Rarity Name CC Type P/T Abilities / Effects U ?Alpha Infantry 1W Creature - Solider 1/2 If you control at least two Alpha Infantry, then Alpha Infantry gets +1+0 and trample. If you control at least three Alpha Infantry, then Alpha Infantry gains +0/+1 and first strike. If you control at least four Alpha Infantry, Alpha Infantry gets +2/+2 and may block as though it had flying. U/R ?Cleanse 2W Sorcery/Instant -- Remove target black permanent from the game. ? ?Dethrone/Shrink? 2W or WW 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. C ?Divine Cleanser W Creature - Cleric 1/1 As long as target opponent controls a Black or Red creature, ~this~ gets +1+0. R ?General's Steed/Flag 1WWW Enchantment -- As long as you control more creatures than opponent, when your life would be reduced to less than 1, it is instead reduced to 1 Hope is stronger than any shield R ?Jimmy, the Purifier 2WW Creature - Wizard Legend 2/3 1 : Target creature becomes white until end of turn. White creatures deal no combat damage if blocked. Does not tap to attack. U ?Kjeldoran Lancer 3W Creature - Soldier 3/2 First Strike, Haste C/U ?Reactivate/Reinstate 3WW Instant -- Return an artifact or enchantment card in any graveyard into play under your control. C ?Reconsider/Overrule? W Instant -- Counter target non-creature spell. That's spell's caster may search his or her graveyard for any card and put that card in his or her hand. The king dismissed the plan with a wave of his hand. "See if you have anything more - interesting to offer." ? ?Upheaval? 2W Sorcery -- Destroy all lands. At end of turn, target opponent may return three cards from his graveyard to play. R ?Vaseline Intensive Care? 2W Enchantment -- If a spell or artifact would deal two or less damage to you, prevent that damage if you control a creature. U ?Warrior of Light 2W Creature - Knight 2/1 Whenever a red or black spell is played, gain 1 life. W: Blessed Assailant gains protection from red or black until end of turn. 1: Blessed Assailant gains first strike until end of turn. R ?Whitey, Card Legend? 1WW Creature - Legend 0/2 Other creatures can not be the targets of spells or abilities if they are not attacking or blocking. C Adrenaline Surge WW Instant -- Target creature gets Haste and First Strike. Return that creature to it's owner's hand at end of turn. R 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. C Archers of Pride 1WW Creature - Soldier 1/2 T: Archers of Pride deals 1 damage to target creature. R Ascendance X3WW Sorcery -- Choose X target creatures, and destroy all other creatures. Those creatures can't regenerate. U Banish WW Instant -- Shuffle target creature into its owner's library. ? Baptize WW Instant -- Remove target creature from the game. At the end of the turn, return that creature to play under it's owner's control and it becomes white. C Bleaching Preacher 1W Creature - Cleric 1/2 1: Target creature is white until end of turn. 1WW: Gain 1 life for each white creature in play. You may only use this ability once per turn. ? Blessing of the Meek W Instant -- Put a +1/+1 counter on every 1/1 creature you control. ? Border Guard 2WW Creature - Sentinel 2/2 Tap: Untap all other creatures. 2W: Untap Border Guard. U/R Braenir Angel 3WW Creature - Angel 2/3 Flying. Whenever Braenir Angel deals combat damage to a player, you may remove up to two creatures that player controls from the game. Return them to play under their owner's control at the end of your next turn. ? Broken Contract 2W Enchantment -- Whenever a player pays life, that player must instead pay double the amount of life required. R 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. ? Celestial Flash WW Instant -- All creatures get -2/-0 until end of turn. You gain 2 life. R Celestial Prayer 2WW Enchantment -- Return Celestial Prayer to it's owners hand: Gain 3 life Sacrifice Celestial Prayer: Gain 10 Life. R Child of the Gods 2WW Creature - Child 1/4 Child of the Gods may not be the target of spells or abilities. T: Redirect all damage dealt to Child of the Gods to target creature. A child like this is born every hundred years, blessed by the gods, loved by all... - Blarf, Troll Master R Chosen