Gunthru, Field Commander 1WW
Legendary Creature - Human Knight 1WW, Untap: Tap all untapped creatures and untap all tapped creatures. Play this ability only once per turn.
3/2
Sheperd of the Meek 2W
Creature - Human Cleric T: Target creature becomes as long as ~ remains tapped.
You control white creatures with combined power and toughness equal to three or less.
3/4
White Rares
Austere Judgement 1WW
Sorcery
Each player sacrifices each permanent they control with a converted mana cost greater than the number of basic lands he or she controls
Core of Genric
Instant
~ is white.
Archive 1W - The top card of each graveyard shares a type.
Creatures you control are 4/4 until end of turn.
Earnest Templar 1WW
Creature - Human Knight 1W: Target white creature gains shroud until end of turn.
3/3
Equality 2WW
Enchantment
Creatures are 1/1
Ether Oracle 2W
Creature - Human Cleric 1W, T: Reveal the top card of your library. Target creature gains protection from that cards colors until end of turn. If that card is white, put it into your hand.
1/3
Flickermask Observer 5W
Creature - Angel
Flying, Vigilance, First Strike
Archive WWW- You have more than 25 life.
5/5
Form Sculptor 1W
Creature - Human Cleric
When ~ leaves the battlefield, all creatures become 0/1 creatures until end of turn. T, Sacrifice ~: You gain 2 life.
Lord Captain Valc 4W
Legendary Creature - Human Knight
Tap an untapped creature you control: That creature gains protection from a color of your choice. ~ gets +1/+1 until end of turn.
4/4
Perceived Evils 1WWW
Enchantment
When ~ comes into play target opponent puts a 2/2 black scapegoat creature into play with "creatures you control are black".
As long as an opponent controls a scapegoat, creatures you control have protection from black.
Rigid Territory 5WW
Sorcery
Each player's life total becomes equal to the number of lands he or she controls.
Whitewall Bastion 2WWW
Creature - Fortress
Defender
~ can block any number of creatures and blocks all creatures each turn if able.
If ~ is dealt lethal damage, sacrifice all creatures you control.
0/12
Wrath of Nod 2WW
Sorcery
Exile all creatures. At the beginning of the next end step return all creatures removed from the battlefield by ~. Creatures with phasing removed this way return with a +1/+1 counter on them.
White Uncommons
Burst of Adrenaline WW
Sorcery
Target creature gets +5/+5 until end of turn.
Archive W- A creature you control was assigned to block this turn.
Essence Warrior WW
Creature - Spirit Soldier 1W, T: Search your library for a card named ~ and exile it. That card is archived. If you do, shuffle your library.
~ gets +1/+1 for each other creature you control with the same name.
Archive 1W- A creature named Essence Warrior was dealt damage this turn.
2/2
Faith's Reward WW
Instant
As an additional cost to play ~, tap X untapped creatures you control. Target creature gets +X/+X and lifelink until end of turn.
Fell the Mighty 1W
Enchantment - Aura
Enchant Creature
If enchanted creature would be dealt 3 or more damage from any one source, prevent that damage.
Genric Hero 2WW
Creature - Human Knight
Flying
When ~ enters the battlefield, put a 1/1 squire creature token into play for each knight you control.
2/2
Golden Child 1W
Creature - Human Child
~ has protection from each creature with the highest power.
2/2
Hammer the Nails 1WW
Instant
Destroy each creature whose power or toughness have been altered this turn.
Herald of the Dawn W
Creature - Human Cleric
Phasing
Whenever ~ phases in put a +1/+1 counter on it.
2/1
Humble Rebirth 1WW
Instant
Exile target attacking creature. If you do, put a 1/1 white spirit creature token into play.
Lightbound Templar 4W
Creature - Human Knight
Lifelink, Protection from Black
Archive 1WW- A player gained 3 or more life this turn.
3/3
Silver Knight
Reprint
Stalemate 1W
Sorcery
Players can't play lands on their next turn.
Virtue of Gloas 3W
Creature - Cat Soldier
~ gets +3/+3 as long as each land you control is a plains.
2/2
White Commons
Balanced Blademaster 2W
Creature - Human Knight
As long as there are two or more counters on permanents you control ~ gets +1/+1 and has first strike.
