Angel of Mercy

Creature — Angel 3/3, (5)


When Angel of Mercy enters the battlefield, you gain 3 life.

Illus. Melissa A. Benson

Angelic Blessing

Sorcery , (3)

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.

Illus. Mark Zug

Aven Cloudchaser

Creature — Bird Soldier 2/2, (4)

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

When Aven Cloudchaser enters the battlefield, destroy target enchantment.

Illus. Justin Sweet

Aven Flock

Creature — Bird Soldier 2/3, (5)

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

: Aven Flock gets +0/+1 until end of turn.

Just as each added feather steadies the wing, so does the flock grow stronger with each new member.

Illus. Greg & Tim Hildebrandt

Ballista Squad

Creature — Human Rebel 2/2, (4)

, : Ballista Squad deals X damage to target attacking or blocking creature.

The perfect antidote for a tightly packed formation.

Illus. Matthew D. Wilson

Blessed Orator

Creature — Human Cleric 1/4, (4)

Other creatures you control get +0/+1.

"He spoke with the tongue of Angels; we fought with the strength of lions."—Handel, infantry soldier

Illus. Terese Nielsen

Blinding Angel

Creature — Angel 2/4, (5)

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

Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.

"Their eyes will shrivel and blacken before faith's true light."

Illus. Todd Lockwood

Blinking Spirit

Creature — Spirit 2/2, (4)

: Return Blinking Spirit to its owner's hand.

"Don't look at it! Maybe it'll go away!"—Ib Halfheart, goblin tactician

Illus. L. A. Williams


Instant , (4)

Destroy target attacking creature. You gain life equal to its power.

"Why do we pray to the Ancestor? Because She listens."—Mystic elder

Illus. Carl Critchlow

Circle of Protection: Black

Enchantment , (2)

: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Illus. Christopher Rush

Crossbow Infantry

Creature — Human Soldier Archer 1/1, (2)

: Crossbow Infantry deals 1 damage to target attacking or blocking creature.

"He can split a marshfly in two from halfway across the range."—Onean sergeant

Illus. James Bernardin


Instant , (1)

Destroy target enchantment.

Illus. Christopher Rush

Foot Soldiers

Creature — Human Soldier 2/4, (4)

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

Illus. Kev Walker

Gift of Estates

Sorcery , (2)

If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.

Illus. Hugh Jamieson

Glorious Anthem

Enchantment , (3)

Creatures you control get +1/+1.

Each victory adds a new verse.

Illus. Kev Walker

Glory Seeker

Creature — Human Soldier 2/2, (2)

The turning of the tide always begins with one soldier's decision to head back into the fray.

Illus. Dave Dorman

Holy Day

Instant , (1)

Prevent all combat damage that would be dealt this turn.

"The day of Spirits; my soul's calm retreat / Which none disturb!"—Henry Vaughan, "The Night"

Illus. Pete Venters

Holy Strength

Enchantment — Aura , (1)

Enchant creature

Enchanted creature gets +1/+2.

Such power protects the body with the strength of the soul.

Illus. Scott M. Fischer

Honor Guard

Creature — Human Soldier 1/1, (1)

: Honor Guard gets +0/+1 until end of turn.

The strength of one. The courage of ten.

Illus. Mark Zug