to negate the opponent’s next attack and kill the enchanted creature. Pariah is also the favorite WW trick of Shadow, owner of Beyond Dominia.

These are highly defensive cards that do not fit into the normal strategy of WW, but are powerful enough to justify a random slot or two, if desired, especially in a casual or more control-oriented deck.


STORY CIRCLE
This fills in a slot that would be filled by Worship or Pariah, as it is another flexible and highly defensive card. Note that it ties up mana and does not affect artifact sources, however. It can be powerful against mono-color decks and decks with only one source of damage such as Nether Spirit and Morphling.

Like Worship and Pariah, it is a defensive card that does not fit into the normal strategy, but is powerful enough to merit a random slot or two, especially in a casual or more control-oriented deck.

The predecessor of Story Circle as the all-purpose Circle of Protection was Legends’ Greater Realm of Preservation. Note that Story Circle (and Runes of Protection) differ from CoPs in that they are activated only by white mana.


MEEKSTONE
A classic companion of weenie decks, this shuts down decks with higher-power attackers, though the big creatures can still block. A deck with Meekstone plays without Crusade but can still use pump-knights, which are unaffected by Meekstone.


SACRED MESA
The soul of the mono-white Deck Parfait control deck designed by Raphael Caron aka K-Run that captured the imagination of Beyond Dominia regulars, this is nevertheless useful in more conventional WW decks. It is more powerful than Kjeldoran Outpost as it produces flying tokens, but requires an upkeep of 1W in a deck not designed to generate large amounts of mana. However, it is similar in use to the Outpost.

A few more token producers exist for WW such as Spirit Mirror.


ZURAN ORB
This is another defensive card that is only useful when one is about to die. Though one Orb has been a token in many casual and even competitive decks since Ice Age, this card does not contribute to the WW strategy, except to provide a panic button. The exception is when using Tax/Rack, as this ensures that the opponent cannot simply stop playing land to stop the combo.

A basic rule is not to play the card until you need it, in case of something like a Nevinyrral’s Disk or Gorilla Shaman.


HONORABLE PASSAGE
Though a powerful anti-red card, it can simply be used to save a creature or to negate a large chunk of damage, and can be powerful if timed right. Honorable Passage is preferred to its cousin Shadowbane since dealing damage is more important to WW than gaining life.

The original alternative was Reverse Damage, and though fun, this does not fit in with WW’s strategy.


REMEDY
Similar in purpose to Honorable Passage, this is the most efficient variant of Healing Salve ever printed. It can be powerful if timed right in a board filled with creatures.


REINFORCEMENTS
An old but cute Alliances card, this simply ensures that the next cards you draw can attack and block. It is best used in a deck with diverse abilities, so you can fetch your dead shadows, Mothers of Runes, or larger blockers as needed.


PEACE OF MIND
White weenie is not normally concerned with life gain, but players using Land Tax may want to have fun with this obscure uncommon (swap 3 Plains for 9 life). Ivory Tower is another casual option, though a slower one.


HUMILITY
Just kidding.

(although this is a powerful anti-RecSur sideboard, and a desperate WW sideboards this against the deck which is practically all creatures and hopes to gain the edge with its Crusades)


HONOR THE FALLEN
A deceptive rare, this card is not used for life gain. It is white’s most powerful weapon against decks that use the graveyard, and allows white weenie the flexibility to remove Squees, Shard Phoenixes, Nether Spirits and Ashen Ghouls at instant speed.


SPIRITUAL FOCUS
White’s nastiest anti-discard measure after Land Tax. Mangara’s Blessing and Sand Golem are more classic foils. Of course, WW, with its cheap spells, protection from black and fast-emptying hand holds its own against discard decks even without help.


WAX/WANE
The new split cards bears mention, since some players used this Disenchant variant with an altered land base to allow WW to play with Giant Growth without sacrifice card slots. In casual decks, this would probably be accompanied by green’s more powerful Rancor.


SHAHRAZAD

Hey… why not try it in a casual deck?

Shahrazad
Cost: WW
Color: White
Rarity: UnCommon
Type: Sorcery
Set: Arabian Nights

Errata: Players play a subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half of his or her life, rounded up. After the subgame, players shuffle their subgame decks and return them to their libraries. The subgame has no ante, and using less than the required number of cards is legal. [Oracle 99/09/03]

Rulings:
No, this card is more annoying than you imagine :-(
If a card is removed from the game (from Disintegrate or whatever) in the sub-game it is shuffled back in before returning to the main game. [Jackson 00/04/19] (REVERSAL)
The player who chose whether to go first or play first in the parent game gets to make the same choice in the sub-game. [Oracle 98/07/01]
At the start of the sub-game both players draw their initial hand (usually 7 cards. If one player has fewer cards than required, that player loses. If both have fewer than required, both players lose. [Oracle 98/07/01]
A player with less than 0 life cannot lose life as a result of the sub-game since half of their life total is considered to be zero. [Oracle 98/07/01]
Events in a Shahrazad sub-game do not trigger abilities in the main game. And continuous effects in the main game do not carry over into the sub-game. [bethmo 98/12/11]
The subgame is part of the main game. [Oracle 98/07/01]
Type 1 tournaments (see Rule D.13) banned this card from 94/01/25 until 99/10/01; Type 1.5 tournaments (see Rule D.14) banned this card until 99/10/01.
Artist: Kaja Foglio P/T: N/A Released: 12/1993


TITHE
Some WW decks ran this and a total of 30 lands or cards that fetched lands (including Tithe and Land Tax) because of the card advantage, library thinning and the synergy with Cursed Scroll. Like Land Tax, its natural companion is the Mox (even Mox Diamond, which can be played first-turn to power Tithe, which fetches land to be played next).

In Type I, however, Tithe shines because it can fetch dual lands that count as Plains, making WW the weenie deck that best accommodates splashed colors (aside from green). Ideally, it should be played as soon as drawn or immediately before the next untap, but it can also be played in response to your own Wasteland or Strip Mine (when you may have one less land than the opponent for a short time).

Mirage fetch lands such as Flood Plain are an excellent complement to Tithe as they fetch dual lands. Use them during your upkeep to slightly decrease the probability of drawing a land. (You can even use off-color duals or a misleading choice of fetch land to bluff the opponent, as shown below, though you risk being vulnerable to cards that affect non-basic lands. The bluff can become more complicated when you actually use cards of that color in your sideboard but none main deck, such as the Gaea’s Blessings in the deck of Randy Buehler cited above.)

The most logical color to splash is red because of White’s deficiency in the creature removal department. Earthquake also combos well with protection creatures and en-Kors, and a Firestorm backed by Tithe or Land Tax can clear the other side of the board or kill the opponent outright. In fact, WW decks splashed with red and other colors are specifically known as Jank decks, and are usually Extended decks.


JUSTIN GARY, 1999 WORLD CHAMPIONSHIPS
Top 8 in Extended

Creatures (17)
4 Savannah Lions
1 Soltari Monk
4 Soltari Priest
4 Warrior en-Kor
1 White Knight
1 Paladin en-Vec
2 Phyrexian War Beast

Removal (15)
4 Lightning Bolt
1 Incinerate
3 Swords to Plowshares
4 Cursed Scroll
1 Disenchant
2 Aura of Silence

Mana (28)
4 Tithe
3 Flood Plain
7 Plains
4 Plateau
1 Scrubland
1 Tundra
4 Mishra's Factory
4 Wasteland

Sideboard (15)
1 Aura of Silence
1 Blood Moon
3 Karma
2 Pyroblast
3 Red Elemental Blast
4 Sanctum Guardian
1 Swords to Plowshares


This is the last WW deck I played before the Philippine Extended season began, which emphasized synergy with Earthquake. Note that splashing colors makes WW slower, which showed against faster and commonly played Sligh decks I hoped to beat. (Looking back, I regretted not playing my Cursed Scrolls and Masticores, too.)

RAKSO’S EXTENDED WHITE WEENIE
April 2000
Creatures (16)
4 Soltari Priest
4 Paladin en-Vec
4 Warrior en-Kor
4 Frenetic Efreet

Spells (19)
4 Swords to Plowshares
3 Seal of Cleansing
3 Earthquake
4 Incinerate
4 Mana Leak
1 Honorable Passage

Mana (25)
4 Tundra
4 Plateau
4 City of Brass
3 Plains
4 Wasteland
2 Mox Diamond
4 Tithe

Sideboard (15)
1 Seal of Cleansing
3 Disenchant
4 Pyroblast
3 Mana Short
1 Honorable Passage
3 Annul


Blue is an old favorite, but mainly allows Mana Leaks (and Annuls, in addition to Disenchants). Sleight of Mind and equivalents are an old favorite and combo well with protection creatures, as seen even in Chanpheng’s World Championship deck (WW decks with Sleight of Mind are nicknamed Sleight-Knight decks). Naturally, the power cards of Type I are in blue.

Splashing other colors is beyond the scope of this primer, but the basic idea is to use nonwhite spells that require only one colored mana and cover areas where white is weaker. This may even include creatures, such as evasive flyers such as Frenetic Efreet. The tradeoff is a less consistent mana base and a vulnerability to cards such as Wasteland and Price of Progress.

A good example of really juiced-up WW is Nicolai Herzog’s from the 1999 Invitational in Kuala Lumpur, where one even sees elements of the Zoo engine (note Aura of Silence was used against the broken Academy decks of the time):

TYPE I WHITE WEENIE, NICOLAI HERZOG
1999 Magic Invitational (Kuala Lumpur)

Creatures (15)
4 Savannah Lions
4 Soltari Monk
3 Order of Leitbur
3 Order of the White Shield
1 Gorilla Shaman

Removal (8)
4 Lightning Bolt
1 Balance
1 Disenchant
2 Aura of Silence

Others (12)
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Wheel of Fortune
1 Enlightened Tutor
4 Duress
1 Forsaken Wastes

Mana (25)
3 Tithe
1 Black Lotus
1 Mox Ruby
1 Mox Jet
1 Mox Pearl
1 Mox Diamond
4 Plateau
4 Scrubland
2 Tundra
1 City of Brass
1 Plains
1 Strip Mine
4 Wasteland

Sideboard (15)
2 Seal of Cleansing
1 Diabolic Edict
1 Karma
1 Circle of Protection: Black
2 Swords to Plowshares
1 Aura of Silence
3 Pyroblast
1 Price of Progress
2 Null Rod
1 Red Elemental Blast

APPENDIX A: Specific abilities of white weenies
White weenies have many powerful abilities, and these bring in tricks of their own. Generally, however, one tries to avoid defensive abilities and those restricted to combat only.


PROTECTION
More than a thematic touch, protection is the most versatile ability emphasized in the White Weenies. In 1996, for example, Tom Chanpheng became World Champion by defeating a mono-black Necropotence deck with WW and the 12 most powerful protection from black creatures of the time. (Note how the deck also emphasizes the Disenchants available to WW, with 4 extra Divine Offerings to deal with Nevinyrral’s Disk and Serrated Arrows, the Necropotence deck’s only answer to protection from black. Also, Strip Mine was unrestricted in Type II at the time, and Land Tax was restricted.)


1996 WORLD CHAMPION, TOM CHANPHENG
Type II

Creatures (20)
4 Savannah Lions
4 Orders of Leitbur
4 Orders of the White Shield
4 White Knight
2 Phyrexian Warbeasts
2 Serra Angels

Removal (10)
4 Disenchant
1 Balance
4 Swords to Plowshares
1 Reprisal

Other tricks (6)
1 Land Tax
1 Reinforcement
1 Armageddon
1 Zuran Orb
1 Lodestone Bauble
1 Sleight of Mind

Land (24)
11 Plains
4 Adarkar Wastes
1 Kjeldoran Outpost
4 Strip Mines
4 Mishra's Factories

Sideboard:
4 Divine Offering
2 Aurenson's Aura
1 Sleight of Mind
1 Reprisal
1 Exile
1 Kjeldoran Outpost
2 Serrated Arrows
1 Spirit Link
1 Energy Storm
1 Black Vise


Protection has offensive and defensive benefits. On the offense, the main consideration is that creatures with protection from a color cannot be blocked by creatures of that color. When using Mother of Runes or Cho-Manno’s Blessing, one should use this aggressively when one has momentum. Casting Reverent Mantra when both sides have many creatures wins the game outright.

The most important defensive benefit is that protection from a color counters any ability and destroys creature enchantments of that color. Thus, when one does not need protection to slip an attacker past a large blocker, one holds the Mother or Blessing in reserve and casts these in response to an opponent’s spell, much like a Counterspell. Protection can even be used to destroy a Treachery on one’s creature or an Empyreal Armor on an opponent’s shadow creature.

One must be careful, however, since the protection ability can be responded to. For example, two Lightning Bolts on the stack still kills Mother of Runes, and is a common way for mono red to neutralize her.

Another important defensive benefit is that protection from a color reduces damage from that color to zero. This can be used to save creatures, and a Reverent Mantra with many creatures in combat radically changes the outcome. This is even more important when blocking, as a single Black Knight or Mother of Runes can stall a Juzam Djinn after a slow start.

It is important to note that protection comes at no extra mana cost to a creature (for example, a White Knight has first strike, protection from black and 2 power, all for WW). Thus, it is like a “bonus” ability that can be integrated without penalty in most decks. The Casual deck at the beginning of the article has five protection creatures and three en-Kors against a black or red deck, giving it an edge against such decks but no disadvantage against others.

Finally, protection creatures are not completely invulnerable, as red and black decks can use Cursed Scroll and Masticore (and to a lesser extent, Aeolipile and Serrated Arrows) to kill these. (Of course, WW has Disenchants ready.) Finally, abilities such as “destroy all” and “destroy creature that blocks this creature” are unaffected by protection.


DAMAGE REDIRECTION
Though closely identified with Stronghold’s en-Kors, older decks also used Alliance’s Martyrdom against large Drain Life spells. The basic idea is to spread out damage that would normally kill one creature, rendering the damage source impotent. Thus, a 2/2 Warrior en-Kor is hit with a Lightning Bolt, it can spread one point of damage each to two other creatures (but note that damage all three creatures will have 1 point of damage until the end of the turn, not until after the Bolt resolves). Two Warriors blocking a 6/4 Craw Wurm can also redirect the damage to just one Warrior, or to a weaker creature, effectively trading the Wurm for just one weenie. Obviously, this ability is greatly enhanced by Crusades.

En-Kors, however, become even stronger when paired with creatures with protection, as all damage from the right color redirected to these creatures is reduced to zero. An en-Kor and a Mother of Runes can play havoc with an opponent’s offense (block with both, then give Mother protection and redirect all damage to her). Add Pariah to the en-Kor, and you have a powerful casual combo (while it shuts down red, it is easily neutralized by killing the en-Kor with a non-damage spell such as Swords to Plowshares). Even playing a creature with protection, attacking with it next turn, then playing an en-Kor can stall an take the momentum from an opponent’s offense.

(As a final note, an old Tempest combo was an en-Kor, Mogg Maniac, and Furnace of Rath. The en-Kor would redirect damage to itself, causing the damage to multiply due to the Furnace, then redirect 20 points of damage to the Mogg Maniac. The Maniac could then deal equivalent damage to the opponent.)


FLYING AND SHADOW
Since Academy and Trix were killed, creatures can be as common in competitive Type I play as they are in casual play. When the number of creatures on the board slowly grows and the game is stalemated, these become crucial. Send them in for a few points of damage at a time while waiting for an opening. Note that your Soltaris (white creatures with shadow) cannot block, and should attack regardless of the situation (unless you need to block opposing shadow creatures).

Cheap flyers are unavailable to WW, as the cheapest 2-power creatures are the 3-mana Thunder Spirit from Legends and Nightwind and Thermal Glider from Masques. The Thunder Spirit is handy in combat, and though protection does not always justify the extra mana, the Nightwind Glider evades both Moat and Abyss.

The only other noted flyers are Duskrider and Freewind Falcons from Visions when absolutely needed. In its time, 2-mana Freewind Falcon was able to block Wildfire Emissary, Frenetic Efreet and Ball Lightning (though the new trample rules make this illegal) while the rest of the team attacked, though it still died to Suq’Ata Lancer’s flanking.

“2-power for 2” shadows are available, but playing too many shadows can make one unable to defend when the game slows down. More shadows are usually played only with Empyreal Armor, to allow the Armored creature to deal damage quickly and without being chump blocked.


FIRST STRIKE
This is a very common ability associated with white’s knights. The basic idea is that one of your 2/2 creatures can block or be blocked by another 2/2 and kill it without itself being killed. It can force an opponent to chump-block instead of trading creatures when he is desperate, and can allow your attackers to unexpectedly kill larger blockers with Army of Allah.

This ability can be more subtle, however. Immediately after first strike damage is assigned, one can use a Cursed Scroll or splashed Lightning Bolt to kill a larger opposing creature before it can kill your weenie. Gang blocking with first strikers and en-Kors also allows the weenies to survive, though it is still as dangerous if one of the blockers is eliminated before they deal damage to a larger creature.

Although first strike is useless outside combat (effects like Arena do not consider first strike, too), it is usually built into creatures at no extra mana cost, and 2/2 first strikers often cost 2 mana.


FLANKING
This special ability from the Mirage block is rarely used because all flankers except the 1/1 Mtenda Herder are slower 3-mana 2/2s. Basically, it allows attackers to trade for slightly larger blockers. It has two nuances, however.

First, creatures that block flankers receive –1/-1 as soon as they are declared blocking. This means that a 2/1 regenerating River Boa or a 1/1 Mother of Runes giving itself protection from white still die from blocking an Mtenda Herder. Second, this means that a 6/4 Craw Wurm declared as a blocker to an Mtenda Herder can immediately be Bolted to save the Herder (though it is already blocked and does not deal damage).

Note that flanking has no effect when the flanker is blocking, except that it negates the flanking of an attacker (in the rare occasions you actually play against a flanker, which will probably be red’s Suq’Ata Lancer).


PUMPING
This is mainly an ability from Ice Age last seen in Urza’s Destiny’s Capashen Knight, although the original white pump-knight was the Order of Leitbur from Fallen Empires. A simple rule is to never use activated creature abilities (aside from those involving flying and shadow) until right before damage has to be assigned. Pumping an attacker before blockers are even declared, for example, merely gives away information to the opponent, allowing him to block more effectively.


TAPPING
An extremely defensive ability (offensive when used with larger creatures), this has become relevant with the Benalish Trapper and cousin-Apprentices in Invasion Limited. (Of course, they are easily killed and far less effective outside Limited, and useless against decks without creatures.)

When you want to tap creatures to prevent them from attacking, note that you must do this during the combat phase, before attackers are declared. Choose carefully since the opponent will not reveal what he will attack with until after you play your effects, and since he can decide to declare zero attackers after you tap. (Do not make the mistake of tapping when he declares his attack phase, as you will tap attackers during the main phase and allow him to play things like Sleeper’s Robe and Skizzik before attacking.) Waiting until this last possible moment not only prevents surprises, but it also allows you to tap creatures during the end of your opponent’s turn. You can tap another blocker during your own turn, in effect tapping an extra creature that may provide enough of an opening for your attack.

Another usual rule is to simply attack when the opponent has no creatures in play (unless one expects Ball Lightning). The extra 1 point of damage can be crucial for the aggressive WW deck.

Note that the original tapper was not from Invasion, but Tempest’s Master Decoy, arguably the white weenie with the funniest art.


BANDING
This is an obscure ability that was very much alive in weenies until Fallen Empires and Ice Age. This is unfortunate as the “basic” bander is the 1/1 Benalish Hero, and Gerrard of Benalia is an important character in the new Magic cast. Banding was removed from from the game because it is very difficult to understand, yet not very effective. (There is a reason why Tolaria is the weakest Legendary Land and had to be redeemed by the printing of Tolarian Academy!)

In simple terms, banding can be used only when blocking or attacking. When a creature is blocked by at least one creature with banding, all damage from that creature to the blockers is assigned by the blocking player (instead of the attacker). Thus, if a 1/1 Benalish Hero and four other 1/1s blocked a 5/5 Juzam Djinn, the blocker could assign all 5 damage to one creature and still kill the Djinn.

Attacking is more complicated. One can declare any number of banders and up to one additional non-banding creature as a “band”. This band is blocked as if it were a single attacker (with abilities such as landwalk, flying and shadow not applying unless all attackers in the band have the ability), and the attacker distributes the damage from all creatures that block the band. Thus, if a Juzam Djinn blocks four Benalish Heroes and another 1/1 which have formed a band, the Djinn dies while killing only one 1/1.

It seems powerful at first glance, and Ice Age-era casual games with Mesa Pegasus and Pikemen were fun, if confusing. However, note that banding has no effect outside combat, which makes it bad. Moreover, banding is useless unless one has more than one creature. It is also easier for an opponent to chump-block a band, which can stall WW’s offense. In addition, removing a bander with an instant or ability also usually kills the rest of the band (the expected damage redirection is lost, resulting in a more lethal assignment of damage to the band). Finally, banding is included with creatures “at no extra mana cost” only in 1/1s such as Benalish Hero and Icatian Infantry, and all banders cannot meet the “2 mana for 2” rule.

Still, it is a fun ability, and if you want to relive the classic hero themes with banding, first strike and protection from black, by all means! There are a few tricks such as banding better small banders like Icatian Infantry with your 2/2 knights to allow the 1/1 bander to trade for a 3/3 blocker that is stalling your offense. When desperate, it can even be banded with attacking shadow creatures, which allow these to deal damage to a blocker but take none since the sacrificial 1/1 will absorb it.


DAMAGE PREVENTION
Though too weak in normal play, creatures that prevent even 1 point of damage are very powerful in Limited play. One may want to try them in a casual WW, and as with other abilities, the applicable rule is to play the ability at the last possible moment for maximum flexibility. (Do not underestimate these damage prevention abilities, however. Take a good look at the decklists in this article, and you will find creatures with damage prevention abilities such as Defender en-Vec and Sanctum Guardian.)

