Creature — Human Spellshaper (1/1)
, , Discard a card: Exile target attacking creature. Its controller gains life equal to its toughness.
Creature — Human Cleric (2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
Creature — Human Cleric (1/1)
: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
Creature — Human Cleric (1/3)
Vigilance
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Creature — Human Knight (2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
Creature — Human Knight (1/1)
First strike (This creature deals combat damage before creatures without first strike.)
: Capashen Knight gets +1/+0 until end of turn.
Legendary Creature — Human Soldier (1/2)
Double strike
Spells cast from among cards you drew this turn cost less to cast.
Spells cast from among cards your opponents drew this turn cost more to cast.
Creature — Kor Scout (2/1)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
Creature — Human Soldier (1/1)
As long as you control a Bird, Cloudreach Cavalry gets +2/+2 and has flying.
Creature — Bird (1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Creature — Human Soldier (2/2)
Each other Human you control gets +1/+0 and has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Creature — Human Knight (3/1)
Battalion — Whenever Daring Skyjek and at least two other creatures attack, Daring Skyjek gains flying until end of turn.
Creature — Human Cleric (1/1)
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
Creature — Human Soldier (2/1)
Dauntless River Marshal gets +1/+1 as long as you control an Island.
: Tap target creature.
Creature — Rebel Bird (1/1)
Flying
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
Creature — Human Wizard (1/3)
Your opponents can't cast spells from anywhere other than their hands.
Enchantment Creature — Human Samurai (2/1)
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
Legendary Creature — Fox Cleric (2/2)
: Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
Creature — Kor Cleric (2/2)
Vigilance
Expedition Healer has lifelink as long as you control another Cleric.
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