2/2
Binding Purity 1W
Enchantment - Aura
Enchant Creature
Enchanted creature can't attack, block, or use activated abilities.
Borderland Lancer WW
Creature - Human Knight
~ can't be blocked by green creatures.
If ~ would be dealt only one damage, prevent that damage.
2/1
Buffer Cleansing 3W
Sorcery
Destroy all enchantments
Archive 1W- An enchantment came into play this turn.
Call to Battle 1W
Enchantment - Aura
Enchant Creature
Whenever enchanted creature deals combat damage put a 1/1 white creature token into play.
Cherish 1W
Enchantment - Aura
Archive 1W- A creature was assigned to attack you this turn.
Enchanted creature has shroud and can't attack.
Empyrial Warfist 1W
Creature - Human Soldier
Vigilance
When ~ comes into play, creatures you control gain vigilance until end of turn.
1/2
Feast of Genric 1WW
Enchantment
Tap X untapped creatures you control: At the end of turn, untap those creatures. They gain +X/+X until the beginning of your next upkeep.
Genric Blessing 1W
Instant
Prevent the next 5 damage that would be dealt by a blue, black or red source.
Draw a card.
Genric Shield Master 2W
Creature - Human Knight
Defender, ~ may block an additional creature each turn.
Archive 1W- An opponent controls two or more attacking creatures.
Whenever a creature becomes blocked by ~ tap that creature. It doesn't untap during its controllers next untap step.
0/5
Heroic Inspiration 2W
Instant
Target creature you control gets +2/+2 until end of turn. All other attacking or blocking creatures you control get +1/+1 until end of turn.
Last Chance 2W
Sorcery
Choose one - Gain 6 life or Search your library for a copy of target creature you control and put it into your hand, then shuffle your library.
Archive 1W- A creature you control was dealt damage this turn.
Pearl Champion 3WW
Creature - Human Knight
Vigilance T: Prevent the next 2 damage that would be dealt to target creature or player. For each damage prevented this way, you may gain 1 life.
2/5
Pearl Offering 1W
Sorcery
You gain 3 life.
If a creature you own was put into a graveyard from the battlefield this turn, you may gain 6 life instead.
Pearl Purist 2W
Creature - Human Cleric
Shroud Lifelink
2/2
Phase Guide 2W
Creature - Human Cleric
Phasing, Vigilance
Whenever ~ is assigned to block, ~ and each creature it is blocking phase out.
3/5
Phase Shift 2W
Instant
Target blocking creature and all creatures it is blocking phase out.
Protector 2WW
Creature - Human Knight
Flux
If ~ has a flux counter on it, all creature lose protection from all colors. Otherwise all creatures have shroud.
2/3
Purify Aura 2W
Instant
Destroy target enchantment. You gain life equal to its converted mana cost.
Archive W - A non-white enchantment entered the battlefield this turn.
Rift Gate 2W
Enchantment W: ~ becomes a copy of a phased out permanent you own until end of turn.
Souldipper 2W
Creature - Human Cleric
Flying, Phasing
Whenever ~ phase in, you gain 3 life.
3/3
Steelskin Acolyte W
Creature - Human Cleric
Prevent the first point of damage dealt to ~ each turn.
1/1
Swift Discipline 1W
Instant
Each creature you control gets +1/+1 for each W in their mana cost until end of turn.
Faithful Watchdog 3W
Creature - Beast
Vigilance W: ~ gets +0/+1 until end of turn.
2/4
Zeal 2W
Instant
Untap target creature. That creature gets +3/+3 until end of turn.
Archive W - A creature was target by a spell or ability you do not control this turn.
Eclai's Last Wish 2UU
Sorcery
Return all colorless and multicolored non-land permanents to their owner's hands.
Archive 1UU- An artifact came into play this turn.
Pervasive Egotist 7U
Creature - Human Wizard
Archive 1U- A player drew two or more cards this turn. T: Target player draws two cards then discards a card unless any opponent has you put a copy of ~ into play tapped.
2/3
Blue Rares
Caretaker of World's End 3UU
Creature - Illusion
Flying
Archive 4U- You control seven or more lands.