Permanents that prevent damage such as Story Circle and Worship are more commonly used in WW than creatures that prevent damage. However, one must be careful of the few black effects that cause one to lose life instead of taking damage. Commonly seen in Limited play are Masque’s Highway Robber and Invasion’s Stormscape Apprentice, while Kaervek’s Spite is seen in aggressive black weenie decks.


APPENDIX B: TOP RATED WHITE WEENIES (using Yavapai Database)

Despite all the expansions that have been printed, only a handful of white weenies have made it to the elite top tier of WW. The following are the best of the best, with key abilities aside from the prerequisite power requirements. Because casting costs tend to increase in newer expansions and cards grow weaker (or simply more balanced) because Limited play is taken into account, one does not expect the composition of this list to vary greatly.

(The only other additions may be Diving Griffin and Steadfast Guard, though these abilities relate to blocking and a 2/2 is not that strong a blocker unless one has Crusades.

Note that one should not simply play all the creatures listed below. One should decide how mana 1 mana and 2 mana creatures one wants to play, then a lesser number of 3 mana or even 4 mana and 5 mana creatures. When one has finalized this “mana curve,” again, usually with more 1 mana and 2 mana creatures, one fills in the deck. The creatures below are the first choices for each segment of the mana curve.)


SAVANNAH LIONS
W, 2/1
Rare, Creature – Lions, Alpha/Beta/Unlimited
No abilities.
Flavor Text: The traditional kings of the jungle command a healthy respect in other climates as well. Relying mainly on their stealth and speed, Savannah Lions can take a victim by surprise, even in the endless, flat plains of their homeland.
Artist: Daniel Gelon
Released: 8/1993

The classic first-turn play of white weenie, it remains unmatched as a 2-power 1-mana creature with no drawbacks. Even Zoo decks use white simply for this fast creature. Its closest competitor is red’s Jackal Pup, whose drawback is tempered by the direct damage that backs the Pup.


ICATIAN JAVELINEERS
W, 1/1
Common, Creature – Soldiers, Fallen Empires
Errata: ~this~ comes into play with a javelin counter on it. Tap, Remove a javelin counter from ~this~: ~this~ deals 1 damage to target creature or player. [Oracle 99/07/23]
Artist: Edward P. Beard Jr.
Released: 11/1994

Deceptively weak, this is the only white weenie ever printed with a straightforward direct damage ability, and is one of few creatures able to take out opposing utility 1/1s from Prodigal Sorcerors to Royal Assassins.

This is as close as white comes to red’s Mogg Fanatic, and the same tricks apply. When blocking, the Javelineers can tap to kill the creature they block (to kill a 2-toughness creature) or deal 1 damage to another attacker (though the player will still take combat damage, this can kill two one-toughness creatures at the cost of only one of your own) or to the opponent. In action with other creatures, it can be held back from an attack to do an extra point of damage to a blocker that allows a first-striker to finish it off.


SOUL WARDEN
W, 1/1
Common, Creature – Cleric, Exodus
Errata: Whenever another creature comes into play, gain 1 life. [Oracle 99/07/21]
Flavor Text: Count carefully the souls and see that none are lost. -Vec teaching Rulings:
The ability will not trigger on itself coming into play, but it will trigger on any other creature that is put into play at the same time Soul Warden is, or while it is in play. [D'Angelo 99/08/01]
Does not trigger on a card in play being changed into a creature. [D'Angelo 99/02/23] See Rule K.5.1.
Artist: Randy Gallegos
Released: 6/1998

The aggressive WW does not normally concern itself with its life total, but this card has allowed it to keep up with even more aggressive red decks without skipping a beat and losing an offensive creature slot. Red can be forced to waste removal on this lowly 1/1, which is good since it has less flexibility and card drawing than WW.


MOTHER OF RUNES
W, 1/1
UnCommon, Creature – Cleric, Urza's Legacy
T: Target creature you control gains protection from a color of your choice until end of turn.
Flavor Text: My family protects all families.
Rulings:
You can only pick black, blue, green, red, or white. See Rule G.3.1. [DeLaney 99/02/10]
Artist: Scott M. Fischer
Released: 2/1999

This is the single most powerful (not to mention the most annoying) white weenie ever printed. Hold its ability back to counter opposing abilities aimed at your creatures, or use it aggressively to make your weenies unblockable. Mother, however, is also the most overrated creature in WW, since many beginners fail to note that using Mother of Runes (instead of, say, Savannah Lions) slows down the WW deck. This is hardly a disadvantage in slower WW decks such as Rebel, though.

Also note that the standard way to kill a Mother is to use two spells or abilities against it. A Fireslinger or Prodigal Socreror, for example, can target it during the opponent’s end of turn, then again during the next turn when Mother is tapped. The easiest way is to simply use Cursed Scroll or Masticore, of course.


WHITE KNIGHT
WW, 2/2
UnCommon, Creature Knight, Alpha/Beta/Unlimited
Protection from black, first strike
Flavor Text: Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the Knight had just laid waste.
Artist: Daniel Gelon
Released: 8/1993

The classic white weenie. Schools other weenies in combat, and is even a favorite of the old Sleight-Knight strategy (using Sleight of Mind to change the color of protection).


ORDER OF LEITBUR
WW, 2/1
Common, Creature – Clerics, Fallen Empires
Errata: Protection from Black. WW ~this~ gets +1/+0 until end of turn; W: ~this~ gains first strike until end of turn. [Oracle 99/09/03]
Flavor Text: The powers of the corrupt will fade before the fury of the pure." --Bethan Leitbur, 'The Way'
Flavor Text: Followers of Tourach regarded all other religions equally: with open contempt. Not so the followers of Leitbur, who made it their mission to eradicate the Order of the Ebon Hand.
Flavor Text: Trained to battle the followers of Tourach, the Order of Leitbur was not as successful in later conflicts with Orcish and Goblin raiders." --Sarpadian Empires, vol. I
Artist: Bryon Wackwitz
Released: 11/1994

Arguably the most powerful white weenie, this classic “pump knight” edges out White Knight with a pumping ability that makes it a formidable threat even in the midgame and even against larger blockers. However, it is mana intensive, and is less useful with Armageddon, Tax/Rack and Cursed Scroll. The mana required to power it also means that it should be played only after other 2-mana creatures, as it is a weaker blocker early on. (If you play a White Knight second turn, the Knight can block an opposing 2/2, but if you play an Order before the Knight, the opponent will attack.)

The 1-toughness of the pump-knight also makes it vulnerable to effects such as Mogg Fanatic, and Serrated Arrows was a classic anti-pump knight measure in the days of Ice Age. This is negated somewhat by Crusade, however.

A final note is that the Order of Leitbur is the most commonly played white weenie with three versions of alternate art.


ORDER OF THE WHITE SHIELD
WW, 2/1
UnCommon, Creature – Knights, Ice Age
Protection from black. W: First strike until end of turn. WW: +1/+0 until end of turn
Flavor Text: Shall we turn away a worthy soul because his parents were peasants? I think not." --Lucilde Fiksdotter, Leader of the Order of the White Shield
Artist: Ruth Thompson
Released: 6/1995

This clone of the Order of Lite-Beer allows one to play up to 8 pump-knights. The original is stronger, however, because of an obscure blue card called Knight of the Mists that destroys a target Knight when it enters play. On the other hand, one may want to use Order of the White Shield with Mother of Runes, Soltari Priest, and Soltari Monk, to reduce the impact of creature type-driven cards such as Engineered Plague and Tsabo’s Decree against creature type Cleric.


LONGBOW ARCHER
WW, 2/2
UnCommon, Creature – Archer, Visions
Errata: 2/2, First Strike. ; ~this~ may block as though it had flying. [Oracle 99/07/21]
Flavor Text: "If it bears wings, I will put it to the skies over Tefemburu." - Ruya, Zhalfirin archer
Rulings:
The player can choose to treat this creature as flying or non-flying when declaring blockers, but only one of the two during a single declare blockers step. For example, it can block a creature that can only be blocked by flyers. [bethmo 99/06/13]
Artist: Eric Peterson
Released: 2/1997

This is the weakest of the 2/2s listed here, simply because its ability works only when blocking. However, it is the only weenie on the list that is still in the Type II pool. It is also the only top weenie aside from Thunder Spirit that can block a Morphling and survive, if there is a Crusade out.

When Engineered Plague, Extinction and Tsabo’s Decree are concerns, however, note that Longbow Archer is neither a Cleric nor a Knight (the new black anti-Rebel card Tsabo’s Decree removes creatures of a specific type from the hand as well as from the board).


SOLTARI PRIEST
WW, 2/1
UnCommon, Creature – Cleric, Tempest
Protection from red, Shadow.
Flavor Text: In Rath," the priest said, "there is even greater need for prayer. Artist: Janet Aulisio
Released: 10/1997

Considered the best Shadow creature, this is used to make small attacks past an opponent’s defensive line, or to more devastating effect with Empyreal Armor. It is also one of the first playable protection from red creatures, a top creature of the first Extended tournaments, and is one of the best reasons to use Cursed Scroll when playing red.


SOLTARI MONK
WW, 2/1
UnCommon, Creature – Cleric, Tempest
Protection from black, Shadow.
Flavor Text: Prayer rarely explains." --Orim, Samite healer
Artist: Janet Aulisio
Released: 10/1997

Priest is considered better because a red deck tends to have more Bolts to throw, but some decks can use the Bolts on other creatures and other colors on the Priest.


WARRIOR EN-KOR
WW, 2/2
White, UnCommon, Creature – Knight, Stronghold
Errata: 0: The next 1 damage that would be dealt to ~this~ this turn is dealt to target creature you control instead. [Oracle 00/02/01]
Flavor Text: Only a matter as vital as destroying Volrath could bring together the reclusive Kor people.

Rulings:
When you redirect damage it is still combat damage. [D'Angelo 99/06/01]
You can use this ability as much as you want prior to damage being dealt. [D'Angelo 99/06/01]
It is possible to redirect more damage to a creature than that creature's toughness. [D'Angelo 98/03/23]
It can redirect damage to itself. [D'Angelo 98/03/17]
Artist: Stephen Daniele
Released: 3/1998

The en-Kor ability has been discussed, especially with protection, Pariah and other tricks, but Warrior is simply the only one that meets the “2/2 for 2” rule.


THUNDER SPIRIT
1WW, 2/2
Rare, Creature – Spirit, Legends
First Strike, Flying
Flavor Text: It was full of fire and smoke and light and... it drove between us and the Efrafans like a thousand thunderstorms with lightning." --Richard Adams, Watership Down
Artist: Randy Apslund-Faith
Released: 6/1994

Three mana plays are often restrictive in WW, and this is one of the best (and the most expensive and hardest to find weenie). It is excellent in combat, though the flying is wasted against creatureless decks, except against Moat.


PHYREXIAN WAR BEAST
3, 3/4
Common, Artifact Creature, Alliances
If Phyrexian War Beast leaves play, sacrifice a land, and Phyrexian War Beast deals 1 damage to you.
Flavor Text: Deal with the spawn of Phyrexia cautiously; only with time may we control them." --Arcum Dagsson, Soldevi Machinist---AND---"Knowing its origins, how could they have thought they could control it?" --Sorine Relicbane, Soldevi Heretic
Artist: Bill Sienkiewicz
Released: 6/1996

White has no playable 3 power for 3 mana creatures, and Phyrexian War Beast filled this gap for a long time. The loss of a land is not much to a deck with low mana requirements and Land Tax, and it has the bonus of being unboltable. (The preferred 3/4 for 3 mana, Steel Golem, does not work with a creature-heavy deck.)


PALADIN EN-VEC
1WW, 2/2
Rare, Creature – Knight, Exodus
First strike. Protection from red. Protection from black.
Flavor Text: Our belief shall be the lance that pierces Volrath's heart.
Artist: Randy Elliott
Released: 6/1998

Deceptively simple, the Paladin is simply the greatest headache of black and red decks, yet is no slouch against other colors. It is best combined with other tricks such as en-Kors and Pariah.


CHIMERIC IDOL
3
Uncommon, Artifact, Prophecy
0: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of turn.
Artist: Mark Tedin

Another rare 3 power creature for 3 mana, this one is Boltable but evades mass destruction including your own Balance. The drawback can be played around with little difficulty.


MASTICORE
4, 4/4
Rare, Artifact Creature, Urza's Destiny
Errata: At the beginning of your upkeep, you may discard a card from your hand. If you don't, sacrifice ~this~. 2: ~this~ deals 1 damage to target creature. 2: Regenerate ~this~. [Oracle 99/07/21]
Artist: Paolo Parente
Released: 6/1999

4 power for 4 mana is a rare deal, but the ability of this “machine gun” is heaven sent for White and its limited creature removal. The regeneration is a bonus that makes it harder to kill for some decks, notably red decks. The artifact nature also bypasses abilities such as protection from white. The drawback is also one of the most brutal in the game, but Masticore’s raw power and cards such as Land Tax can offset this to some degree.

Always remember that you need to begin each turn with one card in hand to sacrifice to Masticore, so if you are down to one card in hand, do not play it. Also remember to sarifice Masticore during upkeep when necessary, especially in case of a stalemate on the ground.


SERRA ANGEL
3WW, 4/4
UnCommon, Creature - Angel, Alpha/Beta/Unlimited
Errata: Flying; Attacking doesn't cause ~this~ to tap. [Oracle 99/09/03]
Flavor Text: Born with wings of light and a sword of faith, this heavenly incarnation embodies both fury and purity.
Artist: Douglas Schuler
Released: 8/1993

White weenie decks sometimes reserve one, two or even three or four slots for larger creatures for midgame punch, and Serra Angel is the trademark white creature (read former World Champion Tom Chanpheng’s decklist if you think larger creatures are for children). It is one of the best blockers in the game, and is instant death after an Armageddon. Do note that while it is unaffected by plain Lightning Bolts, a very old trick is to use the Bolt after Serra blocks an opposing weenie.


BLINDING ANGEL
3WW, 2/4
Rare, Creature – Angel, Nemesis
Flying; Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.
Flavor Text: "Their eyes will shrivel and blacken before faith's true light."
Artist: Todd Lockwood

A more recent contender to Serra Angel’s throne in the WW hierarchy, this card can shut down creature-based decks by itself. Creature removal is stronger in many Type I environments, however, and the Blinding Angel is also weaker against creatureless decks.


JEWELED SPIRIT
3WW, 3/3
Rare, Creature - Spirit, Prophecy
Flying; Sacrifice 2 lands: Choose a color. Jeweled Spirit receives protection from that color and artifacts until end of turn.
Artist: Christopher Moeller

Another recent contender, it can abuse surplus land and Land Tax to the fullest. Though unstoppable in Masques Limited, note that Jeweled Spirit does not have the 4 toughness to ignore Bolts.


MAGETA, THE LION
3WW, 3/3
Rare, Creature - Spellshaper Legend, Prophecy
2WW, Discard 2 cards from hand: Destroy all creatures in play other than Mageta the Lion. Creatures destroyed this way cannot regenerate.
Artist: Brom

Another powerful five-mana card, this functions like Blinding Angel, and has the same drawback. It is also Boltable. Remember to hold surplus Plains in hand to feed this beast, and play creatures cautiously unless the opponent is not playing with creatures.


APPENDIX C: THE OPALS OF URZA’S SAGA

The Opals were a special set of enchantments in Urza’s Saga and Urza’s Legacy that turn into creatures when an opponent plays a creature. This brings new possibilities with cards like Replenish and Crystal Chimes. Opals are undercosted compared to equivalent creatures (and fit snugly into a WW structure), but the Opal player sacrifices some momentum and risks playing against a creatureless or creature light opponent. Finally, Opal Titan is the most attractive of the Opals for casual players.

The basic rulings concerning Opals are:
When an Opal turns into a creature, it no longer counts as an enchantment. [Urza's Saga Rule Page]
An Opal changes even if the creature is countered. [D'Angelo 99/05/01]
An Opal becomes a creature when the spell is announced, which is before that spell resolves. A Cloudchaser Eagle cannot be used to destroy this card, since it will no longer be an enchantment when the Eagle comes into play. [Urza's FAQ 98/10/05]
A creature spell is any "Creature" or "Artifact Creature" spell. [D'Angelo 99/05/01] Older cards of type Summon are also Creature spells.


OPAL CARYATID
W
Common, Enchantment, Urza's Saga
When an opponent plays a creature spell, if ~this~ is an enchantment, ~this~ becomes a 2/2 Soldier creature. [Oracle 99/05/01]
Artist: Berry
Released: 10/1998


OPAL GARGOYLE
1W, 2/2
Common, Enchantment, Urza's Saga
When an opponent plays a creature spell, if ~this~ is an enchantment, ~this~ becomes a 2/2 Gargoyle creature with flying. [Oracle 99/05/01]
Artist: Kev Walker
Released: 10/1998


OPAL ACROLITH
2W
UnCommon, Enchantment, Urza's Saga
Errata: Whenever an opponent plays a creature spell, if ~this~ is an enchantment, ~this~ becomes a 2/4 Guardian creature. 0: ~this~ becomes an enchantment. [Oracle 99/05/01]
Artist: Robh Ruppel
Released: 10/1998


OPAL AVENGER
2W
Rare, Enchantment, Urza's Legacy
When you have 10 life or less, if ~this~ is an enchantment, ~this~ becomes a 3/5 Guardian creature. [Oracle 99/05/01]
Flavor Text: As the sun grew cold in the realm, the statue grew warm.
Artist: Edward P. Beard Jr.
Released: 2/1999


OPAL CHAMPION
2W
Common, Enchantment, Urza's Legacy
Errata: When an opponent plays a creature spell, if ~this~ is an enchantment, ~this~ becomes a 3/3 Knight creature with first strike. [Oracle 99/05/01]
Artist: Edward P. Beard Jr.
Released: 2/1999


OPAL TITAN
2WW
Rare, Enchantment, Urza’s Saga
When one of your opponents successfully casts a creature spell, if Opal Titan is an enchantment, Opal Titan becomes a 4/4 creature with protection from each of that spell's colors and that counts as a Giant.
Artist: Paolo Parente
Released: 10/1998


OPAL ARCHANGEL
4W
Rare, Enchantment, Urza’s Saga
Errata: When an opponent plays a creature spell, if ~this~ is an enchantment, ~this~ becomes a 5/5 creature with flying that counts as an Angel. Attacking does not cause Opal Archangel to tap.
Artist: Jeff Miracola (23/350)
Released: 10/1998


APPENDIX D: THE GRIFFINS OF MIRAGE

Aside from Knights, Clerics, Soldiers and Birds, White has Griffins available for theme decks. Griffins are generally 4 mana 2/2 flyers from Mirage with special abilities. They are good in combat, but play slowly (requiring some adjustments to the basic WW strategy). A Griffin theme can take advantage of the special Griffin Canyon from Visions, and white cards that interact with flyers such as Serra Aviary and Radiant Archangel.

Only Diving Griffin and Tethered Griffin cost less than 4 mana. The former is a very efficient card, but the latter is difficult to play, and will be played late despite its low casting cost.

ZUBERI, GOLDEN FEATHER
4W, 3/3
Rare, Creature – Legend, Mirage
Errata: Flying. All other Griffins get +1/+1. [Oracle 99/07/01]
Flavor Text: If the griffins tell of their gods, perhaps they speak of feathers bright as the Sun." --Afari, Tales
Artist: Alan Rabinowitz
Released: 10/1996


EKUNDU GRIFFIN
3W, 2/2
Common, Creature – Griffin, Mirage
Flying, First Strike
Flavor Text: My goat was a small price to pay for the chance to see the hunting griffin dive and seize it." --Pashad ibn Asim, Suq'Ata trader
Artist: David A. Cherry
Released: 10/1996

MTENDA GRIFFIN
3W, 2/2
UnCommon, Creature – Griffin, Mirage
Errata: Flying. W, Tap: Return ~this~ to its owner's hand and return target Griffin card in your graveyard to your hand. Play this ability only during your upkeep. [Oracle 99/07/01]
Flavor Text: Unlike Zhalfir, the griffin needs no council to keep harmony among its parts." --Asmira, Holy Avenger

Rulings:
Must have a Griffin in the graveyard to use this ability because it requires a target. [D'Angelo 96/10/15]
Artist: Janine Johnston
Released: 10/1996


TEREMKO GRIFFIN
3W, 2/2
Common, Creature – Griffin, Mirage
Banding, Flying.
Flavor Text: When we're aloft, I love to lean over the Weatherlight's railing and watch the patterns the griffins' shadows make on the clouds below." --Sisay, Captain of the Weatherlight
Artist: Martin McKenna
Released: 10/1996


UNYARO GRIFFIN
3W, 2/2
UnCommon, Creature – Griffin, Mirage
Flying. Sacrifice Unyaro Griffin: Counter target red spell that assigns damage to you or a creature you control. Play this ability as an interrupt.
Flavor Text: The griffin's shadow gives courage to the righteous and dread to the idle.

Rulings:
Note - In Mirage this could only counter a red spell that was going to assign damage to you or a creature you control.
Artist: Al Davidson
Released: 10/1996


DARAJA GRIFFIN
3W, 2/2
UnCommon, Creature – Griffin, Visions
Flying. Sacrifice Daraja Griffin: Destroy target black creature.
Flavor Text: "And the flamingos said, 'Get out of our nest - we can't be seen with the likes of you!' So, the griffin ate them." - Azeworai, "The Ugly Bird
Artist: Stuart Griffin
Released: 2/1997


MISTMOON GRIFFIN
3W, 2/2
UnCommon, Creature – Griffin, Weatherlight
Errata: Flying. When ~this~ is put into any graveyard from play, remove ~this~ from the game, then put the top creature card from your graveyard into play. [Oracle 99/07/01]

Rulings:
You still put the top creature card from your graveyard into play even if this card is not in your graveyard when the triggered ability resolves. [Aahz 97/06/13]
The player who controls the Griffin when it goes to the graveyard gets to bring a creature into play. It does not matter who owns the Griffin. [bethmo 97/08/18]
Artist: David A. Cherry
Released: 6/1997


TETHERED GRIFFIN
W, 2/3
Rare, Creature – Griffin, Urza's Destiny
Flying. When you control no enchantments, sacrifice Tethered Griffin.
Flavor Text: Poorly trained griffins sometimes attack the noble audiences that gather to watch their progress.

