Planechase 2012

Planechase 2012 contains 156 cards.
Released: 2012-06-01
Base set size: 156 cards.
Armored Griffin

Armored Griffin {3}{W}

Creature - Griffin
Flying, vigilance
When an order for griffin barding comes in, blacksmiths prepare their forges for months of exacting work. They know griffins always detect imperfections and never haggle.
2/3
Auramancer

Auramancer {2}{W}

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

Auratouched Mage {5}{W}

Creature - Human Wizard
When Auratouched Mage enters, search your library for an Aura card that could enchant it. If Auratouched Mage is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle.
3/3
Cage of Hands

Cage of Hands {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{1}{W}: Return Cage of Hands to its owner's hand.
Celestial Ancient

Celestial Ancient {3}{W}{W}

Creature - Elemental
Flying
Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
"We thought the clouds had moved from the night sky. Then the night sky moved, and the horizon grew wings."
—Josuri
3/3
Felidar Umbra

Felidar Umbra {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature has lifelink.
{1}{W}: Attach Felidar Umbra to target creature you control.
Umbra armor
Ghostly Prison

Ghostly Prison {2}{W}

Enchantment
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
"May the memory of our fallen heroes ensnare the violent hearts of lesser men."
—Great Threshold of Monserkat inscription
Hyena Umbra

Hyena Umbra {W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has first strike.
Umbra armor
Kor Spiritdancer

Kor Spiritdancer {1}{W}

Creature - Kor Wizard
Kor Spiritdancer gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
She reaches beyond the physical realm, touching the ideals from which all creatures draw their power.
0/2
Mammoth Umbra

Mammoth Umbra {4}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 and has vigilance.
Umbra armor
Sigil of the Empty Throne

Sigil of the Empty Throne {3}{W}{W}

Enchantment
Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
When Asha left Bant, she ensured that the world would have protection and order in her absence.
Related card: Faithful Disciple
Spirit Mantle

Spirit Mantle {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
The shield of unimpeachable purity is as strong as any wrought on the anvil.
Three Dreams

Three Dreams {4}{W}

Sorcery
Search your library for up to three Aura cards with different names, reveal them, put them into your hand, then shuffle.
"Choose one to heal, one to harm, and one to grant you the prudence to use them."
—Miotri, auratouched mage
Augury Owl

Augury Owl {1}{U}

Creature - Bird
Flying
When Augury Owl enters, scry 3.
1/1
Cancel

Cancel {1}{U}{U}

Instant
Counter target spell.
"What you are attempting is not against the law. It is, however, extremely foolish."
Concentrate

Concentrate {2}{U}{U}

Sorcery
Draw three cards.
"The treasure in my mind is greater than any worldly glory."
Related card: Harmonize
Guard Gomazoa

Guard Gomazoa {2}{U}

Creature - Jellyfish
Defender, flying
Prevent all combat damage that would be dealt to Guard Gomazoa.
It lingers near the outposts of the Makindi Trenches, inadvertently granting another layer of defense.
1/3
Higure, the Still Wind

Higure, the Still Wind {3}{U}{U}

Legendary Creature - Human Ninja
Ninjutsu {2}{U}{U}
Whenever Higure, the Still Wind deals combat damage to a player, you may search your library for a Ninja card, reveal it, put it into your hand, then shuffle.
{2}: Target Ninja creature can't be blocked this turn.
3/4
Illusory Angel

Illusory Angel {2}{U}

Creature - Angel Illusion
Cast this spell only if you've cast another spell this turn.
Flying
"Yes, she is made of pure belief—but I hardly see why that makes her unique."
—Reith, master illusionist
4/4
Mistblade Shinobi

Mistblade Shinobi {2}{U}

Creature - Human Ninja
Ninjutsu {U}
Whenever Mistblade Shinobi deals combat damage to a player, you may return target creature that player controls to its owner's hand.
1/1
Ninja of the Deep Hours

Ninja of the Deep Hours {3}{U}

Creature - Human Ninja
Ninjutsu {1}{U}
Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card.
2/2
Peregrine Drake

Peregrine Drake {4}{U}

Creature - Drake
Flying
When Peregrine Drake enters, untap up to five lands.
That the Tolarian mists parted for the drakes was warning enough to stay away.
2/3
Primal Plasma

Primal Plasma {3}{U}

Creature - Elemental Shapeshifter
As Primal Plasma enters, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.
Tocasia brushed the gears and cogs from the table. There, before two wide-eyed brothers, she began a lesson on raw elemental magic.
*/*
Related card: Primal Clay
Sakashima's Student

Sakashima's Student {2}{U}{U}

Creature - Human Ninja
Ninjutsu {1}{U}
You may have Sakashima's Student enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
0/0
See Beyond

See Beyond {1}{U}

Sorcery
Draw two cards, then shuffle a card from your hand into your library.
Ancient lore locked in a mind driven mad is just as safe as when it was locked deep underground.