Odyssey
Aegis of Honor
{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
Ancestral Tribute
You gain 2 life for each card in your graveyard.
Flashback {9}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Angelic Wall
Defender (This creature can't attack.)
Flying
"The Ancestor protects us in ways we can't begin to comprehend."
—Mystic elder
Animal Boneyard
Enchant land
Enchanted land has "{T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
"The animal spirits are the Ancestor's grandchildren. Remember them."
—Mystic elder
Auramancer
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
Beauty stirs the memory like a sweet perfume excites the air.
Aven Archer
Flying
{2}{W}, {T}: Aven Archer deals 2 damage to target attacking or blocking creature.
Aimed by the eyes of eagles, their arrows never miss the mark.
Aven Cloudchaser
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Cloudchaser enters the battlefield, destroy target enchantment.
"At the Reapportionment, Eagle begged to be human. The Ancestor granted half that prayer."
—Nomad myth
Aven Flock
Flying (This creature can't be blocked except by creatures with flying or reach.)
{W}: Aven Flock gets +0/+1 until end of turn.
Just as each added feather steadies the wing, so does the flock grow stronger with each new member.
Aven Shrine
Whenever a player casts a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell.
Balancing Act
Each player chooses a number of permanents they control equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
Beloved Chaplain
Protection from creatures
Nomad and Nantuko, eagle and elephant; all the birds and beasts are charmed by his quiet dignity.
Blessed Orator
Other creatures you control get +0/+1.
His quiet words fade into the night's chill, yet they burn into his listeners' minds with all the power of a thousand suns.
Cantivore
Vigilance
Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
Cease-Fire
Target player can't cast creature spells this turn.
Draw a card.
When the crimson fades from the magical embers, a final wisp of smoke will rise. Soon after, hostilities will begin anew.
Confessor
Whenever a player discards a card, you may gain 1 life.
"There will be gains for our losses. There will be rights for our wrongs."
Dedicated Martyr
{W}, Sacrifice Dedicated Martyr: You gain 3 life.
"If he's so willing to suffer for his cause, then by all means, let us oblige him."
—Cabal Patriarch
Delaying Shield
If damage would be dealt to you, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
Devoted Caretaker
{W}, {T}: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
Her eyes blaze with the strength of twenty shields. Every glance is a salvation.
Divine Sacrament
White creatures get +1/+1.
Threshold — White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard.
Their whispered prayers rally the nomads better than any war cry could.
Dogged Hunter
{T}: Destroy target creature token.
The relationship between hunter and hunted knows nothing of alliances.
Earnest Fellowship
Each creature has protection from its colors.
"The world has enough strife as it is. Where would we be if we turned against each other?"
—Pianna, nomad captain
Embolden
Prevent the next 4 damage that would be dealt this turn to any number of targets, divided as you choose.
Flashback {1}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Gallantry
Target blocking creature gets +4/+4 until end of turn.
Draw a card.
The courageous accomplish more in a single moment than the cowardly do in a lifetime.
Graceful Antelope
Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves the battlefield.
Hallowed Healer
{T}: Prevent the next 2 damage that would be dealt to any target this turn.
Threshold — {T}: Prevent the next 4 damage that would be dealt to any target this turn. Activate only if seven or more cards are in your graveyard.
Karmic Justice
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
Kirtar's Desire
Enchant creature
Enchanted creature can't attack.
Threshold — Enchanted creature can't block as long as seven or more cards are in your graveyard.
Kirtar's Wrath
Destroy all creatures. They can't be regenerated.
Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
Lieutenant Kirtar
Flying
{1}{W}, Sacrifice Lieutenant Kirtar: Exile target attacking creature.
"His strengths are pride, devotion, and ambition. His weaknesses are the same."
—Pianna, nomad captain
Life Burst
Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard.
As uplifting as a mystic's dreams.
Luminous Guardian
{W}: Luminous Guardian gets +0/+1 until end of turn.
{2}: Luminous Guardian can block an additional creature this turn.
"There is no victory without virtue."
Master Apothecary
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to any target this turn.
It takes a remarkable cleric to turn a group of healers into a hospital.
Mystic Crusader
Protection from black and from red
Threshold — As long as seven or more cards are in your graveyard, Mystic Crusader gets +1/+1 and has flying.
Mystic Penitent
Vigilance
Threshold — As long as seven or more cards are in your graveyard, Mystic Penitent gets +1/+1 and has flying.
Mystic Visionary
Threshold — Mystic Visionary has flying as long as seven or more cards are in your graveyard.
"The aven are heralds of divinity. The greatest glory is to join them in the sky."
Mystic Zealot
Threshold — As long as seven or more cards are in your graveyard, Mystic Zealot gets +1/+1 and has flying.
Nomad youths aspire to one of two roles in the tribe: priest or warrior. Their secret dream is to become both.
Nomad Decoy
{W}, {T}: Tap target creature.
Threshold — {W}{W}, {T}: Tap two target creatures. Activate only if seven or more cards are in your graveyard.
If you can take something from a nomad, it's probably bait.
Patrol Hound
Discard a card: Patrol Hound gains first strike until end of turn.
To the camp, it was a fierce and loyal protector. To the sentry's youngest daughter, it would always be her "Wuv Muffin."
Pianna, Nomad Captain
Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.
Some find inspiration in their swords. Others find it in their leaders.
Pilgrim of Justice
Protection from red
{W}, Sacrifice Pilgrim of Justice: The next time a red source of your choice would deal damage this turn, prevent that damage.
"I would die a thousand deaths before I let you harm another."
Pilgrim of Virtue
Protection from black
{W}, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage.
"A life is measured by the lives it saves."
Ray of Distortion
Destroy target artifact or enchantment.
Flashback {4}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Resilient Wanderer
First strike
Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn.
Nomads understand many cultures and therefore travel without fear.
Sacred Rites
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.
Second Thoughts
Exile target attacking creature.
Draw a card.
It suddenly dawned on Jorin that farming was quite a noble profession.
Shelter
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
Good strategists seize opportunities. Great strategists make their own.
Soulcatcher
Flying
Whenever a creature with flying dies, put a +1/+1 counter on Soulcatcher.
"Holy couriers guide aven spirits up to the home of the Ancestor."
—Mystic elder
Sphere of Duty
If a green source would deal damage to you, prevent 2 of that damage.
Duty subdues instinct.