Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color.
Draw a card.
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
Sorcery
Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.
Sorcery
Create two 1/1 white Human creature tokens.
Fateful hour — If you have 5 or less life, create five of those tokens instead.
Sorcery
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
Sorcery
Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.
Sorcery
Return target permanent card in an opponent's graveyard to the battlefield under their control. When that permanent enters the battlefield, return up to one target permanent card with equal or lesser mana value from your graveyard to the battlefield.
Legendary Creature — Human Faerie Scout // Sorcery — Adventu (2/3)
Whenever Kellan, Daring Traveler attacks, reveal the top card of your library. If it's a creature card with mana value 3 or less, put it into your hand. Otherwise, you may put it into your graveyard.
Journey On
Create X Map tokens, where X is one plus the number of opponents who control an artifact. (Then exile this card. You may cast the creature later from exile.)
Sorcery
Creatures you control get +2/+1 until end of turn.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures also gain vigilance until end of turn. (Attacking doesn't cause them to tap.)
Sorcery
Return target creature card from your graveyard to the battlefield. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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