Rulings:
Only checks if you control no enchantments at the time it triggers. It does not check again on resolution. So gaining control of an enchantment before then will not save the Griffin. [D'Angelo 99/06/01]
The ability will trigger if you don't control an enchantment, even for a brief moment during the resolution of another spell or ability. [Urza's Destiny FAQ 99/05/25]
Note - Also see state-based triggered abilities, Rule A.4.16 and Rule A.4.17. [D'Angelo 99/08/04]
Artist: Matthew Wilson
Released: 6/1999


CHARMED GRIFFIN
3W, 3/3
UnCommon, Creature – Griffin, Mercadian Masques
Flying When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand.
Flavor Text: Are you sure you can afford such a luxury?.
Artist: Ray Lago
Released: 10/1999


DIVING GRIFFIN
1WW, 2/2
Common, Creature – Griffin, Prophecy
Flying; Attacking does not tap Diving Griffin.
Artist: John Howe


RAZORFOOT GRIFFIN
3W, 2/2
Common, Creature – Griffin, Invasion
Flying, first strike
Artist: Ben Thompson

APPENDIX E: THE REBELS OF MERCADIAN MASQUES

No mechanic has changed the WW strategy as much as the Rebels have. The basic Rebel can search for a creature costing one more mana than itself (which works very differently from the Mercenaries which search for creatures costing one mana less than themselves, meaning Rebels search for larger creatures while Mercenaries search for smaller creatures) and put it into play.

Former World Champion Jakub Slemr described the impact of the search ability on Mindripper: “…a new white weenie—Rebels—is quite different from its forerunners. It doesn't usually have explosive starts but it is very strong mid-late game and what is very unusual for this archetype, it creates card advantage.”

The basic Rebel strategy is to build up an army (whether it is with more small creatures or with larger creatures), then attack with sheer numbers, often supported by Parallax Wave or Reverent Mantra. The search ability is best used at the end of the opponent’s turn while holding searchers and mana open (and avoiding playing creatures in hand) until then, but searchers can also put surprise blockers, chump blockers, and Defiant Vanguard blockers into play during combat. Rebels can also select an appropriate creature against an appropriate deck, such as the Gliders with protection.

Ramosian Sergeant is easily the most powerful 1/1 in the Masques Block, as playing it first-turn begins the climb up the Rebel chain, and a blue player can be hard pressed to deal with the uncounterable weenies. Most Rebel players mulligan if they see a slow hand without Ramosian Sergeant.

The true power is Lin-Sivvi, however, who can bypass the higher rungs of the chain. She also recycles Rebels from the graveyard, actually allowing a player to use only one of each key Rebel (such as Defiant Vanguard or a Glider) and recycle it when it is killed. However, tournament Rebel decks had to run four copies of Lin-Sivvi to increase the chances of playing the Legend first, since copies of Lin-Sivvi that enter play die if one is already in play, due to the Legends rule.

Rebels are generally a casual deck in Type I play because they are helpless against powerful mass destruction such as Balance (and responding with a search merely kills another Rebel). Lin-Sivvi’s 3-toughness protected it from cards such as Massacre in Type II, but this is in Bolt range in Type I. Rebels can still hold their own against unprepared decks, however, and can overpower a deck with less creatures or send a Nightwind Glider flying over a Keeper deck’s Moat and Abyss. Note that modern decks use only three searchers: Ramosian Sergeant, Defiant Falcon and Lin-Sivvi.


EARLY REBEL DECK, WARREN MARSH
Pro Tour New York 1999 Finalist, Masques Block Constructed

Creatures(18)
3 Ramosian Sergeant
2 Ramosian Lieutenant
4 Lin Sivvi, Defiant Hero
1 Ramosian Sky Marshal
1 Jhovall Queen
4 Steadfast Guard
3 Voice of Truth

Removal (8)
2 Seal of Cleansing
2 Disenchant
4 Parallax Wave

Other tricks (8)
4 Reverent Mantra
4 Story Circle

Land (26)
22 Plains
4 Rishadan Port

Sideboard(15)
4 Defender en-Vec
2 Disenchant
1 Distorting Lens
1 Lightbringer
1 Nightwind Glider
1 Seal of Cleansing
4 Topple
1 Voice of Truth

This deck demonstrates the Rebel chain, and some differences such as the higher land count. Also note the three protection from white angels to help against other Rebel decks, a role later filled by Rebel Informer.


“GRIZZLY BEAR” REBELS, ELLIOT FUNG
Top 8, US Nationals 2000

Creatures (20)
4 Mother of Runes
4 Ramosian Sergeant
4 Steadfast Guard
4 Fresh Volunteers
4 Longbow Archers

Enhancement (5)
4 Crusade
1 Glorious Anthem

Removal (7)
3 Disenchant
4 Parallax Wave

Others (5)
3 Armageddon
2 Reverent Mantra

Land (23)
19 Plains
4 Rishadan Port

Sideboard (15)
1 Absolute Law
1 Armageddon
1 Circle of Protection: Red
3 Defender en-Vec
1 Disenchant
1 Erase
1 Glorious Anthem
2 Light of Day
4 Wrath of God

The next step for the Rebel deck was to cut the Rebel chain short and search aggressively for the most efficient 2/2 Rebels and back them with Crusades (Later, players would consider Glorious Anthem due to the increasing number of Rebels, and because Glorius Anthem also helped Masticore). These versions could play Armageddon much like standard WW, but a next step was to use Gaea’s Cradle for colorless mana to fuel the expanding army.


WHITE/GREEN REBELS, BEN RUBIN
Pro Tour New York 1999 Top 8, Masques Constructed

Creatures (23)
4 Ramosian Sergeant
1 Ramosian Lieutenant
4 Fresh Volunteers
1 Lin Sivvi, Defiant Hero
1 Ramosian Sky Marshal
4 Blastoderm
4 Voice of Truth
4 Saproling Burst

Removal (7)
4 Parallax Wave
3 Seal of Cleansing

Others (4)
4 Reverent Mantra

Land (26)
12 Forest
13 Plains
1 Rishadan Port

Sideboard (15)
2 Arrest
1 Defiant Falcon
1 Defiant Vanguard
2 Disenchant
3 Invigorate
3 Jhovall Queen
3 Lin Sivvi, Defiant Hero
1 Seal of Cleansing


“REBELS FROM THE WOODS,” JAKUB SLEMR
Test deck published on Mindripper, March 29, 2000

Creatures (28)
4x Mother of Runes
4x Ramosian Sergeant
4x Ramosian Lieutenant
4x Lin-Sivvi
1x Thermal Glider
1x Nightwind Glider
2x Skyshroud Poacher
4x Masticore
4x Deranged Hermit

Enhancement (4)
4x Glorious Anthem

Removal (4)
4x Disenchant

Land (24)
4x Gaea's Cradle
3x Dust Bowl
17x Plains

Decks that chose to cut the Rebel chain filled the deck with other cards. Green was one choice, with the power of Blastoderm and Saproling Burst (the core of the Fires of Yavimaya Type II Deck built after the release of Invasion), especially after the banning of Rishadan Port in Masques Block Constructed made it easier to pay for Blastoderm’s 2GG. An even funnier choice was to use the Skyshroud Poacher (which happened to be a Rebel) to fetch Deranged Hermit (which happened to be an Elf) and swarm the opponent with tokens that also benefitted from Glorious Anthem. (The Poacher-Hermit combo was later used in green decks without the Rebel chain altogether.)


MASQUES BLOCK CONSTRUCTED REBELS, NOAH BOEKEN
6-0 in Worlds 2000 MBC

Creatures (18)
4 Ramosian Sergeant
4 Steadfast Guard
1 Fresh Volunteers
4 Chimeric Idol
3 Mageta the Lion
2 Blinding Angel

Removal (11)
2 Topple
4 Parallax Wave
2 Seal of Cleansing
2 Disenchant
1 Aura Fracture

Others (8)
2 Cho-Manno's Blessing
3 Ramosian Rally
3 Story Circle

Land (24)
1 Kor Haven
2 Rath's Edge
1 Dust Bowl
20 Plains

Sideboard (15)
1 Defiant Falcon
1 Rebel Informer
1 Defiant Vanguard
1 Story Circle
1 Topple
2 Voice of Truth
1 Disenchant
1 Aura Fracture
3 Wave of Reckoning
3 Last Breath

This later MBC deck kept to the abbreviated Rebel chain, and used control-oriented cards for its larger creatures. Mageta is usable despite being counter-intuitive to the Rebel strategy simply because it can win by itself, and because Chimeric Idol is unaffected by its effect. Also note that part of the chain is still in the sideboard to fetch Rebel Informer or Defiant Vanguard, a control-oriented development that would evolve Rebel to the opposite extreme after the Urza Block rotated out.


INVASION-ERA REBEL, KAI BUDDE
Pro Tour Chicago 2000 Champion

Creatures (26)
4 Ramosian Sergeant
2 Defiant Falcon
3 Steadfast Guard
3 Longbow Archer
4 Lin Sivvi, Defiant Hero
2 Defiant Vanguard
1 Thermal Glider
1 Rebel Informer
4 Chimeric Idol
2 Ramosian Sky Marshal

Removal (8)
4 Parallax Wave
4 Wax/Wane

Land (26)
16 Plains
4 Brushland
4 Rishadan Port
2 Dust Bowl

Sideboard (15)
4 Armageddon
3 Seal of Cleansing
3 Wrath of God
3 Mageta the Lion
1 Defiant Vanguard
1 Lightbringer


With the entry of Invasion, Rebels emerged strong because they hardly lost anything except Masticore to the rotation of sets. The new Type II decks turned from the aggressive “grizzly bear” strategy back to a more flexible control strategy, and brought back the higher rungs of the ladder. In the face of the now playable bigger creatures of Fires of Yavimaya, they needed Defiant Vanguards to block Blastoderms, and Ramosian Sky Marshalls to fly over Saproling Burst tokens. They also turned away from green as a support color and turned to blue to counter key threats such as the new black Extinction, Tsabo’s Decree. Finally, Chimeric Idol brought another playable artifact creature to help a mono white strategy in a field with Wrath of God and Wash Out.

One may infer that Kai Budde used Wax/Wane as a cheaper alternative to Disenchant because there were very few artifacts in the post-Masticore Type II. The strategy is actually more subtle, however. Kai actually needed Brushland to hedge against the Flashfires sideboarded against Rebel decks (much like Weatherlight-era red decks used Dwarven Ruins to hedge against Conversion), though the Wane was an amusing surprise that actually won him at least two games.

A striking detail is the lack of Crusades. Alex Shvartsman explained, “Kai's team chose not to play Crusades because they expected lots of Rebels. However, I find it important to beating Fires and an excellent answer to Dread of Night and Massacre—both popular sideboard cards. Crusades won me numerous matchups vs decks with red in them.”


INVASION-ERA COUNTER REBEL, KAMIEL CORNELISSEN
Pro Tour Chicago 2000 Finalist

Creatures (13)
4 Ramosian Sergeant
2 Defiant Falcon
2 Defiant Vanguard
2 Lin Sivvi, Defiant Hero
1 Rebel Informer
1 Ramosian Sky Marshal
1 Jhovall Queen

Removal (7)
1 Disenchant
2 Dismantling Blow
1 Dominate
2 Wrath of God
1 Rout

Counters (8)
4 Counterspell
4 Absorb

Manipulation (6)
4 Brainstorm
2 Fact or Fiction

Mana (26)
10 Island
8 Plains
4 Adarkar Wastes
4 Coastal Tower

Sideboard (15)
3 Prohibit
2 Fact or Fiction
2 Dominate
2 Disenchant
2 Circle of Protection: Green
2 Mageta the Lion
1 Wrath of God
1 Rout


Counter-Rebel was one of the early variants of the Rebel deck, and used Lin-Sivvi to search for Ramosian Sky Marshall and Jhovall Queen while defending with Counterspells. Blue manipulation also helped, and Brainstorm can be used to draw three cards and return two surplus land to the top of the library, where it is reshuffled away by the next search.

Pro Tour Chicago 2000 saw this strategy develop the Rebel deck into the complete antithesis of the original aggressive WW deck. This deck played more like a classic U/W control deck, patiently building up to a Jhovall Queen while protected by countermagic. One of WW’s strengths was still evident, however. Against the faster Fires decks, Disenchants and not Counterspells saved this deck from Saproling Bursts. The deck also plays as if it has more creatures than it has, and note that Lin-Sivvi can recycle Defiant Vanguards as needed. Also note that the search abilities require only colorless mana, allowing the deck to use such a radical mana base and respond to Rishadan Ports.

The match between the more conventional, more aggressive Rebel Deck and Counter Rebel proved interesting, and highlighted various strengths of WW. In the first game, Kai dealt 14 damage with Steadfast Guards when the game swung after Kamiel Dominated his Rebel Informer. Kai then played out a swarm of weenies, hoping to deal the final 6 damage, but Kamiel played Rout. Kai’s Chimeric Idol won the game soon afterward, however. Rishadan Ports clearly favored the more aggressive Rebel deck, as all three games would show.

In the second game, Kai managed to bring out all three Steadfast Guards and had dealt a lot of damage by the time Kamiel played Mageta. Kai responded with Wrath of God, then played his Lin-Sivvi. A Parallax Wave played when Kamiel had no counter swung the creature battle into Kai’s second win.

The following is the report of Sheldon Menery on the last game, taken from the Sideboard:

“Game 3 was one-sided. After the two players traded Ramosian Sergeants, Cornelissen summoned a Defiant Falcon, Budde a Longbow Archer. Budde's Archer attacks were backed up by a succession of Rishadan Ports, stalling Cornelissen's mana development. After Kamiel had finally collected enough mana-and tapped out-to search for Lin-Sivvi, Kai summoned Mageta, the Lion.

“On the ensuing turn, Cornelissen searched for another Rebel, forcing Budde to use the Mageta's ability. Interestingly, he discarded an Armageddon and a Chimeric Idol, a clear signal that he still held an Armageddon in his hand. This was not the case. He held onto a backup Mageta, a Wrath of God and another Port, a move that he later reflected upon as a mistake. The three Ports and the Mageta were serving well enough, however, beating Cornelissen down to 7.

“After Cornelissen had summoned a Ramosian Sergeant, blocked the Mageta and tapped most of his mana to search, Budde seized the day. He used his remaining Port to tap the Cornelissen's last blue mana source at the end of combat. He then played what he had drawn that turn, and spoke dramatically its German name: "Gotterdammerung." Armageddon. For Kamiel Cornelissen, the land, like the day, was no more, and Kai Budde was crowned Champion of Pro Tour Chicago 2000.”

Years and over a dozen expansions later, WW’s most classic trick still won it the day.

However, a third Rebel strategy was also represented at Pro Tour Chicago 2000, a more moderate Counter Rebel. Alex Shvartsman was one of the highest-ranked players with this version (at 9-4-1 when he conceded the final match to give Zvi Mowshowitz a chance to reach the Top 8 when he realized he no longer could), and he explained, “The main reasons for adding the second color to the deck are the specific anti-Rebel hate cards, especially Flashfires and Tsabo's Decree.

“By playing a second color, I also get to use some non-Plains lands so Flashfires, while still effective, hurts a lot less. A touch of blue also allows me to play just enough
countermagic to deal with the crucial game-breaking spells like Wrath of God and Tsabo's Decree.

“Of course, there are only 7 sources of blue mana in my deck, which makes playing Countespell or Absorb impractical. Power Sink works well in this deck because it requires only 1 blue mana and because most spells I want to stop cost 4 and above.”


REBEL SEARCHERS:

LIN SIVVI, DEFIANT HERO
1WW, 1/3
Rare, Creature – Rebel Legend, Nemesis
Card Text: X, Tap: Search your library for a Rebel card with converted mana cost X or less and put that card into play. Then shuffle your library. 3: Put target Rebel card from your graveyard on the bottom of your library.
Artist: rk post
Released: 3/00

Note that having a Lin-Sivvi in play and another in hand allows one to play the second in case the first one dies, and then return the first to the library. However, searching for a Lin-Sivvi with another Lin-Sivvi merely kills the second Lin-Sivvi due to the Legends rule.


RAMOSIAN SERGEANT
W, 1/1
Common, Creature – Rebel, Mercadian Masques
3, T: Search your library for a Rebel card with converted mana cost 2 or less and put that card into play. Then shuffle your library.
Flavor Text: Her commands are part rallying cry, part sermon, and wholly undeniable.
Artist: Don Hazeltine
Released: 10/1999


DEFIANT FALCON
1W, 1/1
Common, Creature – Rebel Bird, Nemesis
Card Text: Flying 4, Tap: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

Rulings:
This card is both a Rebel and a Bird. [Nemesis FAQ 00/02/07]
Artist: Heather Hudson
Released: 3/00

Defiant Falcon is the preferred second-level searcher as its flying makes it a better attacker later on.


RAMOSIAN LIEUTENANT
1W, 1/2
Common, Creature – Rebel, Mercadian Masques
4, T: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library.
Flavor Text: Give me your hand and I will give you victory.".
Artist: Alan Pollack
Released: 10/1999


DEFIANT VANGUARD
2W, 2/2
UnCommon, Creature – Rebel, Nemesis
Card Text: When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. 5, Tap: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library.
Artist: Pete Venters
Released: 3/00

Defiant Vanguard is rarely used as a searcher due to the greater power of Lin-Sivvi. Instead, it is the best blocker in the Rebel army. Note that its ability does not apply when it attacks, only when it is blocks.


RAMOSIAN CAPTAIN
1WW, 2/2
UnCommon, Creature – Rebel, Mercadian Masques
First strike. 5, T: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library.
Flavor Text: The Cho-Arrim believe in leading by example.
Artist: Matthew D. Wilson
Released: 10/1999


RAMOSIAN COMMANDER
2WW, 2/4
UnCommon, Creature – Rebel, Mercadian Masques
Card Text: 6, T: Search your library for a Rebel card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Errata: No Errata for this card. Flavor Text: Cho-Manno guides your spirit. I guide your sword.".
Artist: Scott Hampton
Released: 10/99


RAMOSIAN SKY MARSHAL
3WW, 3/3
Rare, Creature – Rebel, Mercadian Masques
Card Text: Flying. 7, T: Search your library for a Rebel card with converted mana cost 6 or less and put that card into play. Then shuffle your library.
Flavor Text: The Cho-Arrim fell from the sky onto Mercadia City like a vengeful rain.
Artist: Matt Cavotta
Released: 10/99

The Sky Marshall also stopped being used as a searcher after Nemesis brought Lin-Sivvi. Instead, it is the Rebel deck’s Serra Angel substitute.


SKYSHROUD POACHER
2GG, 2/2
Rare, Creature – Rebel, Nemesis
Card Text: 3, Tap: Search your library for an Elf card and put that card into play. Then shuffle your library.
Flavor Text: It's OK. They're just elves.
Artist: Ron Spencer
Released: 3/00

This spell is not meant to be cast, though it is played with Gaea’s Cradle which can provide green mana. It is meant to fetch a lot of creatures using Deranged Hermit.


OTHER REBELS:

STEADFAST GUARD
WW, 2/2
Common, Creature – Rebel, Mercadian Masques
Attacking doesn't cause Steadfast Guard to tap.
Flavor Text: The Mercadians were prepared for the guard, but the guard was even more prepared for the Mercadians.
Artist: Adam Rex
Released: 10/1999

Many of the supporting Rebels are inefficient or have weak abilities, and Steadfast Guard is the most efficient weenie of the lot. These form the core of the “Grizzly Bears” strategy.


FRESH VOLUNTEERS
1W, 2/2
Common, Creature – Rebel, Mercadian Masques
No abilities.
Flavor Text: Every Cho-Arrim villager is a potential warrior; when they are called, they abandon their peaceful way of life and take up arms to defend it.
Artist: Jeff Miracola
Released: 10/1999

A clone of green’s classic Grizzly Bear, this is added when the “Grizzly Bears” strategy reaches the limit of Steadfast Guards.


THERMAL GLIDER
2W, 2/1
Common, Creature – Rebel, Mercadian Masques
Flying, protection from red.
Flavor Text: The Mercadians are too busy looking down on us to see us coming." -Cho-Arrim rebel.
Artist: Mark Zug
Released: 10/1999

A Rebel deck can win simply by searching for a creature with the correct protection.


NIGHTWIND GLIDER
2W, 2/1
Common, Creature – Rebel, Mercadian Masques
Flying, protection from black.
Flavor Text: Once you learn to float on the shadows, you'll never fear them again. Rulings:
Artist: Randy Gallegos
Released: 10/1999

Nightwind Glider has the additional bonus of being immune to both Moat and Abyss.


TASK FORCE
2W, 1/3
Common, Creature – Rebel, Mercadian Masques
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.
Flavor Text: They are the reflection of Rushwood's glow on the edge of a wooden sword.

Rulings:
The +0/+3 bonus is added as a triggered ability upon the playing/announcing of a spell or ability which targets this card. [D'Angelo 99/11/12]
Artist: Gary Ruddell
Released: 10/1999

This mediocre care is noteworthy because it can combo with Reconnaissance and gain infinite toughness. Many casual tricks can be pulled based on this, from About Face and Fling to Diamond Valley.


PIOUS WARRIOR
3W, 2/3
Common, Creature – Rebel, Mercadian Masques
Whenever Pious Warrior is dealt combat damage, you gain that much life.
Flavor Text: The Cho-Arrim make no distinction between healers and soldiers.
Artist: Jeff Miracola
Released: 10/99


CHO-MANNO, REVOLUTIONARY
2WW, 2/2
Rare, Creature – Rebel Legend, Mercadian Masques
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.
Flavor Text: Mercadia's masks can no longer hide the truth. Our day has come at last."-Cho-Manno.
Artist: Greg & Tim Hildebrandt
Released: 10/99

The Rebels’ other mascot and the games’ best Pariah target.


