End of Wollensie

End of Wollensie contains 244 cards.
Released: 2024-09-01
Restless Explorer

Restless Explorer {3}

Creature - Human Scout
When Restless Explorer enters, search your library for a land card, reveal it, put it into your hand, then shuffle.
“Man continues to explore, for conquering the old worlds has brought neither peace nor safety.”
—Tales of the Wild, Vol. III
1/2
Become Oneself

Become Oneself {3}{W}{W}{W}

Sorcery
If you control ten or more nonland permanents, you get an emblem with “At the beginning of your end step, return target permanent card from your graveyard to the battlefield.”
Destroy all nonland permanents.
Belief in the World

Belief in the World {1}{W}{W}

Enchantment
When Belief in the World enters, you may tap two untapped creatures you control. If you do or you control two or more Spirits, search your library for a Spirit card, reveal it, put it into your hand, then shuffle.
Creatures you control get +1/+1.
Comforting Presence

Comforting Presence {1}{W}{W}

Creature - Cat Spirit
Flash
When Comforting Presence enters, return target spell with mana value 2 or less to its owner's hand.
Whenever an opponent casts their second spell each turn, draw a card.
2/2
Confident Traveler

Confident Traveler {1}{W}

Creature - Human Scout
When Confident Traveler dies, create a 1/1 white Human creature token. If Confident Traveler was sacrificed, create two of those tokens instead.
His story was of rugged individualism. His reality was not so idyllic.
1/3
Confirmor of Virtue

Confirmor of Virtue {4}{W}

Creature - Spirit
Flying
At end of combat on your turn, untap all creatures you control with power greater than their base power.
Sweetened words of heartfelt gratitude rouse the most stagnant hearts.
3/4
Conscious Taboo

Conscious Taboo {1}{W}

Creature - Spirit
When Conscious Taboo enters, look at target opponent's hand. You may exile a noncreature, nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast.
2/1
Diminish to Obscurity

Diminish to Obscurity {4}{W}

Instant
Exile target nonland permanent.
Day 613: Society is no longer within me
Day 733: I reject my nature
Day 941: I am a scraped tablet
Day 1: I shall begin to write
Emirik Invigilator

Emirik Invigilator {4}{W}{W}

Creature - Human Cleric
When Emirik Invigilator enters, exile target creature an opponent controls until Emirik Invigilator leaves the battlefield.
Fleeting {W} (You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
3/4
Emirik Patrol

Emirik Patrol {3}{W}{W}

Creature - Human Soldier
Vigilance
When Emirik Patrol enters, create two 1/1 white Human creature tokens.
Lumen cells, batteries able to store the sun's excess energy, were hidden around Emirik. But anyone paying attention to the patrols could find them.
3/3
Extoller of Effort

Extoller of Effort {3}{W}{W}

Creature - Human Cleric
You may exert Extoller of Effort as it attacks. (An exerted creature won't untap during your next untap step.)
Whenever you exert a creature, create a 1/1 white Human creature token.
4/4
Flickers in the Night

Flickers in the Night {2}{W}

Creature - Spirit
Flash
Flying
Whenever another Spirit you control enters, put a +1/+1 counter on Flickers in the Night.
2/1
Frontline Veteran

Frontline Veteran {2}{W}

Creature - Human Soldier
When Frontline Veteran enters, you may sacrifice another creature or artifact. If you do, draw a card.
Veterans learn to use anything for survival.
3/2
Heroic Exemplar

Heroic Exemplar {1}{W}

Creature - Human Soldier
Whenever Heroic Exemplar attacks, if its power is greater than its base power, other creatures you control get +1/+1 until end of turn.
Live up to an exaggerated history.
2/1
Heroic Inspiration

Heroic Inspiration {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.
“As a child I read of heroes, and now I am a pale imitation of one. But to be among their ranks, however slight, is enough.”
Into the Wiedfree

Into the Wiedfree {3}{W}

Sorcery
Put a +1/+1 counter on each creature you control. Until end of turn, creatures you control gain vigilance and “When this creature dies, create a 1/1 white Human creature token.”
They march for honor and pride, but not safety or hope.
Long Journey

Long Journey {2}{W}

Enchantment
When Long Journey enters, exile target creature or planeswalker an opponent controls until Long Journey leaves the battlefield.
Day 1: Setting out, conditions good
Day 29: What a beautiful world
Day 109: I no longer recognize myself
Day 401: What purpose I set out for has been forgotten; I have foregone my identity entirely
Lost in Combat

Lost in Combat {W}

Instant
Target creature gets +2/+2 until end of turn. Untap it.
The fourth strike slows. The fifth falters. The sixth never comes.
Lumen Cell

Lumen Cell {2}{W}

Enchantment
When Lumen Cell enters, create two 1/1 white Human creature tokens and you gain 2 life.
{1}{W}: Search your library for a card named Lumen Cell, reveal it, put it into your hand, then shuffle. Activate only as a sorcery.
{6}{W}{W}{W}: You win the game. Activate only as a sorcery and only if you control four or more permanents named Lumen Cell.
Manifested Freedom

Manifested Freedom {4}{W}{W}

Creature - Horse Spirit
Flying
Whenever you attack, create two 1/1 white Human creature tokens that are tapped and attacking. Creatures you control get +1/+1 until end of turn.
Fleeting {2}{W}{W} (You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
3/3
Militant Arms

Militant Arms {2}{W}

Artifact - Equipment
When Militant Arms enters, create a 1/1 white Human creature token, then attach Militant Arms to it.
Equipped creature gets +2/+1.
Equip {3}
The armor's history drags as a chain and comforts as a blanket.
New State of Mind

New State of Mind {1}{W}

Instant
Choose one —
• Exile target permanent you control, then return that card to the battlefield under its owner's control.
• Return target permanent you control to its owner's hand. Draw a card.
“Now we forget.”
Overcome Enormity

Overcome Enormity {2}{W}

Instant
Destroy target creature with power 4 or greater. (You need a target to cast this spell.)
Tap up to two target creatures.
With a ‘thud' the giant fell. It was glorious! It was... gruesome. The hero has died, yet the man remains.
Pious Warden

Pious Warden {1}{W}{W}

Creature - Human Cleric Soldier
When Pious Warden enters, choose one —
• Exile target creature you don't control until Pious Warden leaves the battlefield.
• Destroy target enchantment.
• You gain 5 life.
2/3
Promised Exaltation

Promised Exaltation {3}{W}{W}

Creature - Angel Spirit
Flying
Whenever a creature you control attacks alone, choose one —
• Exile target creature with power less than that creature's power.
• Put two +1/+1 counters on that creature.
• That creature gains first strike and lifelink until end of turn. Untap it.
5/5