Foreword I'd really appreciate any input anyone can give me on this set, because I intend to print it and run a small sealed league in my area with it. So if anyone has any suggestions, constructive criticism, or finds a card that isn't templated to WotC standards, please let me know. Set Mechanics Blink X: You may pay X to blink this card out (set it aside), or blink this card in (return it to play if it was set aside). Shift X: You may pay X instead of this card's mana cost to play it. Visage creature type: Creatures that have abilities dependant on your stats or permanents in play. Visages are projections of the player, like avatars. Rules of Blink • If a card is blinked out, it is set aside. All counters on it and enchantments on it go with it. Likewise, if it is a local enchantment, permanents it enchants blink out with it. Conversely, if these permanents blink in, the same rules apply. • A card that is blinked out can't be the target of spells or abilities, can't attack or block, and is unaffected by spells or abilities which occur in play. • Some cards which are blinked out may have abilities which can only be used while they are blinked out, but these abilities can be used. • Some cards affect cards which are blinked out. • Anything blinked out is essentially considered to be in a separate play area. White 001C Angelic Duty 1W, Enchant Creature When Angelic Duty comes into play, draw a card. Enchanted creature gets +1/+1 and attacking doesn't cause it to tap. 002U Blushing Well W, Enchantment All Visages get +0/+1 and attacking doesn't cause them to tap. 003U Brilliant Visage 1WW, Creature - Visage, 2/2 Attacking doesn't cause Brilliant Visage to tap. Brilliant Visage gets +1/+1 if you control two or less creatures and gets +0/+3 if you control five or more creatures. 004U Capricious Angel 2WW, Creature - Angel, 2/3 Flying, blink 2W Attacking doesn't cause Capricious Angel to tap. 005C Chromatic Ward W, Enchant Creature Enchanted creature has protection from the most common color in play. If two or more colors are tied for most common, enchanted creature has protection from those colors. 006U Cleanse the Water 2W, Enchantment At the beginning of your upkeep, you may put a purity counter on target swamp. If a swamp with a purity counter on it is tapped for mana, it produces colorless mana instead of its normal type. 007R Condemn 3WW, Sorcery Destroy all black and/or red permanents. 008U Consecrated Graves W, Enchantment Creature cards in graveyards can't be the target of spells or abilities. 009R Convalescent Spirit 1WW, Creature - Spirit, 2/2 Flying 0: Flip a coin. If you win the flip, Convalsecent Spirit can't be the target of spells or abilities this turn. If you lose the flip, sacrifice Convalescent Spirit and you gain 2 life. 0: Flip a coin. If the coin lands in your favor, Convalescent Spirit can't be the target of spells or abilities this turn. Otherwise, sacrifice Convalescent Spirit and you gain 2 life. 010C Drowsy Soldier W, Creature - Soldier, 1/1 Blink 1 011R Enchanted Moat 2WW, Enchantment Creatures can't attack unless they have flying or are enchanted. At the end of your turn, if no creatures you control attacked that turn, sacrifice Enchanted Moat. 012R Enchanter's Scroll 1W, Sorcery Search your library for a white enchantment card, reveal that card, and put it into your hand. Then shuffle your library. 013C Endless Harmony 1W, Instant Shuffle Endless Harmony into your library. You gain 3 life. 014R Fallon, Sanctuary Keeper W, Creature - Cleric, 0/1 When Fallon, Sanctuary Keeper comes into play, your life total becomes 1. Damage that would reduce your life total to less than 1 reduces it to 1 instead. 015R Fallon's Blessing 2WW, Enchantment At the beginning of each player's upkeep, if that player controls a plains, he or she gains 2 life. 016C Glossy Armor 1W, Enchantment Glossy Armor comes into play with three damage counters on it. Whenever you would be dealt damage, instead remove a damage counter from Glossy Armor and prevent that damage. 017C Glowing Visage W, Creature - Visage, 1/1 Glowing Visage has first strike if you control two or less plains and gets +0/+2 if you control four or more plains. 018C Healer's Balm W, Instant Shift 1G Target player gains 4 life. 019C Healing Pool 1W, Instant Prevent the next 3 damage that would be dealt to you and each creature you control this turn. (This prevents 3 damage each for you and each creature.) 020U Inspace Glimmer W, Enchant Permanent Whenever enchanted permanent blinks in, you gain 2 life for each W in that permanent's mana cost. 021R Investor's Savvy W, Enchantment Sacrifice a permanent: Put a coin counter on Investor's Savvy. Discard a card from your hand: Put a coin counter on Investor's Savvy. Sacrifice Investor's Savvy: You gain 1 life for each coin counter on Investor's Savvy. 