Mirage contains 353 cards.
It is part of Mirage block.
Released: 1996-10-08
Base set size: 350 cards.
  • Mirage Draft Booster (MIR-DRAFT)
  • Mirage Starter Deck (MIR-STARTER)
  • Afterlife

    Afterlife {2}{W}

    Destroy target creature. It can't be regenerated. Its controller creates a 1/1 white Spirit creature token with flying.
    Facets of life, reflections of the soul.

    Alarum {1}{W}

    Untap target nonattacking creature. It gets +1/+3 until end of turn.
    "One timely cry of warning can save nine of surprise."
    —Sidar Jabari
    Auspicious Ancestor

    Auspicious Ancestor {3}{W}

    Creature - Human Cleric
    When Auspicious Ancestor dies, you gain 3 life.
    Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life.
    Benevolent Unicorn

    Benevolent Unicorn {1}{W}

    Creature - Unicorn
    If a spell would deal damage to a permanent or player, it deals that much damage minus 1 to that permanent or player instead.
    The best use for a unicorn's horn is to adorn a unicorn.
    —Femeref adage
    Blinding Light

    Blinding Light {2}{W}

    Tap all nonwhite creatures.
    "My shield will bear a shining sun so you will always be with me. / Inlaid with gold, it will shine like glowing embers."
    —"Love Song of Night and Day"
    Celestial Dawn

    Celestial Dawn {1}{W}{W}

    Lands you control are Plains.
    Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield.
    You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
    Civic Guildmage

    Civic Guildmage {W}

    Creature - Human Wizard
    {G}, {T}: Target creature gets +0/+1 until end of turn.
    {U}, {T}: Put target creature you control on top of its owner's library.
    To condemn the innocent you must first condemn yourself.
    —Civic Guild maxim
    Dazzling Beauty

    Dazzling Beauty {2}{W}

    Cast this spell only during the declare blockers step.
    Target unblocked attacking creature becomes blocked.
    Draw a card at the beginning of the next turn's upkeep.

    Disempower {1}{W}

    Put target artifact or enchantment on top of its owner's library.
    "Mangara is gone. Who among you doubts that I have taken his power?"

    Disenchant {1}{W}

    Destroy target artifact or enchantment.
    "There are harsher ways to learn the meaning of the word 'no.'"
    —Rashida Scalebane
    Related card: Garth One-Eye
    Divine Offering

    Divine Offering {1}{W}

    Destroy target artifact. You gain life equal to its mana value.
    "Suq'Ata believe in trade; Femeref, alms; Zhalfirins, steel. Be warned, Kaervek—now we are joined."
    —Sidar Jabari
    Divine Retribution

    Divine Retribution {1}{W}

    Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures.
    "To the undiscerning eye, justice and vengeance can look the same."
    —Rashida Scalebane
    Ekundu Griffin

    Ekundu Griffin {3}{W}

    Creature - Griffin
    Flying, first strike
    "My goat was a small price to pay for the chance to see the hunting griffin dive and seize it."
    —Pashad ibn Asim, Suq'Ata trader
    Enlightened Tutor

    Enlightened Tutor {W}

    Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
    "I do not teach. I simply reveal."
    —Daudi, Femeref tutor
    Ethereal Champion

    Ethereal Champion {2}{W}{W}{W}

    Creature - Avatar
    Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn.
    "If I have learned anything as a wizard it is this: never fight your own battles."
    —Waffa, sorcerer of Nyomba
    Favorable Destiny

    Favorable Destiny {1}{W}

    Enchantment - Aura
    Enchant creature
    Enchanted creature gets +1/+2 as long as it's white.
    Enchanted creature has shroud as long as its controller controls another creature.
    Femeref Healer

    Femeref Healer {1}{W}

    Creature - Human Cleric
    {T}: Prevent the next 1 damage that would be dealt to any target this turn.
    "Faith is my shield, and hope is my armor; I am vulnerable only to myself."
    —Asmira, Holy Avenger
    Femeref Knight

    Femeref Knight {2}{W}

    Creature - Human Knight
    {W}: Femeref Knight gains vigilance until end of turn.
    "I will return / with lizard skins for your sandals. Paint your eyes black and wait for me."
    —"Love Song of Night and Day"
    Femeref Scouts

    Femeref Scouts {2}{W}

    Creature - Human Scout
    "The days before the war were filled with strange portents: scouts and herders spoke of villages reduced to ash, of farmers taken from their fields, and of foul beasts roaming the plains in packs. I know, for I spoke to them all."
    —Hakim, Loreweaver
    Healing Salve

    Healing Salve {W}

    Choose one —
    • Target player gains 3 life.
    • Prevent the next 3 damage that would be dealt to any target this turn.
    "The Femeref look only to the Sun for healing; they have never truly understood life's cycle."
    —Kifimbo, Shadow Guildmage
    Related card: Healing Leaves

    Illumination {W}{W}

    Counter target artifact or enchantment spell. Its controller gains life equal to its mana value.
    "A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
    —Asmira, Holy Avenger
    Iron Tusk Elephant

    Iron Tusk Elephant {4}{W}

    Creature - Elephant
    "The fury in the lion's eye;
    the patience in the hippo's yawn;
    the pride within the griffin's cry
    are one within the iron tusk's stride."
    —"Iron Tusk," Femeref song
    Ivory Charm

    Ivory Charm {W}

    Choose one —
    • All creatures get -2/-0 until end of turn.
    • Tap target creature.
    • Prevent the next 1 damage that would be dealt to any target this turn.
    Jabari's Influence

    Jabari's Influence {3}{W}{W}

    Cast this spell only after combat.
    Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it.
    "Common soldiers can't understand what a sidar knows: the enemy can be a resource."
    —Sidar Jabari
    Mangara's Blessing

    Mangara's Blessing {2}{W}

    You gain 5 life.
    When a spell or ability an opponent controls causes you to discard Mangara's Blessing, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at the beginning of the next end step.