Starter 1999

S99 · 173 cards · Released

Angel of Light
Creature — Angel

Flying, vigilance

3/3
Angel of Mercy
Creature — Angel

Flying

When this creature enters, you gain 3 life.

3/3
Angelic Blessing
Sorcery

Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

Only the warrior who can admit mortal weakness will be bolstered by immortal strength.

Archangel
Creature — Angel

Flying, vigilance

5/5
Ardent Militia
Creature — Human Soldier

Vigilance

Some fight for honor and some for gold, but the militia fight for hearth and home.

2/5
Armageddon
Sorcery

Destroy all lands.

Bargain
Sorcery

Target opponent draws a card.

You gain 7 life.

Bargaining with a goblin is like trading with a child; both believe they already own everything.

Blinding Light
Sorcery

Tap all nonwhite creatures.

Let the unjust avert their faces and contemplate their peril.

Border Guard
Creature — Human Soldier

"Join the army, see foreign countries!" they'd said.

1/4
Breath of Life
Sorcery

Return target creature card from your graveyard to the battlefield.

Champion Lancer
Creature — Human Knight

Prevent all damage that would be dealt to this creature by creatures.

The flash of his lance projects the pure radiance of his honor.

3/3
Charging Paladin
Creature — Human Knight

Whenever this creature attacks, it gets +0/+3 until end of turn.

A true warrior's thoughts are of victory, not death.

2/2
Devoted Hero
Creature — Elf Soldier

The heart's courage is the soul's guardian.

1/2
Devout Monk
Creature — Human Monk Cleric

When this creature enters, you gain 1 life.

Discipline wears many robes.

1/1
Eager Cadet
Creature — Human Soldier

The enthusiasm of the young, sharpened by the discipline of a soldier.

1/1
False Peace
Sorcery

Target player skips all combat phases of their next turn.

Mutual consent is not required for war.

Foot Soldiers
Creature — Human Soldier

Infantry deployment is the art of putting your troops in the wrong place at the right time.

2/4
Gerrard's Wisdom
Sorcery

You gain 2 life for each card in your hand.

"You'll lose a duel if your enemy comes expecting a war."

Knight Errant
Creature — Human Knight

". . . Before honor is humility."

The Bible, Proverbs 15:33

2/2
Loyal Sentry
Creature — Human Soldier

When this creature blocks a creature, destroy that creature and this creature.

1/1
Path of Peace
Sorcery

Destroy target creature. Its owner gains 4 life.

"You could die famous or you could die old. I chose old."

—Former soldier

Righteous Charge
Sorcery

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

Bravery shines brightest in a pure soul.

Righteous Fury
Sorcery

Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.

Royal Falcon
Creature — Bird

Flying

Hunter by instinct, weapon by training.

1/1
Royal Trooper
Creature — Human Soldier

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

"Fortune does not side with the faint-hearted."

—Sophocles, Phaedra

2/2
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"

Steadfastness
Sorcery

Creatures you control get +0/+3 until end of turn.

Brute force wins the battles. Conviction wins the wars.

Venerable Monk
Creature — Human Monk Cleric

When this creature enters, you gain 2 life.

Age wears the flesh but galvanizes the soul.

2/2
Vengeance
Sorcery

Destroy target tapped creature.

Bitter as wormwood, sweet as mulled wine.

Veteran Cavalier
Creature — Human Knight

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

Spirit is the sword and experience the sharpening stone.

—Arabian proverb

2/2
Wild Griffin
Creature — Griffin

Flying

Two little goblins, out in the sun. Down came a griffin, and then there was one.

2/2
Air Elemental
Creature — Elemental

Flying

As insubstantial, and as powerful, as the wind that carries it.

4/4
Coral Eel
Creature — Fish

Some fishers like to eat eels, and some eels like to eat fishers.

2/1
Counterspell
Instant

Counter target spell.

Denizen of the Deep
Creature — Serpent

When this creature enters, return each other creature you control to its owner's hand.

11/11
Exhaustion
Sorcery

Creatures and lands target opponent controls don't untap during their next untap step.

Extinguish
Instant

Counter target sorcery spell.

Eye Spy
Sorcery

Look at the top card of target player's library. You may put that card into their graveyard.

Giant Octopus
Creature — Octopus

At the sight of the thing the calamari vendor's eyes went wide, but from fear or avarice none could tell.

3/3
Ingenious Thief
Creature — Human Rogue

Flying

When this creature enters, look at target player's hand.

1/1
Man-o'-War
Creature — Jellyfish

When this creature enters, return target creature to its owner's hand.

Beauty to the eye does not always translate to the touch.

2/2
Merfolk of the Pearl Trident
Creature — Merfolk

Are merfolk humans with fins, or are humans merfolk with feet?

1/1
Owl Familiar
Creature — Bird

Flying

When this creature enters, draw a card, then discard a card.

1/1
Phantom Warrior
Creature — Illusion Warrior

This creature can't be blocked.

The phantom warrior comes from nowhere and returns there just as quickly.

2/2
Piracy
Sorcery

Until end of turn, you may tap lands you don't control for mana. Spend this mana only to cast spells.

The sea gives, and the sea takes. Some just help with the taking.

Psychic Transfer
Sorcery

If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player.

Ransack
Sorcery

Look at the top five cards of target player's library. Put any number of them on the bottom of that library in any order and the rest on top of the library in any order.

Relearn
Sorcery

Return target instant or sorcery card from your graveyard to your hand.

The hardest lessons to grasp are the ones you've already learned.

Remove Soul
Instant

Counter target creature spell.

When your enemies are denied soldiers, they are denied victory.

Sea Eagle
Creature — Bird

Flying

Where air meets water, fish meets talon.

1/1
Sleight of Hand
Sorcery

Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

Snapping Drake
Creature — Drake

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

Drakes claim to be dragons—until the dragons show up.

3/2
Storm Crow
Creature — Bird

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

Storm crow descending, winter unending. Storm crow departing, summer is starting.

1/2
Tidings
Sorcery

Draw four cards.

"Many wearing rapiers are afraid of goose-quills."

—William Shakespeare, Hamlet

Time Ebb
Sorcery

Put target creature on top of its owner's library.

Like the tide, time both ebbs and flows.

Time Warp
Sorcery

Target player takes an extra turn after this one.

"Let's do it again!"

—Squee, goblin cabin hand

Touch of Brilliance
Sorcery

Draw two cards.

"I don't want what I don't have. I want more of what I do have."

Undo
Sorcery

Return two target creatures to their owners' hands.

Vizzerdrix
Creature — Rabbit Beast

Its swamp cousin may be meaner, but the vizzerdrix is much bigger.

6/6
Water Elemental
Creature — Elemental

The water that a ship sails on is the same water that swallows it up.

—Chinese proverb

5/4