mtg.wtf
Ninth Edition
Blinking Spirit
{3}
{W}
Creature - Spirit
{0}
: Return Blinking Spirit to its owner's hand.
"Don't look at it! Maybe it'll go away!"
—Ib Halfheart, goblin tactician
2/2
Chastise
{3}
{W}
Instant
Destroy target attacking creature. You gain life equal to its power.
"Why do we pray to the Ancestor? Because She listens."
—Mystic elder
Chastise
{3}
{W}
Instant
Destroy target attacking creature. You gain life equal to its power.
"Why do we pray to the Ancestor? Because She listens."
—Mystic elder
Circle of Protection: Black
{1}
{W}
Enchantment
{1}
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Black
{1}
{W}
Enchantment
{1}
: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Red
{1}
{W}
Enchantment
{1}
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Circle of Protection: Red
{1}
{W}
Enchantment
{1}
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Crossbow Infantry
{1}
{W}
Creature - Human Soldier Archer
{T}
: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
"He can split a marshfly in two from halfway across the range."
—Onean sergeant
1/1
Crossbow Infantry
{1}
{W}
Creature - Human Soldier Archer
{T}
: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
"He can split a marshfly in two from halfway across the range."
—Onean sergeant
1/1
Demystify
{W}
Instant
Destroy target enchantment.
Demystify
{W}
Instant
Destroy target enchantment.
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
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
{1}
{W}
Sorcery
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, put them into your hand, then shuffle.
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, put them into your hand, then shuffle.
Glorious Anthem
{1}
{W}
{W}
Enchantment
Creatures you control get +1/+1.
Each victory adds a new verse.
Related cards:
Faithful Disciple
•
Gaea's Anthem
Glorious Anthem
{1}
{W}
{W}
Enchantment
Creatures you control get +1/+1.
Each victory adds a new verse.
Related cards:
Faithful Disciple
•
Gaea's Anthem
Glory Seeker
{1}
{W}
Creature - Human Soldier
The turning of the tide always begins with one soldier's decision to head back into the fray.
2/2
Glory Seeker
{1}
{W}
Creature - Human Soldier
The turning of the tide always begins with one soldier's decision to head back into the fray.
2/2
Holy Day
{W}
Instant
Prevent all combat damage that would be dealt this turn.
"The day of Spirits; my soul's calm retreat / Which none disturb!"
—Henry Vaughan, "The Night"
Holy Day
{W}
Instant
Prevent all combat damage that would be dealt this turn.
"The day of Spirits; my soul's calm retreat / Which none disturb!"
—Henry Vaughan, "The Night"
Holy Strength
{W}
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2.
Such power protects the body with the strength of the soul.
Holy Strength
{W}
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2.
Such power protects the body with the strength of the soul.
Honor Guard
{W}
Creature - Human Soldier
{W}
: Honor Guard gets +0/+1 until end of turn.
The strength of one. The courage of ten.
1/1
Honor Guard
{W}
Creature - Human Soldier
{W}
: Honor Guard gets +0/+1 until end of turn.
The strength of one. The courage of ten.
1/1
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