Screeching Seacliff
Land
~ enters the battlefield tapped. T: Add U or R to your mana pool. 1(U/R)(U/R): ~ becomes a 2/1 blue and red drake creature until end of turn. Its still a land.
Sludge Pit
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, target nonblack creature gets -1/-1 until end of turn. t: Add B to your mana pool.
Sulphurous Fen
Land
~ enters the battlefield tapped unless you exile the top two cards of your library. t: Add B or R to your mana pool.
Sunken Grove
Land - Forest Island
~ enters the battlefield tapped, unless you control two or more basic lands. t: Add G or U to your mana pool.
Treacherous Peak
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, it deals 1 damage to target player.
: Add to your mana pool.
Tavern of Lost Memories
Land
: Add to your mana pool.
: Exile target nonland card from your graveyard. Add one mana of any color in that card's mana cost to your mana pool. "It's the best place to go to forget your troubles."
Twin Peaks
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, you may search your library for a card named Twin Peaks and put it into you hand. If you do, shuffle your library.
: Add to your mana pool.
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Undertow Tavern
Land t: Add C to your mana pool. t: Add one mana of any color to your mana pool. Spend this mana only to cast mercenary spells, or activate the abilities of mercenary creatures.
Urban Center
Land t: Add C to your mana pool. t: Add CC to your mana pool. Spend this mana only to activate the abilities of creatures.
Undine's Temple
Land
~ enters the battlefield tap. t: Add U to your mana pool. xU: ~ becomes an X/X blue elemental creature until end of turn. Its still a land.
Volcanic Wasteland
Land
~ enters the tapped.
~ doesn't untap during your untap step.
Untap ~ during each opponent's untap step.
: add B or R to your mana pool.
Xathrid Wastes
Land
~ enters the battlefield tapped.
: Add to mana pool.
, Pay 3 life: Until end of turn, ~ becomes a 5/5 black Demon creature with flying. It's still a land.
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Zeroclast Area
Land T: Add C to your mana pool.
Whenever you cast a spell with converted mana cost 0, you may have target creature get -1/+2 until end of turn.
And so the cycle starts anew. WHITE returns, as surely as the sun.
AwestrikeW
Instant
~ deals 4 damage to target attacking creature.
Amass the Forces3W
Enchantment
When ~ enters the battlefield and at the beginning of your upkeep, put a 1/1 whte soldier creature token onto the battlefield. 1W, sacrifice ~: Creatures you control get +1/+1 until end of turn.
Ageless Crusader4W
Creature - Knight
First strike
~ has indestructible as long as its not your turn.
3/5
Grand Exaltation
Sorcery
Creatures you control gain exalted until end of turn.
Target creature you control gains flying until end of turn.
Garrison of the Temple
Creature — Human Knight
Defender
Sacrifice ~: Target artifact or land gains indestructible until end of turn.
0/4
Gift from Above
Enchantment
Each Plains you control has " : Gain 1 life."
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Heavenly Retort1W
Instant
~ deals 4 damage to target attacking or blocking creature, and you gain 4 life.
Hexbreaker Ascetic3W
Creature - Human Monk
When ~ enters the battlefield, destroy each aura you don't own that's attached to a creature you control.
3/4
Hymn of Sunrise2W
Enchantment
When ~ enters the battlefield or at the beginning of your upkeep, choose one -
• Creatures you control get +1/+1 until end of turn.
• Creatures you control gain first strike and vigilance until end of turn.
Hinder Aggression1WW
Instant
Creature your opponents control cannot attack you or a planeswalker you control this turn. 2UU: Put ~ from your graveyard, into your library, third from the top.
Harm UndonexWWW
Instant
Prevent the next X damage that would be deal to each creature you control.
Innocent Victims5W
Creature - Shade Avatar
Flying
All damage that would be dealt to you is dealt to Innocent Victims instead. WB: Innocent Victims gets +1/+1 until end of turn.
3/4
Ire Dispersion3W
Instant
Exile target spell that targets you or a spell or permanent you control or a card you own that isn't on the battlefield, or target red permanent.
Judgement From On High3W
Instant
Destroy target attacking, blocking, or tapped creature.
