+"Valor" (19)
Flying
Whenever a creature attacks, you may pay . When you do, put a +1/+1 counter on that creature.
Flying, vigilance, trample
As Archon of Valor's Reach enters, choose artifact, enchantment, instant, sorcery, or planeswalker.
Players can't cast spells of the chosen type.
Target creature gets +2/+2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying, lifelink
Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I>
: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Activate only once each turn.
Enchant creature
When Knightly Valor enters, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.)
Enchanted creature gets +2/+2 and has vigilance.
Choose one —
• Untap target creature. It gets +1/+0 and gains indestructible until end of turn.
• Destroy target creature with power 4 or greater.
Target creature gets +2/+4 until end of turn.
Whenever equipped creature attacks alone, it gets +1/+1 until end of turn for each other creature you control.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
All damage that would be dealt to target creature this turn is dealt to you instead.
First strike
As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.
Whenever a creature you control enters, creatures you control get +1/+1 until end of turn.
Target creature can block any number of creatures this turn.
Enchanted creature gets +1/+1.
When enchanted creature leaves the battlefield, create a 1/1 white Spirit creature token with flying.
Combat Inspiration — At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn.
White creatures get +2/+0 until end of turn.
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
Vigilance (Attacking doesn't cause this creature to tap.)
When Valorous Steed enters, create a 2/2 white Knight creature token with vigilance.
Create two 3/2 red and white Warrior creature tokens with "Whenever this creature and at least one other creature token attack, put a +1/+1 counter on this creature."
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