Thraben Champion2WW
Creature - Human Soldier
Other Human creatures you control get +1/+1 Fateful hour - As long as you have 5 or less life, Human creatures you control have first strike and vigilance.
3/3
Private Mod Note
():
Rollback Post to RevisionRollBack
"The only thing necessary for the triumph of evil is for good men to do nothing."
Light Elemental3WW
Creature - Elemental
Flash
When ~ enters the battlefield, prevent all combat damage that would be dealt by attacking creatures this turn.
4/4
Private Mod Note
():
Rollback Post to RevisionRollBack
"The only thing necessary for the triumph of evil is for good men to do nothing."
Gustcloak1W
Enchantment - Aura
Enchant creature
When ~ enters the battlefield, draw a card.
Whenever enchanted creature becomes blocked, you may untap it and remove it from combat.
Private Mod Note
():
Rollback Post to RevisionRollBack
"The only thing necessary for the triumph of evil is for good men to do nothing."
Quiet Grove
Land
~ enters the battlefield tapped. t, Pay 1 life: Add 1 to your mana pool. If that mana is spent on a creature spell, that spell can't be countered.
Private Mod Note
():
Rollback Post to RevisionRollBack
"The only thing necessary for the triumph of evil is for good men to do nothing."
Oasis of Time
Land t: Add 1 to your mana pool. 6, t, Sacrifice ~: Exile target creature, then put it onto the battlefield tapped and under its owner's control.
Private Mod Note
():
Rollback Post to RevisionRollBack
"The only thing necessary for the triumph of evil is for good men to do nothing."
Creature - Human Soldier
Other Human creatures you control get +1/+1
Fateful hour - As long as you have 5 or less life, Human creatures you control have first strike and vigilance.
3/3
Sorcery
Untap all Rebel creatures you control. Those creatures get +1/+2 until end of turn.
Creature - Angel
Flying
Creatures can't attack unless its controller pays 1.
4/4
Creature - Human Cleric
Whenever an enchantment enters the battlefield, you gain 1 life.
1/2
Creature - Elemental
Flash
When ~ enters the battlefield, prevent all combat damage that would be dealt by attacking creatures this turn.
4/4
Creature - Human Soldier
Vigilance
2W, t: ~ deals 2 damage to target attacking creature.
2/2
Enchantment - Aura
Enchant creature
When ~ enters the battlefield, draw a card.
Whenever enchanted creature becomes blocked, you may untap it and remove it from combat.
Creature - Angel
Flash
Flying
When ~ enters the battlefield, destroy target attacking or blocking creature.
3/4
Land
t: Add C to your mana pool.
4, t: Target Knight creature gets +1/+1 and gains double strike until end of turn.
Back to white...
Land
~ enters the battlefield tapped.
t: Add G or W to your mana pool.
t, Sacrifice ~: Add GW to your mana pool.
Land
t: Add C to your mana pool.
4, t: Each opponent loses 1 life and you gain 1 life.
Land
~ enters the battlefield tapped.
t, Pay 1 life: Add 1 to your mana pool. If that mana is spent on a creature spell, that spell can't be countered.
Land
t: Add 1 to your mana pool.
6, t, Sacrifice ~: Exile target creature, then put it onto the battlefield tapped and under its owner's control.
Land
t: Add G to your mana pool.
As long as you control six or more lands, ~ is a 4/6 Treefolk creature that's still a land.
Land
t: Add 1 to your mana pool.
3W, t: You gain 3 life.