RAPPELLING SCOUTS
2WW, 1/4
Rare, Creature – Rebel, Mercadian Masques
Flying. 2W: Rappelling Scouts gains protection from the color of your choice until end of turn.
Artist: Nelson DeCastro
Released: 10/99


BALLISTA SQUAD
3W, 2/2
UnCommon, Creature – Rebel, Mercadian Masques
Card Text: XW, T: Ballista Squad deals X damage to target attacking or blocking creature.
Flavor Text: The perfect antidote for a tightly packed formation.
Artist: Matthew D. Wilson
Released: 10/99

The Rebels’ Heavy Ballista.


JHOVALL RIDER
4W, 3/3
UnCommon, Creature – Rebel, Mercadian Masques
Trample.
Flavor Text: Don't be fooled by the riders' fluid grace-it takes years of practice to ride these beasts.
Artist: Scott M. Fischer
Released: 10/99


JHOVALL QUEEN
5W, 4/7
Rare, Creature – Rebel, Mercadian Masques
Attacking doesn't cause Jhovall Queen to tap.
Flavor Text: War-trained jhovalls eat twice their weight in war-trained soldiers daily.
Artist: Michael Sutfin
Released: 10/99

The last rung of the Rebel deck, and one very good Serra Angel substitute. The Sky Marshall flies, but this one locks up the ground even while attacking.


CHO-ARRIM BRUISER
5W, 3/4
Rare, Creature – Rebel, Mercadian Masques
Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.
Flavor Text: He doesn't know why the Cho-Arrim fight the Mercadians, but he's happy to bash heads for them anyway.
Artist: Paolo Parente
Released: 10/99


LAWBRINGER
2W, 2/2
Common, Creature – Rebel, Nemesis
Tap, Sacrifice Lawbringer: Remove target red creature from the game.
Flavor Text: One injustice starts a thousand riots. One law stops a thousand crimes.- Lawbringer creed
Artist: Matt Cavotta
Released: 3/00


LIGHTBRINGER
2W, 2/2
Common, Creature – Rebel, Nemesis
Tap, Sacrifice Lightbringer: Remove target black creature from the game.
Flavor Text: One thought opens a thousand eyes. One sun brings a thousand dawns. - Lightbringer creed
Artist: Paolo Parente
Released: 3/00

Lin-Sivvi’s recycle ability allows the use of just one Lawbringer in the deck.


SWORD DANCER
1W, 1/2
Common, UnCommon, Creature – Rebel, Prophecy
WW: Target attacking creature gets -1/-0 until end of turn.
Flavor Text: Most soldiers think of the sword as a weapon. In the hands of Zho monks, swords are also the strongest of shields.
Artist: Roger Raupp
Released: 6/00

Note that mana intensive Rebels are rarely useful.


SHIELD DANCER
2W, 1/3
UnCommon, Creature – Rebel, Prophecy
2W: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.
Flavor Text: The harder your strike, the stronger her defense.
Artist: Mike Ploog
Released: 6/00

Another useful blocker, though mana intensive and incapble of killing Blastoderms.


SOUL CHARMER
2W, 2/2
Common, Creature – Rebel, Prophecy
Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays 2.
Flavor Text: She seeks the warmth of the living.
Artist: Glen Angus
Released: 6/00


REBEL INFORMER
2B, 1/2
Rare, Creature - Mercenary Rebel, Prophecy
Errata: ~this~ can't be the target of white spells or abilities. 3: Put target Rebel on the bottom of its owner's library. [WotC Rules Team 00/06/06]
Flavor Text: The problem with rebels is that they so quickly reject authority.
Artist: Scott M. Fischer
Released: 6/00

This card is not meant to be cast, but to be searched and used against opposing Rebels.


MERCENARY INFORMER
2W, 2/1
Rare, Creature - Rebel Mercenary, Prophecy
Errata: ~this~ can't be the target of black spells or abilities. 2W: Put target Mercenary on the bottom of its owner's library. [WotC Rules Team 00/06/06]
Flavor Text: The problem with mercenaries is that you can buy their loyalty, others can too.
Artist: Nelson DeCastro
Released: 6/00

In casual play, this is amusing against Mercenaries, as that theme can be disrupted by removing the larger Mercenary searchers (remember that small Mercenaries cannot search for larger ones unlike Rebels, so removing the larger creatures also removes the best searchers).


TRENCHING STEED
3W, 2/3
Common, Creature – Rebel, Prophecy
Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.
Flavor Text: The Keldons took several of the steeds as tropies of war. They'd never seen such a light beast stand so firm.
Artist: Greg & Tim Hildebrandt
Released: 6/00


REVEILLE SQUAD
2WW, 3/3
UnCommon, Creature – Rebel, Prophecy
Whenever you are attacked, if Reveille Squad is untapped, you may untap all creatures you control.
Flavor Text: To arms! To arms! The Lion roars!

Rulings:
It triggers whenever at least one creature attacks you. [WotC Rules Team 00/06/06]
Artist: Greg & Tim Hildebrandt
Released: 6/00


APPENDIX F: A SELECTION OF OTHER PLAYABLE WHITE WEENIES (using Yavapai Database)

Type I White Weenie decks have come a long way. Five years ago, WW might have looked like this:

Creatures (22)
4 Tundra Wolves
4 Repentant Blacksmith
4 Order of Leitbur
4 White Knight
3 Mesa Pegasus
2 Osai Vulture
1 Thunder Spirit

Creature Enhancement (10)
4 Crusade
4 Army of Allah
2 Jihad

Removal (6)
4 Swords to Plowshares
2 Disenchant

Other tricks (8)
2 Land Tax
4 Armageddon
1 Ancestral Recall
1 Timewalk
1 Zuran Orb
1 Howling Mine

Mana (23)
1 Mox Pearl
1 Mox Sapphire
1 Black Lotus
4 Tundra
16 Plains

Sideboard (15)
4 Sleight of Mind
2 Disenchant
3 COP: Red
3 COP: Black
3 COP: White


Clearly, the archtype has had a long and colorful history. Listed below are some of the better budget creatures as well as the more memorable members of the WW bench:


BENALISH HERO
W, Common, Creature – Hero, Alpha/Beta/Unlimited
Bands
Flavor Text: Benalia has a complex caste system that changes with the lunar year. No matter what the season, the only caste that cannot be attained by either heredity or money is that of the Hero.
Artist: Douglas Schuler
Released: 8/1993

The original (and weakest) Bander with the interesting flavor text.


MESA PEGASUS
1W, 1/1
Common, Creature – Pegasus, Alpha/Beta/Unlimited
Flying, bands
Flavor Text: Before a woman marries in the village of Sursi, she must visit the land of the Mesa Pegasus. Legend has it that if the woman is pure of heart and her love is true, a Mesa Pegasus will appear, blessing her family with long life and good fortune.
Artist: Melissa Benson
Released: 8/1993

The original white flyer. Again, note how flavor text has degenerated with the years.


SAMITE HEALER
1W, 1/1
Common, Creature – Cleric, Alpha/Beta/Unlimited
Errata: Tap: Prevent the next 1 damage that would be dealt to target creature or player this turn. [Oracle 99/05/01]
Flavor Text: Healers ultimately acquire the divine gifts of spiritual and physical wholeness. The most devout are also granted the ability to pass physical wholeness on to others.
Note - The Anthologies version of the card has a casting cost of {2}{W} instead of {1}{W}. This is an error.
Artist: Tom Wanerstrand
Released: 8/1993

The classic white damage prevention creature that has been reprinted a number of times under various names, with or without variations.


PEARLED UNICORN
2W, 2/2
Common, Creature – Unicorn, Alpha/Beta/Unlimited
No abilities.
Flavor Text: `` `Do you know, I always thought Unicorns were fabulous monsters, too? I never saw one alive before!' `Well, now that we have seen each other,' said the Unicorn, `if you'll believe in me, I'll believe in you.''' --Lewis Carroll
Artist: Cornelius Brudi
Released: 8/1993

White’s classic “Gray Ogre.” Don’t play it, of course, since the flavor text is better than the creature.


JUGGERNAUT
4, 5/3
UnCommon, Artifact Creature, Alpha/Beta/Unlimited
Errata: ~this~ attacks each turn if able. ~this~ can't be blocked by Walls. [Oracle 99/09/03]
Flavor Text: We had taken refuge in a small cave, thinking the entrance was too narrow for it to follow. To our horror, its gigantic head smashed into the mountainside, ripping itself a new entrance.

Rulings:
Invisibility can make the Juggernaut unblockable. The "can only be blocked by walls" of Invisibility does not override the text on the Juggernaut which says it cannot be blocked by walls. [bethmo 94/04/01]
There is no penalty if for some reason the Juggernaut cannot attack, but if it can attack you must do so. [bethmo 94/08/05]
Artist: Dan Frazier
Released: 8/1993

WW decks are not limited to just white creatures. A few artifact creatures help against protection from white and other anti-white cards, as well as the increasing number of “can only be blocked by black and artifact creatures” in newer sets.

Juggernaut is the classic and one of the highest-powered artifact creatures available, though it is still within Bolt range.


NORTHERN PALADIN
2WW, 3/3
Rare, Creature – Paladin, Alpha/Beta/Unlimited Card
WW, tap: Destroys a black card in play. Cannot be used to cancel a black spell as it is being cast.
Flavor Text: ``Look to the north; there you will find aid and comfort.'' --The Book of Tal Rulings:
Artist: Douglas Schuler
Released: 8/1993

Not very powerful (but not shabby at 3/3), though fun against black. The other points of the compass were filled in with much later sets, making this the classic and original Paladin.


JADE STATUE
4, Artifact
UnCommon, Artifact, Alpha/Beta/Unlimited
Errata: 2: ~this~ becomes a 3/6 artifact creature until end of combat. Play only during combat. [Oracle 99/09/03]
Flavor Text: ``Some of the other guys dared me to touch it, but I knew it weren't no ordinary hunk o' rock.'' -Norin the Wary

Rulings:
It can only be a creature during combat phases and therefore it is difficult to get creature enchantments placed on it. [PPG Page 223]
It is legal to power it up even if it is already a creature. This will have no additional effect since it will just change its base power/toughness to 3/6, which it already will be. It does not override other power/toughness changing effects. [D'Angelo 00/03/03]
It is subject to summoning sickness (see Rule G.37) and cannot attack unless it started your turn under your control. [WotC Rules Team 94/04/01]
If Animate Artifact is used on it, you get a 4/4 artifact creature which becomes a 3/6 artifact creature during an attack phase if 2 mana are spent. [bethmo 94/06/01] While animated, it can have enchantments placed on it. Once the Animate Artifact is removed, all Enchant Creatures will be removed because they no longer apply.
Artist: Dan Frazier
Released: 8/1993

Another classic artifact creature at the edge of WW’s allowable casting cost.


WALL OF SWORDS
3W, 3/5
UnCommon, Creature – Wall, Alpha/Beta/Unlimited
Flying
Flavor Text: Just as the evil ones approached to slay Justina, she cast a great spell, imbuing her weapons with her own life force. Thus she fulfilled the prophecy: ``In the death of your savior will you find salvation.''
Note - The Portal version had no creature type.
Artist: Mark Tedin
Released: 8/1993

Aggressive white weenie decks do not use walls, but this is too classic a card not to include in this list. Many old casual decks have used this as an excellent blocker.


VETERAN BODYGUARD
3WW, 2/5
Rare, Creature – Bodyguard, Alpha/Beta/Unlimited Card
Errata: As long as ~this~ is untapped, all damage that would be dealt to you by unblocked creatures is dealt to ~this~ instead. No more than one Veteran Bodyguard you control can be dealt damage this way each turn. [Oracle 99/09/03]
Rulings:
If a creature is blocked but Trample damage is still done to a player, this damage cannot be redirected to the Bodyguard because the Bodyguard only takes damage from unblocked creatures. [bethmo 94/06/01]
Damage goes to the Bodyguard as long as he is untapped. This works even if he is blocking. [Peterson 94/11/01]
Cannot be used against spell or other non-creature attack damage. [D'Angelo 94/06/01]
Redirected damage retains its color and any other abilities. [Snark 94/02/01] See Rule G.12.2.
If a Martyrs of Korlis is in play, unblocked artifact creature damage must go to a Martyr because its text overrides the Veteran Bodyguard. All other unblocked creature damage can and will be taken by your Veteran Bodyguard. [Aahz 94/06/01]
Artist: Douglas Schuler
Released: 8/1993

Another card that does not really fit with WW’s strategy, old casual decks used this much like Worship is today.


PERSONAL INCARNATION
3WWW, 6/6
Rare, Creature – Avatar, Alpha/Beta/Unlimited
Errata: 0: The next 1 damage that would be dealt to ~this~ this turn is dealt to its owner instead. Only ~this~'s owner may play this ability. ; When ~this~ is put into a graveyard from play, its owner loses half of his or her life, rounded up. [Oracle 00/02/01]

Rulings:
The loss of life caused when the Incarnation dies cannot be prevented by any spell or ability. It is not damage. See Rule G.21.2. [PPG Page 113]
You do not lose life if this card is removed from the game or sent someplace without going to the graveyard first. [Snark 94/04/01]
If the Incarnation has Creature Bond on it when it dies, the Creature Bond and the Incarnation's abilities both trigger. If the same player controls both, they can choose which order they resolve. If different players control them, then the other player's resolves first, then the current player's. [D'Angelo 00/03/03]
If two Incarnations die at once, you lose half of your life, then half of what is left. [WotC Rules Team 94/04/01] This is because you play out the two triggered abilities (see Rule A.4), one after the other.
The owner of the Incarnation loses life when it is destroyed, not the controller. So if you control your opponent's Incarnation you can let it die to make them lose life. [bethmo 94/09/09]
Artist: Kev Brockschmidt
Released: 8/1993

A possible Serra Angel replacement, the summary of related rulings correctly implies that it was one very fun card.


BRASS MAN
1, 1/3
UnCommon, Artifact Creature, Arabian Nights
Errata: ~this~ doesn't untap during your untap step. 1: Untap ~this~. Play this ability only during your upkeep. [Oracle 99/09/03]
Artist: Christopher Rush
Released: 12/1993

Another classic artifact creature for WW, this helps because it has the highest stats after Savannah Lions in the 1-mana department, and can block most early weenies if needed. It can also do upkeep tricks, such as the casual trick with the red enchantment Veteran’s Voice from Alliances.


CAMEL
W, 0/1
Common, Creature – Camel, Arabian Nights
Errata: 0/1, Banding; Prevent all damage that would be dealt by Deserts to ~this~ or creatures banded with ~this~. [Oracle 99/09/03]
Flavor Text: Everyone knew Walid was a pious man, for he had been blessed with many sons, many jewels, and a great many Camels.
Rulings:
It does prevent damage from animated Deserts in combat. [D'Angelo 96/11/07]
Artist: Sandra Everingham
Released: 12/1993

This card could not be left out here not because it is playable, but because there is no white weenie with a more amusing (and useless) ability. It was once the focus of an Inquest humor article and is an eye-catcher in any WW collection.


ABU JAFAR
W, 0/1
UnCommon, Creature – Leper, Arabian Nights
Errata: When ~this~ is put into a graveyard from play during combat, destroy all creatures it blocked or that blocked it this turn. They can't be regenerated. [Oracle 99/09/03]

Rulings:
Protection from White will not keep a creature from being buried by Abu's power because combat abilities are not considered to be targeted. [D'Angelo 94/06/01] See Rule G.40.Ruling.1.
Artist: Ken Meyer, Jr.
Released: 12/1993

Another amusing old card, casual players have tried using this with Crusade or creature enchantments to discourage blocking (or with green’s Lure). Today, we use Shadows.


KING SULEIMAN
1W, 1/1
UnCommon, Creature – King, Arabian Nights
Errata: Tap: Destroy target Djinn or Efreet. [Oracle 99/09/03]
Flavor Text: We made tempestuous winds obedient to Solomon... And many of the devils We also made obedient to him." --The Qur'an, 21:81 Rulings:
Artist: Mark Poole
Released: 12/1993

An amusing casual card against the right deck, or with Donate and Conspiracy. Funny that it was not a Legend. (It was printed before the creature type Legend existed.)


REPENTANT BLACKSMITH
1W, 1/2
UnCommon, Creature – Smith, Arabian Nights
Protection from red
Flavor Text: For my confession they burned me with fire And found that I was for endurance made." --The Arabian Nights, trans. Haddawy Rulings:
Artist: Drew Tucker
Released: 12/1993

The nonexistent selection of protection from red creatures before Freewind Falcon, Soltari Priest and Paladin en-Vec actually made this a good card for a time. It is now obsolote compared to the Disciples and Acolytes.


MOORISH CAVALRY
2WW, 3/3
Common, Creature – Cavalry, Arabian Nights
Trample
Flavor Text: Members of the elite Moorish Cavalry are very particular about their mounts, choosing only those whose bloodlines have been pure for generations.

Note - The card appears in two different versions. One version has a normal generic mana symbol in the cost (it is C1 rarity) and the other has a small dark mana symbol (it is C4 rarity). [D'Angelo 01/31/99]
Artist: Dameon Willich
Released: 12/1993

This is the only white trampler that is not an Elephant or a Wurm, and later 3/3 Elephants cost more. Almost playable at 3/3 for 4 mana, and a clone of green’s original War Mammoth.


WAR ELEPHANT
3W, 2/2
Common, Creature – Elephant, Arabian Nights
Trample, bands
Flavor Text: When elephants fight it is the grass that suffers." --Kikuyu proverb
Artist: Kristen Bishop
Released: 12/1993

One of the first banding creatures after the basic set, this is a mainstay of G/W casual decks based on Elephant Graveyard. It also has better flavor text than later white elephants.


ARGIVIAN ARCHAEOLOGIST
1WW, 1/1
UnCommon, Creature – Archaeologist, Antiquities
WW, Tap: Return target artifact card from your graveyard to your hand. [Oracle 99/09/03]
Flavor Text: Fascinated by the lore of ancient struggles, the Archaeologist searches incessantly for remnants of an earlier, more powerful era.
Artist: Amy Weber
Released: 3/1994

Another classic card, it does not quite fit into WW unless you think of Juggernaut, Phyrexian War Beast, Masticore and Aeolipile. The predecessor of Hanna.


YOTIAN SOLDIER
3, 1/4
Common, Artifact Creature, Antiquities
Errata: Attacking doesn't cause ~this~ to tap. [Oracle 99/09/03]
Flavor Text: After Kroog was destroyed while most of its defenders were at his side, Urza vowed that none of his allies would ever need to fear for their own defense again, even while laying siege to a city far from their homes.
Artist: Christopher
Released: 3/1994

The original Standing Troops, with the same use, except it is unaffected by Crusades and vulnerable to artifact removal but unaffected by anti-white effects and protection.


DRAGON ENGINE
3, 1/3
Common, Artifact Creature, Antiquities
2: +1/+0 until end of turn.
Flavor Text: Those who believed the city of Kroog would never fall to Mishra's forces severely underestimated the might of his war machines.
Artist: Anson Maddocks
Released: 3/1994

An Inquest-recommended substitute for pump-knights in past Type II discussions.


TUNDRA WOLVES
W, 1/1
Common, Creature – Wolves, Legends
First Strike
Flavor Text: I heard their eerie howling, the wolves calling their kindred across the frozen plains.
Artist: Quinton Hoover
Released: 6/1994

Along with Benalish Hero, Mesa Pegasus, and Pikemen, players who started at around Fourth Edition recognize this as one of the classic white 1/1s. It is playable only with enhancement, however, much like its Arabian Nights black clone, Stone-Throwing Devils.


CLERGY OF THE HOLY NIMBUS
W, 1/1
Common, Creature – Priest, Legends
Errata: If ~this~ would be destroyed, regenerate it instead. 1: ~this~ can't be regenerated this turn. Any player may play this ability. [Oracle 99/09/03]
If the Clergy are reduced to below one toughness (by such as Weakness), then they get put into the graveyard as normal. Being put into the graveyard for zero or less toughness is not a "destroy" effect. [D'Angelo 00/03/14]
Artist: Daniel Gelon
Released: 6/1994

Somewhat playable, this card is more famous for the rules headache it caused. It had to be errata’d to address the case of a first-turn Weakness played on a first-turn Clergy, with both players unable to pay 1 mana to end the infinite regeneration loop.


OSAI VULTURES
1W, 1/1
Common, Creature – Vultures, Legends
Errata: Flying. At end of turn, if a creature was put into a graveyard from play this turn, put a carrion counter on ~this~. ; Remove two carrion counters from ~this~: ~this~ gets +1/+1 until end of turn. [Oracle 99/09/03]
Flavor Text: A sign of battle, the Vultures circle and wait for the victorious to depart.
Only gets one counter per turn, not one per creature. [Aahz 94/06/16]
Does get a counter if creatures died on the turn even if this card enters play after the creatures died. [Aahz 94/12/21]
Artist: Dan Frazier
Released: 6/1994

Noteworthy as one of the better early cheap flyers available. Several years ago.


AMROU KITHKIN
WW, 1/1
Common, Creature – Kithkin, Legends
Errata: ~this~ can't be blocked by creatures with power 3 or greater. [Oracle 99/09/03]
Flavor Text: Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.
Artist: Quinton Hoover
Released: 6/1994

Another “classic” 1/1, its ability has also been recycled in more recent expansions. Its ability is best used with enhancement.


D'AVENANT ARCHER
2W, 1/2
Common, Creature – Archer, Legends
Tap: D’Avenant Archer does 1 damage to target attacking or blocking creature.
Artist: Douglas Shuler
Released: 6/1994

The first creature with its ability, it has been reincarnated in later expansions as Crossbow Infantry and Ballista Squad. All these are still less playable than Icatian Javelineers, however.


ENCHANTED BEING
1WW, 2/2
Common, Creature – Being, Legends
Errata: Prevent all combat damage that would be dealt to ~this~ by enchanted creatures. [Oracle 99/09/03]
Artist: Douglas Shuler
Released: 6/1994

One of the stranger 2/2s and representative of the chaff of older sets, this may be playable against certain decks. Imagine this in Urza Block Sealed Deck.


