Subterfuge: Suggested White cards

F

FoundationOfRancor

Guest
These are my subterfuge suggestions for white cards. Tell me what you think.



Common (19 of 20)

Karma Cloak
1WW
Enchant Creature
N/A
Enchanted creature gets +1/+1.
If enchanted creature is white, attacking does not cause it to tap.
If enchanted creature is blue, it has flying.
If enchanted creature is black, it gets -2/-2
If enchanted creature is red, it can't block and it gets -3/+1.
If enchanted creature is green, it gets +1/+1.

United Spirit
X2W
Instant
Gain X life.
If you paid at least one G on X, gain an additional 3 life.
If you paid at least one U on X, draw a card.

Short Sight
W
Instant
Remove an attacking creature from combat

Sword Swallower
2W
Creature - Performer
2/3
When Sword Swallower would be dealt damage by an artifact, put a +1/+1 counter on it instead.
"...And now, ladies and gentlemen, the amazing Lester will attempt another dangerous and death-defying feat for your viewing pleasure. If you are squeamish or do not react well to the sight of blood, have no fear - you'll faint before the worst of it."

Legion Barricade
2W
Creature - Wall
0/4
Flying
When Legion Barricade comes into play, put a +0+2 counter on it for each blue or green creature in play.

Halt
2W
Instant
Target creature deals no combat damage this turn. Gain XX life, where X is that creature's power.

Fair Fight
1W
Enchantment
Spells and activated abilities cannot be played during combat.

Ancient Borders
2W
Instant
Target creature gets +0/+6 until end of turn. If that creature is a wall, it gets an additional +6/+0 until end of turn.

Moral Cleanser
W
Creature - Cleric
As long as target opponent controls a Black or Red creature, Moral Cleanser gets +1+1.
1/1

Dethrone
2W
Instant
A creature of your choice loses all abilities and is a 1/1 creature until end of turn. If the creature originally had a toughness of 1 or less, destroy that creature.

Uncommon (10 of 18)
Not sure where the other 8 uncommon cards are going to come from, there might have been some I missed while going over the first White cards thread.

Pegasus Clouds
2WW
Enchantment
During your upkeep, put a 1/1 white Pegaus token with flying into play.
Whenever a token leaves play, put a 1/1 white Pegaus token into play.

Plane Griffin
3W
Creature -Griffin
Flying
When Plane Griffin leaves play, shuffle target permanent into the controller of that permanents library.

Epaulettes
2W
Instant
All non-white creatures get +X/+X until end of turn, where X is equal to the number of cards in your hand.

Furtive Peace
1W
Enchantment
At the end of each players turn, if that player didnt play a spell this turn, that player may gain 3 life.

Mountain Rescuers
4W
Creature - Rebel
Protection from Red.
You may play Mountain Rescuers for 1W if a land you control was destroyed this turn.
3/3

White Banner Paladin
2WW
Creature - Knight
First Strike, Islandwalk.
2UU: Return target non-land non-creature permanent to it's owner's hand.
3/2

Supply Lines
1W
Enchantment
During your upkeep, pay WW or sacrifice Supply Lines and destroy all Settler tokens in play.
Sacrifice a land: Put a 1/1 white Settler creature into play with first strike and protection from black.

Glowing Gaurdian
2W
Creature - Knight
2/2
First Strike
Subtle Watcher gains protection from all colors that your enchantments have.

Flicker of Souls
1WW
Enchantment
Whenever you successfully cast a creature spell put a liberate counter on Flicker of Souls.
1WW, Remove a liberate counter from Flicker of Souls: Remove target creature you control from the game. Return that creature to play under your control at the end of the turn.

Banish
WW
Instant
Shuffle target creature into its owner's library.

Conformity Creation
3WW
Creature - Abomination
5/5
Flying.
If Conformity Creation deals damage to a creature or player, your oppenent may prevent that damage. If he or she does, you gain 5 life and may draw a card.

Reactivate
3WW
Instant
Return an artifact or enchantment card in any graveyard into play under your control.

Rare (16 of 16)

Call Forth the Heavens
3W
Instant
Gain 8 life.
If you were dealt 8 or more damage this turn, you may set your life to 20 instead.

Ascendance
X3WW
Sorcery
Choose X target creatures, and destroy all other creatures. Those creatures can't regenerate.

Petty Sage
2WW
Creature - Cleric
2,Tap: Target oppenent looks through your library and chooses a card. Put that card in your hand, then shuffle your library.
2/3

Compassionate Giant
2WW
Creature - Giant
When a creature leaves play, remove Compassionate Giant from the game.
He does what no man can - until he experiences what he does.
6/6

Disheartened Savior
2WW
Creature - Angel
6/6
Flying
When Disheartened Savior comes into play, it put a -1/-0 counter on it for each land you control.

Glimmering Guardian
3W
Creature - Guardian
2/5
At the beginning of your upkeep, pay 1 or sacrifice Glimmering Guardian.
If you paid U, Glimmering Guardian can't be the target of spells or abilities until your next upkeep step.
If you paid G, Glimmering Guardian gains +1/+1 until your next upkeep step.

Historical Perspective
4WW
Sorcery
When Historical Perspective comes into player, each player gains 2 life for each permanent he or she controls.
Remove all permanents from the game.
Search your hand, graveyard, and library for all Historical Perspective cards and remove them from the game.

Ivory Angel
1WW
Creature - Angel
3/3
Flying
Attacking does not cause Ivory Angel to tap
During your upkeep, exchange control of Ivory Angel and target creature target opponent controls.

Mana Dam
2WW
Enchantment
During your upkeep, pay 1WWW or 1GG. If you dont, sacrifice Mana Dam.
Mana cannot be spent to play spells.

Cloud of Angels
4W
Creature -Angels
Flying
Cloud of Angels has toughness each equal to the number of white mana symbols on permanents you control.
4/*

Recyled Spy
3WW
Creature - Spy
3/4
Swampwalk.
During your upkeep, if Recycled Spy is in your graveyard, you may pay 2WW to put it into play under your control tapped.

Spiritual Possession
4WW
Instant
Target creature loses all abilities and becomes an X/X creature until end of there turn, where X is your life total.

United Cause
3WW
Sorcery
Put a 1/1 white soldier token into play for each land you control that can produce white mana.

Vitality Bounds
3WW
Enchantment
For each 1 damage dealt to a player, that player instead gains 1 life.
Whenever any player has 35 life or more, that player must sacrifice all permanents he or she controls.

Desperate Barriers -Rare
1WW
Creature -Wall
(Walls cannot attack)
Whenever you are dealt damage, put a +1+1 counter on Desperate Barriers for each one damage dealt.
0/1
 
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