If ~'s archive cost was paid, when ~ enters the battlefield you may return any number of lands you control to their owner's hands. If you do, return that many creatures to their owner's hands.
4/4
Conjurer's Will 2U
Enchantment
Whenever a card is returned to its owner's hand that player can't play cards with the same name as the returned card on his or her next turn.
Crashing Wave Elemental 1UU
Creature - Elemental
~ enters the battlefield with a +1/+1 counter on it.
Whenever a player casts a spell, double the number of +1/+1 counters on ~.
At the end of each player's turn, remove all but one +1/+1 counter from ~.
0/0
Library Wurm 3UUU
Creature - Wurm
Defender
Whenever a card is put into a graveyard from a library, ~ loses defender and gains trample until end of turn.
8/7
Mageallurgist 2UU
Creature - Human Wizard T: Put a token copy of a nontoken enchantment that left the battlefield this turn onto the battlefield. That copy is an artifact in addition to its other types.
2/3
Misted Infinity 1UUU
Sorcery
Take an extra turn after this one.
Play ~ only if all non land permanents you control are enchantments and you control at least one enchantment.
Morphic Eddy 1UU
Creature - Elemental
As ~ enters the battlefield its power becomes equal to target creature's power.
As ~ enters the battlefield its toughness becomes equal to target creature's toughness.
*/*
Temporal Geyser 2UU
Enchantment
Whenever a land is returned to your hand from the battlefield you may put target non-land permanent on top of its owner's library.
Unknown Wonders 2U
Sorcery
Put your hand on top of your library then shuffle your library. Draw cards equal to the number of cards in target player's hand.
Updraft Cannonist 2UU
Creature - Illusion
Each player who has cast a non-instant spell this turn can't cast additional non-instant spells.
3/3
Will of the Saranyu 3UU
Enchantment
Archive 2U- You control a permanent that is an artifact and an enchantment. 1UUU: Draw a card for each enchantment you control.
Blue Uncommons
Compelling Thought U
Instant
Up to three lands target player controls don't untap during their controller's next untap step. That player my draw an additional card during their next draw step.
Eddie 2UU
Instant
When ~ is placed on the stack add 1 to your mana pool for every spell on the stack.
Counter target spell.
Frozen Gravecharm 1U
Enchantment
Whenever a player casts an artifact spell, that player puts the top two cards of his or her library into his or her graveyard.
Liquefaction (The proper spelling of this word confused me greatly at first) 2UU
Instant
Put target creature on top of its owner's library, then that player shuffles their library.
Mimicry 1UU
Instant
Counter target artifact spell. If you do you may search your library for a card with the same name as target non token artifact and put it onto the battlefield. Then shuffle your library.
Mindmelder 1UU
Creature - Human Wizard
Flux
Whenever a flux counter is put on ~, target player puts the top two cards of his or her library into his or her graveyard.
Whenever a flux counter is removed from ~, each player draws a card.
1/1
Mistborn 2U
Creature - Illusion
First Strike
Whenever ~ deals combat damage it gets +0/+2 until end of turn.
2/1
Orb of Niz 2U
Enchantment
Shroud U: ~ becomes a 4/3 blue illusion creature with flying until end of turn. Play this ability only if you paid an archive cost this turn.
Saranyu Chosen 1U
Creature - Illusion
Protection from Artifacts
2/1
Tidal Essence 1UU
Enchantment
Flux
If ~ has a flux counter on it, whenever a spell is cast counter it. 3: Remove a flux counter from ~.
Return two lands you control to their owner's hands: Return ~ to its owner's hand. Any player may play this ability.
Vei'Nal Warpsplitter 4U
Creature - Human Wizard
Flash
Whenever ~ enters the battlefield return target creature you control and target creature an opponent controls to their owner's hands.
2/4
Void Apprentice 2U
Creature - Human Wizard U,T: Counter target spell unless its controller pays 1.
1/1
Blue Commons
Auramaster Pathfinder 1U
Creature - Human Wizard
~ gets +0/+1 for each enchantment you control.
As long as ~ is enchanted, it is unblockable.
2/1
Boltling 4U
Creature - Illusion
Creatures you control have flying.
