Creature — Human Advisor (1/1)
: Tap target creature with power 2 or less.
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 — Spirit (2/1)
Azorius Herald can't be blocked.
When Azorius Herald enters the battlefield, you gain 4 life.
When Azorius Herald enters the battlefield, sacrifice it unless was spent to cast it.
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 — Human Citizen (1/1)
When Backup Agent enters the battlefield, put a +1/+1 counter on target creature.
Creature — Kithkin Soldier (2/2)
: Tap target creature.
Whenever you cast a white spell, you may untap Ballynock Trapper.
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 (2/2)
When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)
Creature — Human Wizard (2/2)
, : Target creature gains trample until end of turn.
, : Target creature gains flying until end of turn.
Creature — Ox (3/3)
When Bartered Cow dies or when you discard it, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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 — Human Knight (3/4)
Vigilance, protection from multicolored
When Basri's Lieutenant enters the battlefield, put a +1/+1 counter on target creature you control.
Whenever Basri's Lieutenant or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.
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 — Bird (1/1)
Flying
Whenever Beacon Hawk deals combat damage to a player, you may untap target creature.
: Beacon Hawk gets +0/+1 until end of turn.
Creature — Spirit (1/3)
Flying
Lure the Unwary — At the beginning of combat on your turn, choose an opponent.
Creatures attacking the last chosen player get +1/+0.
Enchantment — Saga // Enchantment Creature — Insect (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature you control gets +1/+1 and gains flying until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Imperial Moth
Flying
Creature — Phyrexian Human Soldier (3/1)
Kicker (You may pay an additional as you cast this spell.)
When Benalish Sleeper enters the battlefield, if it was kicked, each player sacrifices a creature.
Creature — Spirit (0/4)
Defender (This creature can't attack.)
: Prevent the next 1 damage that would be dealt to any target this turn.
Creature — Zombie (2/2)
Whenever another Zombie enters the battlefield under your control, you may tap target artifact or creature.
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