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Acclaimed Contender
( 3)
Creature — Human Knight
(3/3)
When Acclaimed Contender enters the battlefield, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Virtue of Loyalty (Ardenvale Fealty)
( 2)
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)
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Attended Knight
( 3)
Creature — Human Knight
(2/2)
First strike When Attended Knight enters the battlefield, create a 1/1 white Soldier creature token.
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Auriok Steelshaper
( 2)
Creature — Human Soldier
(1/1)
Equip costs you pay cost less. As long as Auriok Steelshaper is equipped, each creature you control that's a Soldier or a Knight gets +1/+1.
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Balan, Wandering Knight
( 4)
Legendary Creature — Cat Knight
(3/3)
First strike Balan, Wandering Knight has double strike as long as two or more Equipment are attached to it. : Attach all Equipment you control to Balan.
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Banish into Fable
( 6)
Instant
When you cast this spell from your hand, copy it if you control an artifact, then copy it if you control an enchantment. You may choose new targets for the copies. Return target nonland permanent to its owner's hand. You create a 2/2 white Knight creature token with vigilance.
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Barrow Witches
( 5)
Creature — Human Warlock
(3/4)
When Barrow Witches enters the battlefield, return target Knight card from your graveyard to your hand.
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Basri's Lieutenant
( 4)
Creature — Human Knight
(3/4)
Vigilance, protection from multicolored When Basri's Lieutenant enters the battlefield, put a +1/+1 counter on target creature you control. Whenever Basri's Lieutenant or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.
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Belle of the Brawl
( 3)
Creature — Human Knight
(3/2)
Menace (This creature can't be blocked except by two or more creatures.) Whenever Belle of the Brawl attacks, other Knights you control get +1/+0 until end of turn.
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Blacklance Paragon
( 2)
Creature — Human Knight
(3/1)
Flash When Blacklance Paragon enters the battlefield, target Knight gains deathtouch and lifelink until end of turn.
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Bladewing, Deathless Tyrant
( 7)
Legendary Creature — Dragon Skeleton
(6/6)
Flying, haste Whenever Bladewing, Deathless Tyrant deals combat damage to a player or planeswalker, for each creature card in your graveyard, create a 2/2 black Zombie Knight creature token with menace.
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Blood-Cursed Knight
( 3)
Creature — Vampire Knight
(3/2)
As long as you control an enchantment, Blood-Cursed Knight gets +1/+1 and has lifelink. (Damage dealt by this creature also causes you to gain that much life.)
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Bloodsworn Knight
( 0)
Creature — Vampire Knight
(*/*)
Bloodsworn Knight's power and toughness are each equal to the number of creature cards in your graveyard. , Discard a card: Bloodsworn Knight gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
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Rimrock Knight (Boulder Rush)
( 1)
Instant — Adventure
Target creature gets +2/+0 until end of turn. (Then exile this card. You may cast the creature later from exile.)
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Breathless Knight
( 3)
Creature — Spirit Knight
(2/2)
Flying, lifelink Whenever Breathless Knight or another creature enters the battlefield under your control, if that creature entered from a graveyard or you cast it from a graveyard, put a +1/+1 counter on Breathless Knight.
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Brimstone Trebuchet
( 3)
Artifact Creature — Wall
(1/3)
Defender, reach : Brimstone Trebuchet deals 1 damage to each opponent. Whenever a Knight enters the battlefield under your control, untap Brimstone Trebuchet.
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Burning-Yard Trainer
( 5)
Creature — Human Knight
(3/3)
Trample, haste When Burning-Yard Trainer enters the battlefield, another target Knight you control gets +2/+2 and gains trample and haste until end of turn.
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Cadaverous Knight
( 3)
Creature — Zombie Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> : Regenerate Cadaverous Knight.
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Call the Bloodline
( 2)
Enchantment
, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
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Call the Cavalry
( 4)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
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Capashen Knight
( 2)
Creature — Human Knight
(1/1)
First strike (This creature deals combat damage before creatures without first strike.) : Capashen Knight gets +1/+0 until end of turn.
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Chivalric Alliance
( 2)
Enchantment
Whenever you attack with two or more creatures, draw a card. , Discard a card: Create a 2/2 white and blue Knight creature token with vigilance.