Whenever ~ becomes the target of a spell or ability, if it is a creature, it becomes an enchantment until end of turn (It is no longer a creature).
2/2
Compromise 1U
Instant
Reveal the top five cards of your library. Target opponent exiles one card, then you put one card in your hand. Place the rest of the cards on the bottom of your library in any order.
Condori Worm UU
Creature - Illusion
At the beginning of your upkeep, if you control four or more lands, return ~ to its owner's hand.
When ~ enters the battlefield, if you control an enchantment, draw a card.
2/3
Core of Mists
Instant
~ is blue.
Archive 1UU - The top card of a graveyard is an enchantment card.
Put a token copy of target non-aura enchantment onto the battlefield. That copy is a 1/1 blue illusion creature in addition to its other types.
Crystallized Mistling 4U
Creature - Illusion
Flying 1U: Redirect the target of a spell or ability that targets only ~. (The targets must still be legal)
3/2
Demented Librarian 2U
Creature - Human Wizard
Flux
Whenever a flux counter is put on or removed from a permanent you control, target player puts the top card of his or her library into his or her graveyard.
2/2
Enchanter's Bane 2U
Sorcery
For each enchantment you control, return target creature to it's owner's hand.
Fleeting Phantasm U
Creature - Illusion
Whenever ~ is dealt damage, sacrifice it. U: Return ~ to it's owner's hand.
1/2
Haze of Dreams 1U
Enchantment - Aura
Enchant Creature
Whenever enchanted creature becomes tapped you may tap target unenchanted creature.
Illusion Mastery 4U
Sorcery
Reveal the top five cards of target player’s library. If one of them is an enchantment, put a token copy of that enchantment into play. Put those cards on the top of his or her library in any order. That token copy is an artifact in addition to its other types.
Look to the Past 2U
Sorcery
Draw two cards, then discard a card.
Archive 1U- A player cast a sorcery this turn.
Mist Spectre 2U
Creature - Illusion
Flux
Whenever a flux counter is put on or removed from ~, target creature gets -2/-0 until end of turn.
1/2
Obscure in Mists 1U
Instant
Target creature becomes unblockable and gains "Whenever this creature deals damage to a player you may draw a card" until end of turn.
Pool of Knowledge U
Enchantment
At the beginning of your upkeep, if you control four or more lands, return ~ to its owner's hand.
When ~ leaves the battlefield, draw a card.
Quicksilver Burst U
Instant
Target creature gains first strike and "whenever this creature deals combat damage this turn it gets +0/+2 until end of turn" until end of turn.
Quicksilver Merchant 2U
Creature - Human Cleric T: Target creature gains first strike until end of turn.
2/2
Reality Skitterer 1U
Creature - Illusion
Archive UU- A Spell was countered this turn.
When ~ enters the battlefield, if its archive cast was paid, you may counter target spell.
At the beginning of your end step, if ~ is on the battlefield, you may archive it.
1/1
Saranyu Archivist 3U
Creature - Illusion T: Draw a card and discard a card.
As long as ~ is tapped archive spells cost UUless to cast (Cost includes color)
Archive U - An archive cost was paid this turn.
2/2
Saranyu Summoner 3UU
Creature - Illusion
Flux
Whenever a flux counter is put on or removed from ~ you may put a flux counter on, or remove a flux counter from another permanent.
2/5
Strangledream Mistling 1U
Creature - Illusion
Phasing
Archive U- A creature was returned to its owner's hand this turn. UU, Sacrifice ~: Counter target creature spell.
1/1
Thought Cycle 2U
Sorcery
Choose one - Put the top five cards of target player's library into his or her graveyard; or put two cards from your graveyard on the top of your library in any order.
Vanishing Act 1U
Instant
For each artifact target player controls, return a creature he or she controls to its owner's hand.
Wrap in Mist 2U
Enchantment - Aura
Enchant Creature
Enchanted creature does not untap during it's controller's untap step.
If enchanted creature would become untapped, return it and ~ to their owner's hands instead.
Gunthru, Field Commander
1WW
Legendary Creature - Human Knight
1WW, Untap: Tap all untapped creatures and untap all tapped creatures. Play this ability only once per turn.