Jinxbreaker Ascetic2W
Creature - Kor Monk
When ~ enters the battlefield, you may destrot target enchantment. If an aura is destroyed this way, draw a card.
2/2
Jaded Templar2W
Creature - Human Knight
Protection from white, first strike
2/2
Journey to Salvation1W
Sorcery
Exile target creature. At the beginning of the end step, return it to the battlefield under its owner's control. If you own that creature it enters the battlefield with two additional +1/+1 counters on it.
Karmic Force3WW
Enchantment
At the beginning of each player's end step, Karmic Force deals damage to that player equal to the amount of damage they dealt to other players this turn.
Keeper of the Peace2W
Creature - Human Monk
When Keeper of the Peace enters the battlefield, each player skips their next combat step.
2/2
King's Confidant1W
Sorcery
Search your library for a legendary permanent and put it into your hand, then shuffle your library.
Knight of the Round1WW
Creature - Human Knight
First strike, vigilance
Other Knight creatures you control gain +1/+1.
2/2
Light of Ruin4WW
Sorcery
For each opponent, choose from among the permanents they control, an artifact, a creature, an enchantment, and a planeswalker. Then each opponent sacrifices each other nonland permanent thet control. Those that fear the dark have never seen what the light is capable of.
Luminous Paragon3WW
Creature - Avatar
Flying, lifelink, vigilance
Whenever you gain life, you may tap target creature.
2/5
Moment's Breadth2W
Instant
Split Second, Fleeting (Whenever ~ is put into a graveyard, exile it.)
Buyback- Each opponent gains 2 life.
"If you could enact on the hindsight in that 'blink of an eye' moment, you'd be unbeatable."
Mask of AshWW
Enchantment- Aura
Enchanted creature has Protection from Red and "WW, tap this creature: Counter target red spell or ability."
Private Mod Note
():
Rollback Post to RevisionRollBack
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Nomen Innominandum5W
Enchantment
As Nomen Innominandum enters the battlefield, name up to two cards other than Nomen Innominandum or a basic land.
Each creature with a chosen name gets +1/+2 and has flying and double strike.
Each noncreature permanent with a chosen name has indestructible and "At the beginning of your upkeep, you gain 1 life." "Under my aegis none may harm you. Now tell me what to call you." - Wysdok
Nightfang Rider3W
Creature - Kor Rebel
Protection from colorless and from black 1W: Destroy each colorless creature and each black creature blocked by Nightfang Rider.
3/3
Purity Ring
Enchantment — Aura
Enchant creature
Enchanted creature has protection from counters and noncreature permanents. This effect doesn't remove ~.
Paladin's Strength
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0 and has first strike.
Evanescence (You may cast this as though it had flash for its evanescence cost. If you do, sacrifice it at end of turn.)
Paladin of the White Tower
Creature — Human Knight
Lifelink
As long as you have the upper hand, ~ gets +1/+0 and has first strike. (If a player controls more permanents than each other player, that player has the upper hand.)
2/2
Precious Moment
Sorcery
You gain 4 life. If an opponent has the upper hand, you gain 8 life instead. (If a player controls more permanents than each other player, that player has the upper hand.)
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Land
~ enters the battlefield tapped.
T: Add U or R to your mana pool.
1(U/R)(U/R): ~ becomes a 2/1 blue and red drake creature until end of turn. Its still a land.
Sludge Pit
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, target nonblack creature gets -1/-1 until end of turn.
t: Add B to your mana pool.
Sulphurous Fen
Land
~ enters the battlefield tapped unless you exile the top two cards of your library.
t: Add B or R to your mana pool.
Sunken Grove
Land - Forest Island
~ enters the battlefield tapped, unless you control two or more basic lands.
t: Add G or U to your mana pool.
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, it deals 1 damage to target player.
: Add to your mana pool.
Tavern of Lost Memories
Land
: Add to your mana pool.
: Exile target nonland card from your graveyard. Add one mana of any color in that card's mana cost to your mana pool.
"It's the best place to go to forget your troubles."
Twin Peaks
Land
~ enters the battlefield tapped.
