White Cardlist
White: Total Defense.
Theme: Defense - "Do whatever you want - you won't be able to hurt me."

Valepen Castle

Creature - Wall

Uncommon

4W

3/7

Prevent all damage dealt to blocking creatures you control.

KF

Circle of Protection: Creatures

Enchantment

Uncommon

1W

 

1W: prevent all combat damage dealt to you by a single creature.

LE

Kill Method: Increase Death Threshold.

Rampant Rumors

Sorcery

Uncommon

X1W

 

Permanently increase target player's Death Threshold by X. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero.)

KF

Uneasy Feeling

Sorcery

Uncommon

W

 

Permanently increase target player's Death Threshold by 1. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero.) Buyback: 1W.

ES

Strategy I: Growing Defenses
Since by definition, white means defenses, and since defenses are usually not considered a great way to kill your opponent, both of white's themes tend to be slower strategies. I consider the "growing defenses" to be the faster of the two, simply because it means your defenses will mimic your opponent's offenses. If you are playing against a fast creature deck, this set introduces several white creatures that will grow with their attack. Some grow based on damage dealt to you, some on damage dealt to them, some on damage prevented. In any case, if you take five points of damage, and four of your little creatures all grow by +5/+5, you will have a good opportunity return vengeance.

Volunteer Militia

Creature - Citizens

Uncommon

3W

1/1

For each point of combat damage dealt to you, place a +1/+1 counter on Volunteer Militia.

LE

Strategy II: Total Defense
The other white strategy is one that has been always around. That is, of white's ability to prevent damage. I have made sure to extend white's defenses into the new kill methods, and this has left white with a solid defense base. The main problem with being able to defend your self well is that still doesn't leave you a way to win the game. Thus, I introduced my new mechanic, raising the "Death Threshold". This is one of the odder kill methods, but the reason I settled on it, is that there is really no way to stop it. It is a subtle, non-violent way of killing off your opponents that I feel fits white. This allows white to really be able to focus on the defenses, and then come through in the late game with a win that just picks away at the opponent is a way they can't touch - like a "death through bureaucracy".

Total Defense

Instant

Common

W

 

Prevent the next three damage to target creature, or shuffle three target cards in your graveyard into your library, or remove three mana from your mana pool.

KF

The Set: White Cards.

Akora Backup

Creature - Insect

Uncommon

6WW

4/1

First strike. 2W: Put Akora Backup into play from your hand. Use this ability only in response to attackers being announced, and only if a creature with power four or greater is attacking you.

LE

Akora Front Guard

Creature - Insect

Common

5WW

3/1

First strike. 2W: Put Akora Front Guard into play from your hand. Use this ability only in response to attackers being announced, and only if exactly one non-flying creature is attacking you.

LE

Akora Infantry

Creature - Insect

Rare

7WW

2/1

First strike. When Akora Infantry comes into play, put three Akora tokens into play. Treat these as 2/1 white creatures with first strike. 3W: Put Akora Infantry into play from your hand. Use this ability only in response to attackers being announced, and only if the attacking player is attacking you with more creatures than you control.

LE

Akora Scout

Creature - Insect

Common

5WW

3/1

First strike. 1W: Remove target attacking and unblocked creature you control from combat and put Akora Scout into play from your hand.

LE

Allay

Instant

Common

1W

 

Destroy target enchantment. Buyback: 3. (You may pay an additional 3 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

LE

Armored Dingy

Creature - Ship

Common

W

2/3

Island-home.

LE

Attack of Fear

Sorcery

Common

W

 

Permanently increase target player's Death Threshold by 3. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero.)

KF

Aura Cleansing

Sorcery

Common

W

 

Destroy all enchantments on target permanent.

ES

Aura Dissipation

Instant

Common

2W

 

Destroy target enchantment. You may untap up to three target basic lands.

KF

Captured Territory

Sorcery

Rare

3W

 

Gain control of target land. Place three counters on it. Each time it becomes tapped remove a counter. When all counters are gone, relinquish control.

ES

Circle of Protection: Creatures

Enchantment

Uncommon

1W

 

1W: prevent all combat damage dealt to you by a single creature.

LE

Circle of Protection: Damage

Enchantment

Uncommon

1W

 

1W: prevent all damage dealt to you by a single instant, sorcery or ability.

LE

Circle of Protection: Library

Enchantment

Uncommon

1W

 

1W: skip a single draw from your library of any number of cards.