3/2
Sheperd of the Meek
2W
Creature - Human Cleric
T: Target creature becomes as long as ~ remains tapped.
You control white creatures with combined power and toughness equal to three or less.
3/4
White Rares
Austere Judgement
1WW
Sorcery
Each player sacrifices each permanent they control with a converted mana cost greater than the number of basic lands he or she controls
Core of Genric
Instant
~ is white.
Archive 1W - The top card of each graveyard shares a type.
Creatures you control are 4/4 until end of turn.
Earnest Templar
1WW
Creature - Human Knight
1W: Target white creature gains shroud until end of turn.
3/3
Equality
2WW
Enchantment
Creatures are 1/1
Ether Oracle
2W
Creature - Human Cleric
1W, T: Reveal the top card of your library. Target creature gains protection from that cards colors until end of turn. If that card is white, put it into your hand.
1/3
Flickermask Observer
5W
Creature - Angel
Flying, Vigilance, First Strike
Archive WWW- You have more than 25 life.
5/5
Form Sculptor
1W
Creature - Human Cleric
When ~ leaves the battlefield, all creatures become 0/1 creatures until end of turn.
T, Sacrifice ~: You gain 2 life.
Lord Captain Valc
4W
Legendary Creature - Human Knight
Tap an untapped creature you control: That creature gains protection from a color of your choice. ~ gets +1/+1 until end of turn.
4/4
Perceived Evils
1WWW
Enchantment
When ~ comes into play target opponent puts a 2/2 black scapegoat creature into play with "creatures you control are black".
As long as an opponent controls a scapegoat, creatures you control have protection from black.
Rigid Territory
5WW
Sorcery
Each player's life total becomes equal to the number of lands he or she controls.
Whitewall Bastion
2WWW
Creature - Fortress
Defender
~ can block any number of creatures and blocks all creatures each turn if able.
If ~ is dealt lethal damage, sacrifice all creatures you control.
0/12
Wrath of Nod
2WW
Sorcery
Exile all creatures. At the beginning of the next end step return all creatures removed from the battlefield by ~. Creatures with phasing removed this way return with a +1/+1 counter on them.
White Uncommons
Burst of Adrenaline
WW
Sorcery
Target creature gets +5/+5 until end of turn.
Archive W- A creature you control was assigned to block this turn.
Essence Warrior
WW
Creature - Spirit Soldier
1W, T: Search your library for a card named ~ and exile it. That card is archived. If you do, shuffle your library.
~ gets +1/+1 for each other creature you control with the same name.
Archive 1W- A creature named Essence Warrior was dealt damage this turn.
2/2
Faith's Reward
WW
Instant
As an additional cost to play ~, tap X untapped creatures you control. Target creature gets +X/+X and lifelink until end of turn.
Fell the Mighty
1W
Enchantment - Aura
Enchant Creature
If enchanted creature would be dealt 3 or more damage from any one source, prevent that damage.
Genric Hero
2WW
Creature - Human Knight
Flying
When ~ enters the battlefield, put a 1/1 squire creature token into play for each knight you control.
2/2
Golden Child
1W
Creature - Human Child
~ has protection from each creature with the highest power.
2/2
Hammer the Nails
1WW
Instant
Destroy each creature whose power or toughness have been altered this turn.
Herald of the Dawn
W
Creature - Human Cleric
Phasing
Whenever ~ phases in put a +1/+1 counter on it.
2/1
Humble Rebirth
1WW
Instant
Exile target attacking creature. If you do, put a 1/1 white spirit creature token into play.
Lightbound Templar
4W
Creature - Human Knight
Lifelink, Protection from Black
Archive 1WW- A player gained 3 or more life this turn.
3/3
Silver Knight
Reprint
Stalemate
1W
Sorcery
Players can't play lands on their next turn.
Virtue of Gloas
3W
Creature - Cat Soldier
~ gets +3/+3 as long as each land you control is a plains.
2/2
White Commons
Balanced Blademaster
2W
Creature - Human Knight
As long as there are two or more counters on permanents you control ~ gets +1/+1 and has first strike.