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Conclave Cavalier
( 4)
Creature — Centaur Knight
(4/4)
Vigilance When Conclave Cavalier dies, create two 2/2 green and white Elf Knight creature tokens with vigilance.
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Court of Embereth
( 4)
Enchantment
When Court of Embereth enters the battlefield, you become the monarch. At the beginning of your upkeep, create a 3/1 red Knight creature token. Then if you're the monarch, Court of Embereth deals X damage to each opponent, where X is the number of creatures you control.
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Craven Knight
( 2)
Creature — Human Knight
(2/2)
Craven Knight can't block.
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Crusading Knight
( 4)
Creature — Human Knight
(2/2)
Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control.
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Deathless Knight
( 4)
Creature — Skeleton Knight
(4/2)
Haste When you gain life for the first time each turn, return Deathless Knight from your graveyard to your hand.
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Diamond Knight
( 3)
Artifact Creature — Knight
(1/1)
Vigilance (Attacking doesn't cause this creature to tap.) As Diamond Knight enters the battlefield, choose a color. Whenever you cast a spell of the chosen color, put a +1/+1 counter on Diamond Knight.
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Doom Foretold
( 4)
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice Doom Foretold.
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Dub
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types. (It deals combat damage before creatures without first strike.)
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Éowyn, Fearless Knight
( 4)
Legendary Creature — Human Knight
(3/4)
Haste When Éowyn, Fearless Knight enters the battlefield, exile target creature an opponent controls with greater power. Legendary creatures you control gain protection from each of that creature's colors until end of turn.
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Éowyn, Shieldmaiden
( 5)
Legendary Creature — Human Knight
(5/4)
First strike At the beginning of combat on your turn, if another Human entered the battlefield under your control this turn, create two 2/2 red Human Knight creature tokens with trample and haste. Then if you control six or more Humans, draw a card.
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Errand of Duty
( 2)
Instant
Create a 1/1 white Knight creature token with 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.)
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Exsanguinator Cavalry
( 3)
Creature — Vampire Knight
(2/3)
Menace, lifelink Whenever a Knight you control deals combat damage to a player, put a +1/+1 counter on that creature and create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
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Femeref Knight
( 3)
Creature — Human Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> : Femeref Knight gains vigilance until end of turn.
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Fervent Champion
( 1)
Creature — Human Knight
(1/1)
First strike, haste Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target Fervent Champion cost less to activate.
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Forth Eorlingas!
( 2)
Sorcery
Create X 2/2 red Human Knight creature tokens with trample and haste. Whenever one or more creatures you control deal combat damage to one or more players this turn, you become the monarch.
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Gallant Cavalry
( 4)
Creature — Human Knight
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.) When Gallant Cavalry enters the battlefield, create a 2/2 white Knight creature token with vigilance.
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Garrison Griffin
( 3)
Creature — Griffin
(2/2)
Flying Whenever Garrison Griffin attacks, target Knight you control gains flying until end of turn.
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Gideon, Ally of Zendikar
( 4)
Legendary Planeswalker — Gideon
(4)
+1: Until end of turn, Gideon, Ally of Zendikar becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. 0: Create a 2/2 white Knight Ally creature token. −4: You get an emblem with "Creatures you control get +1/+1."
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Gideon's Phalanx
( 7)
Instant
Create four 2/2 white Knight creature tokens with vigilance. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, creatures you control gain indestructible until end of turn.
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Grey Knight Paragon
( 5)
Creature — Astartes Knight
(4/4)
Flash Rites of Banishment — When Grey Knight Paragon enters the battlefield, destroy target attacking creature. If that creature is a Demon, exile it instead.
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Haakon, Stromgald Scourge
( 3)
Legendary Creature — Zombie Knight
(3/3)
You may cast Haakon, Stromgald Scourge from your graveyard, but not from anywhere else. As long as Haakon is on the battlefield, you may cast Knight spells from your graveyard. When Haakon dies, you lose 2 life.
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Herald of Hoofbeats
( 4)
Creature — Human Knight
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Other Knights you control have horsemanship.