RIGHTEOUS AVENGERS
4W, 3/1
UnCommon, Creature – Avengers, Legends
Plainswalk
Flavor Text: Few can withstand the wrath of the righteous.
Artist: Heather Hudson
Released: 6/1994

This unplayable card is as much an eye-catcher as Camel. It is the only card in the game with the Plainswalk ability. The joke is understood when one comes across the Great Wall card (which allows a player to block Plainswalking creatures) from the same set.


PETRA SPHINX
2WWW, 3/4
Rare, Creature – Sphinx, Legends
Errata: Tap: Target player names a card, then reveals the top card of his or her library. If that card is the named card, that player puts it into his or her hand. If it isn't, the player puts it into his or her graveyard. [Oracle 99/09/03]
Flavor Text: What walks on four legs in the morning, two legs in the afternoon, and three legs in the evening?

Rulings:
The revealing of a card for the Sphinx does not count as "drawing" a card for purposes of Underworld Dreams or any other effect which looks at cards drawn. [Aahz 94/06/22]
You will not lose the game if there are no cards in your library when the Sphinx is used on you. It simply does nothing. [Aahz 94/06/22]
Artist: Sandra Everingham
Released: 6/1994

Marginally playable due to its 4 toughness, the Sphinx is noteworthy because no other white creature has a similar ability. Some casual players actually try this in Millstone theme decks.


IVORY GUARDIANS
4WW, 3/3
UnCommon, Creature – Guardians, Legends
Protection from red. All guardians gain +1/+1 if an opponent controls any red cards.
Flavor Text: The elite guard of the Mesa High Priests, the Ivory Guardians, were created to protect the innocent and faithful. Some say their actions are above the law.

Rulings:
Because the card says it gives +1/+1 to all Guardians if opponent has red cards in play, this bonus also applies to the Guardian Beast (from Arabian Nights) and other cards which are of creature type Guardian. Not intentional, but true. [Aahz 94/06/24]
Only gets the bonus once even if more than one other player has red cards. [D'Angelo 95/04/14]
Artist: Melissa Benson
Released: 6/1994

It had a cute “Coat of Arms” ability not seen in later sets, and was one of few early protection from red creatures.


AKRON LEGIONNAIRE
6WW, 8/4
Rare, Creature – Legionnaire, Legends
Errata: Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. [Oracle 99/11/01]
If you have two or more Legionnaires, they can all attack. [D'Angelo 94/08/01]
Will prevent Evil Eye of Orms-By-Gore from attacking. [Aahz 94/10/21] Unless they are artifacts for some reason.
Artist: Mark Poole
Released: 6/1994

Amusing as white’s largest creature after Serra Avatar. Just as unplayable in WW.


MIRACLE WORKER
W, 1/1
Common, Creature – Miracle-Worker, The Dark
Errata: Tap: Destroy target enchantment enchanting a creature you control. [Oracle 99/09/03]
Flavor Text: Those blessed hands could bring surcease to even the most tainted soul." --Sister Betje, Miracles of the Saints Rulings:
Rulings:
The creature type is "Miracle-Worker" which is considered one word. Before errata, it was two words, "Miracle Worker". [D'Angelo 99/09/20]
Artist: Ron Spencer
Released: 8/1994

Noteworthy for its creature type, this was also used by older casual players with a paranoia for Control Magic.


EXORCIST
WW, 1/1
UnCommon, Creature – Exorcist, The Dark
Errata: 1W, Tap: Destroy target black creature. [Oracle 99/07/23]
Flavor Text: Though they often bore little greater charm than the demons they battled, exorcists were always welcome in Scarwood.
Artist: Drew Tucker
Released: 8/1994

A cheaper Northern Paladin, and amusing in casual play against the right deck or with Sleight-Knight. (And you thought the Tidal Visionary-Obsidian Acolyte combo in Invasion Limited was rough…)


PIKEMEN
1W, 1/1
Common, Creature – Pikemen, The Dark
Banding, First Strike
Flavor Text: As the cavalry bore down, we faced them with swords drawn and pikes hidden in the grass at our feet. `Don't lift your pikes 'til I give the word,' I said." --Maeveen O'Donagh, Memoirs of a Soldier Rulings:
Note - The artist's name, Dennis Detwiller, is spelled incorrectly on The Dark version.
Artist: Dennis Detwiller
Released: 8/1994

A classic 1/1, it is fun in a deck of banders but is weaker than Icatian Infantry.


PREACHER
1WW, 1/1
Uncommon, Creature – Preacher, The Dark
Errata: You may choose not to untap ~this~ during your untap step. Tap: Gain control of target creature of an opponent's choice that he or she controls until ~this~ becomes untapped or leaves play. [Oracle 99/09/03]

Rulings:
Opponent may only choose valid creature targets. A creature with Protection from White is not valid. [bethmo 94/09/09]
Your opponent chooses the target on announcement. [Duelist Magazine #9, Page 60] The ability is countered if target creature is not still valid on resolution. [D'Angelo 99/08/01]
The opponent is the one choosing the target for the purpose of things that care, such as Autumn Willow. [D'Angelo 96/11/08]
In multiplayer games you can choose a different opposing player each time it is used. [Duelist Magazine #4, Page 64]
Artist: Quinton Hoover
Released: 8/1994

This is the most annoying white weenie after Mother of Runes, and its best use is to steal creatures immediately before an opponent attacks to get surprise blockers (if they are stolen after being declared as attackers, they enter your side tapped, however) and have an opponent kill his own creatures. Though powerful despite its mana cost, unlike the Mother, Preacher is useless against creatureless decks.


WITCH HUNTER
2WW, 1/1
UnCommon, Creature – Hunter, The Dark
Errata: Tap: ~this~ deals 1 damage to target player. 1WW, Tap: Return target creature an opponent controls to its owner's hand. [Oracle 99/07/23]
Artist: Jesper Myrfors
Released: 8/1994

Inquest actually listed this in a “tournament-calibre” WW for the first Type II environment. It provides rare utility for WW, as both direct damage and bounce should not be found in white creatures.

On a side note, anti-cheating advocate Sean “Gandalf” McKeown commented, “Funny thing, then, that the card I'm known for collecting is Dark/Chronicles' Witch Hunter... a laugh-out-loud.”


KNIGHTS OF THORN
3W, 2/2
UnCommon, Creature – Knights, The Dark
Card Text: Protection from red, Banding
Flavor Text: With a great cry, the Goblin host broke and ran as the first wave of Knights penetrated its ranks." --Tivadar of Thorn, History of the Goblin Wars
Artist: Christopher Rush
Released: 8/1994

Memorable as one of the early protection from red cards.


ANGRY MOB
2WW, 2+* / 2+*
UnCommon, Creature – Mob, The Dark
Errata: Trample. During your turn, ~this~'s power and toughness are each equal to 2 plus the number of swamps all opponents control. Otherwise, ~this~'s power and toughness are each 2. [Oracle 00/02/01]
Rulings:
Counts up Swamps controlled by all of your opponents. [Aahz 94/12/25]
Artist: Drew Tucker
Released: 8/1994

A casual card played with Magical Hack or Blanket of Night.


ICATIAN INFANTRY
W, 1/1
Common, Creature - Summon Soldiers, Fallen Empires
Errata: 1: ~this~ gains banding until end of turn. 1: ~this~ gains first strike until end of turn. [Oracle 99/07/23]
Flavor Text: The Icatian army easily repelled early surprise attacks by the Orcs on border towns like Montford.
Flavor Text: Although they had long been concerned about the Order of the Ebon Hand, the Icatians faced an even greater threat from Goblin and Orcish raiders.
Flavor Text: Valiant Icatia was the last of the Sarpadian empires to fall. Its faithful soldiers defended their cities to the very end." --Sarpadian Empires, vol. VI
Flavor Text: Never Surrender" --Motto carved into a fragment of an Icatian wall
Artist: Edward P. Beard Jr.
Released: 11/1994

Though not in the league of Savannah Lions, Mother of Runes, Soul Warden and Icatian Javelineers, this is a very flexible 1/1 and a good deal. It is a workable first-turn play and can band with a 2/2 to trade for a larger blocker if the offense stalls. Banded with a knight, it can be trickier as it can gain first strike itself.


ICATIAN PRIEST
W, 1/1
UnCommon, Creature – Cleric, Fallen Empires
1WW: Target creature gets +1/+1 until end of turn.
Flavor Text: May you be strong and valiant, to defeat the enemies of the pure." --"Leitbur's Prayer Rulings:
Artist: Drew Tucker
Released: 11/1994

Another flexible though mana-intensive 1/1 from Fallen Empires.


ICATIAN MONEYCHANGER
W, 0/2
Common, Creature – Townsfolk, Fallen Empires
Errata: 0/2. ; ~this~ comes into play with three credit counters on it. When ~this~ comes into play, it deals 3 damage to you. At the beginning of your upkeep, put a credit counter on ~this~. Sacrifice ~this~: You gain 1 life for each credit counter on ~this~. Play this ability only during your upkeep. [Oracle 99/07/23]
Rulings:
A copy (Clone, Doppelganger, etc) of a Moneychanger only causes a player to take damage and the Moneychanger to get counters when the copy card itself is put into play. A later Vesuvan Doppelganger change to a Moneychanger results in zero counters and zero damage. [Aahz 94/11/16]
Artist: Edward P. Beard Jr.
Released: 11/1994

The most amusing white life-gainer, older casual players used it and gave themselves headaches gambling when to sac the card. Red players just killed it and laughed.


ICATIAN LIEUTENANT
WW, 1/2
UnCommon, Creature – Soldier, Fallen Empires
1W: Target Soldier gets +1/+0 until end of turn.
Flavor Text: To become an officer, an Icatian Soldier had to pass a series of tests. These evaluated not only fighting and leadership skills, but also integrity, honor, and moral strength.
Artist: Pete Venters
Released: 11/1994

Almost playable, this flexible pumper is good in theme decks using Soldiers.


COMBAT MEDIC
2W, 0/2
Common, Creature – Soldier, Fallen Empires
Errata: 1W: Prevent the next 1 damage that would be dealt to target creature or player this turn. [Oracle 99/07/23]
Flavor Text: Although Icatia's Combat Medics borrowed much of their knowledge from other societies, their skills were their own." --Sarpadian Empires, vol. VI
Flavor Text: Time enough to become a Medic once you're hurt too badly to fight. For now, Icatia needs your strength more than your compassion." --Lydia Wynforth, Mayor of Trokair
Flavor Text: Without Combat Medics, Icatia would probably not have withstood the forces of chaos as long as it did." --Sarpadian Empires, vol. VI
Flavor Text: We'd no sooner knock 'em back on their heels than that accursed sawbones would show up and patch 'em back together again." --Ivra Jursdotter
Artist: Edward P. Beard Jr.
Released: 11/1994

One of the more flexible damage prevention creatures as it does not require tapping, it is restricted by its zero power.


FARREL'S ZEALOT
1WW, 2/2
Common, Creature – Townsfolk, Fallen Empires
Errata: Whenever ~this~ attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, ~this~ deals no combat damage this turn. [Oracle 99/07/23]
Flavor Text: Farrel, a former priest, believed Icatia was far too complacent toward the Order of the Ebon Hand.
Flavor Text: After the fall of Trokair, Farrel and his followers formally broke their ties with the rest of Icatia.
Flavor Text: Farrel and his followers became a formidable band of vigilantes, battling Icatians and followers of Tourach.
Rulings:
In a multiplayer game, the target creature does not need to be one of the ones controlled by the player you actually attacked. [D'Angelo 95/06/01]
Artist: Edward P. Beard Jr.
Released: 11/1994

This is very playable and is a rare white card that damages opposing creatures. It is fun with Cho-Manno’s Blessing, Mother of Runes and in multiplayer games. The ability was later recycled in Soltari Guerillas.


FARRELITE PRIEST
1WW, 1/3
UnCommon, Creature – Cleric, Fallen Empires
Errata: 1: Add W to your mana pool. If more than 3 is spent this way during a turn, sacrifice ~this~ at end of turn. [Oracle 99/07/23]
Flavor Text: Although their methods were often brutal, Farrel's Followers believed in the perservation of justice and virtue.
Rulings:
Mana which "changes color" as it goes through the Priest forgets its original source because the old mana gets used up and new mana gets generated. [Aahz 95/01/24]
Artist: Phil Foglio
Released: 11/1994

Noteworthy as the more unplayable parallel of the black Initiates of the Ebon Hand from the same set. Unlike Black with Drain Life and Frozen Shade, white has less use for large amounts of white mana, even in casual play.


ICATIAN SKIRMISHERS
3W, 1/1
UnCommon, Creature – Soldiers, Fallen Empires
Banding, First Strike. Whenever ~this~ attacks, all creatures banded with it gain first strike until end of turn. [Oracle 99/07/23]
Flavor Text: Skirmishers engaged raiders before they could reach the towns. Although these units typically suffered huge losses, they never lacked volunteers. Rulings:
Artist: Heather Hudson
Released: 11/1994

One of the more interesting banders and members of a Soldier deck.


HAND OF JUSTICE
5W, 2/6
UnCommon, Creature – Avatar, Fallen Empires
Errata: Tap, Tap three untapped white creatures you control: Destroy target creature. [Oracle 99/07/23]
Flavor Text: The Hand of Justice will come to cleanse the world if we are true." --Oliver Farrel

Rulings:
Does not target the 3 creatures it taps. [Oracle 98/07/01]
It can destroy one of the three creatures it taps. [Oracle 98/07/01]
The creatures are tapped during announcement and as a cost. [Duelist Magazine #11, Page 56]
"Summoning sickness" does not prevent creatures from being tapped by this effect. [WotC Rules Team 94/12/15] But you cannot use the Hand's ability at all if the Hand has summoning sickness. [D'Angelo 95/01/01]
Artist: Melissa Benson
Released: 11/1994

It’s the second white Avatar printed, and it has one good ability. Amusing and playable in a casual WW deck. Combos with Fallen Empires’ Icatian Town.


KJELDORAN WARRIOR
W, 1/1
Common, Creature – Hero, Ice Age
Banding
Flavor Text: Give me a thousand such Warriors and I chould change the world." --Avram Garrisson, Leader of the Knights of Stromgald.
Artist: Mark Poole
Released: 6/1995

Ice Age rehashed Benalish Hero and Order of Leitbur. One wonders why they suddenly removed banding from white.


KJELDORAN KNIGHT
WW, 1/1
Rare, Creature – Knight, Ice Age
Errata: Banding. 1W: ~this~ gets +1/+0 until end of turn. WW: ~this~ gets +0/+2 until end of turn. [Oracle 00/02/01]
Flavor Text: Those who do not ride the wind on Aesthir still command loyalty and respect." --Arna Kennerud, Skyknight Rulings:
Artist: Ron Spencer
Released: 6/1995

It would be much better if it had a better initial power, but it is still interesting.

KJELDORAN GUARD
1W, 1/1
Common, Creature – Soldier, Ice Age
Errata: Tap: Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice ~this~. Play this ability only during combat and only if defending player controls no snow-covered lands. [Oracle 00/02/01]
Can be assigned as a blocker and then have its ability used. [WotC Rules Team 95/06/15]
Artist: Anthony Waters
Released: 6/1995

This pump ability is playable when better cards are not available, and has been recycled.


ORDER OF THE SACRED TORCH
1WW, 2/2
Rare, Creature – Paladin, Ice Age
Tap: Pay 1 life to destroy target black spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt.
Artist: Ruth Thompson
Released: 6/1995

An effective anti-black sideboard in some cases, it fits in with some Sleight-Knight themes.


KJELDORAN SKYKNIGHT
2W, 1/1
Common, Creature – Soldier, Ice Age
Banding, Flying, First Strike
Flavor Text: My Aesthir is my most trusted ally. We fight as one and live as one, and we will die as one." --Arna Kennerud, Skyknight Rulings:
Artist: Mark Poole
Released: 6/1995

This is best used as an example to a newbie to demonstrate that a simple high power is more useful than funky abilities. The uncommon Kjeldoran Skycaptain from the same set costs an extra colorless mana and is 2/2 instead!


SNOW HOUND /
2W, 1/1
UnCommon, Creature – Hound, Ice Age
Errata: 1, Tap: Return ~this~ and target blue or green creature you control to their owner's hand. [Oracle 00/02/01]
Flavor Text: If you're starving, eat your horses, your dead, or yourself - but never eat your dog." --General Jarkeld, the Arctic Fox
Note - This card was of creature type "Dog" but is now of creature type "Hound". [Oracle 00/02/01]
Artist: Pat Morrissey
Released: 6/1995

This is noteworthy because of a rare bounce ability in a white creature (greatly improved by Sixth Edition rules) and because it has the cutest, most adorable card art among white weenies.


ADARKAR UNICORN
1WW, 2/2
Common, Creature – Unicorn, Ice Age
Errata: Tap: Add either U or 1U to your mana pool. This mana is usable only to pay for cumulative upkeep. [Oracle 00/02/01]
Flavor Text: There is no nobler creature in all of Terisiare." --General Jarkeld, the Arctic Fox
Artist: Quinton Hoover
Released: 6/1995

This had to be mentioned because its ability ranks up there with Camel’s ability.


BLINKING SPIRIT
3W, 2/2
Rare, Creature – Spirit, Ice Age
Errata: 0: Return ~this~ to its owner's hand. [Oracle 00/02/01]
Flavor Text: Don't look at it! Maybe it'll go away!" --Ib Halfheart, Goblin Tactician Rulings:
Note - This card was of creature type Blinking Spirit and is now of creature type Spirit. [Oracle 00/02/01]
Artist: L. A. Williams
Released: 6/1995

This unkillable creature is too slow for normal WW but is very playable, and was the star blocker of Ice Age-era control decks. With Sixth Edition, note that it now deals damage before blinking. Another trick is to return it to hand than replay it after attacking, to make it available as a blocker. If necessary, however, an opponent can play around it by Bolting it to prevent it from blocking a larger creature.


SOLDEVI SIMULACRUM
4, 2/4
UnCommon, Artifact Creature, Ice Age
Errata: Cumulative Upkeep - 1. 1: ~this~ gets +1/+0 until end of turn. [Oracle 00/02/01]
Flavor Text: They look human - until they bleed.
Artist: Dan Frazier
Released: 6/1995

Another Inquest-recommended creature, this obscure artifact can pack a punch if timed right, before it “fades” away.


GENERAL JARKELD
3W, 1/2
Rare, Creature – Legend, Ice Age
Errata: Tap: Switch the blocking creatures of two target attacking creatures. Play this ability after blockers are declared but before combat damage is assigned. (All blocks must still be legal.) [Oracle 00/02/01] Flavor Text: N/A Rulings:
Does not undo any abilities which triggered due to the declaration of blockers. A creature which is switched away still has any triggered abilities resolve on it. [D'Angelo 00/03/09]
The new blocker does not trigger any abilities which trigger on declaration of blockers. [D'Angelo 00/03/09]
Can target any two attacking creatures but only works if both of them have at least one blocker when it resolves and when you are done choosing new blockers. [Duelist Magazine #7, Page 99]
Artist: Richard Thomas
Released: 6/1995

Interesting as one of the first white legends, it may actually be useful in casual games. It will surely be amusing.


LOST ORDER OF JARKELD
2WW, 1+*, 1+*
Rare, Creature – Knights, Ice Age
Errata: As ~this~ comes into play, choose an opponent. ~this~'s power and toughness are each equal to 1 plus the number of creatures that opponent controls. [Oracle 00/02/01]
Flavor Text: Let us remember brave Jarkeld and his troops, who perished in the Adarkar Wastes so long ago." --Halvor Arenson, Kjeldoran Priest
Artist: Andi Rusu
Released: 6/1995

A strange card that becomes weaker the more you win, it may be more interesting in multiplayer.


KJELDORAN ELITE GUARD
3W, 2/2
UnCommon, Creature – Soldier, Ice Age
Errata: Tap Target creature gets +2/+2 until end of turn. When that creature leaves play this turn, sacrifice ~this~. Play this ability only during combat. [Oracle 00/02/01]
Flavor Text: The winged helms of the Guard are put on for pageants - but taken off for war. Rulings:
Can be assigned as a blocker and then have its ability used. [WotC Rules Team 95/06/15]
Artist: Melissa Benson
Released: 6/1995

A stronger version of Kjeldoran Guard, it can fit into a weaker WW deck, though it can now block and kill 4 toughness creatures by itself.


MERCENARIES
3W, 3/3
Rare, Creature – Mercenaries, Ice Age
Errata: 3: Prevent all damage that would be dealt by ~this~ to you this turn. Any player may play this ability. [Oracle 00/02/01]
Flavor Text: Blasted amateurs! Doesn't the queen think we can fight well enough on our own?" --Avram Garrisson, Leader of the Knights of Stromgald
Artist: Cornelius Brudi
Released: 6/1995

Noteworthy only as the first Mercenary (with Red’s Rogue Skycaptain in Alliances) and the ancestor of Mercenary Informer.


KJELDORAN ROYAL GUARD
3WW, 2/5
Rare, Creature – Soldiers, Ice Age
Errata: Tap: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to ~this~ instead. [Oracle 00/02/01]
Flavor Text: Honorable in battle, generous in death." --Motto of the Kjeldoran Royal Guard Rulings:
The effect only works as long as this card is in play. Once it leaves play, the effect can no longer redirect damage. [D'Angelo 99/11/14]
Artist: L. A. Williams
Released: 6/1995

A rehash of Veteran Bodyguard that fits into Soldier themes.


KJELDORAN PHALANX
5W, 2/5
Rare, Creature – Soldiers, Ice Age
Banding, First Strike
Flavor Text: There's nothing I like better than watching a street full of soldiers kicking down the doors of the guilty and the impure." --Avram Garrisson, Leader of the Knights of Stromgald Rulings:
Artist: Richard Kane-Ferguson
Released: 6/1995

Another interesting and mediocre blocker.


