Wilds of Eldraine

Protective Parents

Protective Parents {2}{W}

Creature - Human Peasant
When Protective Parents dies, create a Young Hero Role token attached to up to one target creature you control.
3/2
Regal Bunnicorn

Regal Bunnicorn {1}{W}

Creature - Rabbit Unicorn
Regal Bunnicorn's power and toughness are each equal to the number of nonland permanents you control.
"It's entirely peaceful, as long as you don't try to pet it, pen it, take its food, take its hide, sit on its grass, or dress it up in colorful garb for human holidays."
—Sturwynn, Boundary Lands ranger
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Return Triumphant

Return Triumphant {1}{W}

Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Create a Young Hero Role token attached to it.
Rimefur Reindeer

Rimefur Reindeer {3}{W}

Creature - Elk
Whenever an enchantment you control enters, tap target creature an opponent controls.
Attracted by the quiet of Hylda's realm, reindeer herds moved in and made themselves at home near the palace of ice.
3/4
Savior of the Sleeping

Savior of the Sleeping {2}{W}

Creature - Human Knight
Vigilance
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Savior of the Sleeping.
Even lost in slumber, the citizens of Ardenvale dream of a tireless protector standing guard over their homes.
2/3
Slumbering Keepguard

Slumbering Keepguard {W}

Creature - Human Knight
Whenever an enchantment you control enters, scry 1.
{2}{W}: Slumbering Keepguard gets +1/+1 until end of turn for each enchantment you control.
Dreams of a realm united gave him strength even in sleep.
1/1
Solitary Sanctuary

Solitary Sanctuary {2}{W}

Enchantment
When Solitary Sanctuary enters, tap target creature an opponent controls and put a stun counter on it.
Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
Spellbook Vendor

Spellbook Vendor {1}{W}

Creature - Human Peasant
Vigilance
At the beginning of combat on your turn, you may pay {1}. When you do, create a Sorcerer Role token attached to target creature you control.
2/2
Stockpiling Celebrant

Stockpiling Celebrant {2}{W}

Creature - Dwarf Knight
When Stockpiling Celebrant enters, you may return another target nonland permanent you control to its owner's hand. If you do, scry 2.
"What? I'm saving it for later."
3/2
Stroke of Midnight

Stroke of Midnight {2}{W}

Instant
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
The assembled partygoers fell silent and stared. As the helmet came to a clattering stop, the only sound was Ash's distant footsteps.
A Tale for the Ages

A Tale for the Ages {1}{W}

Enchantment
Enchanted creatures you control get +2/+2.
With every retelling of Agatha's demise, Kellan got taller and Ruby got stronger. But the core story stayed the same, and people remembered what happens to those who prey on the weak.
Three Blind Mice

Three Blind Mice {2}{W}

Enchantment - Saga
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
Tuinvale Guide

Tuinvale Guide {3}{W}

Creature - Faerie Scout
Flying
Celebration — Tuinvale Guide gets +1/+0 and has lifelink as long as two or more nonland permanents entered the battlefield under your control this turn.
"Weary traveler, follow me. The night is a cage, and my light is the key."
2/3
Unassuming Sage

Unassuming Sage {1}{W}

Creature - Human Peasant Wizard
When Unassuming Sage enters, you may pay {2}. If you do, create a Sorcerer Role token attached to it.
"The archmage Valya? Why yes, I do believe I've heard of her."
2/2
Virtue of Loyalty

Virtue of Loyalty {3}{W}{W}

Enchantment
At the beginning of your end step, put a +1/+1 counter on each creature you control. Untap those creatures.
Card has other part: Ardenvale Fealty
Ardenvale Fealty

Ardenvale Fealty {1}{W}

Instant - Adventure
Create a 2/2 white Knight creature token with vigilance.
Card has other part: Virtue of Loyalty
Werefox Bodyguard

Werefox Bodyguard {1}{W}{W}

Creature - Elf Fox Knight
Flash
When Werefox Bodyguard enters, exile up to one other target non-Fox creature until Werefox Bodyguard leaves the battlefield.
{1}{W}, Sacrifice Werefox Bodyguard: You gain 2 life.
2/2
Aquatic Alchemist

Aquatic Alchemist {1}{U}

Creature - Elemental
Whenever you cast your first instant or sorcery spell each turn, Aquatic Alchemist gets +2/+0 until end of turn.
1/3
Card has other part: Bubble Up
Bubble Up

Bubble Up {2}{U}

Sorcery - Adventure
Put target instant or sorcery card from your graveyard on top of your library.
Card has other part: Aquatic Alchemist
Archive Dragon

Archive Dragon {4}{U}{U}

Creature - Dragon Wizard
Flying
Ward {2}
When Archive Dragon enters, scry 2.
"Fascinating. It says here that dragons cannot read."
4/6
Asinine Antics

Asinine Antics {2}{U}{U}

Sorcery
You may cast Asinine Antics as though it had flash if you pay {2} more to cast it.
For each creature your opponents control, create a Cursed Role token attached to that creature.
Beluna's Gatekeeper

Beluna's Gatekeeper {5}{U}

Creature - Giant Soldier
"And what makes you think Lady Grandsquall wants to see you, little one?"
6/5
Card has other part: Entry Denied
Entry Denied

Entry Denied {1}{U}

Sorcery - Adventure
Return target creature you don't control with mana value 3 or less to its owner's hand.
"And what makes you think Lady Grandsquall wants to see you, little one?"
Card has other part: Beluna's Gatekeeper
Bitter Chill

Bitter Chill {1}{U}

Enchantment - Aura
Enchant creature
When Bitter Chill enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When Bitter Chill is put into a graveyard from the battlefield, you may pay {1}. If you do, scry 1, then draw a card.
Chancellor of Tales

Chancellor of Tales {3}{U}

Creature - Faerie Advisor
Flying
Whenever you cast an Adventure spell, you may copy it. You may choose new targets for the copy.
"...so the knight stabbed the troll, the troll threw the knight off the bridge, and they both forgot about the sword."
2/3