Legends

Legends contains 310 cards.
Released: 1994-06-01
Base set size: 310 cards.
Boosters:
  • Legends (LEG)
  • Akron Legionnaire

    Akron Legionnaire {6}{W}{W}

    Creature - Giant Soldier
    Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.
    8/4
    Alabaster Potion

    Alabaster Potion {X}{W}{W}

    Instant
    Choose one —
    • Target player gains X life.
    • Prevent the next X damage that would be dealt to any target this turn.
    "Healing is a matter of time, but it is sometimes also a matter of opportunity."
    —D'Avenant proverb
    Amrou Kithkin

    Amrou Kithkin {W}{W}

    Creature - Kithkin
    Amrou Kithkin can't be blocked by creatures with power 3 or greater.
    Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.
    1/1
    Angelic Voices

    Angelic Voices {2}{W}{W}

    Enchantment
    Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
    Cleanse

    Cleanse {2}{W}{W}

    Sorcery
    Destroy all black creatures.
    The clouds broke and the sun's rays burst forth; each foul beast in its turn faltered, and was gone.
    Clergy of the Holy Nimbus

    Clergy of the Holy Nimbus {W}

    Creature - Human Cleric
    If Clergy of the Holy Nimbus would be destroyed, regenerate it.
    {1}: Clergy of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability.
    1/1
    D'Avenant Archer

    D'Avenant Archer {2}{W}

    Creature - Human Soldier Archer
    {T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature.
    1/2
    Divine Intervention

    Divine Intervention {6}{W}{W}

    Enchantment
    Divine Intervention enters the battlefield with two intervention counters on it.
    At the beginning of your upkeep, remove an intervention counter from Divine Intervention.
    When you remove the last intervention counter from Divine Intervention, the game is a draw.
    Divine Offering

    Divine Offering {1}{W}

    Instant
    Destroy target artifact. You gain life equal to its mana value.
    D'Haren stared at the twisted lump of metal that had been a prized artifact. The fight was getting ugly.
    Divine Transformation

    Divine Transformation {2}{W}{W}

    Enchantment - Aura
    Enchant creature
    Enchanted creature gets +3/+3.
    Glory surged through her and radiance surrounded her. All things were possible with the blessing of the Divine.
    Elder Land Wurm

    Elder Land Wurm {4}{W}{W}{W}

    Creature - Dragon Wurm
    Defender, trample
    When Elder Land Wurm blocks, it loses defender.
    Sometimes it's best to let sleeping dragons lie.
    5/5
    Enchanted Being

    Enchanted Being {1}{W}{W}

    Creature - Human
    Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures.
    2/2
    Equinox

    Equinox {W}

    Enchantment - Aura
    Enchant land
    Enchanted land has "{T}: Counter target spell if it would destroy a land you control."
    Fortified Area

    Fortified Area {1}{W}{W}

    Enchantment
    Wall creatures you control get +1/+0 and have banding.
    Glyph of Life

    Glyph of Life {W}

    Instant
    Choose target Wall creature. Whenever that creature is dealt damage by an attacking creature this turn, you gain that much life.
    Any wall can be battered down, but at what cost?
    Great Defender

    Great Defender {W}

    Instant
    Target creature gets +0/+X until end of turn, where X is its mana value.
    Great Wall

    Great Wall {2}{W}

    Enchantment
    Creatures with plainswalk can be blocked as though they didn't have plainswalk.
    Greater Realm of Preservation

    Greater Realm of Preservation {1}{W}

    Enchantment
    {1}{W}: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.
    Heaven's Gate

    Heaven's Gate {W}

    Instant
    One or more target creatures become white until end of turn.
    Holy Day

    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, "Silex Scintillans"
    Indestructible Aura

    Indestructible Aura {W}

    Instant
    Prevent all damage that would be dealt to target creature this turn.
    Theodar strode the battle lines, snatching swords with his bare hands and casting them aside until all cowered before him.
    Infinite Authority

    Infinite Authority {W}{W}{W}

    Enchantment - Aura
    Enchant creature
    Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature.
    Ivory Guardians

    Ivory Guardians {4}{W}{W}

    Creature - Giant Cleric
    Protection from red
    Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a nontoken red permanent.
    The elite guard of the Mesa High Priests, the Ivory Guardians, were created to protect the innocent and faithful. Some say their actions are above the law.
    3/3
    Keepers of the Faith

    Keepers of the Faith {1}{W}{W}

    Creature - Human Cleric
    And then the Archangel Anthius spoke to them, saying, "Fear shall be vanquished by the Sword of Faith."
    2/3
    Kismet

    Kismet {3}{W}

    Enchantment
    Artifacts, creatures, and lands your opponents control enter the battlefield tapped.
    Related card: Frozen Aether