Seventh Edition

7ED · 708 cards · Released

Purify
Sorcery

Destroy all artifacts and enchantments.

"We have no need for these trinkets. We need only the strength of our swords and the virtue of our hearts."

—The Northern Paladin

Purify
Sorcery

Destroy all artifacts and enchantments.

"We have no need for these trinkets. We need only the strength of our swords and the virtue of our hearts."

—The Northern Paladin

Razorfoot Griffin
Creature — Griffin

Flying (This creature can't be blocked except by creatures with flying or reach.)

First strike (This creature deals combat damage before creatures without first strike.)

Like a meteor, it strikes from above without warning. Unlike a meteor, it then carries you off and eats you.

2/2
Razorfoot Griffin
Creature — Griffin

Flying (This creature can't be blocked except by creatures with flying or reach.)

First strike (This creature deals combat damage before creatures without first strike.)

Like a meteor, it strikes from above without warning. Unlike a meteor, it then carries you off and eats you.

2/2
Reprisal
Instant

Destroy target creature with power 4 or greater. It can't be regenerated.

"Fear this no more!"

Reprisal
Instant

Destroy target creature with power 4 or greater. It can't be regenerated.

"Fear this no more!"

Reverse Damage
Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

"Weapons usually bring death. Today, mine will bring life."

Reverse Damage
Instant

The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

"Weapons usually bring death. Today, mine will bring life."

Rolling Stones
Enchantment

Wall creatures can attack as though they didn't have defender.

"We spent three weeks trying to knock that wall down. Now it's knocking us down."

—Onean sergeant

Rolling Stones
Enchantment

Wall creatures can attack as though they didn't have defender.

"We spent three weeks trying to knock that wall down. Now it's knocking us down."

—Onean sergeant

Sacred Ground
Enchantment

Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.

The land will never betray those who gave their lives for it.

Sacred Ground
Enchantment

Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.

The land will never betray those who gave their lives for it.

Sacred Nectar
Sorcery

You gain 4 life.

"For he on honey-dew hath fed,

And drunk the milk of Paradise."

—Samuel Taylor Coleridge,

"Kubla Khan"

Sacred Nectar
Sorcery

You gain 4 life.

"For he on honey-dew hath fed,

And drunk the milk of Paradise."

—Samuel Taylor Coleridge,

"Kubla Khan"

Samite Healer
Creature — Human Cleric

: Prevent the next 1 damage that would be dealt to any target this turn.

Why does a Samite heal? You might as well ask why a bird flies.

1/1
Samite Healer
Creature — Human Cleric

: Prevent the next 1 damage that would be dealt to any target this turn.

Why does a Samite heal? You might as well ask why a bird flies.

1/1
Sanctimony
Enchantment

Whenever an opponent taps a Mountain for mana, you may gain 1 life.

"The peasants labor for my profit. I approve."

Sanctimony
Enchantment

Whenever an opponent taps a Mountain for mana, you may gain 1 life.

"The peasants labor for my profit. I approve."

Seasoned Marshal
Creature — Human Soldier

Whenever this creature attacks, you may tap target creature.

He reads the battlefield like a map, always seeking the shortest route to victory.

2/2
Seasoned Marshal
Creature — Human Soldier

Whenever this creature attacks, you may tap target creature.

He reads the battlefield like a map, always seeking the shortest route to victory.

2/2
Serra Advocate
Creature — Angel

Flying

: Target attacking or blocking creature gets +2/+2 until end of turn.

An angel's blessing prepares a soldier for war better than a thousand military drills.

2/2
Serra Advocate
Creature — Angel

Flying

: Target attacking or blocking creature gets +2/+2 until end of turn.

An angel's blessing prepares a soldier for war better than a thousand military drills.

2/2
Serra Angel
Creature — Angel

Flying

Vigilance (Attacking doesn't cause this creature to tap.)

Her sword sings more beautifully than any choir.

4/4
Serra Angel
Creature — Angel

Flying

Vigilance (Attacking doesn't cause this creature to tap.)

Her sword sings more beautifully than any choir.

4/4
Serra's Embrace
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has flying and vigilance. (Attacking doesn't cause it to tap.)

"With one breath, the newborn angel took to the air . . . and the world sighed."

The Book of Serra

Serra's Embrace
Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has flying and vigilance. (Attacking doesn't cause it to tap.)

"With one breath, the newborn angel took to the air . . . and the world sighed."

The Book of Serra

Shield Wall
Instant

Creatures you control get +0/+2 until end of turn.

"If not for the wizard, we'd all be dead now. 'Course, it was him that started all this in the first place."

—Onean veteran

Shield Wall
Instant

Creatures you control get +0/+2 until end of turn.

"If not for the wizard, we'd all be dead now. 'Course, it was him that started all this in the first place."

