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1 – 20 of 310 cards where the set is “leg”

Akron Legionnaire (Legends #1)

Akron Legionnaire {6}{W}{W}

Creature — Giant Soldier

Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can’t attack.

8/4

Illustrated by Mark Poole

Standard
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Alabaster Potion (Legends #2)

Alabaster Potion {X}{W}{W}

Instant

Choose one —

• Target player gains X life.

• Prevent the next X damage that would be dealt to any target this turn.

“Healing is a matter of time, but it is sometimes also a matter of opportunity.” —D'Avenant proverb

Illustrated by Harold McNeill

Standard
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Amrou Kithkin (Legends #3)

Amrou Kithkin {W}{W}

Creature — Kithkin

Amrou Kithkin can’t be blocked by creatures with power 3 or greater.

Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.

1/1

Illustrated by Quinton Hoover

Standard
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Angelic Voices (Legends #4)

Angelic Voices {2}{W}{W}

Enchantment

Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.

Illustrated by Julie Baroh

Standard
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This card does not meet Magic community standards. It may perpetuate racism, contain harmful stereotypes, or depict a sensitive real‑world event.

Cleanse (Legends #5)

Cleanse {2}{W}{W}

Sorcery

Destroy all black creatures.

The clouds broke and the sun’s rays burst forth; each foul beast in its turn faltered, and was gone.

Illustrated by Phil Foglio

Part of the Reserved List

Standard
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Clergy of the Holy Nimbus (Legends #6)

Clergy of the Holy Nimbus {W}

Creature — Human Cleric

If Clergy of the Holy Nimbus would be destroyed, regenerate it.

{1}: Clergy of the Holy Nimbus can’t be regenerated this turn. Only your opponents may activate this ability.

1/1

Illustrated by Daniel Gelon

Standard
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D'Avenant Archer (Legends #7)

D'Avenant Archer {2}{W}

Creature — Human Soldier Archer

{T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature.

1/2

Illustrated by Douglas Shuler

Standard
Alchemy
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Divine Intervention (Legends #8)

Divine Intervention {6}{W}{W}

Enchantment

Divine Intervention enters the battlefield with two intervention counters on it.

At the beginning of your upkeep, remove an intervention counter from Divine Intervention.

When you remove the last intervention counter from Divine Intervention, the game is a draw.

Illustrated by Amy Weber

Part of the Reserved List

Standard
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Divine Offering (Legends #9)

Divine Offering {1}{W}

Instant

Destroy target artifact. You gain life equal to its mana value.

D'Haren stared at the twisted lump of metal that had been a prized artifact. The fight was getting ugly.

Illustrated by Jeff A. Menges

Standard
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Divine Transformation (Legends #10)

Divine Transformation {2}{W}{W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3.

Glory surged through her and radiance surrounded her. All things were possible with the blessing of the Divine.

Illustrated by NéNé Thomas

Standard
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Elder Land Wurm (Legends #11)

Elder Land Wurm {4}{W}{W}{W}

Creature — Dragon Wurm

Defender, trample

When Elder Land Wurm blocks, it loses defender.

Sometimes it’s best to let sleeping dragons lie.

5/5

Illustrated by Quinton Hoover

Standard
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Enchanted Being (Legends #12)

Enchanted Being {1}{W}{W}

Creature — Human

Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures.

2/2

Illustrated by Douglas Shuler

Standard
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Equinox (Legends #13)

Equinox {W}

Enchantment — Aura

Enchant land

Enchanted land has “{T}: Counter target spell if it would destroy a land you control.”

Illustrated by Susan Van Camp

Standard
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Fortified Area (Legends #14)

Fortified Area {1}{W}{W}

Enchantment

Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature’s combat damage, not its controller, among any of the creatures it’s being blocked by or is blocking.)

Illustrated by Randy Asplund-Faith

Standard
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Glyph of Life (Legends #15)

Glyph of Life {W}

Instant

Choose target Wall creature. Whenever that creature is dealt damage by an attacking creature this turn, you gain that much life.

Any wall can be battered down, but at what cost?

Illustrated by Susan Van Camp

Standard
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Great Defender (Legends #16)

Great Defender {W}

Instant

Target creature gets +0/+X until end of turn, where X is its mana value.

Illustrated by Mark Poole

Standard
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Great Wall (Legends #17)

Great Wall {2}{W}

Enchantment

Creatures with plainswalk can be blocked as though they didn’t have plainswalk.

Illustrated by Sandra Everingham

Standard
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Greater Realm of Preservation (Legends #18)

Greater Realm of Preservation {1}{W}

Enchantment

{1}{W}: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.

Illustrated by NéNé Thomas

Standard
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Heaven's Gate (Legends #19)

Heaven's Gate {W}

Instant

One or more target creatures become white until end of turn.

Illustrated by Douglas Shuler

Standard
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Holy Day (Legends #20)

Holy Day {W}

Instant

Prevent all combat damage that would be dealt this turn.

“The day of spirits; my soul’s calm retreat/ Which none disturb!”
—Henry Vaughan, “Silex Scintillans”

Illustrated by Justin Hampton

Standard
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Modern
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