The Hall Monitor Returns

Posted in Serious Fun on September 23, 2003

By Anthony Alongi

  WHITE Color Cost Type Jist of Text (NOTE: Refer to the card and official rulings.) RS GO SP PG PL CK COM (NOTE: Three maximum, limited to its own color.)  
40 Heavy Ballista White Creature 2/3 Soldier. Tap to deal 2 damage to attacking or blocking dork. 5 2 1 2 3 5 3.06 Aven Archer, Ballista Squad, Lieutenant Kirtar  
39 Swooping Talon White Creature 2/6 Bird Soldier. Flying. Provoke. For 1, loses flying. 5 3 2 2 2 4 3.11   Provoke with finesse.
38 Wing Shards White Instant Target player sacrifices an attacking creature. Storm. 1 2 7 5 3 2 3.12    
37 Hypochondria White Enchantment Pay and discard or sack to prevent 3 damage anywhere. 6 2 1 2 3 4 3.13 Sanctum Guardian, Shieldmage Advocate, Orim Samite Healer  
36 Equal Treatment White Instant Any time any source deals damage this turn, it deals exactly 2. 1 3 7 2 5 2 3.14   Toolbox card vs. Overrun, etc.
35 Loxodon Peacekeeper White Creature 4/4 Elephant Soldier. Lowest life total gets control each round. 4 2 2 3 5 3 3.17    
34 Commander Eesha White Creature 2/4 Bird Soldier Legend. Flying. Protection from creatures. 5 4 2 2 2 3 3.17 Beloved Chaplain  
33 Exalted Angel White Creature 4/5 Angel. Flying. Gains you life when it hits. Morph . 4 3 4 2 2 4 3.18 Spirit Link, Warrior Angel  
32 Frontline Strategist White Creature 2/2 Soldier. Morph . Negates non-Soldier damage when it flips. 2 3 6 3 3 3 3.21    
31 Story Circle White Enchantment Pay to to prevent damage from a preselected color. 6 2 2 1 2 6 3.24 Circle of Protection: X, Aegis of Honor, Sphere of Grace  
30 Rout White Sorcery Pay 2 more to play as an instant. Bury all creatures. 1 6 7 2 2 2 3.29 Catastrophe, Solar Tide, Wrath of God  
29 Congregate White Instant Target player gains 2 life for each creature in play. 1 3 6 8 2 1 3.37 Peach Garden Oath, Reward the Faithful (*snort*) Trite, but effective.
28 Eternal Dragon White Creature 5/5 Dragon. Flying. Plainscycling . Pay to raise again. 4 4 1 2 2 7 3.38    
27 Aurification White Enchantment Creatures that damage you turn into walls. 7 3 1 2 2 4 3.39    
26 Solitary Confinement White Enchantment You can't be targeted. You don't take damage. Card drain. 7 3 2 2 2 3 3.39 Ivory Mask, True Believer  
25 Glowrider White Creature 2/1 Cleric. Noncreature spells cost 1 more to play. 4 4 3 2 4 3 3.40    
24 Soul Warden White Creature 1/1 Cleric. Whenever a creature comes into play, you gain 1 life. 3 2 1 7 2 6 3.43   Sickening in multiples.
23 Humility White Enchantment All creatures are 1/1 and have no abilities. 4 5 3 2 3 3 3.45 Humble  
22 Mobilization White Enchantment Soldiers have vigilance. Pay to make a 1/1 solider token. 4 3 2 2 2 8 3.46    
21 Dimensional Breach White Sorcery Remove all permanents from the game. They slowly return. 2 6 4 3 3 3 3.53 Flicker, Liberate  
20 Moat White Enchantment Creatures without flying cannot attack. 6 4 2 2 3 3 3.53 Island Sanctuary  
19 Karmic Justice White Enchantment Someone nail your non-creature? Nail that opponent's permanent. 7 3 2 2 2 4 3.53   Anti-Shatterstorm tech.
18 Rule of Law White Enchantment Each player only gets one spell per turn. 4 3 2 7 2 3 3.56   Something borrowed, something blue.
17 Akroma's Vengeance White Sorcery Destroy all non-land permanents. 2 7 5 2 3 2 3.57    
16 Radiant, Archangel White Creature 3/3 Angel Legend. Flying. Vigilance. +1/+1 for each other flyer. 4 4 2 6 2 3 3.60 Diving Griffin, Herald of Serra, Serra Angel  
15 Windborn Muse White Creature 2/3 Spirit. Flying. Each creature must pay 2 to attack you. 6 3 2 2 2 6 3.60 Whipgrass Entangler  
14 Sigil of the New Dawn White Enchantment Whenever one of your creatures dies, pay to return it to hand. 6 3 1 2 2 7 3.60 Enduring Renewal  
13 Akroma, Angel of Wrath White Creature 6/6 Angel with everything but anchovies...wait, there they are! 6 5 3 2 2 3 3.72    
12 Eye of Singularity White Enchant World Blows up duplicate permanents, then preserves newest copies. 2 4 3 6 4 4 3.76    
11 Planar Guide White Creature 1/1 Cleric. and remove from game to slide all creatures. 7 5 3 3 2 1 3.81    
10 Reverent Mantra White Instant All creatures gain protection from a color until end of turn. 1 5 8 2 7 2 3.98 Aven Liberator, Cho-Manno's Blessing, Shelter  
9 Aura of Silence White Enchantment Opponents' artifacts/enchantments cost +. Sack to Disenchant. 6 4 4 4 2 3 3.98 Devout Witness, Disenchant, Purify  
8 Balance White Sorcery All follow lowest common denominator for creatures, hand, lands. 2 8 5 6 1 2 4.11 Armageddon, Balancing Act, Cataclysm  
7 Wishmonger White Creature Any player can pay 2 to give a creature protection from a color. 4 3 1 5 7 5 4.13   Try with Coalition Honor Guard!
6 Second Sunrise White Instant Return all permanents that died this turn into play. 1 7 4 4 7 2 4.14   What a great answer to Balance.
5 Parallax Wave White Enchantment Fading 5. Remove a counter to suspend a creature from play. 7 4 4 2 2 5 4.15 Astral Slide  
4 Oath of Lieges White Enchantment Each player may go fetch land if they're behind on their upkeep. 3 3 1 6 8 5 4.23 Land Tax, Weathered Wayfarer  
3 Limited Resources White Enchantment Everyone goes down to five lands max. No more lands over 10. 5 6 4 7 0 3 4.35    
2 Mageta, the Lion White Creature 3/3 Spellshaper Legend. Pay 2WW, discard 2, tap for Wrath. 7 6 2 2 2 6 4.41 False Prophet, Planar Collapse  
1 Glory White Creature 3/3 Incarnation. Flying. Pay to protect your army if it's dead. 8 5 2 2 2 6 4.42 Absolute Grace, Floating Shield, Mother of Runes Wanted, dead or alive.
avg     C/E/S/I: 16/15/3/5   4.3 3.9 3.1 3.3 2.9 3.8 3.60    

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