Eternal Masters

Eternal Masters contains 249 cards.
Released: 2016-06-10
Base set size: 249 cards.
  • Eternal Masters Draft Booster (EMA-DRAFT)
  • Aven Riftwatcher

    Aven Riftwatcher {2}{W}

    Creature - Bird Rebel Soldier
    Vanishing 3
    When Aven Riftwatcher enters or leaves the battlefield, you gain 2 life.

    Balance {1}{W}

    Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
    Ballynock Cohort

    Ballynock Cohort {2}{W}

    Creature - Kithkin Soldier
    First strike
    Ballynock Cohort gets +1/+1 as long as you control another white creature.
    A kithkin's worst enemy is solitude.
    Benevolent Bodyguard

    Benevolent Bodyguard {W}

    Creature - Human Cleric
    Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.
    "My destiny is to save others so their destinies may be achieved."

    Calciderm {2}{W}{W}

    Creature - Beast
    Vanishing 4
    Related card: Blastoderm
    Coalition Honor Guard

    Coalition Honor Guard {3}{W}

    Creature - Human Flagbearer
    While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
    Giving little thought to their own defense, they carried the flag that united their army.

    Eight-and-a-Half-Tails {W}{W}

    Legendary Creature - Fox Cleric
    {1}{W}: Target permanent you control gains protection from white until end of turn.
    {1}: Target spell or permanent becomes white until end of turn.
    "Virtue is an inner light that can prevail in every soul."
    Related card: Pious Kitsune
    Elite Vanguard

    Elite Vanguard {W}

    Creature - Human Soldier
    The vanguard is skilled at waging war alone. The enemy is often defeated before its reinforcements reach the front.
    Enlightened Tutor

    Enlightened Tutor {W}

    Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
    "Organization is often undervalued but rarely unjustified."
    —Frasio, royal archivist
    Faith's Fetters

    Faith's Fetters {3}{W}

    Enchantment - Aura
    Enchant permanent
    When Faith's Fetters enters the battlefield, you gain 4 life.
    Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
    Related card: Saint Elenda
    Field of Souls

    Field of Souls {2}{W}{W}

    Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
    Glimmerpoint Stag

    Glimmerpoint Stag {2}{W}{W}

    Creature - Elk
    When Glimmerpoint Stag enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
    Honden of Cleansing Fire

    Honden of Cleansing Fire {3}{W}

    Legendary Enchantment - Shrine
    At the beginning of your upkeep, you gain 2 life for each Shrine you control.
    To the sorrow of all, its fire was turned toward those who worshipped it.

    Humble {1}{W}

    Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
    Through failure we learn our finest lessons in humility.
    Related card: Ovinize
    Intangible Virtue

    Intangible Virtue {1}{W}

    Creature tokens you control get +1/+1 and have vigilance.
    In life, they were a motley crew: farmers, lords, cutpurses, priests. In death, they are united in singular, benevolent purpose.
    Jareth, Leonine Titan

    Jareth, Leonine Titan {3}{W}{W}{W}

    Legendary Creature - Cat Giant
    Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn.
    {W}: Jareth gains protection from the color of your choice until end of turn.
    Light's champion in the stronghold of darkness.
    Karmic Guide

    Karmic Guide {3}{W}{W}

    Creature - Angel Spirit
    Flying, protection from black
    Echo {3}{W}{W}
    When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.
    Kor Hookmaster

    Kor Hookmaster {2}{W}

    Creature - Kor Soldier
    When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
    "For us, a rope represents the ties that bind the kor. For you, it's more literal."
    Mesa Enchantress

    Mesa Enchantress {1}{W}{W}

    Creature - Human Druid
    Whenever you cast an enchantment spell, you may draw a card.
    "Scholars seek to understand the way the world is. I wish to shape the world into what it should be."
    Related card: Verduran Enchantress
    Mistral Charger

    Mistral Charger {1}{W}

    Creature - Pegasus
    Some sky steeds break from the thundering herd to ride free on the open winds.
    Monk Idealist

    Monk Idealist {2}{W}

    Creature - Human Monk Cleric
    When Monk Idealist enters the battlefield, return target enchantment card from your graveyard to your hand.
    "Belief is the strongest mortar."
    Mother of Runes

    Mother of Runes {W}

    Creature - Human Cleric
    {T}: Target creature you control gains protection from the color of your choice until end of turn.
    She will not touch a weapon, yet she is the greatest protector her people have ever known.

    Pacifism {1}{W}

    Enchantment - Aura
    Enchant creature
    Enchanted creature can't attack or block.
    For the first time in his life, Grakk felt a little warm and fuzzy inside.
    Related card: Domesticated Mammoth
    Raise the Alarm

    Raise the Alarm {1}{W}

    Create two 1/1 white Soldier creature tokens.
    Like blinking or breathing, responding to an alarm is an involuntary reflex.
    Related card: Slayer's Bounty
    Rally the Peasants

    Rally the Peasants {2}{W}

    Creatures you control get +2/+0 until end of turn.
    Flashback {2}{R}
    "If you must go out at night, bring a mob."
    —Master of the Elgaud Cathars