SERAPH
6W, 4/4
Rare, Creature – Angel, Ice Age
Errata: Flying. Whenever a creature dealt damage by ~this~ this turn is put into a graveyard, put that creature into play under your control at end of turn. When you lose control of ~this~, sacrifice the creature. [Oracle 00/02/01] Flavor Text: N/A
Rulings:
You do not get the creature back if the creature is not still in the graveyard at the end of the turn. [Aahz 95/06/10]
If the Seraph leaves play before the creature comes into play, then you simply get to keep the creature. [Aahz 97/09/15] If, however, you just lost control of the Seraph and later get control of that same Seraph and lose control of it again at some time after you got the free creature, the creature will be sacrificed at that time because the Seraph remembers that it gave you that creature. [Aahz 97/09/15]
Artist: Christopher Rush
Released: 6/1995

Ice Age’s substitute to Serra Angel, it was much tougher to use. It parallels that set’s Krovikan Vampire, which was Ice Age’s substitute for Sengir Vampire.


SUSTAINING SPIRIT
1W, 0/3
Rare, Creature – Guardian, Alliances
Errata: Cumulative Upkeep - 1W. Damage that would reduce your life total to less than 1 reduces it to 1 instead. [Oracle 99/07/23]
Flavor Text: Faith is our greatest protector." --Halvor Arensson, Kjeldoran Priest Rulings:
Does not prevent the damage. The damage was still dealt. It just changes the effect of the unprevented damage. [D'Angelo 99/08/01]
Does not affect damage if you are already at zero or negative life. You still take it all. [Duelist Magazine #12, Page 32]
Artist: Rebecca Guay
Released: 6/1996

A spin-off of Ali from Cairo and the ancestor of Worship.


JUNIPER ORDER ADVOCATE
2W, 1/2
UnCommon, Creature – Knight, Alliances
Errata: Green creatures you control get +1/+1 as long as ~this~ is untapped. [Oracle 99/07/23]
Flavor Text: In these troubled times, we alone carry the hope of reconciliation between Elf and Human." --Jaeuhl Carthalion, Juniper Order Advocate
Artist: Douglas Shuler
Released: 6/1996

An interesting casual G/W card. Note that Green had no cards similar to this at the time except Alliance’s Kaysa.


WILD AESTHIR
2W, 1/1
Common, Creature – Aesthir, Alliances
Errata: 1/1, Flying, First Strike. WW: ~this~ gets +2/+0 until end of turn. Play this ability no more than once each turn. [Oracle 99/07/23]
Flavor Text: High in the Karplusans, death is swift and razor-clawed." --Arna Kennerud, Skycaptain---AND---"What Barbarian secrets do they spy from their lofty perch?" --General Varchild Rulings:
Note - Before errata, this card was of creature type Aesthir. [Oracle 99/07/23]
Artist: Greg Simanson
Released: 6/1996

Actually playable when pressed for cards as it is a 3/1 flying first-striker that is difficult to kill in combat. Unfortunately, it still can’t kill a Morphling since the Morphling can turn into a flying 2/4 or 1/5.


SWORN DEFENDER
2WW, 1/3
Rare, Creature – Knight, Alliances
Errata: 1: ~this~'s power becomes the toughness of target creature blocking or being blocked by ~this~ minus 1 until end of turn, and ~this~'s toughness becomes 1 plus the power of that creature until end of turn. [Oracle 99/07/23]
Rulings:
It changes the current power/toughness. So if a Holy Strength (+1/+2) was on it and it blocks a 3/3 creature, it will become 2/4 by playing the ability because the Holy Strength bonus is overridden. [D'Angelo 99/08/01]
Artist: D. Alexander Gregory
Released: 6/1996

An interesting blocker, though it does not fit in with conventional WW. Capable of killing any creature with a Crusade out. A rehash of the ability of Legends’ Sentinel.


SEASONED TACTICIAN
2W, 1/3
UnCommon, Creature – Tactician, Alliances
Errata: 3,Remove the top four cards of your library from the game: The next time a source of your choice would deal damage to you this turn, prevent that damage. [Oracle 99/07/23]
Flavor Text: The benefits of peace far outweigh the pride of Generals." --King Darien of Kjeldor
Artist: Dan Frazier
Released: 6/1996

Another playable defensive card (which means it does not fit in with WW), Alliances had many mechanics that removed cards from the library to power an effect. The most powerful was Thoughtlash, and some Philippine players suggested the combo of Thoughtlash and a cigarette lighter.


KJELDORAN HOME GUARD
3W, 1/6
UnCommon, Creature – Soldier, Alliances
Errata: At end of combat, if ~this~ attacked or blocked this turn, put a -0/-1 counter on it and put a 0/1 white Deserter creature token into play. [Oracle 99/11/01] Flavor Text: N/A Rulings:
The ability triggers at end of combat if this creature is still in play at that time. [D'Angelo 99/08/01]
Artist: Andi Rusu
Released: 6/1996

This mediocre card is actually good in casual play if you have Crusades out.


CARRIER PIGEONS
3W, 1/1
Common, Creature – Birds, Alliances
Errata: Flying. When ~this~ comes into play, draw a card at the beginning of the next turn's upkeep. [Oracle 99/11/01]
Flavor Text: Birds know no borders! Why, then, should we?" --General Varchild, in a missive to King Darien of Kjeldor---AND---"It's true I ask no fealty of the flocks --but surely we are more than mere beasts." --King Darien of Kjeldor, in a missive to General Varchild Rulings:
Note - Before errata, this card was of creature type Pigeon. [Oracle 99/07/23]
Artist: Pat Morrissey
Released: 6/1996

There are few white cantrip creatures, and this horrible card seems to explain why.


IVORY GARGOYLE
4W, 2/2
Rare, Creature – Gargoyle, Alliances
Errata: Flying. When ~this~ is put into a graveyard from play, return it to play under owner's control at end of turn and skip your next draw step. 4W: Remove ~this~ from the game. [Oracle 99/07/23]

Rulings:
If more than one of these dies in a turn, the loss of draw steps adds up. You do not get to skip just one draw step to pay off more than one Gargoyle death. [WotC Rules Team 96/07/29]
A Clone or Vesuvan Doppelganger of this card which leaves play does get returned to play at the end of the turn just like a normal Gargoyle would. This is because it was a Gargoyle when it left play and the effect triggered. If there are no creatures in play to copy at the time it enters play, the effect of returning to play does not happen. [Aahz 96/05/21]
If a player other than the owner controls it at the time it goes to the graveyard, then that controller is the one who loses a draw step, not the owner. [Duelist Magazine #12, Page 32]
The effect that brings it back into play is considered controlled by the player who controlled the Gargoyle when it went to the graveyard. Therefore, the Gargoyle is considered to be put into play by the controller at the time it died, even though it gets put into play under the control of the Gargoyle's owner. [Aahz 96/06/18] This matters only if someone steals the Gargoyle and has an effect which triggers when they bring a creature into play.
If it goes to the graveyard after you are done dealing with your "at end of turn" effects in the End of Turn step, it will come back into play at the end of the following turn. [D'Angelo 99/08/01]
Artist: Quinton Hoover
Released: 6/1996

This powerful card is one of the first that recycled itself (the first was red’s Firestorm Phoenix) and is the forerunner of today’s black Nether Spirit. Its high cost and low power made it less appealing to WW, however, and it was abused in Jokulhaups decks of its time. Its nemesis was Stormbind, which effectively kept the Jokulhaups player from drawing another card by dealing 2 damage to the Gargoyle every turn. Also, Stormbind was unaffected by Jokulhaups.


DEATH SPEAKERS
W, 1/1
UnCommon, Creature – Speakers, Homelands
Protection from black.
Flavor Text: Such innocent little birds. They sing a sweet song, sitting on their fragile branch." -Grandmother Sengir
Artist: Douglas Shuler
Released: 10/1995

Made obsolete by Mother of Runes, this used to be a speed bump for Pestilence Decks.


TRADE CARAVAN
W, 1/1
Common, Creature – Caravan, Homelands
Errata: At the beginning of your upkeep, put a currency counter on ~this~. Remove two currency counters from ~this~: Untap target basic land. Play this ability only during an opponent's upkeep. [Oracle 99/07/23]
Artist: Kaja Foglio
Released: 10/1995

One of the strangest commons with a useless ability that fills the entire text box. Older casual players actually tried to use it with Stasis, then admitted defeat.


MESA FALCON
1W, 1/1
Common, Creature – Bird, Homelands Card
Flying. 1W: +0/+1 until end of turn.
Flavor Text: The faith of Serra is borne on wings of hope." -Gulsen, Abbey Matron---AND---"Pretty Falcon, friend to Soraya. Will you send her my greetings?" -Gemma, Willow Priestess Rulings:
Note - In Fifth Edition and Homelands this card was of creature type Falcon.
Artist: Mark Poole
Released: 10/1995

A mediocre flyer, it fits into Bird decks built around Soraya the Falconer and the Enchant World Serra Aviary.


SORAYA THE FALCONER
1WW, 2/2
UnCommon, Creature – Legend, Homelands
Errata: All Birds get +1/+1. 1W: Target Bird gains banding until end of turn. [Oracle 99/07/23]
Flavor Text: Soraya speaks with the hunters of the air, as do all of her family line." -Autumn Willow
Note - Before errata, it worked only on Falcons. Now it works for all Birds. [Oracle 99/07/23]
Artist: Dennis Detwiller
Released: 10/1995

White’s equivalent of Goblin King. Although the creature type is very weak, at least Homelands came with the Enchant World Serra Aviary. Splashing blue pairs Soraya with Kangee from Invasion, and should make for a hilarious theme deck.


AYSEN CRUSADER
2WW, 2+* / 2+*
UnCommon, Creature – Crusader, Homelands
Errata: ~this~'s power and toughness are each equal to 2 plus the number of Heroes you control. [Oracle 99/07/23]
Flavor Text: A renegate rallying the rabble does not a true Crusader make." -Irini Sengir
Artist: NeNe Thomas
Released: 10/1995

The base of the Hero deck, featuring Benalish Hero and Kjeldoran Warrior.


ABBEY GARGOYLES
2WWW, 3/4
UnCommon, Creature – Gargoyles, Homelands
Flying, Protection from red
Flavor Text: Though Serra has not been seen for twenty years, her Gargoyles still watch over our city and punish the guilty." -Gulsen, Abbey Matron
Artist: Christopher Rush
Released: 10/1995

A very playable alternative to Serra Angel, considering the dearth of protection from red creatures at the time.


HAZDUHR THE ABBOT
3WW, 2/5
UnCommon, Creature – Legend, Homelands
Errata: X, Tap: The next X damage that would be dealt to target white creature you control is dealt to ~this~ instead. [Oracle 99/07/23]
Flavor Text: Soon, Serra will return and choose the Abbot's successor, else we are lost." -Gulsen, Abbey Matron Rulings:
Artist: Dan Frazier
Released: 10/1995

The forerunner of Invasion’s Atayla.


RASHKA THE SLAYER
3WW, 3/3
UnCommon, Creature – Legend, Homelands
Errata: ~this~ may block as though it had flying. Whenever ~this~ blocks one or more black creatures, ~this~ gets +1/+2 until end of turn. [Oracle 99/11/01]
Flavor Text: Rarely be the prey so haughty as to hunt the hunter." -Baron Sengir Rulings:
The player can choose to treat this creature as flying or non-flying when declaring blockers, but only one of the two during a single declare blockers step. For example, it can block a creature that can only be blocked by flyers. [bethmo 99/06/13]
Gets the bonus only once even if more than one black creature blocks it. [D'Angelo 99/08/17] See Rule A.4.18.
Artist: Christopher Rush
Released: 10/1995

Only worth mentioning as a white Legend, though it can actually be played in the 5-mana slot if nothing else is available.


MTENDA HERDER
W, 1/1
Common, Creature – Scout, Mirage
Flanking.
Flavor Text: All animals-even humans-can be herded. The trick is to make them think they choose their own destination." --Mangara
Artist: Zina Saunders
Released: 10/1996

The only white flanker that does not cost 3 mana. Good at trading for blockers, and better with Crusade, like other 1/1s.


VIGILANT MARTYR
W, 1/1
UnCommon, Creature – Martyr, Mirage
Errata: Sacrifice ~this~: Regenerate target creature. WW, Tap,Sacrifice ~this~: Counter target spell that targets an enchantment in play. [Oracle 99/07/01]
Artist: Rebecca Guay
Released: 10/1996

An interesting card under Sixth Edition rules.


BENEVOLENT UNICORN
1W, 1/2
Common, Creature – Unicorn, Mirage
Errata: If a spell would deal damage to a creature or player, it deals that much damage minus 1 to that creature or player instead. [Oracle 99/09/03]
Flavor Text: The best use for a unicorn's horn is to adorn a unicorn. --Femeref adage
Artist: David A. Cherry
Released: 10/1996

Cute, but not quite effective, except in numbers.


ZHALFIRIN COMMANDER
2W, 2/2
UnCommon, Creature – Knight, Mirage
Flanking. 1WW: Target Knight gets +1/+1 until end of turn.
Flavor Text: Command is the act of balancing on a vine and convincing others that it is firm ground." --Sidar Jabari
Artist: Stuart Griffin
Released: 10/1996

One of the stronger white flankers, this is obviously stronger when playing more Knights. It competes with the pump-knights for mana, though.


ZHALFIRIN KNIGHT
2W, 2/2
Common, Creature – Knight, Mirage
Errata: Flanking. WW: ~this~ gains first strike until end of turn. [Oracle 99/07/01]
Flavor Text: You returned a warrior....Your hair was cut, your eye tattoed with the red triangle of war." --"Love Song of Night and Day Rulings:
Artist: John Bolton
Released: 10/1996

This is playable, but weaker than most knights.


FEMEREF KNIGHT
2W, 2/2
Common, Creature – Knight, Mirage
Errata: Flanking. W: Attacking doesn't cause ~this~ to tap this turn. [Oracle 99/07/01]
Flavor Text: I will return / with lizard skins for your sandals. Paint your eyes black and wait for me." --'Love Song of Night and Day' Rulings:
Artist: Tony Roberts
Released: 10/1996

This is playable, but weaker than most knights.


ETHEREAL CHAMPION
2WWW, 3/4
Rare, Creature – Avatar, Mirage
Errata: Pay 1 life: Prevent the next 1 damage that would be dealt to ~this~ this turn. [Oracle 99/07/01]
Flavor Text: If I have learned anything as a wizard it is this: never fight your own battles." --Waffa, sorcerer of Nyomba
Artist: Terese Nielsen
Released: 10/1996

A rehash of Personal Incarnation, but not as hilarious in casual play.


MELESSE SPIRIT
3WW, 3/3
UnCommon, Creature – Angel, Mirage
Flying, Protection from black.
Flavor Text: Like a laughing knife, immaculate and sharp, is the Melesse.
Artist: Gerry Grace
Released: 10/1996

Somewhat like Abbey Gargoyles against red, except it does not have 4 toughness.


SIDAR JABARI
3W, 2/2
Rare, Creature – Legend, Mirage
Errata: 2/2, Flanking. Whenever ~this~ attacks, tap target creature defending player controls. [Oracle 99/07/01]
Flavor Text: Prophecy is whatever one makes of it, but destiny cannot be changed." --Sidar Jabari
Artist: Gerry Grace
Released: 10/1996

The poster boy of flankers along with red’s Telim Tor, this is actually not bad in casual environments with a lot of creatures.


SPECTRAL GUARDIAN
2WW, 2/3
Rare, Creature – Guardian, Mirage
As long as Spectral Guardian is untapped, noncreature artifacts cannot be the target of spells or effects.
Flavor Text: A treasure to guard other treasures is worth the highest price." --Mtai, Civic Guildmage
Artist: Mike Dringenberg
Released: 10/1996

A rehash of Black’s Guardian Beast from Arabian Nights, only easier to kill. Obsolete with the printing of the white enchantment Hanna’s Custody.


SUNWEB
3W, 5/6
Rare, Creature – Wall, Mirage
Flying. Sunweb cannot block creatures with power 2 or less.
Flavor Text: There is no sweeter music than the wails of a dying dragon." --Rashida Scalebane
Artist: Dan Frazier P/T: 5/6 Released: 10/1996

Not quite a WW card, but hilarious in a Wall deck (Animate Wall and Rolling Stones are white cards, and can be applied to the WW structure).


RASHIDA SCALEBANE
3WW, 3/4
Rare, Creature – Legend, Mirage
Errata: Tap: Destroy target attacking or blocking Dragon. It can't be regenerated. You gain life equal to its power. [Oracle 99/07/01]
Flavor Text: It is not by the blood of dragons that Rashida measures victories, but by the sum of children who no longer wake from nightmares of scales and fire.
Artist: Randy Gallegos
Released: 10/1996

Who said Dragons were an Invasion theme?


PEARL DRAGON
4WW, 4/4
Rare, Creature – Dragon, Mirage
Flying. W: +0/+1.
Flavor Text: They knew Bantau was lost when, to hide the pearl he had found on the beach, he swallowed it-and soon grew wings." --Hakim, Loreweaver
Artist: Ian Miller
Released: 10/1996

The first white Dragon. Far from the best, though.


INFANTRY VETERAN
W, 1/1
Common, Creature – Soldier, Visions
Tap: Target attacking creature gets +1/+1 until end of turn.
Flavor Text: "The true dishonor for a soldier is surviving the war." - Telim'Tor
Artist: Christopher Rush
Released: 2/1997

An improved version of Kjeldoran Guard, but still not a first-rate WW creature.


RESISTANCE FIGHTER
W, 1/1
Common, Creature – Soldier, Visions
Errata: Sacrifice ~this~: Prevent all combat damage target creature would deal this turn. [Oracle 00/02/01]
Flavor Text: "My soldiers fought without hesitation, died without doubt." - Sidar Jabari
Artist: Cecil Fernando
Released: 2/1997

Another 1/1 improved by Sixth Edition rules.


FREEWIND FALCON
1W, 1/1
Common, Creature – Bird, Visions
Flying, Protection from red
Flavor Text: "That does it! I'm going back to hunting chickens!" - Rhirhok, goblin archer
Note - Before errata, this card was of creature type Falcon.
Artist: Una Fricker
Released: 2/1997

In its time, it fit in with Empyreal Armor, could block Wildfire Emissary and Frenetic Efreet, but died to Suq’Ata Lancer. It was the best protection from red creature before Soltari Priest was printed.


ZHALFIRIN CRUSADER
1WW, 2/2
Rare, Creature – Knight, Visions
Errata: Flanking. 1W: The next 1 damage that would be dealt to ~this~ this turn is deal to target creature or player instead. [Oracle 99/07/01]
Flavor Text: "War is the crucible of leadership." - Rashida Scalebane Rulings:
Artist: Alan Rabinowitz
Released: 2/1997

Arguably the strongest white flanker, it was rated the #10 card by Inquest magazine. Though it is lethal in combat, it is mana intensive, and can be killed when the controller is tapped out. Its ability is also useless against creatureless decks.


TEFERI'S HONOR GUARD
2W, 2/2
UnCommon, Creature – Knight, Visions
Errata: Flanking. UU: ~this~ phases out. [Oracle 98/07/01]
Flavor Text: "They may seem ceremonial, but their swords are still sharp." - Kipkemboi, Kukemssa pirate
Artist: Cecil Fernando
Released: 2/1997

This was used not in WW, but in U/W control decks. It is better with Sixth Edition, like other phasing and bouncing creatures.


KNIGHT OF VALOR
2W, 2/2
Common, Creature – Knight, Visions
Errata: Flanking. 1W: Each creature without flanking blocking ~this~ gets -1/-1 until end of turn. Use this ability only once each turn. [Oracle 99/07/01]
Rulings:
The second ability is not Flanking and is not removed by an effect that removes Flanking. [Duelist Magazine #17, Page 30]
Note - Also see Flanking, Rule A.16.
Artist: Jeff Miracola
Released: 2/1997

Very strong on the attack, though its ability is useless against creatureless decks.


JAMURAAN LION
2W, 3/1
Common, Creature – Lion, Visions
Errata: W, Tap: Target creature can't block this turn. [Oracle 99/07/01]
Flavor Text: The lion blinked -Femeref expression meaning ""situation avoided""
Artist: Stuart Griffin
Released: 2/1997

It is the only 3-power white creature for 3 mana (aside from the dubious Ignoble Soldier), but it is no Savannah Lion.


ARCHANGEL
5WW, 5/5
Rare, Creature – Angel, Visions
Flying. Attacking does not cause Archangel to tap.
Flavor Text: "My mother once told me angels sing their swords' names with each strike." - Sisay, Captain of the Weatherlight
Artist: Christopher Rush
Released: 2/1997

Serra Angel on steriods, it was used more with reanimation than in WW.


DUSKRIDER FALCON
1W, 1/1
Common, Creature – Falcon, Weatherlight
Flying, protection from black.
Flavor Text: Seaborne ships have their dolphins to dance in their wakes; I have my duskriders." - Sisay, journal
Note - Before errata, this card was of creature type Falcon. [Oracle 99/07/01]
Artist: Cecil Fernando
Released: 6/1997

Like Freewind Falcon, it is not bad, but still a 1/1.


REVERED UNICORN
1W, 1/2
UnCommon, Creature – Unicorn, Weatherlight
Errata: Cumulative Upkeep – 1. When ~this~ leaves play, its controller gains life equal to ~this~'s last paid cumulative upkeep. [Oracle 99/07/01]
Flavor Text: I felt unworthy even to dream of it." - Hanna, Weatherlight navigator Rulings:
Artist: David A. Cherry
Released: 6/1997

Interesting in the block with phasing, and could combo with Teferi’s Veil. Life gain is not a powerful ability, however.


SOUL SHEPHERD
1W, 2/1
Common, Creature - Cleric
Errata: W, Remove a creature card in your graveyard from the game: You gain 1 life. [Oracle 99/07/01]
Flavor Text: The sidar who raised me had a saying: 'The first step into death is the hardest.'" - Gerrard of the Weatherlight
Artist: John Coulthart
Released: 6/1997

It meets the “2-power for 2” rule, and its ability can help midgame against a more aggressive deck, but it is weaker for this purpose than Soul Warden.


