30th Anniversary Edition
Animate Wall
![](/img/cards/cardimage.jpg)
Enchant Wall
Enchanted Wall can attack as though it didn't have defender.
Armageddon
![](/img/cards/cardimage.jpg)
Destroy all lands.
Balance
![](/img/cards/cardimage.jpg)
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Benalish Hero
![](/img/cards/cardimage.jpg)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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.
Black Ward
![](/img/cards/cardimage.jpg)
Enchant creature
Enchanted creature has protection from black. This effect doesn't remove Black Ward.
Blaze of Glory
![](/img/cards/cardimage.jpg)
Cast this spell only during combat before blockers are declared.
Target creature defending player controls can block any number of creatures this turn. It blocks each attacking creature this turn if able.
Blessing
![](/img/cards/cardimage.jpg)
Enchant creature
{W}: Enchanted creature gets +1/+1 until end of turn.
Blue Ward
![](/img/cards/cardimage.jpg)
Enchant creature
Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.
Castle
![](/img/cards/cardimage.jpg)
Untapped creatures you control get +0/+2.
Circle of Protection: Black
![](/img/cards/cardimage.jpg)
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Blue
![](/img/cards/cardimage.jpg)
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Green
![](/img/cards/cardimage.jpg)
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Red
![](/img/cards/cardimage.jpg)
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: White
![](/img/cards/cardimage.jpg)
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Consecrate Land
![](/img/cards/cardimage.jpg)
Enchant land
Enchanted land has indestructible and can't be enchanted by other Auras.
Conversion
![](/img/cards/cardimage.jpg)
At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}.
All Mountains are Plains.
Death Ward
![](/img/cards/cardimage.jpg)
Regenerate target creature.
Disenchant
![](/img/cards/cardimage.jpg)
Destroy target artifact or enchantment.
Farmstead
![](/img/cards/cardimage.jpg)
Enchant land
Enchanted land has "At the beginning of your upkeep, you may pay {W}{W}. If you do, you gain 1 life."
Green Ward
![](/img/cards/cardimage.jpg)
Enchant creature
Enchanted creature has protection from green. This effect doesn't remove Green Ward.
Guardian Angel
![](/img/cards/cardimage.jpg)
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay {1} any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
Healing Salve
![](/img/cards/cardimage.jpg)
Choose one —
• Target player gains 3 life.
• Prevent the next 3 damage that would be dealt to any target this turn.
Holy Armor
![](/img/cards/cardimage.jpg)
Enchant creature
Enchanted creature gets +0/+2.
{W}: Enchanted creature gets +0/+1 until end of turn.
Holy Strength
![](/img/cards/cardimage.jpg)
Enchant creature
Enchanted creature gets +1/+2.
Island Sanctuary
![](/img/cards/cardimage.jpg)
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.
Karma
![](/img/cards/cardimage.jpg)
At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps they control.
Lance
![](/img/cards/cardimage.jpg)
Enchant creature
Enchanted creature has first strike.
Mesa Pegasus
![](/img/cards/cardimage.jpg)
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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.
Northern Paladin
![](/img/cards/cardimage.jpg)
{W}{W}, {T}: Destroy target black permanent.
"Look to the north; there you will find aid and comfort."
—*The Book of Tal*
Pearled Unicorn
![](/img/cards/cardimage.jpg)
"'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, *Through the Looking-Glass*
Personal Incarnation
![](/img/cards/cardimage.jpg)
{0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Only Personal Incarnation's owner may activate this ability.
When Personal Incarnation dies, its owner loses half their life, rounded up.
Purelace
![](/img/cards/cardimage.jpg)
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)
Red Ward
![](/img/cards/cardimage.jpg)
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove Red Ward.
Resurrection
![](/img/cards/cardimage.jpg)
Return target creature card from your graveyard to the battlefield.
Reverse Damage
![](/img/cards/cardimage.jpg)
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
Righteousness
![](/img/cards/cardimage.jpg)
Target blocking creature gets +7/+7 until end of turn.
Samite Healer
![](/img/cards/cardimage.jpg)
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
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.
Savannah Lions
![](/img/cards/cardimage.jpg)
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.
Serra Angel
![](/img/cards/cardimage.jpg)
Flying, vigilance
Born with wings of light and a sword of faith, this heavenly incarnation embodies both fury and purity.
Swords to Plowshares
![](/img/cards/cardimage.jpg)
Exile target creature. Its controller gains life equal to its power.