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History of Benalia
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 white Knight creature token with vigilance. III — Knights you control get +2/+1 until end of turn.
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Hopeful Vigil
( 2)
Enchantment
When Hopeful Vigil enters the battlefield, create a 2/2 white Knight creature token with vigilance. When Hopeful Vigil is put into a graveyard from the battlefield, scry 2. : Sacrifice Hopeful Vigil.
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Hunted Dragon
( 5)
Creature — Dragon
(6/6)
Flying, haste When Hunted Dragon enters the battlefield, target opponent creates three 2/2 white Knight creature tokens with first strike.
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Imodane's Recruiter
( 3)
Creature — Human Knight
(2/2)
When Imodane's Recruiter enters the battlefield, creatures you control get +1/+0 and gain haste until end of turn.
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Inspiring Veteran
( 2)
Creature — Human Knight
(2/2)
Other Knights you control get +1/+1.
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Invasion of Belenon
( 3)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of Belenon enters the battlefield, create a 2/2 white and blue Knight creature token with vigilance.
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Invasion of New Phyrexia
( 2)
Battle — Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When Invasion of New Phyrexia enters the battlefield, create X 2/2 white and blue Knight creature tokens with vigilance.
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Jackknight
( 2)
Artifact Creature — Cyborg Knight
(1/1)
Whenever another artifact enters the battlefield under your control, put a +1/+1 counter on Jackknight. If that artifact is a Contraption, Jackknight gains lifelink until end of turn.
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Josu Vess, Lich Knight
( 4)
Legendary Creature — Zombie Knight
(4/5)
Kicker (You may pay an additional as you cast this spell.) Menace When Josu Vess, Lich Knight enters the battlefield, if it was kicked, create eight 2/2 black Zombie Knight creature tokens with menace.
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Joust
( 2)
Sorcery
Choose target creature you control and target creature you don't control. The creature you control gets +2/+1 until end of turn if it's a Knight. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
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Khorvath Brightflame
( 6)
Legendary Creature — Dragon
(3/4)
Partner with Sylvia Brightspear (When this creature enters the battlefield, target player may put Sylvia into their hand from their library, then shuffle.) Flying, haste Knights your team controls have flying and haste.
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Kinsbaile Cavalier
( 4)
Creature — Kithkin Knight
(2/2)
Knight creatures you control have double strike.
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Kjeldoran Knight
( 2)
Creature — Human Knight
(1/1)
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.) : Kjeldoran Knight gets +1/+0 until end of turn. : Kjeldoran Knight gets +0/+2 until end of turn.
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Knight Exemplar
( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
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Knight of Autumn
( 3)
Creature — Dryad Knight
(2/1)
When Knight of Autumn enters the battlefield, choose one — • Put two +1/+1 counters on Knight of Autumn. • Destroy target artifact or enchantment. • You gain 4 life.
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Knight Of Dawn (Knight of Dawn)
( 3)
Creature — Human Knight
(2/2)
First strike : Knight of Dawn gains protection from the color of your choice until end of turn.
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Knight of Dawn's Light
( 2)
Creature — Human Knight
(2/2)
First strike If you would gain life, you gain that much life plus 1 instead. : Knight of Dawn's Light gets +1/+1 until end of turn.
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Knight of Dusk's Shadow
( 2)
Creature — Human Knight
(2/2)
Menace (This creature can't be blocked except by two or more creatures.) Your opponents can't gain life. : Knight of Dusk's Shadow gets +1/+1 until end of turn.
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Knight of Grace
( 2)
Creature — Human Knight
(2/2)
First strike Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.) Knight of Grace gets +1/+0 as long as any player controls a black permanent.
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Knight of Malice
( 2)
Creature — Human Knight
(2/2)
First strike Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.) Knight of Malice gets +1/+0 as long as any player controls a white permanent.
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Knight of Old Benalia
( 5)
Creature — Human Knight
(3/3)
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) When Knight of Old Benalia enters the battlefield, other creatures you control get +1/+1 until end of turn.
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Knight of Sorrows
( 5)
Creature — Human Knight
(3/3)
Knight of Sorrows can block an additional creature each combat. Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
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Knight of Stromgald
( 2)
Creature — Human Knight
(2/1)
Protection from white : Knight of Stromgald gains first strike until end of turn. : Knight of Stromgald gets +1/+0 until end of turn.