LE

Circle of Protection: Mana

Enchantment

Uncommon

1W

 

1W: remove all mana from your man pool.

LE

Cowardly Ostriches

Creature - Birds

Uncommon

2W

1/1

Whenever any player puts an enchantment into play, put a +1/+1 counter on Cowardly Ostriches.

LE

Crossbow Squad

Creature - Soldiers

Uncommon

2W

2/2

Tap: Crossbow Squad deals 2 points of damage to target creature attacking Crossbow Squad's controller.

ES

Defense Supporter

Creature - Knight

Common

3W

2/2

3W: Give control of Defense Supporter to target player. All creatures controlled by Defense Supporter's controller get -1/+1. Spy. (Abilities of this creature may be played by its owner, even when it is under another player's control.)

ES

Discharge

Instant

Common

WW

 

Target creature is shuffled into its owner's library. That creature's controller may draw a card.

ES

Dominant Pack

Creature - Hounds

Rare

5W

4/1

First Strike. Trample. Whenever Dominant Pack is placed into your graveyard from play, you may search your library for another Hound and put it into play. Shuffle your library afterwards.

LE

Eastern Guardian

Creature - Guardian

Uncommon

3W

2/3

Protection from green. Whenever this card is placed in any graveyard from play, you may search your library for a Guardian and put it into play.

LE

Elliot, Lord of the Earth

Creature - Legend

Rare

4WW

1/1

Elliot, Lord of the Earth gets +1/+1 for each tapped land you control. Tap, 4, X: tap and take control of X target lands. These lands do not untap during your untap phase.

KF

Encouraging Surge

Instant

Common

XW

 

Target creature gets -X/+X and banding until the end of the turn.

LE

Farmer's Militia

Creature - Citizens

Uncommon

2W

1/1

Whenever you put a land into play from your hand, put a +1/+1 counter on Farmer's Militia.

ES

Force Bubbles

Instant

Common

W

 

Prevent up to four points of damage to any number of creatures or players, divided any way you choose.

KF

Force of Intimidation

Enchantment

Uncommon

WW

 

Sacrifice Force of Intimidation: prevent all damage to you from any one source this turn. Buyback: WW. (You may pay an additional WW at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

KF

Gaea's Joy

Enchantment

Rare

2W

 

Players gain one point of life each time they put a land into play from their hand.

LE

Garden Caretaker

Creature - Citizen

Common

2W

1/1

1W: Shuffle target card in your graveyard into your library.

LE

Giant Eagle

Creature - Bird

Common

3W

1/2

Flying. When Giant Eagle comes into play you may untap up to four target basic lands. Buyback: 3W. (You may pay an additional 3W at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

LE

Giant Gopher

Creature - Rodent

Common

3W

1/2

Tunnelling. When Giant Gopher comes into play you may untap up to four target basic lands. Buyback: 3W. (You may pay an additional 3W at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

LE

Guerrilla Squad

Creature - Citizens

Common

2W

1/1

For a each point of combat damage Guerrilla squad deals to an opponent, place a +1/+1 counter on Guerrilla Squad.

ES

Haughty Landowner

Creature - Citizen

Rare

2W

1/2

Tap, 2W: look at the top card of your library. If it is a land, put it into your hand, if not, place it in your graveyard.

LE

Haze

Enchantment

Rare

1W

 

Prevent all combat damage. When any creature leaves play, sacrafice Haze.

KF

Healing Wall

Creature - Wall

Common

1W

0/3

Whenever a creature is blocked by Healing Wall, prevent the next 3 points of damage to that creature this turn. Tap, prevent the next three points of damage to target creature.

KF

Herd of Cows

Creature - Cattle

Common

1WW

2/4

 

LE

Hero's Return

Enchantment

Rare

2W

 

Whenever any permanent is placed into your graveyard from play, shuffle it into your library.

ES

Holy Ground

Enchant Land

Rare

W

 

Enchanted Land cannot be the target of spells or abilities.

LE

Homeland Memories

Instant

Rare

1W

 

Each player gains 1 life for each land in his or her graveyard. Whenever this card is placed into a graveyard from play, shuffle it back into its owner's library.

LE

Immediate Resources

Sorcery

Rare

X1W

 

Search your library and set aside all lands, choose X of those lands, reveal them to all players, and put them into your hand. Remove all of the remaining lands from the game. Shuffle your library afterwards.

