Planeshift

Planeshift contains 146 cards.
It is part of Invasion block.
Released: 2001-02-05
Ertai, the Corrupted

Ertai, the Corrupted {2}{W}{U}{B}

Legendary Creature - Human Wizard
{U}, {T}, Sacrifice a creature or enchantment: Counter target spell.
Altered by Phyrexian science, corrupted by black mana, and twisted by rage, Ertai still looked in the mirror and saw only glory.
3/4
Skyship Weatherlight

Skyship Weatherlight {4}

Legendary Artifact
When Skyship Weatherlight enters the battlefield, search your library for any number of artifact and/or creature cards and exile them. Then shuffle your library.
{4}, {T}: Choose a card at random that was exiled with Skyship Weatherlight. Put that card into its owner's hand.
Tahngarth, Talruum Hero

Tahngarth, Talruum Hero {3}{R}{R}

Legendary Creature - Minotaur Warrior
Vigilance
{1}{R}, {T}: Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.
4/4
Aura Blast

Aura Blast {1}{W}

Instant
Destroy target enchantment.
Draw a card.
"None of your history books mention me?" laughed Daria. "They will now."
Aurora Griffin

Aurora Griffin {3}{W}

Creature - Griffin
Flying
{W}: Target permanent becomes white until end of turn.
Though a fierce fighter, its true value is that it inspires beleaguered forces.
2/2
Disciple of Kangee

Disciple of Kangee {2}{W}

Creature - Human Wizard
{U}, {T}: Target creature gains flying and becomes blue until end of turn.
When no birds are available, Kangee's disciples fill the sky with anything that's willing to fight.
2/2
Dominaria's Judgment

Dominaria's Judgment {2}{W}

Instant
Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest.
Guard Dogs

Guard Dogs {3}{W}

Creature - Hound
{2}{W}, {T}: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent.
"A good guard is alert. A great guard is also loyal."
—Benalish kennelmaster
2/2
Heroic Defiance

Heroic Defiance {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.
"Wear courage as your armor. Wield honor as your blade."
—Gerrard
Hobble

Hobble {2}{W}

Enchantment - Aura
Enchant creature
When Hobble enters the battlefield, draw a card.
Enchanted creature can't attack.
Enchanted creature can't block if it's black.
Honorable Scout

Honorable Scout {W}

Creature - Human Soldier Scout
When Honorable Scout enters the battlefield, you gain 2 life for each black and/or red creature target opponent controls.
"I've faced your kind before. This time I'm ready for you."
1/1
Lashknife Barrier

Lashknife Barrier {2}{W}

Enchantment
When Lashknife Barrier enters the battlefield, draw a card.
If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.
March of Souls

March of Souls {4}{W}

Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
Orim's Chant

Orim's Chant {W}

Instant
Kicker {W}
Target player can't cast spells this turn. If this spell was kicked, creatures can't attack this turn.
Planeswalker's Mirth

Planeswalker's Mirth {2}{W}

Enchantment
{3}{W}: Target opponent reveals a card at random from their hand. You gain life equal to that card's converted mana cost.
"I enjoy a good joke as much as the next guy."
—Commodore Guff
Pollen Remedy

Pollen Remedy {W}

Instant
Kicker—Sacrifice a land.
Prevent the next 3 damage that would be dealt this turn to any number of targets, divided as you choose. If this spell was kicked, prevent the next 6 damage this way instead.
Samite Elder

Samite Elder {2}{W}

Creature - Human Cleric
{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.
1/2
Samite Pilgrim

Samite Pilgrim {1}{W}

Creature - Human Cleric
Domain{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
1/1
Sunscape Battlemage

Sunscape Battlemage {2}{W}

Creature - Human Wizard
Kicker {1}{G} and/or {2}{U}
When Sunscape Battlemage enters the battlefield, if it was kicked with its {1}{G} kicker, destroy target creature with flying.
When Sunscape Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, draw two cards.
2/2
Sunscape Familiar

Sunscape Familiar {1}{W}

Creature - Wall
Defender
Green spells and blue spells you cast cost {1} less to cast.
The spirits of fallen battlemages can serve their guilds as familiars by joining with any physical form.
0/3
Surprise Deployment

Surprise Deployment {3}{W}

Instant
Cast this spell only during combat.
You may put a nonwhite creature card from your hand onto the battlefield. At the beginning of the next end step, return that creature to your hand.
Voice of All

Voice of All {2}{W}{W}

Creature - Angel
Flying
As Voice of All enters the battlefield, choose a color.
Voice of All has protection from the chosen color.
2/2
Allied Strategies

Allied Strategies {4}{U}

Sorcery
Domain — Target player draws a card for each basic land type among lands they control.
Each commander looked at the others and wondered who would be first to break the alliance.
Arctic Merfolk

Arctic Merfolk {1}{U}

Creature - Merfolk
Kicker—Return a creature you control to its owner's hand.
If Arctic Merfolk was kicked, it enters the battlefield with a +1/+1 counter on it.
1/1
Confound

Confound {1}{U}

Instant
Counter target spell that targets a creature.
Draw a card.
"Did I know Szat would betray us?" Urza asked quizzically. "I was counting on it."