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
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
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.
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.
Destroy target creature with power 4 or greater. It can't be regenerated.
"Fear this no more!"
Destroy target creature with power 4 or greater. It can't be regenerated.
"Fear this no more!"
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."
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."
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
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
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.
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.
You gain 4 life.
"For he on honey-dew hath fed,
And drunk the milk of Paradise."
—Samuel Taylor Coleridge,
"Kubla Khan"
You gain 4 life.
"For he on honey-dew hath fed,
And drunk the milk of Paradise."
—Samuel Taylor Coleridge,
"Kubla Khan"
: 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.
: 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.
Whenever an opponent taps a Mountain for mana, you may gain 1 life.
"The peasants labor for my profit. I approve."
Whenever an opponent taps a Mountain for mana, you may gain 1 life.
"The peasants labor for my profit. I approve."
Whenever this creature attacks, you may tap target creature.
He reads the battlefield like a map, always seeking the shortest route to victory.
Whenever this creature attacks, you may tap target creature.
He reads the battlefield like a map, always seeking the shortest route to victory.
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.
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.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Her sword sings more beautifully than any choir.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Her sword sings more beautifully than any choir.
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
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
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
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
Flying, vigilance
The earliest mystics believed that the falcon slit the sky to let the light break through.
Flying, vigilance
The earliest mystics believed that the falcon slit the sky to let the light break through.
, : Destroy target red permanent.
"How can anyone fight so much yet enjoy it so little?"
—The Western Paladin
, : Destroy target red permanent.
"How can anyone fight so much yet enjoy it so little?"
—The Western Paladin
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.
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.
Vigilance
They fight so closely together a mouse couldn't slip past their guard.
Vigilance
They fight so closely together a mouse couldn't slip past their guard.
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
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
When this creature enters, you gain 4 life.
"The key to winning any fight is simply staying alive."
—The Southern Paladin
When this creature enters, you gain 4 life.
"The key to winning any fight is simply staying alive."
—The Southern Paladin
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.
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.
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.
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.
When this creature enters, you gain 2 life.
"I rely not so much on the wisdom of age as on the overconfidence of youth."
When this creature enters, you gain 2 life.
"I rely not so much on the wisdom of age as on the overconfidence of youth."
Destroy target tapped creature.
"It is the duty of the strong to oppose any who threaten the weak."
—The Southern Paladin
Destroy target tapped creature.
"It is the duty of the strong to oppose any who threaten the weak."
—The Southern Paladin
Defender (This creature can't attack.)
Flying
Sharper than wind, lighter than air.
Defender (This creature can't attack.)
Flying
Sharper than wind, lighter than air.
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
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
Destroy all creatures. They can't be regenerated.
Destroy all creatures. They can't be regenerated.
Flying
Where psycho meets cyclone.
Flying
Where psycho meets cyclone.
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
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
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
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