Few 2WW Creature - Knight 2/2 When Chosen Few comes into play, gain 3 life. During your upkeep you may pay 2W, if you do gain 2 life. First Strike R Chosen Representatives 2W Enchantment -- Each turn, only one creature of each color may attack. ? Church of Logic WW Enchantment -- Discard a card: Target creatures? neither deals or receives combat damage this turn. ? Cleansing Sweep 2W Instant -- Destroy target artifact or enchantment. If a land was destroyed this turn, you may to gain 4 life. R Compassionate Giant 2WW Creature - Giant 6/6 When a creature leaves play, remove Compassionate Giant from the game. He does what no man can - until he experiences what he does. R Conformity Bend 1WW Sorcery -- Gain 3 life for each nonbasic land you control. U Conformity Creation 3WW Creature - Abomination 5/5 Flying. If Conformity Creation deals damage to a creature or player, your oppenent may prevent the damage. If he/she does, you gain 5 life and may draw a card. U Cool/Calming Breeze 3W Enchantment -- Whenever a red, non-creature spell is played, you may counter it. If you do, its controller gains life equal to its converted mana cost. Heat is banished by cold U Daybreak 3W Enchantment -- Whenever a black, non-creature spell is played, you may counter it. If you do, its controller gains life equal to its converted mana cost. Darkness is banished by light U Deactivation W Enchant Permanent -- Enchanted Permanent has no game text if it is an artifact or enchantment ? Destiny Smiles 3WW Sorcery -- Each player may discard any number of cards, then draw an equal number of cards. Each player gains life equal to the converted mana cost of each card he or she discards. C Desuli Minister WW Creature - Priest 1/1 You may pay W less to play ~this~. If you do, ~this~ loses Protection from Red. OR You may pay W less to play ~this~. If you do, ~this~ loses Protection from Black. Protection from Black and Red U/R Disheartened Savior 2WW Creature - Angel 6/6 Flying When ~this~ comes into play, it gets a -1/-0 counter for each land you control. R Emmei Swordmaster 4W Creature - Villager 3/3 First Strike. 0: Target creature gains first strike until end of turn. Play this ability only once each turn. 0: Target creature gains +0/+1 until end of turn. Play this ability only once each turn. ? Enlightening Ritual W Instant -- Add WWWW to your mana. During your opponent's next main phase, your opponent may add up to 3 mana of any color to his or her mana pool. If he or she does not you lose 5 life. ? Example W Instant -- If target white creature leaves play this turn, search your library for three copies of that creature and put them into your hand. C Fair Fight 1W Enchantment -- Spells and activated abilities cannot be played during the combat. ? Flicker of Souls 1WW Enchantment -- Whenever you successfully cast a creature spell put a liberate counter on ~this~. 1WW, Remove a liberate counter: Remove target creature you control from the game. Return that creature to play under your control at the end of the turn. C Fresh Breeze 1WW Sorcery -- Target player sacrifices either an artifact or an enchantment, if they do, Draw a card. R Glimmermight Guardian 3W Creature - Guardian 2/5 At the beginning of your upkeep, pay 1 or sacrifice Glimmermight Guardian. If you paid U, Glimmermight Guardian can't be the target of spells or abilities until your next upkeep step. If you paid G, Glimmermight Guardian gains +1/+1 until your next upkeep step. ? Glittering Wall 1W Creature - Wall 0/5 Tap: Prevent all damage that would be dealt to Glittering Wall this turn. ? Guilty Conscience WW Enchant Creature -- If enchanted creature deals lethal damage to another creature, remove enchanted creature from the game. C Halt 2W Instant -- Target creature deals no combat damage this turn. Gain XX life, where X is that creature's power. ? Heavenly Call 8W Sorcery -- Put all creatures in your graveyard into play under your control. You may remove any number of creatures you control from the game to have Heavenly Call cost 2 less for each creature removed this way. ? Heavenly Guardians XW Instant -- Put X white creature cards from your hand into play, if at least one is an Angel. At