When ~ enters the battlefield, you may search your library for a card named Twin Peaks and put it into you hand. If you do, shuffle your library.
: Add to your mana pool.
Land
t: Add C to your mana pool.
t: Add one mana of any color to your mana pool. Spend this mana only to cast mercenary spells, or activate the abilities of mercenary creatures.
Urban Center
Land
t: Add C to your mana pool.
t: Add CC to your mana pool. Spend this mana only to activate the abilities of creatures.
Undine's Temple
Land
~ enters the battlefield tap.
t: Add U to your mana pool.
xU: ~ becomes an X/X blue elemental creature until end of turn. Its still a land.
Land
~ enters the tapped.
~ doesn't untap during your untap step.
Untap ~ during each opponent's untap step.
: add B or R to your mana pool.
Land
t: Add C to your mana pool.
t,tap an untapped creature you control: Fateseal 1.
Waxxing Moon Temple
Land
T: Add C to your mana pool.
t, tap an untapped creature you control: Scry 1.
Land
~ enters the battlefield tapped.
: Add to mana pool.
, Pay 3 life: Until end of turn, ~ becomes a 5/5 black Demon creature with flying. It's still a land.
Land
~ enters the battlefield tapped.
t: Add R to your mana pool.
2W,t, sacrifice ~: Destroy target attacking creature without flying.
Land
T: Add C to your mana pool.
Whenever you cast a spell with converted mana cost 0, you may have target creature get -1/+2 until end of turn.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Awestrike W
Instant
~ deals 4 damage to target attacking creature.
Amass the Forces 3W
Enchantment
When ~ enters the battlefield and at the beginning of your upkeep, put a 1/1 whte soldier creature token onto the battlefield.
1W, sacrifice ~: Creatures you control get +1/+1 until end of turn.
Ageless Crusader 4W
Creature - Knight
First strike
~ has indestructible as long as its not your turn.
3/5
Instant
Heal four damage dealt to you by any target this turn.
Enchantment
Creatures you control with converted mana cost 3 or less gain +1/+1.
Castle Guard 2W
Creature - Human Soldier
Flash, vigilance
2/4
Castle Sanctuary 2W
Enchantment
Creatures without flying can't attack you unless that creature's controller pays 2 for each creature attacking you.
Civil Guardian 1WW
Creature - Human Noble
Flash
When Civil Guardian enters the battlefield, target player skips their next attack step.
2/2
Enchantment
Nonland Activated abilities of creatures and artifacts cost 1 more to activate.
Dynasty Knight 2W
Creature - Human Knight
First strike
~ gets +1/+0 for each knight card in your graveyard.
1/3
Deem Unfit 1W
Instant
Instant counter target spell, unless its controller pay 2. If that spell targets you or a permanent you control, draw a card.
Creature - Human Soldier
When ~ enters the battlefield put two 1/1 white Bird tokens with flying into play.
1/1
Creature - Kor Scout
Protection from red
2W: Target creature you control gains protection fron red until end of turn.
2/2
Fortune of the Noble W
Instant
Prevent all damage that would be dealt to blocking creatures this turn.
Freeblade Captain 3W
Creature - Human Knight
Renown 2
Renowned creatures you control have first strike.
2/4
Sorcery
Creatures you control gain exalted until end of turn.
Target creature you control gains flying until end of turn.
Garrison of the Temple
Creature — Human Knight
Defender
Sacrifice ~: Target artifact or land gains indestructible until end of turn.
0/4
Gift from Above
Enchantment
Each Plains you control has " : Gain 1 life."
Instant
~ deals 4 damage to target attacking or blocking creature, and you gain 4 life.
Hexbreaker Ascetic 3W
Creature - Human Monk
When ~ enters the battlefield, destroy each aura you don't own that's attached to a creature you control.
3/4
Hymn of Sunrise 2W
Enchantment
When ~ enters the battlefield or at the beginning of your upkeep, choose one -
• Creatures you control get +1/+1 until end of turn.
• Creatures you control gain first strike and vigilance until end of turn.
Hinder Aggression 1WW
Instant
Creature your opponents control cannot attack you or a planeswalker you control this turn.
