Portal

Sacred Nectar

Sacred Nectar {1}{W}

Sorcery
You gain 4 life.
"For he on honey-dew hath fed,
And drunk the milk of Paradise."
—Samuel Taylor Coleridge, "Kubla Khan"
Seasoned Marshal

Seasoned Marshal {2}{W}{W}

Creature - Human Soldier
Whenever Seasoned Marshal attacks, you may tap target creature.
2/2
Spiritual Guardian

Spiritual Guardian {3}{W}{W}

Creature - Spirit
When Spiritual Guardian enters the battlefield, you gain 4 life.
Hope is born within.
3/4
Spotted Griffin

Spotted Griffin {3}{W}

Creature - Griffin
Flying
When the cat flies and the bird stalks, guard your horses carefully.
2/3
Starlight

Starlight {1}{W}

Sorcery
You gain 3 life for each black creature target opponent controls.
Stars are like coins dropped into the night: their light buys safe passage.
Starlit Angel

Starlit Angel {3}{W}{W}

Creature - Angel
Flying
To soar as high as hope, to dive as swift as justice.
3/4
Starlit Angel

Starlit Angel {3}{W}{W}

Creature - Angel
Flying
3/4
Steadfastness

Steadfastness {1}{W}

Sorcery
Creatures you control get +0/+3 until end of turn.
Brute force wins the battles. Conviction wins the wars.
Stern Marshal

Stern Marshal {2}{W}

Creature - Human Soldier
{T}: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
2/2
Temporary Truce

Temporary Truce {1}{W}

Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Valorous Charge

Valorous Charge {1}{W}{W}

Sorcery
White creatures get +2/+0 until end of turn.
Stand in the way of truth at your peril.
Venerable Monk

Venerable Monk {2}{W}

Creature - Human Monk Cleric
When Venerable Monk enters the battlefield, you gain 2 life.
His presence brings not only a strong arm but also renewed hope.
2/2
Vengeance

Vengeance {3}{W}

Sorcery
Destroy target tapped creature.
Bitter as wormwood, sweet as mulled wine.
Wall of Swords

Wall of Swords {3}{W}

Creature - Wall
Defender
Flying
Sharper than wind, lighter than air.
3/5
Warrior's Charge

Warrior's Charge {2}{W}

Sorcery
Creatures you control get +1/+1 until end of turn.
It is not the absence of fear that makes a warrior, but its domination.
Warrior's Charge

Warrior's Charge {2}{W}

Sorcery
Creatures you control get +1/+1 until end of turn.
Wrath of God

Wrath of God {2}{W}{W}

Sorcery
Destroy all creatures. They can't be regenerated.
"As flies to wanton boys, are we to the gods. They kill us for their sport."
—William Shakespeare, King Lear
Related card: Damnation
Ancestral Memories

Ancestral Memories {2}{U}{U}{U}

Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
Balance of Power

Balance of Power {3}{U}{U}

Sorcery
If target opponent has more cards in hand than you, draw cards equal to the difference.
Baleful Stare

Baleful Stare {2}{U}

Sorcery
Target opponent reveals their hand. You draw a card for each Mountain and red card in it.
Capricious Sorcerer

Capricious Sorcerer {2}{U}

Creature - Human Wizard
{T}: Capricious Sorcerer deals 1 damage to any target. Activate only during your turn, before attackers are declared.
1/1
Cloak of Feathers

Cloak of Feathers {U}

Sorcery
Target creature gains flying until end of turn.
Draw a card.
A thousand feathers from a thousand birds, sewn with magic and song.
Cloud Dragon

Cloud Dragon {5}{U}

Creature - Illusion Dragon
Flying
Cloud Dragon can block only creatures with flying.
5/4
Cloud Pirates

Cloud Pirates {U}

Creature - Human Pirate
Flying
Cloud Pirates can block only creatures with flying.
1/1
Cloud Pirates

Cloud Pirates {U}

Creature - Human Pirate
Flying
Cloud Pirates can block only creatures with flying.
1/1