2/2
Binding Purity
1W
Enchantment - Aura
Enchant Creature
Enchanted creature can't attack, block, or use activated abilities.
Borderland Lancer
WW
Creature - Human Knight
~ can't be blocked by green creatures.
If ~ would be dealt only one damage, prevent that damage.
2/1
Buffer Cleansing
3W
Sorcery
Destroy all enchantments
Archive 1W- An enchantment came into play this turn.
Call to Battle
1W
Enchantment - Aura
Enchant Creature
Whenever enchanted creature deals combat damage put a 1/1 white creature token into play.
Cherish
1W
Enchantment - Aura
Archive 1W- A creature was assigned to attack you this turn.
Enchanted creature has shroud and can't attack.
Empyrial Warfist
1W
Creature - Human Soldier
Vigilance
When ~ comes into play, creatures you control gain vigilance until end of turn.
1/2
Feast of Genric
1WW
Enchantment
Tap X untapped creatures you control: At the end of turn, untap those creatures. They gain +X/+X until the beginning of your next upkeep.
Genric Blessing
1W
Instant
Prevent the next 5 damage that would be dealt by a blue, black or red source.
Draw a card.
Genric Shield Master
2W
Creature - Human Knight
Defender, ~ may block an additional creature each turn.
Archive 1W- An opponent controls two or more attacking creatures.
Whenever a creature becomes blocked by ~ tap that creature. It doesn't untap during its controllers next untap step.
0/5
Heroic Inspiration
2W
Instant
Target creature you control gets +2/+2 until end of turn. All other attacking or blocking creatures you control get +1/+1 until end of turn.
Last Chance
2W
Sorcery
Choose one - Gain 6 life or Search your library for a copy of target creature you control and put it into your hand, then shuffle your library.
Archive 1W- A creature you control was dealt damage this turn.
Pearl Champion
3WW
Creature - Human Knight
Vigilance
T: Prevent the next 2 damage that would be dealt to target creature or player. For each damage prevented this way, you may gain 1 life.
2/5
Pearl Offering
1W
Sorcery
You gain 3 life.
If a creature you own was put into a graveyard from the battlefield this turn, you may gain 6 life instead.
Pearl Purist
2W
Creature - Human Cleric
Shroud Lifelink
2/2
Phase Guide
2W
Creature - Human Cleric
Phasing, Vigilance
Whenever ~ is assigned to block, ~ and each creature it is blocking phase out.
3/5
Phase Shift
2W
Instant
Target blocking creature and all creatures it is blocking phase out.
Protector
2WW
Creature - Human Knight
Flux
If ~ has a flux counter on it, all creature lose protection from all colors. Otherwise all creatures have shroud.
2/3
Purify Aura
2W
Instant
Destroy target enchantment. You gain life equal to its converted mana cost.
Archive W - A non-white enchantment entered the battlefield this turn.
Rift Gate
2W
Enchantment
W: ~ becomes a copy of a phased out permanent you own until end of turn.
Souldipper
2W
Creature - Human Cleric
Flying, Phasing
Whenever ~ phase in, you gain 3 life.
3/3
Steelskin Acolyte
W
Creature - Human Cleric
Prevent the first point of damage dealt to ~ each turn.
1/1
Swift Discipline
1W
Instant
Each creature you control gets +1/+1 for each W in their mana cost until end of turn.
Faithful Watchdog
3W
Creature - Beast
Vigilance
W: ~ gets +0/+1 until end of turn.
2/4
Zeal
2W
Instant
Untap target creature. That creature gets +3/+3 until end of turn.
Archive W - A creature was target by a spell or ability you do not control this turn.
I'll post other colors later. Got errands to run!
Eclai's Last Wish
2UU
Sorcery
Return all colorless and multicolored non-land permanents to their owner's hands.
Archive 1UU- An artifact came into play this turn.
Pervasive Egotist
7U
Creature - Human Wizard
Archive 1U- A player drew two or more cards this turn.
T: Target player draws two cards then discards a card unless any opponent has you put a copy of ~ into play tapped.
2/3
Blue Rares
Caretaker of World's End
3UU
Creature - Illusion
Flying
Archive 4U- You control seven or more lands.
