Portal

Portal contains 222 cards.
Released: 1997-05-01
False Peace

False Peace {W}

Sorcery
Target player skips all combat phases of their next turn.
Mutual consent is not required for war.
Fleet-Footed Monk

Fleet-Footed Monk {1}{W}

Creature - Human Monk
Fleet-Footed Monk can't be blocked by creatures with power 2 or greater.
"Hesitation is for the faithless. My belief lends me speed."
1/1
Foot Soldiers

Foot Soldiers {3}{W}

Creature - Human Soldier
Infantry deployment is the art of putting your troops in the wrong place at the right time.
2/4
Gift of Estates

Gift of Estates {1}{W}

Sorcery
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.
Harsh Justice

Harsh Justice {2}{W}

Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step.
This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller.
Keen-Eyed Archers

Keen-Eyed Archers {2}{W}

Creature - Elf Archer
Reach
"If it has wings, shoot it. If it doesn't, shoot it anyway."
2/2
Knight Errant

Knight Errant {1}{W}

Creature - Human Knight
". . . Before honor is humility."
—The Bible, Proverbs 15:33
2/2
Path of Peace

Path of Peace {3}{W}

Sorcery
Destroy target creature. Its owner gains 4 life.
The soldier reaped the profits of peace.
Regal Unicorn

Regal Unicorn {2}{W}

Creature - Unicorn
Unicorns don't care if you believe in them any more than you care if they believe in you.
2/3
Renewing Dawn

Renewing Dawn {1}{W}

Sorcery
You gain 2 life for each Mountain target opponent controls.
Dawn brings a new day, and a new day brings hope.
Sacred Knight

Sacred Knight {3}{W}

Creature - Human Knight
Sacred Knight can't be blocked by black and/or red creatures.
"No flame, no horror can sway me from my cause."
3/2
Sacred Nectar

Sacred Nectar {1}{W}

Sorcery
You gain 4 life.
"For he on honey-dew hath fed,
And drunk the milk of Paradise."
—Samuel Taylor Coleridge, "Kubla Khan"
Seasoned Marshal

Seasoned Marshal {2}{W}{W}

Creature - Human Soldier
Whenever Seasoned Marshal attacks, you may tap target creature.
2/2
Spiritual Guardian

Spiritual Guardian {3}{W}{W}

Creature - Spirit
When Spiritual Guardian enters the battlefield, you gain 4 life.
Hope is born within.
3/4
Spotted Griffin

Spotted Griffin {3}{W}

Creature - Griffin
Flying
When the cat flies and the bird stalks, guard your horses carefully.
2/3
Starlight

Starlight {1}{W}

Sorcery
You gain 3 life for each black creature target opponent controls.
Stars are like coins dropped into the night: their light buys safe passage.
Starlit Angel

Starlit Angel {3}{W}{W}

Creature - Angel
Flying
To soar as high as hope, to dive as swift as justice.
3/4
Steadfastness

Steadfastness {1}{W}

Sorcery
Creatures you control get +0/+3 until end of turn.
Brute force wins the battles. Conviction wins the wars.
Stern Marshal

Stern Marshal {2}{W}

Creature - Human Soldier
{T}: Target creature gets +2/+2 until end of turn. Activate this ability only during your turn, before attackers are declared.
2/2
Temporary Truce

Temporary Truce {1}{W}

Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Valorous Charge

Valorous Charge {1}{W}{W}

Sorcery
White creatures get +2/+0 until end of turn.
Stand in the way of truth at your peril.
Venerable Monk

Venerable Monk {2}{W}

Creature - Human Monk Cleric
When Venerable Monk enters the battlefield, you gain 2 life.
His presence brings not only a strong arm but also renewed hope.
2/2
Vengeance

Vengeance {3}{W}

Sorcery
Destroy target tapped creature.
Bitter as wormwood, sweet as mulled wine.
Wall of Swords

Wall of Swords {3}{W}

Creature - Wall
Defender
Flying
Sharper than wind, lighter than air.
3/5
Warrior's Charge

Warrior's Charge {2}{W}

Sorcery
Creatures you control get +1/+1 until end of turn.