Creature — Human (1/1)
: You gain 1 life. Activate only during your turn, before attackers are declared.
Creature — Human Knight (2/2)
: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
Creature — Human Advisor (1/1)
Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared.
Legendary Creature — Human Advisor (1/2)
: Target creature gets +0/+2 until end of turn. Activate only during your turn, before attackers are declared.
Creature — Human Soldier (2/2)
: Target creature gets +2/+2 until end of turn. Activate only during your turn, before attackers are declared.
Creature — Human Cleric (1/3)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Sacrifice Augur il-Vec: You gain 4 life. Activate only during your upkeep.
Creature — Human Cleric (1/3)
Whenever a creature token enters the battlefield under your control, you gain 1 life.
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Human Cleric with no mana cost. Embalm only as a sorcery.)
Creature — Human Cleric (3/2)
Whenever you cast your second spell each turn, you gain 2 life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Human Wizard (1/2)
, : Choose target opponent who had more life than you did as you activated this ability. You gain 3 life.
Creature — Angel (3/4)
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature — Horse (2/3)
Shield Mare can't be blocked by red creatures.
When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life.
Legendary Artifact Creature — Robot (2/2)
: Target opponent gains control of Yes Man, Personal Securitron. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Creature — Human Soldier (2/4)
At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.
Creature — Spirit (2/3)
Flying
When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
Legendary Creature — Human Cleric (3/4)
Vigilance
Whenever you attack, you create a Food token for each player being attacked. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
, , Tap X untapped Foods you control: Create X 1/1 white Human creature tokens.
Creature — Human Cleric (1/3)
When Arashin Cleric enters the battlefield, you gain 3 life.
Creature — Halfling Cleric (2/2)
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature — Human Cleric (2/3)
When Auspicious Ancestor dies, you gain 3 life.
Whenever a player casts a white spell, you may pay . If you do, you gain 1 life.
Creature — Bird Rebel Soldier (2/3)
Flying
Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Aven Riftwatcher enters or leaves the battlefield, you gain 2 life.
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.
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