14928 cards found
Arcor Windfall

Arcor Windfall {1}{W}

Instant
Exile up to three target creatures you control, then return those cards to the battlefield under your control tapped.
Arcor; capable of removing dehydration and starvation, fills the consumer with energy, and is highly addictive.
  • A Tourney at Whiterun
Arrogant Training
Imperious Hero

Arrogant Training {W}

Instant
Target creature gets +1/+1 until end of turn. Untap that creature.
Fabled {2}{W} (Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
“Shall I tie my hands behind my back as well?”
Card has other part: Imperious Hero
  • A Tourney at Whiterun
Imperious Hero
Arrogant Training

Imperious Hero

Enchantment - Aura
(Color indicator: Imperious Hero is white)
Enchant creature
Enchanted creature can block any number of creatures each combat.
“Or maybe you should ask your friends to join us.”
Card has other part: Arrogant Training
  • A Tourney at Whiterun
Attended Knight

Attended Knight {2}{W}

Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)
When Attended Knight enters, create a 1/1 white Soldier creature token.
2/2
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Captain of the Militia

Captain of the Militia {1}{W}{W}

Creature - Human Soldier
Captain of the Militia's power and toughness are each equal to the number of creatures you control.
Adorned — Creatures you control have vigilance as long as Captain of the Militia is equipped and/or enchanted.
“To me, men of Daeland! To me!”
*/*
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Cauldish Banneret

Cauldish Banneret {2}{W}

Creature - Human Knight
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
{1}{B}: You gain 1 life.
To the Daelish knights she killed, she was a monster. To the Cauldish captains who gave the order, she was a hero.
2/3
Confident Cavalier

Confident Cavalier {2}{W}

Creature - Human Knight
Other Knight creatures you control get +1/+1.
“This is a blessing! Only in battle can I truly prove my valor.”
3/2
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Daelish Archer

Daelish Archer {1}{W}

Creature - Human Archer
Adorned — Daelish Archer has first strike as long as it's equipped and/or enchanted.
Hailing from an inland village, she learned archery as a necessity, helping to keep the local beasts from hunting her friends and family.
2/2
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Dance of Grace
Paragon of Virtue

Dance of Grace {1}{W}

Instant
Target creature gains indestructible until end of turn. Scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
Fabled {3}{W} (Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
Card has other part: Paragon of Virtue
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Paragon of Virtue
Dance of Grace

Paragon of Virtue

Enchantment - Aura
(Color indicator: Paragon of Virtue is white)
Enchant creature
Enchanted creature gets +1/+1 and has “At the beginning of each end step, you gain 1 life.”
Card has other part: Dance of Grace
  • A Tourney at Whiterun
Deflecting Strike

Deflecting Strike {W}

Instant
This spell can't be countered.
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Gilded Champion

Gilded Champion {2}{W}{W}

Creature - Human Noble Soldier
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)
When Gilded Champion becomes renowned, you may search your library for an Equipment or Aura card, reveal it, put it into your hand, then shuffle.
3/3
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Grizzled Captain

Grizzled Captain {2}{W}{W}

Creature - Human Soldier
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
When Grizzled Captain becomes renowned, create two 1/1 white Soldier creature tokens.
3/3
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Grouchy Warden

Grouchy Warden {1}{W}

Creature - Human Soldier
Defender (This creature can't attack.)
Adorned — Grouchy Warden gets +2/+3 as long as it's equipped and/or enchanted.
Day after day, his spit coats the ground beneath the gatehouse, expelled in the brief pause between one complaint and the next.
2/3
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Hasty Intervention
Setting Up Camp

Hasty Intervention {1}{W}

Instant
Prevent all damage that would be dealt to target player this turn.
Fabled {1}{W}{W}{W} (Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that player.)
Card has other part: Setting Up Camp
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Setting Up Camp
Hasty Intervention

Setting Up Camp

Enchantment - Aura
(Color indicator: Setting Up Camp is white)
Enchant player
At the beginning of enchanted player's upkeep, that player creates a 1/1 white Soldier creature token.
Card has other part: Hasty Intervention
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Ill-Advised Tactics

Ill-Advised Tactics {W}{W}

Instant
Target player sacrifices an attacking or blocking creature.
After slaughtering her men, the raiders left Thailen for dead and continued towards the unsuspecting tourney.
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Knight of the Stag

Knight of the Stag {2}{W}

Creature - Human Knight
Whenever Knight of the Stag deals combat damage to a player, you may sacrifice it. If you do, search your library for a white legendary creature card, reveal it, put it into your hand, then shuffle.
2/2
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Lord Jared, the Griffin Knight

Lord Jared, the Griffin Knight {1}{W}{W}

Legendary Creature - Human Noble Knight
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Lord Jared, the Griffin Knight attacks, put a +1/+1 counter on each other attacking creature you control.
2/1
Lord's Griffin

Lord's Griffin {1}{W}

Creature - Griffin
Flying (This creature can't be blocked except by creatures with flying or reach.)
Lord Jared jested, as he did every tourney, that he would gladly ride the beast in the jousts if only his lance were a hundred paces longer.
1/3
  • A Tourney at Whiterun
Mercenary Lancer

Mercenary Lancer {2}{W}{W}

Creature - Human Knight
Adorned — Mercenary Lancer gets +2/+2 as long as it's equipped and/or enchanted.
There has not been war between Daeland and Caulder for almost fifteen years. In that time, mercenaries looking to make a living could either turn to banditry or tourneys.
3/3
  • A Tourney at Whiterun
Morning Mists

Morning Mists {1}{W}

Enchantment
Whenever a creature you control enters, you gain 1 life.
{2}{U}: Return target creature you control to its owner's hand.
In the hazy dawn, knights allow themselves a few more minutes of sleep while their squires fetch water and food.
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Pacifism

Pacifism {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
“Think of the chains as protecting you from your own useless defiance.”
—Yvette, to Declan
Related card: Heping, Master Arbitrator
Portent of the Long Winter

Portent of the Long Winter {3}{W}{W}

Creature - Bird
Flying
Play with the top card of your library revealed.
Spells cost {X} more to cast, where X is the mana value of the top card of your library.
2/1
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Price of Power

Price of Power {2}{W}

Instant
Destroy target creature with power 3 or greater.
In the fifteen years of peace between Daeland and Caulder, the two kingdoms grew rich off trade. And where there are riches, there is greed.
  • A Tourney at Whiterun