—Onean veteran

Skyshroud Falcon
Creature — Bird

Flying, vigilance

The earliest mystics believed that the falcon slit the sky to let the light break through.

1/1
Skyshroud Falcon
Creature — Bird

Flying, vigilance

The earliest mystics believed that the falcon slit the sky to let the light break through.

1/1
Southern Paladin
Creature — Human Knight

, : Destroy target red permanent.

"How can anyone fight so much yet enjoy it so little?"

—The Western Paladin

3/3
Southern Paladin
Creature — Human Knight

, : Destroy target red permanent.

"How can anyone fight so much yet enjoy it so little?"

—The Western Paladin

3/3
Spirit Link
Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)

Whenever enchanted creature deals damage, you gain that much life.

The noble paladins draw strength from the courage of others.

Spirit Link
Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)

Whenever enchanted creature deals damage, you gain that much life.

The noble paladins draw strength from the courage of others.

Standing Troops
Creature — Human Soldier

Vigilance

They fight so closely together a mouse couldn't slip past their guard.

1/4
Standing Troops
Creature — Human Soldier

Vigilance

They fight so closely together a mouse couldn't slip past their guard.

1/4
Starlight
Sorcery

You gain 3 life for each black creature target opponent controls.

"Even in the darkest night

Stars and angels still shine bright."

—Onean children's rhyme

Starlight
Sorcery

You gain 3 life for each black creature target opponent controls.

"Even in the darkest night

Stars and angels still shine bright."

—Onean children's rhyme

Staunch Defenders
Creature — Human Soldier

When this creature enters, you gain 4 life.

"The key to winning any fight is simply staying alive."

—The Southern Paladin

3/4
Staunch Defenders
Creature — Human Soldier

When this creature enters, you gain 4 life.

"The key to winning any fight is simply staying alive."

—The Southern Paladin

3/4
Sunweb
Creature — Wall

Defender (This creature can't attack.)

Flying

This creature can't block creatures with power 2 or less.

Sometimes the wings of fallen dragons refuse to give up the sky.

5/6
Sunweb
Creature — Wall

Defender (This creature can't attack.)

Flying

This creature can't block creatures with power 2 or less.

Sometimes the wings of fallen dragons refuse to give up the sky.

5/6
Sustainer of the Realm
Creature — Angel

Flying

Whenever this creature blocks, it gets +0/+2 until end of turn.

You may break her shield, but you'll never break her spirit.

2/3
Sustainer of the Realm
Creature — Angel

Flying

Whenever this creature blocks, it gets +0/+2 until end of turn.

You may break her shield, but you'll never break her spirit.

2/3
Venerable Monk
Creature — Human Monk Cleric

When this creature enters, you gain 2 life.

"I rely not so much on the wisdom of age as on the overconfidence of youth."

2/2
Venerable Monk
Creature — Human Monk Cleric

When this creature enters, you gain 2 life.

"I rely not so much on the wisdom of age as on the overconfidence of youth."

2/2
Vengeance
Sorcery

Destroy target tapped creature.

"It is the duty of the strong to oppose any who threaten the weak."

—The Southern Paladin

Vengeance
Sorcery

Destroy target tapped creature.

"It is the duty of the strong to oppose any who threaten the weak."

—The Southern Paladin

Wall of Swords
Creature — Wall

Defender (This creature can't attack.)

Flying

Sharper than wind, lighter than air.

3/5
Wall of Swords
Creature — Wall

Defender (This creature can't attack.)

Flying

Sharper than wind, lighter than air.

3/5
Worship
Enchantment

If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.

"Believe in the ideal, not the idol."

—Serra

Worship
Enchantment

If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.

"Believe in the ideal, not the idol."

—Serra

Wrath of God
Sorcery

Destroy all creatures. They can't be regenerated.

Wrath of God
Sorcery

Destroy all creatures. They can't be regenerated.

Air Elemental
Creature — Elemental

Flying

Where psycho meets cyclone.

4/4
Air Elemental
Creature — Elemental

Flying

Where psycho meets cyclone.

4/4
Ancestral Memories
Sorcery

Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.

"It's a poor sort of memory that only works backwards."

—Lewis Carroll,

Through the Looking Glass

Ancestral Memories
Sorcery

Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.

"It's a poor sort of memory that only works backwards."

—Lewis Carroll,

Through the Looking Glass

Arcane Laboratory
Enchantment

Each player can't cast more than one spell each turn.

Too many wizards spoil the spell, but too many spells spoil the wizard.

—Sign on entry to arcane lab

Arcane Laboratory
Enchantment

Each player can't cast more than one spell each turn.

Too many wizards spoil the spell, but too many spells spoil the wizard.

—Sign on entry to arcane lab