Magic 2012

Magic 2012 contains 249 cards.
Released: 2011-07-15
Base set size: 249 cards.
Aegis Angel

Aegis Angel {4}{W}{W}

Creature - Angel
Flying
When Aegis Angel enters the battlefield, another target permanent gains indestructible for as long as you control Aegis Angel.
5/5
Alabaster Mage

Alabaster Mage {1}{W}

Creature - Human Wizard
{1}{W}: Target creature you control gains lifelink until end of turn.
"We hold sacred the powers of light and life. Truth and honor are our greatest weapons."
—Alabaster creed
2/1
Angelic Destiny

Angelic Destiny {2}{W}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return Angelic Destiny to its owner's hand.
Angel's Mercy

Angel's Mercy {2}{W}{W}

Instant
You gain 7 life.
Angels appear before both the blessed and the cursed, though most don't know which they are until they feel either the angel's kiss or her sword.
Arbalest Elite

Arbalest Elite {2}{W}{W}

Creature - Human Archer
{2}{W}, {T}: Arbalest Elite deals 3 damage to target attacking or blocking creature. Arbalest Elite doesn't untap during your next untap step.
There are few things as satisfying as a good, healthy thunk.
2/3
Archon of Justice

Archon of Justice {3}{W}{W}

Creature - Archon
Flying
When Archon of Justice dies, exile target permanent.
In dark times, Truth bears a blade.
4/4
Armored Warhorse

Armored Warhorse {W}{W}

Creature - Horse
"When we of the Northern Verge claim a mount, no peasant's nag will do. It must be as strong as our virtue, and must join us of its own will."
—Sarlena, paladin of the Northern Verge
2/3
Assault Griffin

Assault Griffin {3}{W}

Creature - Griffin
Flying
"Griffins do not serve. They give freely to those they trust."
—Amira, skycaptain of Thune
3/2
Auramancer

Auramancer {2}{W}

Creature - Human Wizard
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.
"In memories, we can find our deepest reserves of strength."
2/2
Benalish Veteran

Benalish Veteran {2}{W}

Creature - Human Soldier
Whenever Benalish Veteran attacks, it gets +1/+1 until end of turn.
"One day I will rest and join my comrades in the afterlife, but not while scum like you still sully this world."
2/2
Celestial Purge

Celestial Purge {1}{W}

Instant
Exile target black or red permanent.
"A world without evil? Boring. Give me vile fiends to smite and banish any day."
—Sarlena, paladin of the Northern Verge
Day of Judgment

Day of Judgment {2}{W}{W}

Sorcery
Destroy all creatures.
Related card: Key to the Archive
Demystify

Demystify {W}

Instant
Destroy target enchantment.
Behind every mage is a trail of shattered lies.
Divine Favor

Divine Favor {1}{W}

Enchantment - Aura
Enchant creature
When Divine Favor enters the battlefield, you gain 3 life.
Enchanted creature gets +1/+3.
With an armory of light, even the squire may champion her people.
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.
2/1
Gideon Jura

Gideon Jura {3}{W}{W}

Legendary Planeswalker - Gideon
[+2]: During target opponent's next turn, creatures that player controls attack Gideon Jura if able.
[–2]: Destroy target tapped creature.
[0]: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
Loyalty:
6
Gideon's Avenger

Gideon's Avenger {1}{W}{W}

Creature - Human Soldier
Whenever a creature an opponent controls becomes tapped, put a +1/+1 counter on Gideon's Avenger.
"The good don't sit and wait for the evil to act. They prepare to defend. They prepare to punish."
2/2
Gideon's Lawkeeper

Gideon's Lawkeeper {W}

Creature - Human Soldier
{W}, {T}: Tap target creature.
"The essence of a lawful society is swift deterrence."
1/1
Grand Abolisher

Grand Abolisher {W}{W}

Creature - Human Cleric
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
"Your superstitions and mumblings are useless chaff before my righteousness."
2/2
Griffin Rider

Griffin Rider {1}{W}

Creature - Human Knight
As long as you control a Griffin creature, Griffin Rider gets +3/+3 and has flying.
After fighting alongside the griffin riders, older knights of Thune learned to admire a mount that could rip an enemy to shreds in seconds.
1/1
Griffin Sentinel

Griffin Sentinel {2}{W}

Creature - Griffin
Flying
Vigilance
Once a griffin sentinel adopts a territory as its own, only death can force it to betray its post.
1/3
Guardians' Pledge

Guardians' Pledge {1}{W}{W}

Instant
White creatures you control get +2/+2 until end of turn.
A dozen fighting for each other are worth a thousand fighting for themselves.
Honor of the Pure

Honor of the Pure {1}{W}

Enchantment
White creatures you control get +1/+1.
Together the soldiers were like a golden blade, cutting down their enemies and scarring the darkness.
Lifelink

Lifelink {W}

Enchantment - Aura
Enchant creature
Enchanted creature has lifelink.
The spoils of war are not measured only in gold and silver.
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."
0/2
Related card: Verduran Enchantress