VOLUNTEER RESERVES
1W, 2/4
UnCommon, Creature – Soldiers, Weatherlight
Banding, Cumulative upkeep: 1.
Flavor Text: I'm always a little leery of anyone who offers to kill other people for free." - Gerrard of the Weatherlight
Artist: Kev Walker
Released: 6/1997

It is somewhat playable if you think of it as having fading.


BENALISH KNIGHT
2W, 2/2
Common, Creature – Knight, Weatherlight
Errata: First Strike. You may play ~this~ any time you could play an instant. [Oracle 99/07/01]
Flavor Text: We called them 'armored lightning.'" - Gerrard of the Weatherlight
Artist: Zina Saunders
Released: 6/1997

Playable as either pseudo-creaturekill, a surprise chump-blocker against larger creatures, or at the end of the opponent’s turn as a surprise attacker. One of the original cards with this mechanic.


SERRATED BISKELION
3, 2/2
UnCommon, Artifact Creature, Weatherlight
Tap: Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature.
Flavor Text: Whereas I was created to protect, the biskelion was created to destroy." - Karn, silver golem
Artist: Ron Spencer
Released: 6/1997

A flexible living Serrated Arrows that covers some of WW on a budget’s creaturekill deficiency, and works better under Sixth Edition rules.


BENALISH INFANTRY
2W, 1/3
Common, Creature – Soldiers, Weatherlight
Banding
Flavor Text: My favorite part of getting into the infantry was getting out again." - Gerrard of the Weatherlight
Artist: Dan Frazier
Released: 6/1997

Noteworthy only as one of the last banding creatures printed, though the 3 toughness makes it better defensively.


MASTER OF ARMS
2W, 2/2
UnCommon, Creature – Soldier, Weatherlight
First Strike. 1W: Tap target creature blocking Master of Arms.
Flavor Text: Being the best usually means proving it to everyone." - Gerrard of the Weatherlight

Rulings:
A tapped blocker does deal and receive damage in combat. [D'Angelo 99/07/10] Note that this is different from Fifth Edition rules.
Artist: Dan Frazier
Released: 6/1997

This card’s ability is made useless by Sixth Edition rules. (Strangely, many fans consider Gerrard a sissy, and this may have something to do with it.)


PEACEKEEPER
2W, 1/1
Rare, Creature – Peacekeeper, Weatherlight
Errata: At the beginning of your upkeep, sacrifice ~this~ unless you pay 1W. Creatures can't attack. [Oracle 99/07/01]
Flavor Text: I have always imagined my mother as such a woman, strong and wise." - Sisay, journal

Rulings:
Players still have an attack phase, but must declare zero attackers. [D'Angelo 99/07/10]
Artist: Donato Giancola
Released: 6/1997

A powerful creature, simply not in WW.


FORIYSIAN BRIGADE
3W, 2/4
UnCommon, Creature – Soldiers, Weatherlight
Errata: ~this~ may block two creatures each combat. [Oracle 00/02/01]
Flavor Text: A double-edged sword lets you cut down your enemies with the backswing as well." - Gerrard of the Weatherlight.
Artist: Kev Walker
Released: 6/1997

A rehash of red’s Two-Headed Giant of Foirys.


HEAVY BALLISTA
3W, 2/3
Common, Creature – Soldiers, Weatherlight
Tap: Heavy Ballista deals 2 damage to target attacking or blocking creature.
Flavor Text: Archers, ballistae - you can't even get near the island of Avenant." - Gerrard of the Weatherlight
Artist: Ron Spencer
Released: 6/1997

A mean card in limited play, it can dominate a casual creature battle. Again, useless against creatureless decks.


ARDENT MILITIA
4W, 2/5
Common, Creature – Soldiers, Weatherlight
Attacking does not cause Ardent Militia to tap.
Flavor Text: While the rest of us got paid to serve the Benalish army, the militia didn't. I used to say they stood for freedom-free and dumb." -Gerrard of the Weatherlight
Note - The Portal version had no creature type.
Artist: Zina Saunders
Released: 6/1997

Simply a rehash of the Kjeldoran and Icatian Phalanx.


ALABASTER DRAGON
4WW, 4/4
Rare, Creature – Dragon, Weatherlight
Errata: Flying. If ~this~ would be put into a graveyard from play, shuffle ~this~ into its owner's library instead. [Oracle 99/07/01]
Note - The Portal version had no creature type.
Artist: Bob Eggleton
Released: 6/1997

Another Dragon. Playable if you have nothing else, though WW is usually fast enough to make the recursion ability irrelevant.


SOLTARI FOOT SOLDIER
W, 1/1
Common, Creature – Soldier, Tempest,
Shadow
Flavor Text: Children of the Ruins, raised to be warriors, know that life begins when another speaks their names." --Soltari Tales of Life
Artist: Janet Aulisio
Released: 10/1997

Normally too small to be useful, it improves with Crusades or Empyreal Armor.


SACRED GUIDE
W, 1/1
Rare, Creature – Cleric, Tempest
Errata: 1W, Sacrifice ~this~: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other revealed cards from the game. [Oracle 99/05/01]
Artist: Zina Saunders
Released: 10/1997

Similar to the later self-cycling creatures under Sixth Edition rules, but still not very powerful. Not something you want in the deck if playing with key artifacts or nonbasic land.


SOLTARI TROOPER
1W, 1/1
Common, Creature – Soldier, Tempest
Errata: Shadow. Whenever ~this~ attacks, it gets +1/+1 until end of turn. [Oracle 99/05/01]
Flavor Text: Dauthi blood is Soltari wine." --Soltari Tales of Life Rulings:
Artist: Kev Walker
Released: 10/1997

A workable substitute for Soltari Priest and Soltari Monk.


MASTER DECOY
1W, 1/2
Common, Creature – Soldier, Tempest
W, Tap: Tap target creature.
Flavor Text: A skilled decoy can throw your enemies off your trail. A master decoy can survive to do it again." --Gerrard of the Weatherlight
Artist: Phil Foglio
Released: 10/1997

This defensive common is the original version of the Benalish Trapper that can dominate an Invasion Limited game, though the original’s art is better.


SOLTARI EMISSARY
1W, 2/1
Rare, Creature – Soldier, Tempest
W: Soltari Emissary gains shadow until end of turn.
Flavor Text: Alone at the portal, Ertai began his meditation. He realized immediately that he was not alone.
Artist: Adam Rex
Released: 10/1997

The idea is that it can block creatures with and without shadow, but in practice, this only means that it can try to trade with any attacker or blocker. It is still a workable substitute for Soltari Priest and Soltari Monk, with the bonus that it can chump-block if needed.


AURATOG
1W, 1/2
Rare, Creature - Atog
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.
Flavor Text: The auratog enjoys eating its wards.
Artist: Jeff Miracola
Released: 10/1997

Could be explosive in a deck that can use Serra’s Sanctum. Resolve each +2/+2 individually, or your opponent can respond to your +10/+10 with a Bolt and kill the Atog before the bonus resolves.


BOTTLE GNOMES
3, 1/3
UnCommon, Artifact Creature – Gnome, Tempest
Errata: Sacrifice ~this~: You gain 3 life.
Flavor Text: I am reminded of the fable of the silver egg. Its owner cracks it open to see what jewels it holds, only to discover a simple yellow yolk." --Karn, silver golem
Note - Before errata this card did not have a creature type. It is now of creature type Gnome. [Oracle 99/05/01]
Artist: Kaja Foglio
Released: 10/1997

Not an aggressive weenie, but the classic addition to weenie decks hard pressed by mono red.


KNIGHT OF DAWN
1WW, 2/2
UnCommon, Creature – Knight, Tempest
First Strike. WW: Knight of Dawn gains protection from the color of your choice until end of turn.
Flavor Text: Flash like daybreak to the fray. --Motto of the Knights of Dawn
Artist: Ron Spencer
Released: 10/1997

Hard to kill when the controller has enough free mana. Note that its ability can be responded to, killing the Knight before it gains protection. It can be bluffed in the same way as Mother of Runes is.


SOLTARI CRUSADER
2W, 2/1
UnCommon, Creature – Knight, Tempest
Shadow. 1W: Soltari Crusader gets +1/+0 until end of turn.
Flavor Text: Carry war to the Dauthi, no matter the way, no matter the world." --Soltari battle chant Rulings:
Artist: Randy Gallegos
Released: 10/1997

The Shadow pump-knight is playable, but less useful due to the mana needed to power it.


SOLTARI LANCER
2W, 2/2
Common, Creature – Knight, Tempest
Errata: Shadow. Whenever ~this~ attacks, it gains first strike until end of combat. [Oracle 00/02/01]
Flavor Text: In times of war the victors rarely save their best for last." --Gerrard of the Weatherlight
Artist: Matthew Wilson
Released: 10/1997

It’s still a 2/2 shadow, but is the weakest one.


ORIM, SAMITE HEALER
1WW, 1/3
Rare, Creature –Legend, Tempest
Errata: Orim, Samite Healer counts as a Cleric. Tap: Prevent the next 3 damage that would be dealt to target creature or player this turn. [Oracle 99/05/01]
Flavor Text: The silkworm spins itself a new existence. So the healer weaves the threads of life." --Orim, Samite healer
Artist: Kaja Foglio
Released: 10/1997

It is very flexible and works like a more expensive Mother of Runes that can protect the player. It can be bluffed and killed using the same anti-Mother techniques.


ANGELIC PROTECTOR
3W, 2/2
UnCommon, Creature – Angel, Tempest
Errata: Flying. Whenever ~this~ becomes the target of a spell or ability, ~this~ gets +0/+3 until end of turn. [Oracle 99/05/01]
Flavor Text: My family sheltered in her light, the dark was content to wait." –Crovax

Rulings:
The +0/+3 bonus is added as a triggered ability upon the playing/announcing of a spell or ability which targets this card. [D'Angelo 99/06/01]
Artist: DiTerlizzi
Released: 10/1997

It is a flyer that is unkillable by Lightning Bolts, but it is also noted for being able to gain infinite toughness with Reconnaissance. Many casual tricks can be pulled based on this, from About Face and Fling to Diamond Valley.

CLOUDCHASER EAGLE
3W, 2/2
Common, Creature – Bird, Tempest
Flying. When Cloudchaser Eagle comes into play, destroy target enchantment.
Flavor Text: When the eagle catches a cloud, it tears it into strips that fall to earth. --Vec myth of the rains

Rulings:
Nothing happens if there are no legal enchantments to target when it enters play. [D'Angelo 98/11/10]
It does destroy one of your enchantments if you are the only player with any enchantments. [D'Angelo 98/06/05]
Artist: Una Fricker
Released: 10/1997

White’s Uktabi Orangutan, though superseded by the cheaper Monk Realist. This one flies and has 2 power, and this partly makes up for the cost.


MARBLE TITAN
3W, 3/3
Rare, Creature – Giant, Tempest
Errata: Creatures with power 3 or greater don't untap during their controllers' untap steps. [Oracle 99/05/01]
Flavor Text: Strapping on nine hundred pounds of armor every morning would make any warrior cross." --Gerrard of the Weatherlight
Artist: Brom
Released: 10/1997

A living Meekstone.


AVENGING ANGEL
3WW, 3/3
Rare, Creature – Angel, Tempest
Errata: Flying. If ~this~ would be put into a graveyard from play, you may put ~this~ on top of owner's library instead. [Oracle 99/05/01]
Artist: Matthew Wilson
Released: 10/1997

The replacement of Serra Angel during its time.


STAUNCH DEFENDERS
3WW, 3/4
UnCommon, Creature – Soldiers, Tempest Card
When Staunch Defenders comes into play, gain 4 life.
Flavor Text: Hold your position! Leave doubt for the dying!" --Tahngarth of the Weatherlight Rulings:
Artist: Mark Poole
Released: 10/1997

A workable Serra Angel replacement, and the core of mono white defensive decks in its time.


NOMADS EN-KOR
W, 1/1
Common, Creature – Soldiers, Stronghold
Errata: 0: The next 1 damage that would be dealt to ~this~ this turn is dealt to target creature you control instead. [Oracle 00/02/01]
Flavor Text: The Kor forsake roots for the winding of the path; forsake voices for the silence of the mind; forsake all else for the poverty of isolation. Rulings:
Artist: Val Mayerik
Released: 3/1998

Workable, but weaker than Warrior en-Kor.


SHAMAN EN-KOR
1W, 1/2
Rare, Creature – Cleric, Stronghold
Errata: 0: The next 1 damage that would be dealt to ~this~ this turn is dealt to target creature you control instead. 1W: The next time a source would deal damage to target creature this turn, that damage is dealt to ~this~ instead. [Oracle 00/02/01]
Artist: Jeff Miracola
Released: 3/1998

It drives your opponent insane during combat, but does not contribute much to the offense.


YOUTHFUL KNIGHT
1W, 2/1
Common, Creature – Knight, Stronghold
First Strike.
Flavor Text: Let no child be without a sword. We will all fight, for if we fail, we will certainly all die." -Oracle en-Vec Rulings:
Artist: Rebecca Guay
Released: 3/1998

It actually a good and playable creature, but it pales compared to White Knight and the pump-knights.


SKYSHROUD FALCON
1W, 1/1
Common, Creature – Bird, Stronghold
Errata: Flying. Attacking doesn't cause ~this~ to tap. [Oracle 99/05/01]
Flavor Text: The falcon slits the sky to let the light drip through. -Kor saying

Rulings:
No it is not a Falcon creature type. It is a Bird. [D'Angelo 98/03/09]
Artist: Mike Raabe
Released: 3/1998

It is better with Crusades, since a 1/1 is not a powerful blocker.


SOLTARI CHAMPION
2W, 2/2
Rare, Creature – Soldier, Stronghold
Errata: Shadow. Whenever ~this~ attacks, all other creatures you control get +1/+1 until end of turn. [Oracle 99/05/01]
Artist: Adam Rex
Released: 3/1998

A powerful Shadow that justifies the 3-mana cost, it acted as a Crusade for many WW decks of its time. Still, it is different from Crusade in that it does not give itself a bonus, it is much easier to kill, and it only gives the bonus during combat (a major disadvantage when facing a Cursed Scroll, for example). One thing that keeps it from being considered a top weenie is that when it attacks alone, it is an overcosted shadow creature.


SPIRIT EN-KOR
3W, 2/2
Common, Creature – Spirit, Stronghold
Errata: Flying. 0: The next 1 damage that would be dealt to ~this~ this turn is dealt to target creature you control instead. [Oracle 00/02/01]
Flavor Text: Death free throat from thirst, mouth from speech, feet from earth. -Kor requiem
Artist: John Matson
Released: 3/1998

Not a bad card, but a bit expensive.


LANCERS EN-KOR
3WW, 3/3
UnCommon, Creature – Soldiers, Stronghold
Errata: Trample. 0: The next 1 damage that would be dealt to ~this~ this turn is dealt to target creature you control instead. [Oracle 00/02/01]
Flavor Text: Nearly all sets of Kor twins are trained as lancers.

Rulings:
The ability of this card does not do anything to stop Trample damage from being assigned to the defending player (see Rule A.26). [D'Angelo 98/10/08]
Artist: Pete Venters
Released: 3/1998

A workable Serra Angel substitute when on a budget since it is unboltable with another 2-toughness creature out.


WARRIOR ANGEL
4WW, 3/4
Rare, Creature – Angel, Stronghold
Errata: Flying. Whenever ~this~ deals damage, you gain that much life. [Oracle 99/05/01]
Flavor Text: She represents not hope, but hope's desperate fury.
Artist: Brom
Released: 3/1998

Another workable Serra Angel substitute of its time. It is unboltable and when racing with the opponent to deal damage, its life gain can make up for damage you take.


WELKIN HAWK
1W, 1/1
Common, Creature – Bird, Exodus
Errata: Flying. When ~this~ is put into any graveyard from play, you may search your library for a Welkin Hawk card, reveal that card to all players, and put it into your hand. Shuffle your library. [D'Angelo 99/05/01]
Artist: Rob Alexander
Released: 6/1998

Weak, but one of the more playable Birds due to the card advantage it generates.


STANDING TROOPS
2W, 1/4
Common, Creature – Soldiers, Exodus
Attacking does not cause Standing Troops to tap.
Flavor Text: The less you have, the harder you fight for it.
Artist: Daren Bader
Released: 6/1998

A Yotian Soldier that is affected by Crusade, this is slower but playable as it doubles as a good blocker. Also good against Stasis decks.


TREASURE HUNTER
2W, 2/2
UnCommon, Creature – Townsfolk, Exodus
When Treasure Hunter comes into play, you may return target artifact card from your graveyard to your hand.
Flavor Text: What separates junk from treasure is imagination." -Hanna, Weatherlight navigator
Artist: Adam Rex
Released: 6/1998

Playable in the right deck, which can use artifacts from Aeolipile to Phyrexian War Beast to Cursed Scroll to Masticore.


SOLTARI VISIONARY
1WW, 2/2
Common, Creature – Cleric, Exodus
Errata: Shadow. Whenever ~this~ deals damage to a player, destroy target enchantment that player controls. [Oracle 99/05/01]

Rulings:
If the damaged player controls any enchantments, you must choose one to be destroyed. If they do not, nothing happens. [Barclay 98/06/10]
Artist: Adam Rex
Released: 6/1998

Another very playable Shadow, it is like a reusable Disenchant against a deck that cannot deal with it. Also combos with Soul Sculptor.


WALL OF NETS
1WW, 0/7
Rare, Creature – Wall, Exodus
Errata: 0/7. At end of combat, remove from the game all creatures blocked by Wall of Nets. When ~this~ leaves play, return to play under their owners' control all creatures removed from the game with ~this~. [Oracle 99/05/01]

Rulings:
It only removes creatures from the game if this card is still in play at the end of combat. [Barclay 06/10/98]
Artist: Terese Nielsen
Released: 6/1998

Not quite an aggressive white weenie, but try sticking one into your casual deck and watch the expression on the face of any opponent that relies on non-flying, non-shadow attackers.


CHARGING PALADIN
2W, 2/2
Common, Creature – Knight, Exodus
Errata: Whenever ~this~ attacks, it gets +0/+3 until end of turn. [Oracle 99/05/01]
Flavor Text: Hope shall be the blade that severs our bonds.
Note - The Portal version had no creature type.
Artist: Ciruelo
Released: 6/1998

Somewhat playable as blockers have a harder time killing this.


MINDLESS AUTOMATON
4, 0/0
Rare, Artifact Creature, Exodus
Errata: ~this~ comes into play with two +1/+1 counters on it. 1, Discard a card from your hand: Put a +1/+1 counter on ~this~. Remove two +1/+1 counters from ~this~: Draw a card. [Oracle 99/05/01]
Artist: Brian Snoddy
Released: 6/1998

A cute rare one might try to abuse casually with Land Tax. Remember to draw cards after damage is assigned if it is going to die, or hold mana open to pump it up. It is a versatile junk rare, with potential for casual decks from Necropotence to reanimation.


EXALTED DRAGON
4WW, 5/5
Rare, Creature – Dragon, Exodus
Errata: Flying. Each turn, ~this~ can't attack unless you sacrifice a land. (This cost is paid as you declare attackers.) [Oracle 99/11/01]
Flavor Text: If dragons excel at anything more than vanity, it is greed.

Rulings:
You have to sacrifice a land at the time you declare this creature as an attacker if you want it to attack. This is additive with any other attack declaration costs (such as Brainwash). [bethmo 98/06/11]
Artist: Matthew Wilson
Released: 6/1998

A Dragon is a Dragon, and if you have nothing else, this can still kill someone midgame.


SONGSTITCHER
W, 1/1
UnCommon, Creature – Cleric, Urza's Saga
Errata: 1W: Prevent all combat damage that would be dealt this turn by target attacking creature with flying. [Oracle 99/05/01]
Flavor Text: The true names of birds are songs woven into their souls. Rulings: No Rulings for this card.
Artist: Berry
Released: 10/1998

It is a 1/1 for 1 mana, so it is playable enough to allow you to experiment with cards that give creatures flying. Still very narrow and defensive, however.


ANGELIC PAGE
1W, 1/1
Common, Creature – Spirit, Urza's Saga
Flying. Tap: Target attacking or blocking creature gets +1/+1 until end of turn.
Flavor Text: If only every message were as perfect as its bearers.
Artist: Rebecca Guay
Released: 10/1998

A more flexible (though still weak) version of Kjeldoran Guard, it can also fly in for a few damage.


DISCIPLE OF GRACE
1W, 1/2
Common, Creature – Cleric, Urza's Saga
Protection from black. Cycling 2
Flavor Text: Beauty is beyond law.
Artist: Robh Ruppel
Released: 10/1998

Quite weak compared to Black Knight and pump-knights.


DISCIPLE OF LAW
1W, 1/2
Common, Creature – Cleric, Urza's Saga
Protection from red. Cycling 2
Flavor Text: A religious order for religious order.
Artist: Matthew Wilson
Released: 10/1998

An improved Repentant Blacksmith, but still weak compared to the better protection from red creatures.


MONK REALIST
1W, 1/1
Common, Creature – Cleric, Urza's Saga
When Monk Realist comes into play, destroy target enchantment.
Flavor Text: We plant the seeds of doubt to harvest the crop of wisdom.
Rulings:
If there is an enchantment in play just after it comes into play, you must destroy one. If not, then the "comes into play" ability (see Rule E.3) just doesn't do anything. [Urza's FAQ 98/10/05]
Artist: Daren Bader
Released: 10/1998

A good ability, but WW needs more than the 1/1 that comes with it, especially when it can play all the Disenchants it wants. This was played more in RecSur decks than in WW.


PEGASUS CHARGER
2W, 2/1
Common, Creature – Pegasus, Urza's Saga
Flying, first strike
Flavor Text: The clouds came alive and dove to the earth! Hooves flashed among the dark army, who fled before the spectacle of fury." -Song of All, canto 211
Artist: Val Mayerik
Released: 10/1998

Almost like Thunder Spirit, except for a small difference in toughness and an incredible difference in price.


