Worldwake

Worldwake contains 145 cards.
It is part of Zendikar block.
Released: 2010-02-05
Base set size: 145 cards.
Admonition Angel

Admonition Angel {3}{W}{W}{W}

Creature - Angel
Flying
Landfall — Whenever a land you control enters, you may exile target nonland permanent other than Admonition Angel.
When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
6/6
Apex Hawks

Apex Hawks {2}{W}

Creature - Bird
Multikicker {1}{W}
Flying
Apex Hawks enters with a +1/+1 counter on it for each time it was kicked.
2/2
Archon of Redemption

Archon of Redemption {3}{W}{W}

Creature - Archon
Flying
Whenever Archon of Redemption or another creature you control with flying enters, you may gain life equal to that creature's power.
Until Emeria is freed, he raises his sword in her name.
3/4
Battle Hurda

Battle Hurda {4}{W}

Creature - Giant
First strike
"Murasan hurdas were too aggressive to tolerate a harness, so we put them on guard duty. Now the bandits can't get within spitting distance of us."
—Bruse Tarl, Goma Fada nomad
3/3
Fledgling Griffin

Fledgling Griffin {1}{W}

Creature - Griffin
Landfall — Whenever a land you control enters, Fledgling Griffin gains flying until end of turn.
"We're making progress, but its desire to explore still far exceeds its ability."
—Amadi, Halimar griffin-master
2/2
Guardian Zendikon

Guardian Zendikon {2}{W}

Enchantment - Aura
Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Hada Freeblade

Hada Freeblade {W}

Creature - Human Soldier Ally
Whenever Hada Freeblade or another Ally you control enters, you may put a +1/+1 counter on Hada Freeblade.
"I toiled in Kazuul's mines when I was eight. I think I'm tough enough for a little hiking."
0/1
Iona's Judgment

Iona's Judgment {4}{W}

Sorcery
Exile target creature or enchantment.
Beneath the gaze of angels, only the righteous may stand without fear.
Join the Ranks

Join the Ranks {3}{W}

Instant
Create two 1/1 white Soldier Ally creature tokens.
Expeditionary houses are notorious for their rivalries. But when adventurers meet in the wilderness, the instinct for mutual survival outweighs petty grudges.
Kitesail Apprentice

Kitesail Apprentice {W}

Creature - Kor Soldier
As long as Kitesail Apprentice is equipped, it gets +1/+1 and has flying.
Carving lines through the sky, kite sailors map trails for the pilgrims below to follow.
1/1
Kor Firewalker

Kor Firewalker {W}{W}

Creature - Kor Soldier
Protection from red
Whenever a player casts a red spell, you may gain 1 life.
"A river of lava is just another river to cross."
2/2
Lightkeeper of Emeria

Lightkeeper of Emeria {3}{W}

Creature - Angel
Multikicker {W}
Flying
When Lightkeeper of Emeria enters, you gain 2 life for each time it was kicked.
2/4
Loam Lion

Loam Lion {W}

Creature - Cat
Loam Lion gets +1/+2 as long as you control a Forest.
In Zendikar, today's grassland could be tomorrow's jungle, and hunting grounds change as quickly as the weather.
1/1
Marsh Threader

Marsh Threader {1}{W}

Creature - Kor Scout
Swampwalk
"Give me a sturdy rope over the advice of any so-called expert. I can thread the dark wilds better than anyone."
2/1
Marshal's Anthem

Marshal's Anthem {2}{W}{W}

Enchantment
Multikicker {1}{W}
Creatures you control get +1/+1.
When Marshal's Anthem enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
Perimeter Captain

Perimeter Captain {W}

Creature - Human Soldier
Defender
Whenever a creature you control with defender blocks, you may gain 2 life.
"We stand between the jaws of chaos and the mantle of order."
0/4
Refraction Trap

Refraction Trap {3}{W}

Instant - Trap
If an opponent cast a red instant or sorcery spell this turn, you may pay {W} rather than pay this spell's mana cost.
Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to any target.
Rest for the Weary

Rest for the Weary {1}{W}

Instant
Target player gains 4 life.
Landfall — If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.
Zendikar is a brutal taskmaster, but sometimes it offers unexpected solace.
Ruin Ghost

Ruin Ghost {1}{W}

Creature - Spirit
{W}, {T}: Exile target land you control, then return it to the battlefield under your control.
The Forsaken Ones haunt the ruins that flicker in and out of the spirit realm. Such sites are hard to find and even harder to loot.
1/1
Stoneforge Mystic

Stoneforge Mystic {1}{W}

Creature - Kor Artificer
When Stoneforge Mystic enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.
1/2
Talus Paladin

Talus Paladin {3}{W}

Creature - Human Knight Ally
Whenever Talus Paladin or another Ally you control enters, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1 counter on Talus Paladin.
"Why fill pockets with gold when you can fill hearts with conviction?"
2/3
Terra Eternal

Terra Eternal {2}{W}

Enchantment
All lands have indestructible.
"If this world could make a wish, it would be to survive the parasites who loot its treasures and threaten its life force."
—Saidah, Joraga hunter
Veteran's Reflexes

Veteran's Reflexes {W}

Instant
Target creature gets +1/+1 until end of turn. Untap that creature.
"Assume everything wants to kill you. At the very least, assume everything wants what's in your pack."
Aether Tradewinds

Aether Tradewinds {2}{U}

Instant
Return target permanent you control and target permanent you don't control to their owners' hands.
"The wind smells of misfortune. Check your knots."
—Anitan, Ondu cleric
Calcite Snapper

Calcite Snapper {1}{U}{U}

Creature - Turtle
Shroud
Landfall — Whenever a land you control enters, you may switch Calcite Snapper's power and toughness until end of turn.
1/4