Avacyn Restored

Vorstclaw

Vorstclaw {4}{G}{G}

Creature - Elemental Horror
"Where'd the werewolves go? Maybe that got hungry."
—Halana of Ulvenwald
7/7
Wandering Wolf

Wandering Wolf {1}{G}

Creature - Wolf
Creatures with power less than Wandering Wolf's power can't block it.
Humans still feared wolves, though no connection between them and the curse of lycanthropy had ever been proved.
2/1
Wild Defiance

Wild Defiance {2}{G}

Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
"When civilization reaches out its greedy hand, take it off at the wrist."
—Garruk Wildspeaker
Wildwood Geist

Wildwood Geist {4}{G}

Creature - Spirit
Wildwood Geist gets +2/+2 as long as it's your turn.
The geists that dwell in the deep forests of Kessig are as untamable as the woods themselves.
3/3
Wolfir Avenger

Wolfir Avenger {1}{G}{G}

Creature - Wolf Warrior
Flash
{1}{G}: Regenerate Wolfir Avenger.
Released from a dark curse and bound to a higher calling.
3/3
Wolfir Silverheart

Wolfir Silverheart {3}{G}{G}

Creature - Wolf Warrior
Soulbond
As long as Wolfir Silverheart is paired with another creature, each of those creatures gets +4/+4.
4/4
Yew Spirit

Yew Spirit {4}{G}

Creature - Spirit Treefolk
{2}{G}{G}: Yew Spirit gets +X/+X until end of turn, where X is its power.
"I wonder what dwelled in the primordial forests before humans existed."
—Elder Rimheit
3/3
Bruna, Light of Alabaster

Bruna, Light of Alabaster {3}{W}{W}{U}

Legendary Creature - Angel
Flying, vigilance
Whenever Bruna, Light of Alabaster attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.
5/5
Gisela, Blade of Goldnight

Gisela, Blade of Goldnight {4}{R}{W}{W}

Legendary Creature - Angel
Flying, first strike
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
5/5
Sigarda, Host of Herons

Sigarda, Host of Herons {2}{G}{W}{W}

Legendary Creature - Angel
Flying, hexproof
Spells and abilities your opponents control can't cause you to sacrifice permanents.
Great devotion yields great reward.
5/5
Angel's Tomb

Angel's Tomb {3}

Artifact
Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
"Faith can quicken the stones themselves with life."
—Writings of Mikaeus
Angelic Armaments

Angelic Armaments {3}

Artifact - Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types.
Equip {4}
Forged in dark hours from the flame that would not die.
Bladed Bracers

Bladed Bracers {1}

Artifact - Equipment
Equipped creature gets +1/+1.
As long as equipped creature is a Human or an Angel, it has vigilance.
Equip {2}
Forged from the rubble of the Helvault.
Conjurer's Closet

Conjurer's Closet {5}

Artifact
At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.
"Tomorrow wears yesterday's face."
—Kordel the Cryptic
Gallows at Willow Hill

Gallows at Willow Hill {3}

Artifact
{3}, {T}, Tap three untapped Humans you control: Destroy target creature. Its controller creates a 1/1 white Spirit creature token with flying.
Haunted Guardian

Haunted Guardian {2}

Artifact Creature - Construct
Defender, first strike
"Drain the victim's blood, sell the corpse, and use the soul on guard duty. No muss, no fuss, no problems."
—Olivia Voldaren
2/1
Moonsilver Spear

Moonsilver Spear {4}

Artifact - Equipment
Equipped creature has first strike.
Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying.
Equip {4}
Narstad Scrapper

Narstad Scrapper {5}

Artifact Creature - Construct
{2}: Narstad Scrapper gets +1/+0 until end of turn.
"Finally, the principles of corpse animation applied to bloodless materials!"
—Ludevic, necro-alchemist
3/3
Otherworld Atlas

Otherworld Atlas {4}

Artifact
{T}: Put a charge counter on Otherworld Atlas.
{T}: Each player draws a card for each charge counter on Otherworld Atlas.
"Any fool can open it. But it takes a genius to decipher the blank pages."
—Kordel the Cryptic
Scroll of Avacyn

Scroll of Avacyn {1}

Artifact
{1}, Sacrifice Scroll of Avacyn: Draw a card. If you control an Angel, you gain 5 life.
Words to bless the eye that reads them, telling of a future beyond the reach of fear.
Scroll of Griselbrand

Scroll of Griselbrand {1}

Artifact
{1}, Sacrifice Scroll of Griselbrand: Target opponent discards a card. If you control a Demon, that player loses 3 life.
Words no eyes should see, telling of things no sane mind could fathom.
Tormentor's Trident

Tormentor's Trident {2}

Artifact - Equipment
Equipped creature gets +3/+0 and attacks each combat if able.
Equip {3}
To a demon there is no such thing as restraint.
Vanguard's Shield

Vanguard's Shield {2}

Artifact - Equipment
Equipped creature gets +0/+3 and can block an additional creature each combat.
Equip {3}
Wars are not fought on a single front.
Vessel of Endless Rest

Vessel of Endless Rest {3}

Artifact
When Vessel of Endless Rest enters the battlefield, put target card from a graveyard on the bottom of its owner's library.
{T}: Add one mana of any color.
Alchemist's Refuge

Alchemist's Refuge

Land
{T}: Add {C}.
{G}{U}, {T}: You may cast spells this turn as though they had flash.
Persecuted alchemists fled deep into Kessig's wilds, seeking solitude to continue their ghoulish craft.