If ~'s archive cost was paid, when ~ enters the battlefield you may return any number of lands you control to their owner's hands. If you do, return that many creatures to their owner's hands.
4/4
Conjurer's Will
2U
Enchantment
Whenever a card is returned to its owner's hand that player can't play cards with the same name as the returned card on his or her next turn.
Crashing Wave Elemental
1UU
Creature - Elemental
~ enters the battlefield with a +1/+1 counter on it.
Whenever a player casts a spell, double the number of +1/+1 counters on ~.
At the end of each player's turn, remove all but one +1/+1 counter from ~.
0/0
Library Wurm
3UUU
Creature - Wurm
Defender
Whenever a card is put into a graveyard from a library, ~ loses defender and gains trample until end of turn.
8/7
Mageallurgist
2UU
Creature - Human Wizard
T: Put a token copy of a nontoken enchantment that left the battlefield this turn onto the battlefield. That copy is an artifact in addition to its other types.
2/3
Misted Infinity
1UUU
Sorcery
Take an extra turn after this one.
Play ~ only if all non land permanents you control are enchantments and you control at least one enchantment.
Morphic Eddy
1UU
Creature - Elemental
As ~ enters the battlefield its power becomes equal to target creature's power.
As ~ enters the battlefield its toughness becomes equal to target creature's toughness.
*/*
Temporal Geyser
2UU
Enchantment
Whenever a land is returned to your hand from the battlefield you may put target non-land permanent on top of its owner's library.
Unknown Wonders
2U
Sorcery
Put your hand on top of your library then shuffle your library. Draw cards equal to the number of cards in target player's hand.
Updraft Cannonist
2UU
Creature - Illusion
Each player who has cast a non-instant spell this turn can't cast additional non-instant spells.
3/3
Will of the Saranyu
3UU
Enchantment
Archive 2U- You control a permanent that is an artifact and an enchantment.
1UUU: Draw a card for each enchantment you control.
Blue Uncommons
Compelling Thought
U
Instant
Up to three lands target player controls don't untap during their controller's next untap step. That player my draw an additional card during their next draw step.
Eddie
2UU
Instant
When ~ is placed on the stack add 1 to your mana pool for every spell on the stack.
Counter target spell.
Frozen Gravecharm
1U
Enchantment
Whenever a player casts an artifact spell, that player puts the top two cards of his or her library into his or her graveyard.
Liquefaction (The proper spelling of this word confused me greatly at first)
2UU
Instant
Put target creature on top of its owner's library, then that player shuffles their library.
Mimicry
1UU
Instant
Counter target artifact spell. If you do you may search your library for a card with the same name as target non token artifact and put it onto the battlefield. Then shuffle your library.
Mindmelder
1UU
Creature - Human Wizard
Flux
Whenever a flux counter is put on ~, target player puts the top two cards of his or her library into his or her graveyard.
Whenever a flux counter is removed from ~, each player draws a card.
1/1
Mistborn
2U
Creature - Illusion
First Strike
Whenever ~ deals combat damage it gets +0/+2 until end of turn.
2/1
Orb of Niz
2U
Enchantment
Shroud
U: ~ becomes a 4/3 blue illusion creature with flying until end of turn. Play this ability only if you paid an archive cost this turn.
Saranyu Chosen
1U
Creature - Illusion
Protection from Artifacts
2/1
Tidal Essence
1UU
Enchantment
Flux
If ~ has a flux counter on it, whenever a spell is cast counter it.
3: Remove a flux counter from ~.
Return two lands you control to their owner's hands: Return ~ to its owner's hand. Any player may play this ability.
Truthbind
2U
Instant
Counter target non-artifact, non-enchantment spell.
Vei'Nal Warpsplitter
4U
Creature - Human Wizard
Flash
Whenever ~ enters the battlefield return target creature you control and target creature an opponent controls to their owner's hands.
2/4
Void Apprentice
2U
Creature - Human Wizard
U,T: Counter target spell unless its controller pays 1.
1/1
Blue Commons
Auramaster Pathfinder
1U
Creature - Human Wizard
~ gets +0/+1 for each enchantment you control.
As long as ~ is enchanted, it is unblockable.
