Legends

Legends contains 310 cards.
Released: 1994-06-01
Base set size: 310 cards.
Land Tax

Land Tax {W}

Enchantment
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Lifeblood

Lifeblood {2}{W}{W}

Enchantment
Whenever a Mountain an opponent controls becomes tapped, you gain 1 life.
"Foolish wizard! As you tap the power of your lofty keep, so grows my strength."
—Malvern Xelionos, Letters
Moat

Moat {2}{W}{W}

Enchantment
Creatures without flying can't attack.
The purpose of any moat is to impede attack. Some are filled with water, some with thistles. Some are filled with things best left unseen.
Osai Vultures

Osai Vultures {1}{W}

Creature - Bird
Flying
At the beginning of each end step, if a creature died this turn, put a carrion counter on Osai Vultures.
Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.
A sign of battle, the Vultures circle and wait for the victorious to depart.
1/1
Petra Sphinx

Petra Sphinx {2}{W}{W}{W}

Creature - Sphinx
{T}: Target player chooses a card name, then reveals the top card of their library. If that card has the chosen name, that player puts it into their hand. If it doesn't, the player puts it into their graveyard.
What walks on four legs in the morning, two legs in the afternoon, and three legs in the evening?
3/4
Presence of the Master

Presence of the Master {3}{W}

Enchantment
Whenever a player casts an enchantment spell, counter it.
Rapid Fire

Rapid Fire {3}{W}

Instant
Cast this spell only before blockers are declared.
Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn.
Remove Enchantments

Remove Enchantments {W}

Instant
Return to your hand all enchantments you both own and control, all Auras you own attached to permanents you control, and all Auras you own attached to attacking creatures your opponents control. Then destroy all other enchantments you control, all other Auras attached to permanents you control, and all other Auras attached to attacking creatures your opponents control.
Righteous Avengers

Righteous Avengers {4}{W}

Creature - Human Soldier
Plainswalk
Few can withstand the wrath of the righteous.
3/1
Seeker

Seeker {2}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
Shield Wall

Shield Wall {1}{W}

Instant
Creatures you control get +0/+2 until end of turn.
Spirit Link

Spirit Link {W}

Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Related card: Vampiric Link
Spiritual Sanctuary

Spiritual Sanctuary {2}{W}{W}

Enchantment
At the beginning of each player's upkeep, if that player controls a Plains, they gain 1 life.
Thunder Spirit

Thunder Spirit {1}{W}{W}

Creature - Elemental Spirit
Flying, first strike
"It was full of fire and smoke and light and . . . it drove between us and the Efrafans like a thousand thunderstorms with lightning."
—Richard Adams, Watership Down
2/2
Tundra Wolves

Tundra Wolves {W}

Creature - Wolf
First strike
I heard their eerie howling, the wolves calling their kindred across the frozen plains.
1/1
Visions

Visions {W}

Sorcery
Look at the top five cards of target player's library. You may then have that player shuffle that library.
"Visions of glory, spare my aching sight,/ Ye unborn ages, crowd not on my soul!"
—Thomas Gray, The Bard
Wall of Caltrops

Wall of Caltrops {1}{W}

Creature - Wall
Defender
Whenever Wall of Caltrops blocks a creature, if at least one other Wall creature is blocking that creature and no non-Wall creatures are blocking that creature, Wall of Caltrops gains banding until end of turn.
"Ow! Ow ow ow! Oooh, ow, OW!"
2/1
Wall of Light

Wall of Light {2}{W}

Creature - Wall
Defender
Protection from black
As many attackers were dazzled by the wall's beauty as were halted by its force.
1/5
Acid Rain

Acid Rain {3}{U}

Sorcery
Destroy all Forests.
Anti-Magic Aura

Anti-Magic Aura {2}{U}

Enchantment - Aura
Enchant creature
Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
Azure Drake

Azure Drake {3}{U}

Creature - Drake
Flying
The Azure Drake would be more powerful were it not so easily distracted.
2/4
Backfire

Backfire {U}

Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller.
Boomerang

Boomerang {U}{U}

Instant
Return target permanent to its owner's hand.
"O! call back yesterday, bid time return."
—William Shakespeare, King Richard the Second
Brine Hag

Brine Hag {2}{U}{U}

Creature - Hag
When Brine Hag dies, change the base power and toughness of all creatures that dealt damage to it this turn to 0/2.
2/2
Devouring Deep

Devouring Deep {2}{U}

Creature - Fish
Islandwalk
"Full fathom five thy father lies;/ Of his bones are coral made;/ Those are pearls that were his eyes;/ Nothing of him that doth fade,/ But doth suffer a sea-change/ Into something rich and strange."
—William Shakespeare, The Tempest
1/2