302 Card Core Set
Release Date: Dec 01st 1993
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Showing cards 1 - 48 of 302.

Animate Wall

Animate Wall
Animate Wall
Enchantment — Aura

Enchant Wall

Enchanted Wall can attack as though it didn't have defender.

Armageddon

Armageddon
Armageddon
Sorcery

Destroy all lands.

Balance

Balance
Balance
Sorcery

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

Benalish Hero
Benalish Hero
Creature — Human Soldier

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.

1/1

Black Ward

Black Ward
Black Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from black. This effect doesn't remove Black Ward.

Blaze of Glory

Blaze of Glory
Blaze of Glory
Instant

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

Blessing
Blessing
Enchantment — Aura

Enchant creature

{W}: Enchanted creature gets +1/+1 until end of turn.

Blue Ward

Blue Ward
Blue Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.

Castle

Castle
Castle
Enchantment

Untapped creatures you control get +0/+2.

Circle of Protection: Black

Circle of Protection: Black
Circle of Protection: Black
Enchantment

{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Blue

Circle of Protection: Blue
Circle of Protection: Blue
Enchantment

{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Green

Circle of Protection: Green
Circle of Protection: Green
Enchantment

{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Red

Circle of Protection: Red
Circle of Protection: Red
Enchantment

{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: White

Circle of Protection: White
Circle of Protection: White
Enchantment

{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Consecrate Land

Consecrate Land
Consecrate Land
Enchantment — Aura

Enchant land

Enchanted land has indestructible and can't be enchanted by other Auras.

Conversion

Conversion
Conversion
Enchantment

At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}.

All Mountains are Plains.

Crusade

Crusade
Crusade
Enchantment

White creatures get +1/+1.

Death Ward

Death Ward
Death Ward
Instant

Regenerate target creature.

Disenchant

Disenchant
Disenchant
Instant

Destroy target artifact or enchantment.

Farmstead

Farmstead
Farmstead
Enchantment — Aura

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

Green Ward
Green Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from green. This effect doesn't remove Green Ward.

Guardian Angel

Guardian Angel
Guardian Angel
Instant

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

Healing Salve
Healing Salve
Instant

Choose one —

• Target player gains 3 life.

• Prevent the next 3 damage that would be dealt to any target this turn.

Holy Armor

Holy Armor
Holy Armor
Enchantment — Aura

Enchant creature

Enchanted creature gets +0/+2.

{W}: Enchanted creature gets +0/+1 until end of turn.

Holy Strength

Holy Strength
Holy Strength
Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+2.

Island Sanctuary

Island Sanctuary
Island Sanctuary
Enchantment

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

Karma
Karma
Enchantment

At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps they control.

Lance

Lance
Lance
Enchantment — Aura

Enchant creature

Enchanted creature has first strike.

Mesa Pegasus

Mesa Pegasus
Mesa Pegasus
Creature — 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.

1/1

Northern Paladin

Northern Paladin
Northern Paladin
Creature — Human Knight

{W}{W}, {T}: Destroy target black permanent.

"Look to the north; there you will find aid and comfort." —The Book of Tal

3/3

Pearled Unicorn

Pearled Unicorn
Pearled Unicorn
Creature — 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

2/2

Personal Incarnation

Personal Incarnation
Personal Incarnation
Creature — Avatar 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.

6/6

Purelace

Purelace
Purelace
Instant

Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)

Red Ward

Red Ward
Red Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from red. This effect doesn't remove Red Ward.

Resurrection

Resurrection
Resurrection
Sorcery

Return target creature card from your graveyard to the battlefield.

Reverse Damage

Reverse Damage
Reverse Damage
Instant

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

Righteousness
Righteousness
Instant

Target blocking creature gets +7/+7 until end of turn.

Samite Healer

Samite Healer
Samite Healer
Creature — Human Cleric

{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.

1/1

Savannah Lions

Savannah Lions
Savannah Lions
Creature — Cat

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.

2/1

Serra Angel

Serra Angel
Serra Angel
Creature — Angel

Flying, vigilance

Born with wings of light and a sword of faith, this heavenly incarnation embodies both fury and purity.

4/4

Swords to Plowshares

Swords to Plowshares
Swords to Plowshares
Instant

Exile target creature. Its controller gains life equal to its power.

Veteran Bodyguard

Veteran Bodyguard
Veteran Bodyguard
Creature — Human

As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead.

Good bodyguards are hard to find, mainly because they don't live long.

2/5

Wall of Swords

Wall of Swords
Wall of Swords
Creature — Wall

Defender (This creature can't attack.)

Flying

Just as the evil ones approached to slay Justina, she cast a great spell, imbuing her weapons with her own life force. Thus she fulfilled the prophecy: "In the death of your savior will you find salvation."

3/5

White Knight

White Knight
White Knight
Creature — Human Knight

First strike (This creature deals combat damage before creatures without first strike.)

Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)

Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.

2/2

White Ward

White Ward
White Ward
Enchantment — Aura

Enchant creature

Enchanted creature has protection from white. This effect doesn't remove White Ward.

Wrath of God

Wrath of God
Wrath of God
Sorcery

Destroy all creatures. They can't be regenerated.

Air Elemental

Air Elemental
Air Elemental
Creature — Elemental

Flying

These spirits of the air are winsome and wild, and cannot be truly contained. Only marginally intelligent, they often substitute whimsy for strategy, delighting in mischief and mayhem.

4/4

Ancestral Recall

Ancestral Recall
Ancestral Recall
Instant

Target player draws three cards.

Showing cards 1 - 48 of 302.
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