Alabaster Potion
Choose one —
• Target player gains X life.
• Prevent the next X damage that would be dealt to any target this turn.
"Healing is a matter of time, but it is sometimes also a matter of opportunity."
—D'Avenant proverb
Amrou Kithkin
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.
Angry Mob
Trample
As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
Animate Wall
Enchant Wall
Enchanted Wall can attack as though it didn't have defender.
Armageddon
Destroy all lands.
Balance
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
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
Enchant creature
Enchanted creature has protection from black. This effect doesn't remove Black Ward.
Blessing
Enchant creature
{W}: Enchanted creature gets +1/+1 until end of turn.
Blue Ward
Enchant creature
Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.
Brainwash
Enchant creature
Enchanted creature can't attack unless its controller pays {3}.
"They're not your friends; they despise you. I'm the only one you can count on. Trust me."
Castle
Untapped creatures you control get +0/+2.
Circle of Protection: Artifacts
{2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Black
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Blue
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Green
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Red
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: White
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Conversion
At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}.
All Mountains are Plains.
Crusade
White creatures get +1/+1.
Death Ward
Regenerate target creature.
Disenchant
Destroy target artifact or enchantment.
Divine Transformation
Enchant creature
Enchanted creature gets +3/+3.
Glory surged through her and radiance surrounded her. All things were possible with the blessing of the Divine.
Elder Land Wurm
Defender, trample
When Elder Land Wurm blocks, it loses defender.
Sometimes it's best to let sleeping dragons lie.
Eye for an Eye
The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to you and Eye for an Eye deals that much damage to that source's controller.
Fortified Area
Wall creatures you control get +1/+0 and have 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.)
Green Ward
Enchant creature
Enchanted creature has protection from green. This effect doesn't remove Green Ward.
Healing Salve
Choose one —
• Target player gains 3 life.
• Prevent the next 3 damage that would be dealt to any target this turn.
Holy Armor
Enchant creature
Enchanted creature gets +0/+2.
{W}: Enchanted creature gets +0/+1 until end of turn.
Holy Strength
Enchant creature
Enchanted creature gets +1/+2.
Island Sanctuary
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
At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps they control.
Kismet
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Mesa Pegasus
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.
Morale
Attacking creatures get +1/+1 until end of turn.
"After Lacjsi's speech, the Knights grew determined to crush their ancient enemies clan by clan."
—Tivadar of Thorn, *History of the Goblin Wars*
Northern Paladin
{W}{W}, {T}: Destroy target black permanent.
"Look to the north; there you will find aid and comfort."
—*The Book of Tal*
Osai Vultures
Flying
At the beginning of each end step, if a creature died this turn, put a carrion counter on Osai Vultures.
Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.
Pearled Unicorn
"'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
Personal Incarnation
{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.
Piety
Blocking creatures get +0/+3 until end of turn.
"Whoever obeys God and His Prophet, fears God and does his duty to Him, will surely find success."
—*The Qur'an, 24:52*
Pikemen
First strike; 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.)
"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*
Purelace
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)
Red Ward
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove Red Ward.
Reverse Damage
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
Target blocking creature gets +7/+7 until end of turn.
Samite Healer
{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
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.