the end of the turn, return all creatures put into play in this way to your hand. ? Historical Perspective 4WW Sorcery -- Each player gains 1 life for each permanent he or she controls. Remove all permanents from the game. Remove all Historical Perspectives in your hand, library, and graveyard from the game, and remove this one as well. U Holy Rune 2WW Enchantment -- When Holy Rune comes into play, draw a card. Sacrifice Holy Rune: Prevent up to 4 damage divided anyway you choose among any number of blocking creatures. ? Humble Knight WW Creature - Knight 3/5 First Strike, Protection from Black Humble Knight cannot attack unless you control at least 4 Plains. U Ignoble Scout WW Creature - Scout 1/2 WW, Tap: Prevent all combat damage that would be dealt by blocking creatures this turn. ? Impervious Defense 1WW Enchantment -- Each unblocked creature deals only 1 damage. Defender may choose how blocked creatures assign damage. C Indisposed 1W Enchant Creature -- Enchanted Creature taps at the beginning of it's owners attack step. Please leave a message and I'll get back with you as soon as I can. R Ivory Angel 1WW Creature - Angel 3/3 Flying Attacking does not cause Ivory Angel creature to tap During your upkeep, Exchange control of Ivory Angel and creature target opponent controls. U/R Karrash Serpent 4WW Creature - Serpent 4/4 As ~this~ is played, you may sacrifice any number of enchantments. ~this~'s mana cost is reduced by 1 or W for each enchanment sacrificed in this way. First Strike, attacking does not cause Karrash Serpent to tap. U Keeper of Hope 3W Creature - Keeper 2/2 Flying Whenever a white creature is untapped when targeted by an ability you control you may have that creature gain +2/+0. 3,T: Put target card from the bottom of your library on top of your library. U Keeper of Life 3W Creature - Keeper 1/3 Flying For every 1 damage dealt to Keeper of Life you gain 1 life. 3,T: Put target creature from your graveyard to the bottom of your library. U Keeper of Light 3W Creature - Keeper 3/1 Flying Whenever Keeper of Faith is dealt damage you may redirect it to target creature you control. 2W,T: Untap target white creature you control. ? Knight's Quest 1W Sorcery -- If a creature you control deals combat damage to a player this turn, search that player's library for any artifact and put it into play under your control. R Leader of the Clan 3WW Creature - Soldier 3/4 1: Target creature gains +0/+1 until end of turn. 3: Target creature gains +1/+2 until end of turn. 5: Target creature gains +2/+4 until enf of turn. No, probably I would spend that much ? 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. U Lone Stander WW Creature - Gunslinger 2/2 First Strike Whenever Lone Gunmen attacks, you may deal 1 damage to target player. ? Love Potion W Enchant Creature -- When Love Potion comes into play, choose a creature. The chosen creature cannot be the target of abilities of the enchanted creature, and all damage done to the chosen creature by the enchanted creature is reduced to 0. Love is imperfect, in that we often hurt the ones we love; that's where potions come in. R Mana Dam 2WW Enchantment -- During your upkeep, pay 1WWW or 1GG. If you dont, sacrifice Mana Dam. Mana cannot be spent to play spells. U/R Merciful Knight WW Creature - Knight 3/3 If Merciful Knight blocks or is blocked by a nonblack or nonred creature, prevent all combat damage that would be dealt by Merciful Knight. ? Military Parade 1W Enchantment -- When Military Parade comes into play, choose a creature type. 2W: Choose another creature type. Creatures of the chosen creature type get +1/+1. ? Mock Attack WW Sorcery -- Untap target creature that attacked you last turn and gain control of it until end of the turn. That creature must attack this turn. "Feel yourself turning against you." C Mourning Dove 1W Creature - Bird 1/1 Flying Whenever a creature you control is put into your graveyard from play, you gain 1 life. R Myth 2WW Enchantment -- During each players upkeep, that player may go through his or her libray and put an enchantment card into play, then shuffle their library. At the end of each players turn, that player sarifices an enchantment.