2/1
Boltling
4U
Creature - Illusion
Creatures you control have flying.
Whenever ~ becomes the target of a spell or ability, if it is a creature, it becomes an enchantment until end of turn (It is no longer a creature).
2/2
Compromise
1U
Instant
Reveal the top five cards of your library. Target opponent exiles one card, then you put one card in your hand. Place the rest of the cards on the bottom of your library in any order.
Condori Worm
UU
Creature - Illusion
At the beginning of your upkeep, if you control four or more lands, return ~ to its owner's hand.
When ~ enters the battlefield, if you control an enchantment, draw a card.
2/3
Core of Mists
Instant
~ is blue.
Archive 1UU - The top card of a graveyard is an enchantment card.
Put a token copy of target non-aura enchantment onto the battlefield. That copy is a 1/1 blue illusion creature in addition to its other types.
Crystallized Mistling
4U
Creature - Illusion
Flying
1U: Redirect the target of a spell or ability that targets only ~. (The targets must still be legal)
3/2
Demented Librarian
2U
Creature - Human Wizard
Flux
Whenever a flux counter is put on or removed from a permanent you control, target player puts the top card of his or her library into his or her graveyard.
2/2
Enchanter's Bane
2U
Sorcery
For each enchantment you control, return target creature to it's owner's hand.
Fleeting Phantasm
U
Creature - Illusion
Whenever ~ is dealt damage, sacrifice it.
U: Return ~ to it's owner's hand.
1/2
Haze of Dreams
1U
Enchantment - Aura
Enchant Creature
Whenever enchanted creature becomes tapped you may tap target unenchanted creature.
Illusion Mastery
4U
Sorcery
Reveal the top five cards of target player’s library. If one of them is an enchantment, put a token copy of that enchantment into play. Put those cards on the top of his or her library in any order. That token copy is an artifact in addition to its other types.
Look to the Past
2U
Sorcery
Draw two cards, then discard a card.
Archive 1U- A player cast a sorcery this turn.
Mist Spectre
2U
Creature - Illusion
Flux
Whenever a flux counter is put on or removed from ~, target creature gets -2/-0 until end of turn.
1/2
Mistling
1UU
Creature - Illusion
Flying, Shroud
2/1
Obscure in Mists
1U
Instant
Target creature becomes unblockable and gains "Whenever this creature deals damage to a player you may draw a card" until end of turn.
Pool of Knowledge
U
Enchantment
At the beginning of your upkeep, if you control four or more lands, return ~ to its owner's hand.
When ~ leaves the battlefield, draw a card.
Quicksilver Burst
U
Instant
Target creature gains first strike and "whenever this creature deals combat damage this turn it gets +0/+2 until end of turn" until end of turn.
Quicksilver Merchant
2U
Creature - Human Cleric
T: Target creature gains first strike until end of turn.
2/2
Reality Skitterer
1U
Creature - Illusion
Archive UU- A Spell was countered this turn.
When ~ enters the battlefield, if its archive cast was paid, you may counter target spell.
At the beginning of your end step, if ~ is on the battlefield, you may archive it.
1/1
Saranyu Archivist
3U
Creature - Illusion
T: Draw a card and discard a card.
As long as ~ is tapped archive spells cost UUless to cast (Cost includes color)
Archive U - An archive cost was paid this turn.
2/2
Saranyu Summoner
3UU
Creature - Illusion
Flux
Whenever a flux counter is put on or removed from ~ you may put a flux counter on, or remove a flux counter from another permanent.
2/5
Strangledream Mistling
1U
Creature - Illusion
Phasing
Archive U- A creature was returned to its owner's hand this turn.
UU, Sacrifice ~: Counter target creature spell.
1/1
Thought Cycle
2U
Sorcery
Choose one - Put the top five cards of target player's library into his or her graveyard; or put two cards from your graveyard on the top of your library in any order.
Vanishing Act
1U
Instant
For each artifact target player controls, return a creature he or she controls to its owner's hand.
Wrap in Mist
2U
Enchantment - Aura
Enchant Creature
Enchanted creature does not untap during it's controller's untap step.
If enchanted creature would become untapped, return it and ~ to their owner's hands instead.