Creature — Thrull (1/2)
Flash
Flying
Artifacts and creatures entering the battlefield don't cause abilities to trigger.
Creature — Faerie (1/2)
Flying, lifelink
Creatures entering the battlefield or dying don't cause abilities to trigger.
Creature — Human Soldier (1/3)
Creatures entering the battlefield don't cause abilities to trigger.
Creature — Spirit Cleric (1/3)
Flying
Whenever a permanent entering the battlefield causes a triggered ability to trigger, counter that ability unless its controller pays .
Legendary Creature — Human Advisor (1/3)
History Teacher — Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Creature — Human Cleric (1/1)
Flying
When Airlift Chaplain enters the battlefield, mill three cards. You may put a Plains card or a creature card with mana value 3 or less from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on Airlift Chaplain. (To mill a card, put the top card of your library into your graveyard.)
Creature — Human Cleric (3/2)
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Human Cleric (3/3)
Vigilance
As Anointed Peacekeeper enters the battlefield, look at an opponent's hand, then choose any card name.
Spells your opponents cast with the chosen name cost more to cast.
Activated abilities of sources with the chosen name cost more to activate unless they're mana abilities.
Creature — Human Soldier (2/1)
When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Creature — Human Wizard (2/2)
When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Creature — Cat Cleric (2/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When Basri's Acolyte enters the battlefield, put a +1/+1 counter on each of up to two other target creatures you control.
Creature — Beast (5/5)
Shroud (This creature can't be the target of spells or abilities.)
Vanishing 4 (This creature enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Creature — Vampire Soldier (2/2)
Vigilance
Whenever an artifact or creature enters the battlefield untapped and under an opponent's control, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
Creature — Human Soldier (3/2)
When Errand-Rider of Gondor enters the battlefield, draw a card. Then if you don't control a legendary creature, put a card from your hand on the bottom of your library.
Creature — Human Warrior (2/2)
Whenever one or more Humans and/or Warriors enter the battlefield under your control, conjure a card named Utility Knife onto the battlefield. This ability triggers only once each turn.
Creature — Human Knight (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
When Gallant Cavalry enters the battlefield, create a 2/2 white Knight creature token with vigilance.
Legendary Creature — Human Noble (2/3)
, : Exile another target creature you control. You may return that card to the battlefield under its owner's control. If you don't, at the beginning of the next end step, return that card to the battlefield under its owner's control with a vigilance counter and a lifelink counter on it.
Legendary Creature — Human Soldier (3/4)
As Greymond, Avacyn's Stalwart enters the battlefield, choose two abilities from among first strike, vigilance, and lifelink.
Humans you control have each of the chosen abilities.
As long as you control four or more Humans, Humans you control get +2/+2.
Creature — Spirit Knight (3/2)
Flash
Vigilance
When Guardian of Faith enters the battlefield, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature — Human Artificer (1/1)
When Ingenious Smith enters the battlefield, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts enter the battlefield under your control, put a +1/+1 counter on Ingenious Smith. This ability triggers only once each turn.
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