Time Spiral Timeshifted

Time Spiral Timeshifted contains 122 cards.
It is part of Time Spiral block.
Released: 2006-10-06
Base set size: 121 cards.
Akroma, Angel of Wrath

Akroma, Angel of Wrath {5}{W}{W}{W}

Legendary Creature - Angel
Flying, first strike, vigilance, trample, haste, protection from black and from red
"No rest. No mercy. No matter what."
6/6
Auratog

Auratog {1}{W}

Creature - Atog
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.
The auratog enjoys eating its wards.
1/2
Celestial Dawn

Celestial Dawn {1}{W}{W}

Enchantment
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.
Consecrate Land

Consecrate Land {W}

Enchantment - Aura
Enchant land
Enchanted land has indestructible and can't be enchanted by other Auras.
Defiant Vanguard

Defiant Vanguard {2}{W}

Creature - Human Rebel
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.
{5}, {T}: Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
2/2
Disenchant

Disenchant {1}{W}

Instant
Destroy target artifact or enchantment.
Related card: Garth One-Eye
Enduring Renewal

Enduring Renewal {2}{W}{W}

Enchantment
Play with your hand revealed.
If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.
Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
Essence Sliver

Essence Sliver {3}{W}

Creature - Sliver
Whenever a Sliver deals damage, its controller gains that much life.
The slivers would survive, even at the expense of every other creature on Otaria.
3/3
Honorable Passage

Honorable Passage {1}{W}

Instant
The next time a source of your choice would deal damage to any target this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller.
Icatian Javelineers

Icatian Javelineers {W}

Creature - Human Soldier
Icatian Javelineers enters the battlefield with a javelin counter on it.
{T}, Remove a javelin counter from Icatian Javelineers: It deals 1 damage to any target.
1/1
Moorish Cavalry

Moorish Cavalry {2}{W}{W}

Creature - Human Knight
Trample
Members of the elite Moorish Cavalry are very particular about their mounts, choosing only those whose bloodlines have been pure for generations.
3/3
Related card: City in a Bottle
Resurrection

Resurrection {2}{W}{W}

Sorcery
Return target creature card from your graveyard to the battlefield.
Sacred Mesa

Sacred Mesa {2}{W}

Enchantment
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus.
{1}{W}: Create a 1/1 white Pegasus creature token with flying.
"Do not go there, do not go / unless you rise on wings, unless you walk on hooves."
—"Song to the Sun," Femeref song
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
Squire

Squire {1}{W}

Creature - Human Soldier
"Of twenty yeer of age he was, I gesse.
Of his stature he was of evene lengthe.
And wonderly delyvere, and of greete strengthe."
—Geoffrey Chaucer,
The Canterbury Tales
1/2
Valor

Valor {3}{W}

Creature - Incarnation
First strike
As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.
"The cracks widened, the shell crumbled, and Valor spread throughout the land."
—Scroll of Beginnings
2/2
Witch Hunter

Witch Hunter {2}{W}{W}

Creature - Human Cleric
{T}: Witch Hunter deals 1 damage to target player or planeswalker.
{1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.
1/1
Zhalfirin Commander

Zhalfirin Commander {2}{W}

Creature - Human Knight
Flanking
{1}{W}{W}: Target Knight creature gets +1/+1 until end of turn.
"Command is the act of balancing on a vine and convincing others that it is firm ground."
—Sidar Jabari
2/2
Dandân

Dandân {U}{U}

Creature - Fish
Dandân can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Dandân.
"Catch good today. Start replacing crew tomorrow."
—Faysal al-Mousa, fisher captain, log
4/1
Related card: City in a Bottle
Flying Men

Flying Men {U}

Creature - Human
Flying
Saffiyah clapped her hands and twenty flying men appeared at her side, each well trained in the art of combat.
1/1
Related card: City in a Bottle
Ghost Ship

Ghost Ship {2}{U}{U}

Creature - Spirit
Flying
{U}{U}{U}: Regenerate Ghost Ship.
"That phantom prow split the storm as lightning cast its long shadow on the battlefield below."
—Mireille Gaetane, The Valeriad
2/4
Related card: Malach of the Dawn
Giant Oyster

Giant Oyster {2}{U}{U}

Creature - Oyster
You may choose not to untap Giant Oyster during your untap step.
{T}: For as long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves the battlefield or becomes untapped, remove all -1/-1 counters from the creature.
0/3
Related card: Apocalypse Chime
Leviathan

Leviathan {5}{U}{U}{U}{U}

Creature - Leviathan
Trample
Leviathan enters the battlefield tapped and doesn't untap during your untap step.
At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan.
Leviathan can't attack unless you sacrifice two Islands.
10/10
Lord of Atlantis

Lord of Atlantis {U}{U}

Creature - Merfolk
Other Merfolk get +1/+1 and have islandwalk.
A master of tactics, the Lord of Atlantis makes his people bold in battle merely by arriving to lead them.
2/2
Merfolk Assassin

Merfolk Assassin {U}{U}

Creature - Merfolk Assassin
{T}: Destroy target creature with islandwalk.
1/2