Future Sight

Future Sight contains 180 cards.
It is part of Time Spiral block.
Released: 2007-05-04
Base set size: 180 cards.
Boosters:
  • Future Sight Draft Booster (FUT-DRAFT)
  • Angel of Salvation

    Angel of Salvation {6}{W}{W}

    Creature - Angel
    Flash; convoke
    Flying
    When Angel of Salvation enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
    5/5
    Augur il-Vec

    Augur il-Vec {1}{W}

    Creature - Human Cleric
    Shadow
    Sacrifice Augur il-Vec: You gain 4 life. Activate only during your upkeep.
    "If it would end this exile, my life is yours."
    1/3
    Barren Glory

    Barren Glory {4}{W}{W}

    Enchantment
    At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.
    "The only perfect world is an empty world, with no one to sin or wage war."
    —Tarran, magus of the disk
    Chronomantic Escape

    Chronomantic Escape {4}{W}{W}

    Sorcery
    Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it.
    Suspend 3—{2}{W}
    Dust of Moments

    Dust of Moments {2}{W}

    Instant
    Choose one —
    • Remove two time counters from each permanent and each suspended card.
    • Put two time counters on each permanent with a time counter on it and each suspended card.
    Even the Odds

    Even the Odds {2}{W}

    Instant
    Cast this spell only if you control fewer creatures than each opponent.
    Create three 1/1 white Soldier creature tokens.
    "They who fall singing the battle hymn of Benalia go not unavenged."
    —Adom Capashen, Benalish commander
    Gift of Granite

    Gift of Granite {W}

    Enchantment - Aura
    Flash
    Enchant creature
    Enchanted creature gets +0/+2.
    The blessing adds both protection to the recipient and weightlessness to the stone.
    Intervention Pact

    Intervention Pact {0}

    Instant
    (Color indicator: Intervention Pact is white)
    The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
    At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.
    Judge Unworthy

    Judge Unworthy {1}{W}

    Instant
    Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's mana value to that creature.
    Knight of Sursi

    Knight of Sursi {3}{W}

    Creature - Human Knight
    Flying; flanking
    Suspend 3—{W}
    2/2
    Lost Auramancers

    Lost Auramancers {2}{W}{W}

    Creature - Human Wizard
    Vanishing 3
    When Lost Auramancers dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
    3/3
    Magus of the Moat

    Magus of the Moat {2}{W}{W}

    Creature - Human Wizard
    Creatures without flying can't attack.
    "The spirits of the mythic ones ever circle their beloved keep, forbidding entry to all who come with the heavy tread of hate."
    0/3
    Marshaling Cry

    Marshaling Cry {1}{W}{W}

    Sorcery
    Creatures you control get +1/+1 and gain vigilance until end of turn.
    Cycling {2}
    Flashback {3}{W}
    Saltskitter

    Saltskitter {3}{W}

    Creature - Wurm
    Whenever another creature enters, exile Saltskitter. Return Saltskitter to the battlefield under its owner's control at the beginning of the next end step.
    3/4
    Samite Censer-Bearer

    Samite Censer-Bearer {W}

    Creature - Human Rebel Cleric
    {W}, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.
    Samite alchemists extracted aromatic traces of healing minerals from the residue of the receding salt dunes.
    1/1
    Scout's Warning

    Scout's Warning {W}

    Instant
    The next creature card you play this turn can be played as though it had flash.
    Draw a card.
    "There is no tactic I enjoy more than ambushing the ambushers."
    Spirit en-Dal

    Spirit en-Dal {2}{W}

    Creature - Spirit
    Shadow
    Forecast — {1}{W}, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn.
    2/1
    Aven Mindcensor

    Aven Mindcensor {2}{W}

    Creature - Bird Wizard
    Flash
    Flying
    If an opponent would search a library, that player searches the top four cards of that library instead.
    2/1
    Blade of the Sixth Pride

    Blade of the Sixth Pride {1}{W}

    Creature - Cat Rebel
    3/1
    Bound in Silence

    Bound in Silence {2}{W}

    Kindred Enchantment - Rebel Aura
    Enchant creature
    Enchanted creature can't attack or block.
    A fight put off forever is already won.
    Daybreak Coronet

    Daybreak Coronet {W}{W}

    Enchantment - Aura
    Enchant creature with another Aura attached to it
    Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink.
    Goldmeadow Lookout

    Goldmeadow Lookout {3}{W}

    Creature - Kithkin Spellshaper
    {W}, {T}, Discard a card: Create a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier. It has "{W}, {T}: Tap target creature."
    2/2
    Related card: Goldmeadow Harrier
    Imperial Mask

    Imperial Mask {4}{W}

    Enchantment
    When Imperial Mask enters, if it's not a token, each of your teammates creates a token that's a copy of Imperial Mask.
    You have hexproof.
    Lucent Liminid

    Lucent Liminid {3}{W}{W}

    Enchantment Creature - Elemental
    Flying
    It is a herald of the sun goddess, projected from the hallowed glass whenever her light passes through.
    3/3
    Lumithread Field

    Lumithread Field {1}{W}

    Enchantment
    Creatures you control get +0/+1.
    Morph {1}{W}
    Having conquered the Bastion of Suns, the Ota took its light for their own.