21 – 40 of 310 cards where the set is “leg”

Indestructible Aura (Legends #21)

Indestructible Aura {W}

Instant

Prevent all damage that would be dealt to target creature this turn.

Theodar strode the battle lines, snatching swords with his bare hands and casting them aside until all cowered before him.

Illustrated by Mark Poole

Standard
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Infinite Authority (Legends #22)

Infinite Authority {W}{W}{W}

Enchantment — Aura

Enchant creature

Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature.

Illustrated by Douglas Shuler

Part of the Reserved List

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Ivory Guardians (Legends #23)

Ivory Guardians {4}{W}{W}

Creature — Giant Cleric

Protection from red

Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a nontoken red permanent.

The elite guard of the Mesa High Priests, the Ivory Guardians, were created to protect the innocent and faithful. Some say their actions are above the law.

3/3

Illustrated by Melissa A. Benson

Standard
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Keepers of the Faith (Legends #24)

Keepers of the Faith {1}{W}{W}

Creature — Human Cleric

And then the Archangel Anthius spoke to them, saying, “Fear shall be vanquished by the Sword of Faith.”

2/3

Illustrated by Daniel Gelon

Standard
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Kismet (Legends #25)

Kismet {3}{W}

Enchantment

Artifacts, creatures, and lands your opponents control enter the battlefield tapped.

Illustrated by Kaja Foglio

Standard
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Land Tax (Legends #26)

Land Tax {W}

Enchantment

At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.

Illustrated by Brian Snõddy

Standard
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Lifeblood (Legends #27)

Lifeblood {2}{W}{W}

Enchantment

Whenever a Mountain an opponent controls becomes tapped, you gain 1 life.

“Foolish wizard! As you tap the power of your lofty keep, so grows my strength.”
—Malvern Xelionos, Letters

Illustrated by Mark Tedin

Part of the Reserved List

Standard
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Moat (Legends #28)

Moat {2}{W}{W}

Enchantment

Creatures without flying can’t attack.

The purpose of any moat is to impede attack. Some are filled with water, some with thistles. Some are filled with things best left unseen.

Illustrated by Jeff A. Menges

Part of the Reserved List

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Osai Vultures (Legends #29)

Osai Vultures {1}{W}

Creature — Bird

Flying

At the beginning of each end step, if a creature died this turn, put a carrion counter on Osai Vultures.

Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.

A sign of battle, the Vultures circle and wait for the victorious to depart.

1/1

Illustrated by Dan Frazier

Standard
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Petra Sphinx (Legends #30)

Petra Sphinx {2}{W}{W}{W}

Creature — Sphinx

{T}: Target player chooses a card name, then reveals the top card of their library. If that card has the chosen name, that player puts it into their hand. If it doesn’t, the player puts it into their graveyard.

What walks on four legs in the morning, two legs in the afternoon, and three legs in the evening?

3/4

Illustrated by Sandra Everingham

Standard
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Presence of the Master (Legends #31)

Presence of the Master {3}{W}

Enchantment

Whenever a player casts an enchantment spell, counter it.

Illustrated by Phil Foglio

Standard
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Rapid Fire (Legends #32)

Rapid Fire {3}{W}

Instant

Cast this spell only before blockers are declared.

Target creature gains first strike until end of turn. If it doesn’t have rampage, that creature gains rampage 2 until end of turn. (Whenever the creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

Illustrated by Justin Hampton

Part of the Reserved List

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Remove Enchantments (Legends #33)

Remove Enchantments {W}

Instant

Return to your hand all enchantments you both own and control, all Auras you own attached to permanents you control, and all Auras you own attached to attacking creatures your opponents control. Then destroy all other enchantments you control, all other Auras attached to permanents you control, and all other Auras attached to attacking creatures your opponents control.

Illustrated by Brian Snõddy

Standard
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Righteous Avengers (Legends #34)

Righteous Avengers {4}{W}

Creature — Human Soldier

Plainswalk (This creature can’t be blocked as long as defending player controls a Plains.)

Few can withstand the wrath of the righteous.

3/1

Illustrated by Heather Hudson

Standard
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Seeker (Legends #35)

Seeker {2}{W}{W}

Enchantment — Aura

Enchant creature

Enchanted creature can’t be blocked except by artifact creatures and/or white creatures.

Illustrated by Mark Poole

Standard
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Shield Wall (Legends #36)

Shield Wall {1}{W}

Instant

Creatures you control get +0/+2 until end of turn.

Illustrated by Douglas Shuler

Standard
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Spirit Link (Legends #37)

Spirit Link {W}

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Whenever enchanted creature deals damage, you gain that much life.

Illustrated by Kaja Foglio

Standard
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Spiritual Sanctuary (Legends #38)

Spiritual Sanctuary {2}{W}{W}

Enchantment

At the beginning of each player’s upkeep, if that player controls a Plains, they gain 1 life.

Illustrated by Amy Weber

Part of the Reserved List

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Thunder Spirit (Legends #39)

Thunder Spirit {1}{W}{W}

Creature — Elemental Spirit

Flying, first strike

“It was full of fire and smoke and light and … it drove between us and the Efrafans like a thousand thunderstorms with lightning.”
—Richard Adams, Watership Down

2/2

Illustrated by Randy Asplund-Faith

Part of the Reserved List

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Tundra Wolves (Legends #40)

Tundra Wolves {W}

Creature — Wolf

First strike (This creature deals combat damage before creatures without first strike.)

I heard their eerie howling, the wolves calling their kindred across the frozen plains.

1/1

Illustrated by Quinton Hoover

Standard
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