Duel Decks: Blessed vs. Cursed

Duel Decks: Blessed vs. Cursed contains 76 cards.
Released: 2016-02-26
Base set size: 80 cards.
Geist of Saint Traft

Geist of Saint Traft {1}{W}{U}

Legendary Creature - Spirit Cleric
Hexproof
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
2/2
Bonds of Faith

Bonds of Faith {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.
"What cannot be destroyed will be bound."
—Oath of Avacyn
Cathedral Sanctifier

Cathedral Sanctifier {W}

Creature - Human Cleric
When Cathedral Sanctifier enters the battlefield, you gain 3 life.
"Evil will soon be vanquished. What Innistrad most needs now is healing."
1/1
Champion of the Parish

Champion of the Parish {W}

Creature - Human Soldier
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.
"I stand for every cobbler, tanner, and fool in this town—and they stand for me."
1/1
Chapel Geist

Chapel Geist {1}{W}{W}

Creature - Spirit
Flying
Death has bound it with chains of past regrets. Forever it searches for atonement, each kindness removing a single link.
2/3
Dearly Departed

Dearly Departed {4}{W}{W}

Creature - Spirit
Flying
As long as Dearly Departed is in your graveyard, each Human creature you control enters the battlefield with an additional +1/+1 counter on it.
"Never forget our ancestors. They have not forgotten us."
—Mikaeus, the Lunarch
5/5
Doomed Traveler

Doomed Traveler {W}

Creature - Human Soldier
When Doomed Traveler dies, create a 1/1 white Spirit creature token with flying.
He vowed he would never rest until he reached his destination. He doesn't know how right he was.
1/1
Eerie Interlude

Eerie Interlude {2}{W}

Instant
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
The barrier between existence and oblivion is thinner than you know.
Elder Cathar

Elder Cathar {2}{W}

Creature - Human Soldier
When Elder Cathar dies, put a +1/+1 counter on target creature you control. If that creature is a Human, put two +1/+1 counters on it instead.
"My greatest hope is that you will surpass me in every way, consigning my name to some forgotten corner of history."
2/2
Emancipation Angel

Emancipation Angel {1}{W}{W}

Creature - Angel
Flying
When Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand.
"You have done your best. I give you leave to rest."
3/3
Related card: Celestial Vault
Fiend Hunter

Fiend Hunter {1}{W}{W}

Creature - Human Cleric
When Fiend Hunter enters the battlefield, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1/3
Gather the Townsfolk

Gather the Townsfolk {1}{W}

Sorcery
Create two 1/1 white Human creature tokens.
Fateful hour — If you have 5 or less life, create five of those tokens instead.
In the memories of those they lost lies the strength needed to defend their city.
Goldnight Redeemer

Goldnight Redeemer {4}{W}{W}

Creature - Angel
Flying
When Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control.
The Host sings of Avacyn's return without a single verse about its own suffering.
4/4
Increasing Devotion

Increasing Devotion {3}{W}{W}

Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback {7}{W}{W}
Momentary Blink

Momentary Blink {1}{W}

Instant
Exile target creature you control, then return it to the battlefield under its owner's control.
Flashback {3}{U}
Moorland Inquisitor

Moorland Inquisitor {1}{W}

Creature - Human Soldier
{2}{W}: Moorland Inquisitor gains first strike until end of turn.
Inquisitors are taught scripture, philosophy, and the fine art of sharpening an axe.
2/2
Rebuke

Rebuke {2}{W}

Instant
Destroy target attacking creature.
"No one chooses to be stitched together into a skaab. If it could speak, it would beg for its own destruction."
—Thalia, Knight-Cathar
Slayer of the Wicked

Slayer of the Wicked {3}{W}

Creature - Human Soldier
When Slayer of the Wicked enters the battlefield, you may destroy target Vampire, Werewolf, or Zombie.
You don't want to see his trophy room.
3/2
Spectral Gateguards

Spectral Gateguards {4}{W}

Creature - Spirit Soldier
Soulbond
As long as Spectral Gateguards is paired with another creature, both creatures have vigilance.
2/5
Thraben Heretic

Thraben Heretic {1}{W}

Creature - Human Wizard
{T}: Exile target creature card from a graveyard.
"Let them decry me for burning the dead. I'm not giving those ghoulcallers any more fuel for their madness."
2/2
Topplegeist

Topplegeist {W}

Creature - Spirit
Flying
When Topplegeist enters the battlefield, tap target creature an opponent controls.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.
1/1
Village Bell-Ringer

Village Bell-Ringer {2}{W}

Creature - Human Scout
Flash
When Village Bell-Ringer enters the battlefield, untap all creatures you control.
"Priests, hunters, slayers—to arms! The enemy approaches!"
1/4
Voice of the Provinces

Voice of the Provinces {4}{W}{W}

Creature - Angel
Flying
When Voice of the Provinces enters the battlefield, create a 1/1 white Human creature token.
Her horn is heard across Innistrad, lifting the hearts of the righteous.
3/3
Captain of the Mists

Captain of the Mists {2}{U}

Creature - Human Wizard
Whenever another Human enters the battlefield under your control, untap Captain of the Mists.
{1}{U}, {T}: You may tap or untap target permanent.
"I am no mere ship's captain. The north wind is my accomplice. The tide is my first mate."
2/3
Gryff Vanguard

Gryff Vanguard {4}{U}

Creature - Human Knight
Flying
When Gryff Vanguard enters the battlefield, draw a card.
"Ghouls smashed the door, but I heard the call of the gryffs and knew we were saved."
—Ekka, shopkeeper of Hanweir
3/2