2UU: Put ~ from your graveyard, into your library, third from the top.
Harm Undone xWWW
Instant
Prevent the next X damage that would be deal to each creature you control.
Creature - Shade Avatar
Flying
All damage that would be dealt to you is dealt to Innocent Victims instead.
WB: Innocent Victims gets +1/+1 until end of turn.
3/4
Ire Dispersion 3W
Instant
Exile target spell that targets you or a spell or permanent you control or a card you own that isn't on the battlefield, or target red permanent.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Instant
Destroy target attacking, blocking, or tapped creature.
Jinxbreaker Ascetic 2W
Creature - Kor Monk
When ~ enters the battlefield, you may destrot target enchantment. If an aura is destroyed this way, draw a card.
2/2
Jaded Templar 2W
Creature - Human Knight
Protection from white, first strike
2/2
Journey to Salvation 1W
Sorcery
Exile target creature. At the beginning of the end step, return it to the battlefield under its owner's control. If you own that creature it enters the battlefield with two additional +1/+1 counters on it.
Enchantment
At the beginning of each player's end step, Karmic Force deals damage to that player equal to the amount of damage they dealt to other players this turn.
Keeper of the Peace 2W
Creature - Human Monk
When Keeper of the Peace enters the battlefield, each player skips their next combat step.
2/2
King's Confidant 1W
Sorcery
Search your library for a legendary permanent and put it into your hand, then shuffle your library.
Knight of the Round 1WW
Creature - Human Knight
First strike, vigilance
Other Knight creatures you control gain +1/+1.
2/2
Sorcery
For each opponent, choose from among the permanents they control, an artifact, a creature, an enchantment, and a planeswalker. Then each opponent sacrifices each other nonland permanent thet control.
Those that fear the dark have never seen what the light is capable of.
Luminous Paragon 3WW
Creature - Avatar
Flying, lifelink, vigilance
Whenever you gain life, you may tap target creature.
2/5
Instant
Split Second, Fleeting (Whenever ~ is put into a graveyard, exile it.)
Buyback- Each opponent gains 2 life.
"If you could enact on the hindsight in that 'blink of an eye' moment, you'd be unbeatable."
Mask of Ash WW
Enchantment- Aura
Enchanted creature has Protection from Red and "WW, tap this creature: Counter target red spell or ability."
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Enchantment
As Nomen Innominandum enters the battlefield, name up to two cards other than Nomen Innominandum or a basic land.
Each creature with a chosen name gets +1/+2 and has flying and double strike.
Each noncreature permanent with a chosen name has indestructible and "At the beginning of your upkeep, you gain 1 life."
"Under my aegis none may harm you. Now tell me what to call you." - Wysdok
Nightfang Rider 3W
Creature - Kor Rebel
Protection from colorless and from black
1W: Destroy each colorless creature and each black creature blocked by Nightfang Rider.
3/3
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Ox
Vigilance
~ gets +0/+1 for each other white permanent you control.
2/4
Overbearing Seraph 3WW
Creature - Angel
Flying, vigilance, lifelink
Nonwhite spells you cast, cost W more to cast.
4/5
Obsolesence 3WW
Creature - Incarnation
Nonmana abilities of artifacts cost 1 more to activate.
Artifact creatures cannot attack unless their controllers pay 1 per attacking artifact creature.
3/6
Enchantment — Aura
Enchant creature
Enchanted creature has protection from counters and noncreature permanents. This effect doesn't remove ~.
Paladin's Strength
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0 and has first strike.
Evanescence (You may cast this as though it had flash for its evanescence cost. If you do, sacrifice it at end of turn.)
Paladin of the White Tower
Creature — Human Knight
Lifelink
As long as you have the upper hand, ~ gets +1/+0 and has first strike. (If a player controls more permanents than each other player, that player has the upper hand.)
2/2
Precious Moment
Sorcery
You gain 4 life. If an opponent has the upper hand, you gain 8 life instead. (If a player controls more permanents than each other player, that player has the upper hand.)
Instant
Target creature gets +1/+0 and gain first strike until end of turn.
Retrace
Quill Spray XW
Instant
~ deals X damage to each attacking creature.