ES

Insurrection

Enchantment

Rare

6WW

 

While Insurrection is in play, target player's Death Threshold is increased by 9. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero. If Insurrection leaves play, that player's Death Threshold goes back down 9.)

KF

Learning from Mistakes

Instant

Rare

2W

 

Until the end of the turn, for each point of damage dealt to you from an opponent controlled source, draw a card.

KF

Life Matrix

Creature - Wall

Rare

3W

0/0

Life Matrix comes into play with four +0/+1 counters on it. Pay 1 life: place a +0/+1 counter on Life Matrix. Remove a +0/+1 counter from Life Matrix: gain 1 life.

KF

Lowland Hippo

Creature - Hippo

Rare

3W

2/4

Whenever Lowland Hippo damages any player, you may untap up to four target lands.

LE

Miracle Cure

Instant

Common

XW

 

Use only white mana to cast this spell. Target player gains X + 1 life.

KF

Mounted Recruit

Creature - Knight

Uncommon

2W

2/2

First strike. Banding.

ES

Mud Troll

Creature - Troll

Rare

4W

3/3

W: Mud Troll becomes a plain instead of a creature until the beginning of your next upkeep.

LE

Mystic Sunflowers

Creature - Wall

Uncommon

WW

0/2

Tap, sacrifice Mystic Sunflowers: Prevent all damage dealt this turn to target creature or player.

LE

Noble Eagle

Creature - Bird

Uncommon

2W

1/2

Flying. First Strike. Whenever Noble Eagle is placed into your graveyard from play, you may search your library for another Noble Eagle and put it into play. Shuffle your library afterwards.

LE

Northern Guardian

Creature - Guardian

Uncommon

3W

2/3

Protection from black. Whenever this card is placed in any graveyard from play, you may search your library for a Guardian and put it into play.

LE

Northern Infantry

Creature - Soldier

Common

W

1/1

W: target creature gains protection from black until the end of turn.

KF

Ocean Fleet

Creature - Ships

Common

2W

4/5

Island-home.

LE

Ocean Merchants

Creature - Ship

Rare

3W

3/4

Island-home. Tap, choose and discard a blue card: draw two cards.

LE

Pacifism

Enchant Creature

Common

1W

 

Enchanted creature can neither attack nor block.

KF

Paraz, Inspirer of Life

Creature - Legend

Rare

2WW

1/1

When any enchantment or creature is put into your graveyard from play, you may search your library for another exact copy of that card, and put it into play.

ES

Place of Sanctuary

Instant

Rare

3WW

 

Set aside all permanents you control. At the beginning of your next upkeep, return to play all permanents set aside in this manner. Buyback: 3. (You may pay an additional 3 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

KF

Political Intermediary

Creature - Citizen

Rare

2W

1/1

Tap: tap target creature. If that creature is in combat, remove it from combat. That creature deals 1 point of damage to you.

LE

Political Treaty

Instant

Uncommon

1W

 

Prevent all damage to you from a single red or black source. Buyback: 2W. (You may pay an additional 2W at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

KF

Prairie Dogs

Creature - Rodents

Uncommon

2W

1/1

Tunneling. Whenever Prairie Dogs is placed into your graveyard from play, you may search your library for another Prairie Dogs and put it into play. Shuffle your library afterwards.

LE

Prior Commitments

Enchant Creature

Rare

3W

 

Whenever enchanted creature is placed in any graveyard from play you may search its owner's library for a copy of that creature card and put it into play under your control. Shuffle that player's library afterwards.

LE

Proof of Loyalty

Instant

Uncommon

1W

 

Shuffle into their owner's libraries all creatures that target player controls but does not own.

KF

Quick Fix

Instant

Common

1W

 

Prevent all damage to target creature until the end of turn. Discard Quick Fix: prevent the next point of damage to target creature.

ES

Rampant Rumors

Sorcery

Uncommon

X1W

 

Permanently increase target player's Death Threshold by X. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero.)

KF

Ready Townsfolk

Creature - Citizens

Rare

1W

1/1

Ready Townsfolk does not tap to attack. Whenever you untap Ready Townsfolk, place a +1/+1 counter on it.

ES

Redeemed Soil

Enchant Land

Rare

W

 

2W: return Redeemed Soil and enchanted land to their owner's hands. Play only on a land you control.

