High Noon

High Noon contains 279 cards.
It is part of High Noon block.
Released: 2018-05-01
Arrest

Arrest {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
“Men have the right to be silent until such time that they are ready to confess their crimes.”
— The Judges' Law
Related card: Bearidge Marshall
Atop Their High Horses

Atop Their High Horses {1}{W}

Instant
Choose one or both —
• Prevent all combat damage that would be dealt to creatures this turn.
• Detain target creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Bearidge Charmer

Bearidge Charmer {2}{W}

Creature - Human Cleric
Whenever an artifact or enchantment you control enters, you may detain target nonland permanent. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
Wizards are a rarity, but wherever there are people, there are entertainers.
2/2
Bearidge Jailer

Bearidge Jailer {3}{W}

Creature - Human Soldier
Whenever you detain a permanent, you gain life equal to that permanent's mana value.
“The Bearidge boys would prefer to take you alive, but don't be fooled, they'll kill you as soon as look at you.”
—Calamity Rose
3/2
Bearidge Marshall

Bearidge Marshall {4}{W}{W}

Creature - Human Soldier
Auras and Equipment you control have indestructible.
Whenever Bearidge Marshall attacks, you may create a white Aura enchantment token named Arrest attached to target creature. It has enchant creature and “Enchanted creature can't attack or block, and its activated abilities can't be activated.”
3/6
Related card: Arrest
Bearidge Preacher

Bearidge Preacher {1}{W}

Creature - Human Cleric
{2}, {T}: Tap target creature.
“Keep on spinning your stories sister, maybe one of these days you'll find someone who cares.”
—Calamity Rose
2/1
Bold Griffin

Bold Griffin {3}{W}

Creature - Griffin
Flying, first strike
“The trick to fighting griffins is killing it before it knows you're there. Or better yet, not being there at all.”
—Calamity Rose
2/2
Calamity Rose

Calamity Rose {4}{W}{W}

Legendary Creature - Human Scout
When Calamity Rose enters, each player chooses a number of artifacts they control equal to the number of artifacts controlled by the player who controls the fewest, then sacrifices the rest. Players sacrifice creatures, enchantments, lands and planeswalkers the same way.
3/5
Collapsed Mine

Collapsed Mine {2}{W}{W}

Enchantment
Flash
When Collapsed Mine enters, exile another target nonland permanent until Collapsed Mine leaves the battlefield.
“While there's always a chance, there's never much hope alive down there.”
Diligent Deputy

Diligent Deputy {2}{W}{W}

Creature - Human Soldier
{3}{W}{W}: Detain target nonland permanent. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
“The suits working for the Judges think they're important cause they get a bit of aether. Wouldn't last five minutes out here with me.”
—Calamity Rose
3/2
Drifting Warden

Drifting Warden {3}{W}

Creature - Spirit Cleric
When Drifting Warden enters, exile another target creature until Drifting Warden leaves the battlefield.
{3}{W}: Exile Drifting Warden. Return it to the battlefield under its owner's control at the beginning of the end step.
2/3
Eversoar

Eversoar {W}{W}

Creature - Bird
Flying, vigilance
As the dawn overtakes the night, the grand eagles take flight, hunting down hounds and swine across the frontier.
2/2
Forlorn Farmhand

Forlorn Farmhand {1}{W}

Creature - Human Scout
When Forlorn Farmhand dies, create a 1/1 colorless Spirit creature token.
Many citizens of Daisite wish they could explore the world like the drifters, who are just as willing to take their place.
2/2
Frontier Paragon

Frontier Paragon {3}{W}

Creature - Human Scout
Flash
When Frontier Paragon enters, untap all creatures you control.
“There's nothing but sand for miles, but that doesn't mean there's nothing to find.”
—Calamity Rose
2/2
Ghostway

Ghostway {2}{W}

Instant
Exile each creature you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
While the ghosts of Daisite have already avoided death once, they aren't keen on pushing their luck.
Graygulch Howler

Graygulch Howler {2}{W}

Creature - Dog Spirit
When Graygulch Howler dies, you gain 1 life for each Spirit you control.
All too often ghosts turn to crime because they can. A select few turn to law because they must.
3/2
Hardened Soul

Hardened Soul {3}{W}

Creature - Spirit Soldier
Lifelink
{2}{B}: Target Spirit gets +1/+0 and gains lifelink until end of turn.
“There's one upside to death, never need another light.”
3/2
Harsh Wastes

Harsh Wastes {1}{W}

Instant
Harsh Wastes deals 3 damage to target attacking or blocking creature.
As the moonless night takes Daisite, light disappears. Those still wandering are left to the mercy of the frontier.
Haunting Bard

Haunting Bard {2}{W}

Creature - Spirit Scout Bard
{W}, Sacrifice Haunting Bard: Destroy target artifact or enchantment.
The songs of the dead can still even the most resilient of magic.
3/2
Judges' Shield

Judges' Shield {W}

Instant
Detain target creature. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Scry 1.
The sheriff of Nightrail was arrested before he had even picked up his gun.
Kill Shot

Kill Shot {2}{W}

Instant
Destroy target attacking creature.
“This town ain't big enough for...”
—Telam, last words
Lone Stranger

Lone Stranger {2}{W}

Creature - Human Soldier
When Lone Stranger enters, if you control no other creatures, create two 1/1 colorless Spirit creature tokens.
“Always lend your ear to strangers. You never know when they're rich, or just mad.”
2/1
Old-World Forgotten

Old-World Forgotten {3}{W}{W}

Creature - Spirit
Flying
When Old-World Forgotten dies, you may return target artifact or enchantment card from your graveyard to your hand.
Countless souls still linger in ghost towns long abandoned by the living.
3/3
Old-World Walker

Old-World Walker {3}{W}

Creature - Spirit Scout
Flying
At the beginning of your end step, untap target permanent you control.
The adventurous of Graygulch started looking back at the places Daisite had built up before.
2/2
Pioneer of Wild Places

Pioneer of Wild Places {W}

Creature - Human Scout
Lifelink
“Ah, not enough of you out here ma'am. Ain't afraid to break out the maps, take a walk off the ridge, and willing to die for the cause.”
—Calamity Rose
1/1