Odyssey

Karmic Justice

Karmic Justice {2}{W}

Enchantment
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
Kirtar's Desire

Kirtar's Desire {W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
Threshold — Enchanted creature can't block as long as seven or more cards are in your graveyard.
Kirtar's Wrath

Kirtar's Wrath {4}{W}{W}

Sorcery
Destroy all creatures. They can't be regenerated.
Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
Lieutenant Kirtar

Lieutenant Kirtar {1}{W}{W}

Legendary Creature - Bird Soldier
Flying
{1}{W}, Sacrifice Lieutenant Kirtar: Exile target attacking creature.
"His strengths are pride, devotion, and ambition. His weaknesses are the same."
—Pianna, nomad captain
2/2
Life Burst

Life Burst {1}{W}

Instant
Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard.
As uplifting as a mystic's dreams.
Luminous Guardian

Luminous Guardian {3}{W}

Creature - Human Nomad
{W}: Luminous Guardian gets +0/+1 until end of turn.
{2}: Luminous Guardian can block an additional creature this turn.
"There is no victory without virtue."
1/4
Master Apothecary

Master Apothecary {W}{W}{W}

Creature - Human Cleric
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to any target this turn.
It takes a remarkable cleric to turn a group of healers into a hospital.
2/2
Mystic Crusader

Mystic Crusader {1}{W}{W}

Creature - Human Nomad Mystic
Protection from black and from red
Threshold — As long as seven or more cards are in your graveyard, Mystic Crusader gets +1/+1 and has flying.
2/1
Mystic Penitent

Mystic Penitent {W}

Creature - Human Nomad Mystic
Vigilance
Threshold — As long as seven or more cards are in your graveyard, Mystic Penitent gets +1/+1 and has flying.
1/1
Mystic Visionary

Mystic Visionary {1}{W}

Creature - Human Nomad Mystic
Threshold — Mystic Visionary has flying as long as seven or more cards are in your graveyard.
"The aven are heralds of divinity. The greatest glory is to join them in the sky."
2/1
Mystic Zealot

Mystic Zealot {3}{W}

Creature - Human Nomad Mystic
Threshold — As long as seven or more cards are in your graveyard, Mystic Zealot gets +1/+1 and has flying.
Nomad youths aspire to one of two roles in the tribe: priest or warrior. Their secret dream is to become both.
2/4
Nomad Decoy

Nomad Decoy {2}{W}

Creature - Human Nomad
{W}, {T}: Tap target creature.
Threshold{W}{W}, {T}: Tap two target creatures. Activate only if seven or more cards are in your graveyard.
If you can take something from a nomad, it's probably bait.
1/2
Patrol Hound

Patrol Hound {1}{W}

Creature - Dog
Discard a card: Patrol Hound gains first strike until end of turn.
To the camp, it was a fierce and loyal protector. To the sentry's youngest daughter, it would always be her "Wuv Muffin."
2/2
Pianna, Nomad Captain

Pianna, Nomad Captain {1}{W}{W}

Legendary Creature - Human Nomad
Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.
Some find inspiration in their swords. Others find it in their leaders.
2/2
Pilgrim of Justice

Pilgrim of Justice {2}{W}

Creature - Human Cleric
Protection from red
{W}, Sacrifice Pilgrim of Justice: The next time a red source of your choice would deal damage this turn, prevent that damage.
"I would die a thousand deaths before I let you harm another."
1/3
Pilgrim of Virtue

Pilgrim of Virtue {2}{W}

Creature - Human Cleric
Protection from black
{W}, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage.
"A life is measured by the lives it saves."
1/3
Ray of Distortion

Ray of Distortion {3}{W}

Instant
Destroy target artifact or enchantment.
Flashback {4}{W}{W}
Resilient Wanderer

Resilient Wanderer {2}{W}{W}

Creature - Human Nomad
First strike
Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn.
Nomads understand many cultures and therefore travel without fear.
2/3
Sacred Rites

Sacred Rites {W}

Instant
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.
Second Thoughts

Second Thoughts {4}{W}

Instant
Exile target attacking creature.
Draw a card.
It suddenly dawned on Jorin that farming was quite a noble profession.
Shelter

Shelter {1}{W}

Instant
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
Good strategists seize opportunities. Great strategists make their own.
Soulcatcher

Soulcatcher {1}{W}

Creature - Bird Soldier
Flying
Whenever a creature with flying dies, put a +1/+1 counter on Soulcatcher.
"Holy couriers guide aven spirits up to the home of the Ancestor."
—Mystic elder
1/1
Sphere of Duty

Sphere of Duty {3}{W}

Enchantment
If a green source would deal damage to you, prevent 2 of that damage.
Duty subdues instinct.
Sphere of Grace

Sphere of Grace {3}{W}

Enchantment
If a black source would deal damage to you, prevent 2 of that damage.
Grace repels darkness.
Sphere of Law

Sphere of Law {3}{W}

Enchantment
If a red source would deal damage to you, prevent 2 of that damage.
Law smothers anarchy.