KF

Replenishing Lifestyle

Enchantment

Rare

4W

 

For each point of damage dealt to you, place a healing counter on Replenishing Lifestyle. 3, remove a healing counter from Replenishing Lifestyle: gain one life.

LE

Resistance Field

Enchant Creature

Common

1W

 

Enchanted Creature gets -3/+3.

ES

Retired Valepenian

Creature - Citizen

Common

3W

1/3

Protection from black. Protection from red. When Retired Valepenian comes into play, you may untap up to four target basic lands.

KF

Scrubbrush Wolves

Creature - Hounds

Common

2W

2/1

First Strike. Whenever Scrubbrush Wolves is placed into your graveyard from play, you may search your library for another Scrubbrush Wolves and put it into play. Shuffle your library afterwards.

LE

Sea Patrol

Creature - Ships

Uncommon

1W

3/2

First strike. Protection from blue. Island-home.

LE

Shield

Instant

Common

W

 

Prevent the next one point of damage that would be dealt to target creature or player this turn. Buyback: 2. (You may pay an additional 2 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

LE

Sideshow Performer

Creature - Citizen

Common

2WW

1/1

For each point of mana burn you take, put a salve counter on Sideshow Performer. Remove a salve counter from Sideshoe Performer: prevent the next point of damage to you.

LE

Skimming Schooner

Creature - Ship

Common

1W

3/2

Haste. Island-walk. Island-home.

LE

Southern Guardian

Creature - Guardian

Uncommon

3W

2/3

Protection from red. Whenever this card is placed in any graveyard from play, you may search your library for a Guardian and put it into play.

LE

Southern Infantry

Creature - Soldier

Common

W

1/1

W: target creature gains protection from red until the end of turn.

ES

Standing Army

Creature - Soldiers

Common

1W

1/1

For each point of combat damage prevented to Standing Army, place a +1/+1 counter on Standing Army.

ES

Stationary Field

Enchant Creature

Uncommon

2W

 

Enchanted Creature gets -6/+6.

ES

Sting of Conscience

Enchantment

Uncommon

W

 

Whenever any creature deals damage to you Sting of Conscience deal 1 damage to that creature.

ES

Walled Sanctuary

Enchantment

Rare

3WW

 

Only creatures with flying, tunneling or plains-walk may attack you.

LE

Strong Offense

Instant

Common

W

 

Target creature gets +2/+0 until end of turn. Discard Strong Offense: target creature gets +0/+2 until end of turn.

ES

Tilling Worms

Creature - Worms

Common

4W

2/3

Tunneling. When Tilling Worms comes into play you may untap up to five target basic lands.

LE

Token Retreat

Sorcery

Rare

3W

 

Shuffle into their owner's libraries all permanents you control. You may draw a number of cards equal to the number of permanents shuffled into your library this way.

ES

Total Defense

Instant

Common

W

 

Prevent the next three damage to target creature, or shuffle three target cards in your graveyard into your library, or remove three mana from your mana pool.

KF

Total Recovery

Sorcery

Rare

2W

 

Return target card in your library to your hand. Buyback: 4. (You may pay an additional 4 at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

KF

Trained Archer

Creature - Soldier

Common

W

1/1

Tap: Trained Archer deals 1 point of damage to target creature attacking Trained Archer's controller.

ES

Troublesome Tidings

Enchantment

Uncommon

2W

 

While Troublesome Tidings is in play, target player's Death Threshold is increased by 4. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero. If Troublesome Tidings leaves play, that player's Death Threshold goes back down 4.)

KF

Turmoil Within

Sorcery

Uncommon

3WW

 

Permanently increase target player's Death Threshold by 5. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero.)

KF

Uneasy Feeling

Sorcery

Uncommon

W

 

Permanently increase target player's Death Threshold by 1. (Your Death Threshold is the score your life total must be reduced to, to lose the game - initially zero.) Buyback: 1W. (You may pay an additional 1W at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

ES

Valepen Advisor

Creature - Wizard

Uncommon

3W

1/1

3W: Give control of Valepen Advisor to target player. 1W: Destroy target enchantment controlled by Valepen Advisor's controller. Spy. (Abilities of this creature may be played by its owner, even when it is under another player's control.)

KF

Valepen Archers

Creature - Soldiers

Uncommon

4W

3/3

Tap: Valepen Archers deals 3 points of damage to target creature attacking Valepen Archers's controller.

