Fourth Edition

Fortified Area

Fortified Area {1}{W}{W}

Enchantment
Wall creatures you control get +1/+0 and have banding.
Green Ward

Green Ward {W}

Enchantment - Aura
Enchant creature
Enchanted creature has protection from green. This effect doesn't remove Green Ward.
Healing Salve

Healing Salve {W}

Instant
Choose one —
• Target player gains 3 life.
• Prevent the next 3 damage that would be dealt to any target this turn.
Related card: Healing Leaves
Holy Armor

Holy Armor {W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
{W}: Enchanted creature gets +0/+1 until end of turn.
Holy Strength

Holy Strength {W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2.
Island Sanctuary

Island Sanctuary {1}{W}

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 {2}{W}{W}

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

Kismet {3}{W}

Enchantment
Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
Related card: Frozen Aether
Land Tax

Land Tax {W}

Enchantment
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Mesa Pegasus

Mesa Pegasus {1}{W}

Creature - Pegasus
Flying; banding
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
Morale

Morale {1}{W}{W}

Instant
Attacking creatures get +1/+1 until end of turn.
"After Lacjsi's speech, the Knights grew determined to crush their ancient enemies clan by clan."
—Tivadar of Thorn, History of the Goblin Wars
Northern Paladin

Northern Paladin {2}{W}{W}

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
Osai Vultures

Osai Vultures {1}{W}

Creature - Bird
Flying
At the beginning of each end step, if a creature died this turn, put a carrion counter on Osai Vultures.
Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.
1/1
Pearled Unicorn

Pearled Unicorn {2}{W}

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 {3}{W}{W}{W}

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
Piety

Piety {2}{W}

Instant
Blocking creatures get +0/+3 until end of turn.
"Whoever obeys God and His Prophet, fears God and does his duty to Him, will surely find success."
—The Qur'an, 24:52
Related card: City in a Bottle
Pikemen

Pikemen {1}{W}

Creature - Human Soldier
First strike; banding
"As the cavalry bore down, we faced them with swords drawn and pikes hidden in the grass at our feet. 'Don't lift your pikes 'til I give the word,' I said."
—Maeveen O'Donagh, Memoirs of a Soldier
1/1
Purelace

Purelace {W}

Instant
Target spell or permanent becomes white.
Red Ward

Red Ward {W}

Enchantment - Aura
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove Red Ward.
Reverse Damage

Reverse Damage {1}{W}{W}

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 {W}

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

Samite Healer {1}{W}

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 {W}

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
Seeker

Seeker {2}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
Serra Angel

Serra Angel {3}{W}{W}

Creature - Angel
Flying, vigilance
Born with wings of light and a sword of faith, this heavenly incarnation embodies both fury and purity.
4/4
Related cards: Celestial Vault Protean War Engine Serra Sphinx