Tempest

Knight of Dawn

Knight of Dawn {1}{W}{W}

Creature - Human Knight
First strike
{W}{W}: Knight of Dawn gains protection from the color of your choice until end of turn.
Flash like daybreak to the fray.
—Motto of the Knights of Dawn
2/2
Light of Day

Light of Day {3}{W}

Enchantment
Black creatures can't attack or block.
"I do not miss sunlight. The very memory of it burns my eyes."
—Volrath
Marble Titan

Marble Titan {3}{W}

Creature - Giant
Creatures with power 3 or greater don't untap during their controllers' untap steps.
"Strapping on nine hundred pounds of armor every morning would make any warrior cross."
—Gerrard of the Weatherlight
3/3
Master Decoy

Master Decoy {1}{W}

Creature - Human Soldier
{W}, {T}: Tap target creature.
"A skilled decoy can throw your enemies off your trail. A master decoy can survive to do it again."
—Gerrard of the Weatherlight
1/2
Mounted Archers

Mounted Archers {3}{W}

Creature - Human Soldier Archer
Reach
{W}: Mounted Archers can block an additional creature this turn.
2/3
Oracle en-Vec

Oracle en-Vec {1}{W}

Creature - Human Wizard
{T}: Target opponent chooses any number of creatures they control. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the beginning of that turn's end step, destroy each of the chosen creatures that didn't attack this turn. Activate only during your turn.
1/1
Orim's Prayer

Orim's Prayer {1}{W}{W}

Enchantment
Whenever one or more creatures attack you, you gain 1 life for each attacking creature.
"As usual, there will be time for prayer only after the worst happens."
—Orim, Samite healer
Orim, Samite Healer

Orim, Samite Healer {1}{W}{W}

Legendary Creature - Human Cleric
{T}: Prevent the next 3 damage that would be dealt to any target this turn.
"The silkworm spins itself a new existence. So the healer weaves the threads of life."
—Orim, Samite healer
1/3
Pacifism

Pacifism {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
Frozen by conscience, Karn did not resist as the moggs carried him to the Predator.
Related card: Domesticated Mammoth
Pegasus Refuge

Pegasus Refuge {3}{W}

Enchantment
{2}, Discard a card: Create a 1/1 white Pegasus creature token with flying.
The first Rath-born pegasus was so offended by the sky that it hid its eyes in the earth.
—Vec lore
Quickening Licid

Quickening Licid {1}{W}

Creature - Licid
{1}{W}, {T}: Quickening Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {W} to end this effect.
Enchanted creature has first strike.
1/1
Repentance

Repentance {2}{W}

Sorcery
Target creature deals damage to itself equal to its power.
"The cannon wasn't aimed at you!" pleaded Vhati. "I'm not sure which is more pathetic," replied Greven, "your judgment or your aim."
Sacred Guide

Sacred Guide {W}

Creature - Human Cleric
{1}{W}, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way.
1/1
Safeguard

Safeguard {3}{W}{W}

Enchantment
{2}{W}: Prevent all combat damage that would be dealt by target creature this turn.
"I'm amused by wasted effort when it's not my own."
—Hanna, Weatherlight navigator
Serene Offering

Serene Offering {1}{W}

Instant
Destroy target enchantment. You gain life equal to its mana value.
"A sacrifice made in peace is worth a dozen made in panic."
—Orim, Samite healer
Soltari Crusader

Soltari Crusader {2}{W}

Creature - Soltari Knight
Shadow
{1}{W}: Soltari Crusader gets +1/+0 until end of turn.
"Carry war to the Dauthi, no matter the way, no matter the world."
—Soltari battle chant
2/1
Soltari Emissary

Soltari Emissary {1}{W}

Creature - Soltari Soldier
{W}: Soltari Emissary gains shadow until end of turn.
Alone at the portal, Ertai began his meditation. He realized immediately that he was not alone.
2/1
Soltari Foot Soldier

Soltari Foot Soldier {W}

Creature - Soltari Soldier
Shadow
"Children of the Ruins, raised to be warriors, know that life begins when another speaks their names."
—Soltari Tales of Life
1/1
Soltari Lancer

Soltari Lancer {2}{W}

Creature - Soltari Knight
Shadow
Soltari Lancer has first strike as long as it's attacking.
"In times of war the victors rarely save their best for last."
—Gerrard of the Weatherlight
2/2
Soltari Monk

Soltari Monk {W}{W}

Creature - Soltari Monk Cleric
Protection from black
Shadow
"Prayer rarely explains."
—Orim, Samite healer
2/1
Soltari Priest

Soltari Priest {W}{W}

Creature - Soltari Cleric
Protection from red
Shadow
"In Rath," the priest said, "there is even greater need for prayer."
2/1
Soltari Trooper

Soltari Trooper {1}{W}

Creature - Soltari Soldier
Shadow
Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn.
"Dauthi blood is Soltari wine."
—Soltari Tales of Life
1/1
Spirit Mirror

Spirit Mirror {2}{W}{W}

Enchantment
At the beginning of your upkeep, if there are no Reflection tokens on the battlefield, create a 2/2 white Reflection creature token.
{0}: Destroy target Reflection.
Staunch Defenders

Staunch Defenders {3}{W}{W}

Creature - Human Soldier
When Staunch Defenders enters, you gain 4 life.
"Hold your position! Leave doubt for the dying!"
—Tahngarth of the Weatherlight
3/4
Talon Sliver

Talon Sliver {1}{W}

Creature - Sliver
All Sliver creatures have first strike.
"Keep them at sword's length!" Gerrard's order fell flat as each sliver's talon suddenly grew longer. "Hold on—break out the polearms!"
1/1