ES

Valepen Armada

Creature - Ships

Rare

3WW

5/6

Island-home. Tap, 1U: search you library for any ship creature card, reveal it to all players, and put it into your hand. Shuffle your library afterwards.

LE

Valepen Castle

Creature - Wall

Uncommon

4W

3/7

Prevent all damage dealt to blocking creatures you control.

KF

Valepen Farmer

Creature - Farmer

Rare

2WW

1/1

When Valepen Farmer comes into play from your hand, you may untap any number of target basic lands.

LE

Valepen Fort

Creature - Wall

Uncommon

2W

0/3

When Valepen Fort comes into play, you may untap up to three target basic lands.

KF

Valepen Guerrillas

Creature - Soldiers

Common

1W

1/1

For each point of combat damage Valepen Guerrillas deals to a creature any opponent controls, place a +1/+1 counter on Valepen Guerrillas.

ES

Valepen Knight

Creature - Knight

Common

2WW

2/2

First Strike. Attacking does not cause Valepen Knight to tap. When Valepen Knight comes into play, you may untap up to four target basic lands.

KF

Valepen Landowner

Creature - Lord

Rare

4W

1/3

When Valepen Landowner comes into play, you may untap up to five target basic lands. Lands you control may not be the target of spells or abilities.

LE

Valepen Minstrel

Creature - Citizen

Common

W

1/1

When Valepen Minstrel comes into play, destroy target global enchantment or sacrafice Valepen Minstrel; in addition you may untap one target basic land.

LE

Valepen Mystic

Creature - Cleric

Rare

1W

1/1

1B: gain one life.

LE

Valepen Reserves

Creature - Soldiers

Common

3W

1/1

Whenever any other creature you control is dealt combat damage, place a +1/+1 counter on Valepen Reserves.

ES

Valepen Spy

Creature - Knight

Rare

3W

2/2

First strike. 3W: Give control of Valepen Spy to target player. 1W: Untap and remove from combat target creature controlled by Valepen Spy's controller. Spy. (Abilities of this creature may be played by its owner, even when it is under another player's control.)

ES

Valiant Knight

Creature - Knight

Common

WW

2/2

First strike. Whenever this card is placed into a graveyard from play, shuffle it back into its owner's library.

LE

Volunteer Militia

Creature - Citizens

Uncommon

3W

1/1

For each point of combat damage dealt to you, place a +1/+1 counter on Volunteer Militia.

LE

Wall of Thistles

Creature - Wall

Rare

1WW

1/1

During your upkeep place a +1/+1 counter on Wall of Thistles, then pay W for each counter on it, or sacrifice it. Sacrifice Wall of Thistles: search your library for as many plains as there were +1/+1 counters on Wall of Thistles, reveal them to all players, and then put them into your hand. Shuffle your library afterwards.

ES

Western Guardian

Creature - Guardian

Uncommon

3W

2/3

Protection from blue. Whenever this card is placed in any graveyard from play, you may search your library for a Guardian and put it into play.

LE

White-Bellied Falcon

Creature - Bird

Common

1W

1/1

Flying. Whenever White-Bellied Falcon is placed into your graveyard from play, you may search your library for another White-Bellied Falcon and put it into play. Shuffle your library afterwards.

LE

Winged Akora

Creature - Insect

Uncommon

5WW

3/1

First strike. Flying. 3W: Put Winged Akora into play from your hand. Use this ability only in response to attackers being announced, and only if a creature with flying is attacking you.

LE

Woundroot Balm

Instant

Uncommon

1W

 

Prevent the next three total points of damage, divided any way you choose among up to three target creatures and players, or target player gains three life. Buyback: 3W. (You may pay an additional 3W at the time you cast this spell, if you do so, the next time this card would be placed in the graveyard, put it into your hand instead.)

ES

Zombie Slayer

Creature - Knight

Common

1W

1/1

Firststrike. Tap: destroy target Zombie.

KF

Legend:
LE - Lord's of the Earth
ES - Edgecomb's Stand
KF - Kardan's Fall

Please note: for the sake of the space on the page I have ommitted quotes and card numbers. If we decide to go ahead with these cards, I assume we will have to do a bit of adding and subtracting of cards to fit the state of the environment when they would be released, so the numbering will probably have to be totally redone then. For more thoughts on quotes and numbering, please see the section titled "Other Thoughts" off of the main page.
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