022R Kai Bailiff 2W, Creature - Soldier, 1/1 Blink 3WW Whenever Kai Bailiff leaves play, sacrifice a plains. Creatures can't attack. 023R Kai Cornerstone 2W, Enchantment U: Return target white creature you control to its owner's hand. 2B: Destroy target white creature. R: Target white creature gains first strike until end of turn. G: White creatures gain trample until end of turn. 024U Kai Politician 1WW, Creature - Townsfolk, 1/2 Red creature spells cost 2 more to play. 025U Kai Prospector WW, Creature - Townsfolk, 1/1 When Kai Prospector comes into play, destroy target swamp. 026R Kai Shopkeeper W, Creature - Townsfolk, 1/1 2,T: Shuffle target card in play you control into its owner's library. 027C Lazy Reserves 2W, Creature - Soldier, 3/4 Lazy Reserves doesn't untap during your untap step. At the beginning of your upkeep, you may pay 1W. If you do, untap Lazy Reserves. 028U Lumbering Knight 2WW, Creature - Knight, 1/1 First strike If Lumbering Knight attacks, it gets +1/+1 until end of combat for each other attacking creature. If Lumbering Knight blocks, it gets +1/+1 until end of combat for each other blocking creature. 029C Morning Breeze 1W, Sorcery Reveal the top four cards of your library. You gain 2 life for each plains card revealed this way. Put those cards on the bottom of your library in any order. 030R Mourning Elder 3WW, Creature - Bearer, 2/2 When Mourning Elder comes into play, destroy all other creatures. They can't regenerate. When Mourning Elder leaves play, remove it from the game. 031U Outer Walls 2W, Creature - Wall, 0/3 At the beginning of your upkeep, put a 0/3 white Wall creature token into play. Sacrifice a Wall: Target Wall gets +0/+3 until end of turn. 032R Pacifist Sanctuary 2W, Creature - Wall, 0/9 At the beginning of your upkeep, you gain 1 life. Creatures you control can't attack. Pacifist Sanctuary may block any number of creatures each combat. 033C Prairie Ranger 1W, Creature - Soldier, 1/3 First strike, shift GG 034U Reigning Peace 1W, Enchantment Red creatures get -1/-0 and lose haste. 035C Reject 2W, Instant Shift WU Destroy target artifact or enchantment. 036C Sanctuary Student W, Creature - Cleric, 1/1 At the beginning of your upkeep, you gain 1 life. 037R Shimmering Angel 3WW, Creature - Angel, 3/4 Flying, shift 3UG Attacking doesn't cause Shimmering Angel to tap. 038C Shining Visage 1W, Creature - Visage, 1/2 First strike Shining Visage has flying if you control no enchantments. Whenever Shining Visage deals damage, you gain that much life if you control three or more enchantments. 039C Solitary Confinement W, Enchant Creature Blink 2 (If Solitary Confinement blinks out, enchanted creature also blinks out with it.) 040U Squad Leader 2W, Creature - Knight, 2/2 Whenever Squad Leader attacks, all other attacking creatures get +0/+1 until end of combat. 041U Steadfast Purity 2W, Enchantment Spells with shift cost 4 more to play. Shift costs are increased by 4. 042U Stumbling Retainer 1W, Creature - Cleric, 1/1 Sacrifice an enchantment: Destroy target enchantment. Sacrifice Stumbling Retainer: Counter target spell if it is an enchantment. 043R Tax Scroll 1W, Instant Search your library for up to X plains cards, reveal them, and put them into your hand. X is the number of lands target player controls in excess of the number of lands you control. Then shuffle your library. 044U Thousand Voices 2WW, Creature - Spirit, 2/2 Attacking doesn't cause Thousand Voices to tap. Thousand Voices gets +1/+1 if you control a green creature, has flying if you control a blue creature, and gets -2/+1 if you control a black or red creature. 045C Valued Alliance W, Enchant Creature Enchanted creature gets +1/+1, has trample if you control a green permanent, and has flying if you control a blue permanent. 046U Vigilant Angel 2WW, Creature - Angel, 4/4 Flying Vigilant Angel may be played as an instant. At end of turn, return Vigilant Angel to its owner's hand. 047C Vitality Tap 1W, Sorcery Tap target untapped creature you control. You gain life equal to its converted mana cost. Draw a card. 048R Vow of Silence 2WW, Enchantment At the beginning of your upkeep, draw a card. Play no more than one spell each turn. 049R Wandering Overlord 4WW, Creature - Knight, 1/3 First strike When Wandering Overlord comes into play, destroy all lands. When Wandering Overlord leaves play, remove it from the game. 050C White Apprentice W, Creature - Cleric, 1/1 At the beginning of your upkeep, you may put a study counter on White Apprentice. W: White Apprentice gains first strike until end of turn. Sacrifice White Apprentice: Put a 2/2 white Knight creature token with first strike into play. Play this ability only if there are three or more study counters on White Apprentice.