Innistrad: Midnight Hunt

Chaplain of Alms
Chapel Shieldgeist

Chaplain of Alms {W}

Creature - Human Cleric
First strike
Ward {1}
Disturb {3}{W}
1/1
Card has other part: Chapel Shieldgeist
Chapel Shieldgeist
Chaplain of Alms

Chapel Shieldgeist

Creature - Spirit Cleric
(Color indicator: Chapel Shieldgeist is white)
Flying, first strike
Each creature you control has ward {1}.
If Chapel Shieldgeist would be put into a graveyard from anywhere, exile it instead.
2/1
Card has other part: Chaplain of Alms
Clarion Cathars

Clarion Cathars {3}{W}

Creature - Human Knight
When Clarion Cathars enters the battlefield, create a 1/1 white Human creature token.
The sound of the trumpet is both warning and comfort: it tells of approaching danger but also reminds the village folk that someone is there to stand against it.
3/3
Curse of Silence

Curse of Silence {W}

Enchantment - Aura Curse
Enchant player
As Curse of Silence enters the battlefield, choose a card name.
Spells with the chosen name enchanted player casts cost {2} more to cast.
Whenever enchanted player casts a spell with the chosen name, you may sacrifice Curse of Silence. If you do, draw a card.
Duelcraft Trainer

Duelcraft Trainer {3}{W}

Creature - Human Soldier
First strike
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
"It's all in the follow-through."
3/3
Related card: Protean War Engine
Enduring Angel
Angelic Enforcer

Enduring Angel {2}{W}{W}{W}

Creature - Angel
Flying, double strike
You have hexproof.
If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game.
3/3
Card has other part: Angelic Enforcer
Related card: Celestial Vault
Angelic Enforcer
Enduring Angel

Angelic Enforcer

Creature - Angel
(Color indicator: Angelic Enforcer is white)
Flying
You have hexproof.
Angelic Enforcer's power and toughness are each equal to your life total.
Whenever Angelic Enforcer attacks, double your life total.
*/*
Card has other part: Enduring Angel
Related card: Celestial Vault
Fateful Absence

Fateful Absence {1}{W}

Instant
Destroy target creature or planeswalker. Its controller investigates.
Sensing a plot, Sorin raced to his grandfather's resting-crypt. But someone else had gotten there first.
Flare of Faith

Flare of Faith {1}{W}

Instant
Target creature gets +2/+2 until end of turn. If it's a Human, instead it gets +3/+3 and gains indestructible until end of turn.
"I fell to my knees. I called out to Sigarda. And then I saw my tormentors blaze with blessed sunlight."
Gavony Dawnguard

Gavony Dawnguard {1}{W}{W}

Creature - Human Soldier
Ward {1}
If it's neither day nor night, it becomes day as Gavony Dawnguard enters the battlefield.
Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
3/3
Gavony Silversmith

Gavony Silversmith {3}{W}

Creature - Human Soldier
When Gavony Silversmith enters the battlefield, put a +1/+1 counter on each of up to two target creatures.
More than heat and the strength of his arm, it was his faith that gave the blade its unyielding edge.
2/3
Gavony Trapper

Gavony Trapper {W}

Creature - Human Soldier
{2}, {T}: Tap target creature.
The elite cathars of the Parish-Blades train in all manner of techniques designed to delay and frustrate the beasts that hunt the crossways.
0/2
Hedgewitch's Mask

Hedgewitch's Mask {W}

Artifact - Equipment
Equipped creature gets +1/+1.
Equipped creature can't be blocked by creatures with power 4 or greater.
Equip {2}
In Kessig, even celebration wears a fearsome face.
Homestead Courage

Homestead Courage {W}

Sorcery
Put a +1/+1 counter on target creature you control. It gains vigilance until end of turn.
Flashback {W}
"C'mon, fiend. I'll carve you up like a Harvesttide ham."
Intrepid Adversary

Intrepid Adversary {1}{W}

Creature - Human Scout
Lifelink
When Intrepid Adversary enters the battlefield, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary.
Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.
3/1
Loyal Gryff

Loyal Gryff {2}{W}

Creature - Hippogriff
Flash
Flying
When Loyal Gryff enters the battlefield, you may return another creature you control to its owner's hand.
Silverstreak had lost her rider, but not her instinct to help humankind.
2/2
Lunarch Veteran
Luminous Phantom

Lunarch Veteran {W}

Creature - Human Cleric
Whenever another creature enters the battlefield under your control, you gain 1 life.
Disturb {1}{W}
"Even in our darkest times, Avacyn's light still guides us."
1/1
Card has other part: Luminous Phantom
Luminous Phantom
Lunarch Veteran

Luminous Phantom

Creature - Spirit Cleric
(Color indicator: Luminous Phantom is white)
Flying
Whenever another creature you control leaves the battlefield, you gain 1 life.
If Luminous Phantom would be put into a graveyard from anywhere, exile it instead.
1/1
Card has other part: Lunarch Veteran
Mourning Patrol
Morning Apparition

Mourning Patrol {2}{W}

Creature - Human Soldier
Vigilance
Disturb {3}{W}
"It's creepy out here, isn't it, boy? I always feel like someone's watching us."
2/3
Card has other part: Morning Apparition
Morning Apparition
Mourning Patrol

Morning Apparition

Creature - Spirit Soldier
(Color indicator: Morning Apparition is white)
Flying, vigilance
If Morning Apparition would be put into a graveyard from anywhere, exile it instead.
"You could see the spirits all along, couldn't you? Well, now I can too."
2/1
Card has other part: Mourning Patrol
Odric's Outrider

Odric's Outrider {3}{W}

Creature - Human Knight
Whenever Odric's Outrider or another creature you control dies, put a +1/+1 counter on target creature you control.
Terms like "safe route" and "cleared district" are a source of dark humor to the cathars who patrol the ruins of Thraben.
2/4
Ritual Guardian

Ritual Guardian {2}{W}

Creature - Human Soldier
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Ritual Guardian gains lifelink until end of turn.
"By ancient magics, by angels' grace, we will survive this night."
3/2
Ritual of Hope

Ritual of Hope {1}{W}

Instant
Creatures you control get +1/+1 until end of turn.
Coven — If you control three or more creatures with different powers, creatures you control get +2/+1 until end of turn instead.
"Tonight, we can be anything."
Search Party Captain

Search Party Captain {3}{W}

Creature - Human Soldier
This spell costs {1} less to cast for each creature you attacked with this turn.
When Search Party Captain enters the battlefield, draw a card.
"Werewolves leave messy trails. Easy to follow. Hard to forget."
2/2
Sigarda's Splendor

Sigarda's Splendor {2}{W}{W}

Enchantment
As Sigarda's Splendor enters the battlefield, note your life total.
At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for Sigarda's Splendor. Then note your life total.
Whenever you cast a white spell, you gain 1 life.