Creature — Human Soldier (2/2)
When Shu Grain Caravan enters the battlefield, you gain 2 life.
Creature — Human Soldier (2/4)
When Shu Soldier-Farmers enters the battlefield, you gain 4 life.
Creature — Angel (3/3)
Flash
Flying
Whenever Sigarda's Vanguard enters the battlefield or attacks, choose any number of creatures with different powers. Those creatures gain double strike until end of turn.
Creature — Human Warrior (3/3)
Sigiled Contender has lifelink as long as it has a +1/+1 counter on it. (Damage dealt by this creature also causes you to gain that much life.)
Creature — Bird Advisor (3/3)
Flying
When Skyboon Evangelist enters the battlefield, support 6. (Put a +1/+1 counter on each of up to six other target creatures.)
Whenever a creature with a counter on it attacks one of your opponents, that creature gains flying until end of turn.
Creature — Camel (3/2)
Solitary Camel has lifelink as long as you control a Desert or there is a Desert card in your graveyard. (Damage dealt by this creature also causes you to gain that much life.)
Creature — Elemental Incarnation (3/2)
Flash
Lifelink
When Solitude enters the battlefield, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Creature — Astartes Warrior (3/3)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Grav-cannon — When Space Marine Devastator enters the battlefield, destroy up to one target artifact or enchantment.
Creature — Elephant Wizard (3/3)
Whenever an opponent casts a spell, that player sacrifices a permanent unless they pay .
Creature — Spirit (3/4)
When Spiritual Guardian enters the battlefield, you gain 4 life.
Creature — Kithkin Knight (2/1)
Whenever Springjack Knight attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
Creature — Human Soldier (4/5)
When Stagecoach Security enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Angel Warrior (3/2)
You may pay and exile a creature card from your graveyard rather than pay this spell's mana cost.
Flying
Creature — Pegasus (2/2)
Flying
Artifact and enchantment spells you cast cost less to cast.
Creature — Human Soldier (3/4)
When Staunch Defenders enters the battlefield, you gain 4 life.
Creature — Dwarf Peasant (3/3)
When Stoic Farmer enters the battlefield, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise put it into your hand. Then shuffle.
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 Monk (3/3)
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
Creature — Pegasus (2/3)
Flying
: Sunmane Pegasus gains vigilance and lifelink until end of turn.
Creature — Human Wizard (2/2)
Kicker and/or (You may pay an additional and/or as you cast this spell.)
When Sunscape Battlemage enters the battlefield, if it was kicked with its kicker, destroy target creature with flying.
When Sunscape Battlemage enters the battlefield, if it was kicked with its kicker, draw two cards.
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