SOUL SCULPTOR
2W, 1/1
Rare, Creature – Townsfolk, Urza's Saga
Errata: 1W, Tap: Target creature becomes an enchantment and loses all abilities until a player plays a creature spell. [Oracle 99/05/01]
Flavor Text: Does the stone mimic life, or did it once live?

Rulings:
The creature stops being a creature (or any other permanent type) and is just an enchantment with no abilities. [Urza's FAQ 98/10/05]
A creature spell is any "Creature" or "Artifact Creature" spell. [D'Angelo 99/05/01] Older cards of type Summon are also Creature cards.
Artist: Ciruelo
Released: 10/1998

Though it is no Mother of Runes, it is actually a very flexible creature that can remove an opponent’s blockers or save yours after combat damage is assigned. Also combos with Soltari Visionary.


INTREPID HERO
2W, 1/1
Rare, Creature – Soldier, Urza's Saga
Tap: Destroy target creature with power 4 or greater.
Flavor Text: We each have our own strengths, Radiant," Serra said with a sly smile. "If all of my people were like this one, who would carry your scrolls?"

Rulings:
The power of the creature is checked on announcement and on resolution. If the targeted creature's power is not 4 or greater on resolution, the spell is countered. [D'Angelo 99/05/01]
Artist: Brian Snoddy
Released: 10/1998

Every casual player would love to use this, even just once, against a big creature deck.


SANCTUM CUSTODIAN
2W, 1/2
Common, Creature – Cleric, Urza's Saga
Errata: Tap: Prevent the next 2 damage that would be dealt to target creature or player this turn. [Oracle 99/05/01]
Flavor Text: Serra told them to guard Urza as he healed. Five years they stood.
Artist: Paolo Parente
Released: 10/1998

Incredible in Limited, this can dominate casual environments where there is a lot of creature combat.


SANCTUM GUARDIAN
1WW, 1/4
UnCommon, Creature – Soldier, Urza's Saga
Errata: Sacrifice ~this~: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. [Oracle 99/05/01]
Flavor Text: Protect our mother in her womb.
Artist: Donato Giancola
Released: 10/1998

A weak but interesting defensive card that can confuse an opponent during combat. (Do not underestimate these damage prevention abilities. Take a good look at Justin Gary’s deck above, and you will find Sanctum Guardian. In an Extended deck. Played in the World Championships.)


MONK IDEALIST
2W, 2/2
UnCommon, Creature – Cleric, Urza's Saga
When Monk Idealist comes into play, return target enchantment card from your graveyard to your hand.
Flavor Text: Belief is the strongest mortar.

Rulings:
You can play this if there are no enchantments in your graveyard. The "comes into play" ability (see Rule E.3) just doesn't do anything. [Urza's FAQ 98/10/05]
Artist: Daren Bader
Released: 10/1998

Good in the right deck. Combos with Parallax Wave to permanently remove four creatures from the game at the cost of four mana per turn.


HERALD OF SERRA
2WW, 3/4
Rare, Creature – Angel, Urza’s Saga
Flying, Echo.
Attacking does not cause Herald of Serra to tap.
Artist: Matthew Wilson

A Serra Angel that can enter play earlier at the cost of tapping out next turn. Not that bad if you don’t have the real thing.


ELITE ARCHERS
5W, 3/3
Rare, Creature – Soldiers, Urza’s Saga
Tap: Elite Archers deals 3 damage to target attacking or blocking creature.
Flavor Text: Arrows fletched with the feathers of angels seldom miss their mark.
Artist: Greg Staples

Even heavier than Heavy Ballista, this dominates Limited play. It fulfills the same purpose, but is harder to cast and may enter play too late.


TRAGIC POET
W, 1/1
Common, Creature – Townsfolk, Urza's Legacy
Tap, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand.
Flavor Text: I would weep, but my tears have been stolen; I would shout, but my voice has been taken. Thus, I write.
Artist: Quinton Hoover
Released: 2/1999

Weaker than Monk Idealist because it is a 1/1 that cannot immediately be used, but can be used in the same decks.


EXPENDABLE TROOPS
1W, 2/1
Common, Creature – Soldiers, Urza's Legacy
Tap, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature. Flavor Text: No doubt in their minds, no fear in their hearts.
Artist: Carl Critchlow
Released: 2/1999

This is similar to Icatian Javelineers, but with a narrower choice of targets. The same tricks when blocking apply.


ANGELIC CURATOR
1W, 1/1
Common, Creature – Spirit, Urza's Legacy
Flying, protection from artifacts
Flavor Text: Do not treat your people as you treat your artifacts. Let them go, and they will live; seal them here, and they will die." -Urza, to Radiant

Rulings:
It will not reduce colorless damage to zero which is not from an artifact. [Barclay 02/09/99]
Artist: Greg Staples
Released: 2/1999

Protection from artifacts can be interesting, especially in G/W casual decks that turn opponents’ creatures into artifact creatures.


TICKING GNOMES
3, 3/3
UnCommon, Artifact Creature – Gnomes, Urza's Legacy
Echo. Sacrifice Ticking Gnomes: Ticking Gnomes deals 1 damage to target creature or player.
Note - Before errata this card did not have a creature type. [Oracle 99/07/21]
Artist: Henry Van Der Linde
Released: 2/1999

Though not quite impressive at first glance, Ticking Gnomes is still 3/3 for 3 mana (with Echo, however, and still Boltable) and offers a direct damage ability White does not have. Under Sixth Edition, note that it can block and kill 4 toughness creatures.


DEFENDER OF LAW
2W, 2/1
Common, Creature – Knight, Urza's Legacy
Protection from red. You may play Defender of Law any time you could play an instant.
Flavor Text: It is not my place to question Radiant's rule. I exist to enforce her will.

Rulings:
If you play this when only instants are legal, it is still a creature spell and not an instant. [Urza's Legacy FAQ 99/02/03]
Artist: Carl Critchlow
Released: 2/1999

Similar to Benalish Knight, though stronger against red and weaker against other colors. It can substitiute for Soltari Priest if a protection from red creature is badly needed.


RADIANT'S DRAGOONS
3W, 2/5
UnCommon, Creature – Soldiers, Urza’s Legacy
Echo When Radiant's Dragoons comes into play, gain 5 life.
Artist: Pete Venters

More cumbersome than Staunch Defenders due to the Echo, this is instead splashed in RecSur decks. It fulfills exactly the same role as Staunch Defenders, however.


SUSTAINER OF THE REALM
2WW, 2/3
UnCommon, Creature – Angel, Urza's Legacy
Flying. Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.
Flavor Text: The harder you push, the stronger we become." -Radiant, to Urza

Rulings:
It gets the bonus only once, not once per creature it blocks. [Urza's Legacy FAQ 99/02/03]
Artist: Greg Staples
Released: 2/1999

A mediocre creature that defends a little better than usual, though at least it flies.


RADIANT, ARCHANGEL
3WW, 3/3
Rare, Creature – Legend, Urza’s Legacy
Radiant, Archangel counts as an Angel. Attacking does not cause Radiant to tap. Radiant gets +1/+1 for each other creature with flying in play.
Released: 2/1999

A Serra Angel substitiute in its day, though Boltable. It is best used in a deck filled with Birds or Grififns.


KARMIC GUIDE
3WW, 2/2
Rare, Creature – Cleric, Urza’s Legacy
Errata: Flying, Protection from Black. Echo. When ~this~ comes into play, if you played it from your hand, return target creature card from your graveyard to play. [Oracle 99/07/21]

Rulings:
The errata makes it so you only get to return a card from the graveyard if it comes into play by being cast from your hand. It does not return a card if put into play as the effect of a spell or ability, even if it is played from your hand. [DCI Tournament Update 99/06/01]
A "creature card" is an Artifact Creature or Creature card. [D'Angelo 99/05/01] Older cards of type Summon also count.
Artist: Heather Hudson
Released: 2/1999

Usually too slow to be useful, it is a different kind of Serra Angel substitute as it provides a good flyer and another creature instead of a larger creature. The echo is too cumbersome for a WW deck even if there is a Serra Angel in the graveyard, however, unless one plans to use the Karmic Guide to chump block.


ACADEMY RECTOR
3W, 1/2
Rare, Creature – Cleric, Urza's Destiny
When Academy Rector is put into a graveyard from play, you may remove it from the game. If you do, search your library for an enchantment and put it into play.

Rulings:
An enchantment card is any Enchantment or Enchant <-something-> card. [D'Angelo 99/06/01]
Artist: Heather Hudson
Released: 6/1999

An excellent creature, WW does not have that many power enchantments it wants to tutor for (the closest would be Worship), so this is more common in combo and control decks. Having this in play is a powerful deterrent against attacks, though. Note that Swords to Plowshares or removing it from the game in response to its triggered ability negates the search ability.


CAPASHEN KNIGHT
1W, 1/1
Common, Creature – Knight, Urza's Destiny
First Strike. 1W: Capashen Knight gets +1/+0 until end of turn.
Flavor Text: Few warriors dare to challenge a knight of Capashen. Should one do so, there is one fewer.
Artist: Kev Walker
Released: 6/1999

It is playable, but inferior to the real pump-knights for the same reason Kjeldoran Knight is inferior.


FIELD SURGEON
1W, 1/1
Common, Creature – Cleric, Urza's Destiny
Errata: Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn. [Oracle 99/07/21]
Flavor Text: Commanders order soldiers to attack. Field surgeons order them to heal. Both are obeyed without question.
Artist: Heather Hudson
Released: 6/1999

Alone, it is a Samite Healer that affects only creatures, but it can prevent more damage as your army expands. It is a defensive card, however, since your creatures are untapped when blocking, not when attacking.


WALL OF GLARE
1W, 0/5
Common, Creature – Wall, Urza's Destiny
(Walls can't attack.) Wall of Glare may block any number of creatures each combat.
Flavor Text: The blinding barrier served Benalia better than a hundred shields. Rulings:
Artist: Patrick Ho
Released: 6/1999

WW does not include Walls, but some slower variants or casual players enjoy including them. This wall works hardest, and is can shut down an offense combined with Cho-Manno’s Blessing or Mother of Runes.


CAPASHEN TEMPLAR
2W, 2/2
Common, Creature – Knight, Urza's Destiny
W: Capashen Templar gets +0/+1 until end of turn.
Flavor Text: Their shields are Benalia's outermost battlements.
Artist: Todd Lockwood
Released: 6/1999

Less playable than other 2/2s because of its primarily defensive ability, though it is a little harder to kill.


RELIQUARY MONK
2W, 2/2
Common, Creature – Cleric, Urza's Destiny
When Reliquary Monk is put into a graveyard from play, destroy target artifact or enchantment.
Flavor Text: A thing of Serra's realm exists only by the grave of her follower's faith.
Artist: Thomas M. Baxa
Released: 6/1999

A variant of Monk Realist that requires finesse, you gain since the opponent may not want to block and kill this, but lose since you do not have complete control over the timing of the effect.


FALSE PROPHET
2WW, 2/2
Rare, Creature – Cleric, Urza's Destiny
When False Prophet is put into the graveyard from play, remove all creatures from the game. Flavor Text: You lived for Serra's love. Will you die for it?

Rulings:
Only removes creatures from the game, which means only creature permanents which are in play. It won't remove itself since it is already in the gravyard. [Urza's Destiny FAQ 99/05/25]
Artist: Eric Peterson
Released: 6/1999

Not quite a WW card since WW expects to have more creatures and since it is too expensive, but when used, the opponent is highly discouraged from blocking it.


SERRA ADVOCATE
3W, 2/2
UnCommon, Creature – Angel, Urza's Destiny
Flying. Tap: Target attacking or blocking creature gets +2/+2 until end of turn.
Flavor Text: An angel's touch can prepare a soldier for battle more than a thousand military drills.
Artist: Scott Hampton
Released: 6/1999

A souped-up Angelic Page. Not that bad on a budget.


JASMINE SEER
3W, 1/1
UnCommon, Creature – Wizard, Urza's Destiny
2W,T: Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.

Rulings:
You can reveal zero cards and gain zero life. [DeLaney 99/06/01]
Artist: Donato Giancola
Released: 6/1999

Powerful with engines such as Tax/Rack, but you have better things to do than hoard cards in hand and gain life.


MASTER HEALER
4W, 1/4
Rare, Creature – Cleric, Urza's Destiny
Errata: Tap: Prevent the next 4 damage that would be dealt to target creature or player this turn. [Oracle 99/07/21]
Flavor Text: Behind his eyes is the pain of every soldier his hands have healed.
Artist: Adam Rex
Released: 6/1999

An juiced-up and overcosted Samite Healer, with the same limitations, though this one blocks better. Again, using Samite Healer is not a priority for WW, but this can work as a jury-rigged Serra Angel by blocking one creature then preventing the damage from another.


TORMENTED ANGEL
3W, 1/5
Common, Creature – Angel, Urza's Destiny
Flying.
Flavor Text: Falling from heaven is not as painful as surviving the impact.
Artist: Greg & Tim Hildebrandt
Released: 6/1999

A White Dancing Scimitar. Dancing Scimitar is a playable defensive card used in old blue and blue/white tournament decks.


CHARM PEDDLER
W, 1/1
Common, Creature – Spellshaper, Mercadian Masques
W, T, Discard a card from your hand: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.
Artist: John Matson
Released: 10/1999

Cheaper than other Samite Healer variants, but more expensive due to the discard. In practice, you end up trading Plains for the continued existence of one of your creatures. This is almost useless against creatureless decks, however.


CHO-ARRIM ALCHEMIST
W, 1/1
Rare, Creature – Spellshaper, Mercadian Masques
1WW, Tap, Discard a card from your hand: The next time a source of your choice would deal damage to you this turn, prevent that damage and gain that much life.
Artist: Scott M. Fischer
Released: 10/1999

A powerful card in Sealed Deck, it is too easily killed elsewhere. It is almost a sure win if somehow protected or if an opponent cannot deal with it, however. Remember to hold surplus Plains for use with this card.


CROSSBOW INFANTRY
1W, 1/1
Common, Creature – Soldier, Mercadian Masques
Tap: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
Flavor Text: The crossbow is the ideal weapon for the lazy Mercadians: just point and shoot.
Artist: Greg & Tim Hildebrandt
Released: 10/1999

A cheaper and more playable version of D’Avenant Archer.


DEVOUT WITNESS
2W, 2/2
Common, Creature – Spellshaper, Mercadian Masques
1W, Tap, Discard a card from your hand: Destroy target artifact or enchantment.
Flavor Text: The Cho-Arrim fought Mercadia's decadence with more than just swords.
Artist: Don Hazeltine
Released: 10/1999

The most versatile white Spellshaper, this can also make a decent contribution to combat. Again, remember to hold extra Plains for use with the Spellshaper.


IGNOBLE SOLDIER
2W, 3/1
UnCommon, Creature – Set, Mercadian Masques
Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.
Flavor Text: Cowardice is a term invented by those with no cunning.
Artist: Mark Romanoski
Released: 10/1999

Theoretically efficient at 3 power for 3 mana, this does not quite work as well as red’s Goblin Cadets does, and Jamuraan Lion does the same thing without the drawback. It can work due to the high power, if set up right, but one would have to be really short on cards to make the effort.


WISHMONGER
3W, 3/3
UnCommon, Creature – Monger, Mercadian Masques
3: Target creature gains protection from the color of its controller's choice until end of turn. Any player may play this ability.
Flavor Text: It's not what you ask for, but how you ask for it.".
Artist: Heather Hudson
Released: 10/1999

An intelligent WW player can use this to make creatures unblockable and for other purposes. Note that the opponent being able to use the ability is not a drawback for you if you have Cursed Scroll or Masticore.

AVENGER EN-DAL
1W, 1/1
Rare, Creature – Spellshaper, Nemesis
2W, Tap, Discard a card from your hand: Remove target attacking creature from the game. Its controller gains life equal to its toughness.
Artist: Ron Spencer

A living Exile. Easily killed, but it stalls the opponent if not dealt with.


SILKENFIST FIGHTER
1W, 1/3
Common, Creature – Soldier, Nemesis
Whenever Silkenfist Fighter becomes blocked, untap it.
Flavor Text: Simple wooden staff Made from life, protecting life, Stronger than cold steel.
Artist: Mark Brill

Somewhat like a boltable Standing Troops.


CHIEFTAIN EN-DAL
1WW, 2/2
UnCommon, Creature – Knight, Nemesis
Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.
Flavor Text: The clearest commands are practical examples.
Artist: Orizio Daniele

Not quite Soltari Champion, and many good white weenies already have first strike. Alone, this is also nothing more than an overcosted Youthful Knight.


VOICE OF TRUTH
3W, 2/2
UnCommon, Creature – Angel, Nemesis
Flying, protection from white
Flavor Text: "Above them all is Truth, and Truth must be set free. If the wings of Truth are clipped, the voices will fall silent." Song of All, canto 167
Artist: rk post

The various Voice angels are playable, but quite expensive. They are the only cards available with protection from green, blue and white, however.


DEFENDER EN-VEC
3W, 2/4
UnCommon, Creature – Cleric, Nemesis
Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn.
Artist: Bradley Williams

A defensive card that does not last long but tips combat in your favor while it is around. (Do not underestimate these damage prevention abilities. Take a good look at Masques Block Constructed decklists at the end of this article, and you will find a lot of Defender en-Vecs.)


COMPLEX AUTOMATON
4, 4/4
Rare, Artifact Creature – Golem, Nemesis
At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand.
Flavor Text: "This wasteful design cannot possibly be Phyrexian." - Belbe
Artist: Dana Knutson

The only 4/4 for 4 mana in the game without a real drawback, at least not for a weenie deck. Even if you control seven permanents, remember that you can still play it as a blocker.


ORACLE'S ATTENDANTS
3W, 1/5
Rare, Creature – Soldier, Nemesis
Tap: All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead.
Flavor Text: The future isn't sacred, but its speaker is.
Artist: Orizio Daniele

A variation of Veteran Bodyguard, though expensive for a creature with an ability that mimics Samite Healer. On the other hand, it can block with another creature and keep both blockers alive.


TROUBLED HEALER
W2, 1/2
Common, Creature - Cleric 1/2, Prophecy
Sacrifice a land: Prevent the next 2 damage to target creature or player.
Artist: Terese Nielsen

Broken in Limited, and can have the same effect in more casual decks.


COPPER-LEAF ANGEL
5, 2/2
Rare, Artifact Creature – Angel, 2/2
Flying, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.
Artist: Christopher Moeller

This artifact angel is not Serra Angel, but it begs to be played with Armageddon. Note that you can sacrifice just one land to “pump” the Angel and save it from an effect.


AVATAR OF HOPE
WW6, 4/9
Rare, Creature - Avatar 4/9, Prophecy
Flying. If you have 3 life or less, Avatar of Hope costs 6 less to play. Avatar of Hope may block any number of creatures.
Artist: rk post

A very funny Serra Angel substitute, it is often unplayable until it is too late.


ALABASTER LEECH
W, 1/3
Rare, Creature – Leech, Invasion
White spells you play cost W more to play.
Flavor Text: Its stones seem to serve a healing function, but removing them intact is an exhausting process." -Tolarian research notes
Artist: Edward P. Beard Jr.
Released: 10/2000

A fast card without a lot of punch that slows down the your succeeding plays. Not very useful in WW.


ARDENT SOLDIER
1W, 1/2
Common, Creature – Soldier, Invasion
Kicker 2 (You may pay an additional 2 as you play this spell.) Attacking doesn't cause Ardent Soldier to tap. If you paid the kicker cost, Ardent Soldier comes into play with a +1/+1 counter on it.
Artist: Paolo Parente
Released: 10/2000

It is a strong defensive creature in Invasion Limited, but there are cheaper cards available in Type I and Casual play.


CAPASHEN UNICORN
1W, 1/2
Common, Creature – Unicorn, Invasion
1W, Tap, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment.
Flavor Text: Capashen riders were stern and humorless even before their ancestral home was reduced to rubble.
Artist: Jerry Tiritilli
Released: 10/2000

A Seal of Cleansing that can chump block. It is easily killed and cannot be immediately used, however, due to summoning sickness.


OBSIDIAN ACOLYTE
1W, 1/1
Common, Creature – Cleric, Invasion
Protection from black. W: Target creature gains protection from black until end of turn.
Flavor Text: The truthful will stand in the gaze of death and escape unharmed. -Obsidian acolyte creed
Artist: Matthew D. Wilson
Released: 10/2000

Powerful against the right deck in Invasion Limited, this an substitute for a protection from black creature, but is a weak 1/1 when not facing black. Sleight-Knight’s dream and Abyss player’s nightmare, though.


CRIMSON ACOLYTE
1W, 1/1
Common, Creature – Cleric, Invasion
Protection from red. W: Target creature gains protection from red until end of turn.
Flavor Text: The faithful will walk through streams of fire and emerge unscathed. -Crimson acolyte creed
Artist: Orizio Daniele
Released: 10/2000

Slightly weaker than Obsidian Acolyte in Invasion Sealed Deck, this is a substitute for a protection from red creature, but is a weak 1/1 when not facing black. Sleight-Knight’s dream, though.


ATALYA, SAMITE MASTER
3WW, 2/3
Rare, Creature - Cleric Legend, Invasion
X, T: Choose one - Prevent the next X damage that would be dealt to target creature this turn; or you gain X life. Spend only white mana this way.
Artist: Rebecca Guay

A workable (though Boltable) Serra Angel substitute that prevents damage and helps your creatures instead of blocking itself. It is mana intensive and is weaker than it looks, however, and can be bluffed in the same way as Mother of Runes can.


REYA DAWNBRINGER
6WWW, 4/6
Rare, Creature - Angel Legend, 4/6
Flying
At the beginning of your upkeep, you may return target creature card from your graveyard to play.
Artist: Matthew D. Wilson

Every casual player’s dream, this is better left to RecSur and Full English Breakfast decks.

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