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Knight of the Ebon Legion
( 1)
Creature — Vampire Knight
(1/2)
: Knight of the Ebon Legion gets +3/+3 and gains deathtouch until end of turn. At the beginning of your end step, if a player lost 4 or more life this turn, put a +1/+1 counter on Knight of the Ebon Legion. (Damage causes loss of life.)
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Knight of the Hokey Pokey
( 2)
Creature — Knight
(2/2)
First strike , Do the Hokey Pokey: Prevent all damage a source of your choice would deal to Knight of the Hokey Pokey this turn. (To do the Hokey Pokey, choose an arm, a leg, or your whole self and put it in. Put it out. Put it in. Shake it all about. You do the Hokey Pokey Turn yourself around.)
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Knight of the Holy Nimbus
( 2)
Creature — Human Rebel Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) If Knight of the Holy Nimbus would be destroyed, regenerate it. (Tap it, remove it from combat, and heal all damage on it.) : Knight of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability.
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Knight of the Mists
( 3)
Creature — Human Knight
(2/2)
Flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> When Knight of the Mists enters the battlefield, you may pay . If you don't, destroy target Knight and it can't be regenerated.
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Knight of the New Coalition
( 4)
Creature — Human Knight
(2/2)
Vigilance When Knight of the New Coalition enters the battlefield, create a 2/2 white and blue Knight creature token with vigilance.
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Knight of the Reliquary
( 3)
Creature — Human Knight
(2/2)
Knight of the Reliquary gets +1/+1 for each land card in your graveyard. , Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle.
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Knight of the Skyward Eye
( 2)
Creature — Human Knight
(2/2)
: Knight of the Skyward Eye gets +3/+3 until end of turn. Activate only once each turn.
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Knight of the White Orchid
( 2)
Creature — Human Knight
(2/2)
First strike When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
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Knight of the Widget
( 3)
Artifact Creature — Cyborg Knight
(*/*)
Vigilance Knight of the Widget's power and toughness are each equal to the number of Order of the Widget watermarks among permanents you control.
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Knight of Valor
( 3)
Creature — Human Knight
(2/2)
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.
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Knight Paladin
( 5)
Artifact — Vehicle
(6/6)
Trample Rapid-fire Battle Cannon — When Knight Paladin enters the battlefield, it deals 4 damage to each opponent. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Knight Rampager
( 5)
Artifact Creature — Knight
(6/5)
Trample Frenzied Rampage — At the beginning of combat on your turn, choose an opponent at random. Knight Rampager attacks that player this combat if able. When Knight Rampager dies, it deals 4 damage to target opponent chosen at random.
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Knight Watch
( 5)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
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Knight-Captain of Eos
( 5)
Creature — Human Knight
(2/2)
When Knight-Captain of Eos enters the battlefield, create two 1/1 white Soldier creature tokens. , Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn.
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Knighted Myr
( 3)
Artifact Creature — Myr Knight
(2/2)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on Knighted Myr, it gains double strike until end of turn.
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Knight-Errant of Eos
( 5)
Creature — Human Knight
(4/4)
Convoke When Knight-Errant of Eos enters the battlefield, look at the top six cards of your library. You may reveal up to two creature cards with mana value X or less from among them, where X is the number of creatures that convoked Knight-Errant of Eos. Put the revealed cards into your hand, then shuffle.
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Knightly Valor
( 5)
Enchantment — Aura
Enchant creature When Knightly Valor enters the battlefield, 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.
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Knights' Charge
( 3)
Enchantment
Whenever a Knight you control attacks, each opponent loses 1 life and you gain 1 life. , Sacrifice Knights' Charge: Return all Knight creature cards from your graveyard to the battlefield.
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Knights of Dol Amroth
( 4)
Creature — Human Knight
(3/3)
Whenever you draw your second card each turn, put a +1/+1 counter on Knights of Dol Amroth.
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Knights of the Black Rose
( 5)
Creature — Human Knight
(4/4)
When Knights of the Black Rose enters the battlefield, you become the monarch. Whenever an opponent becomes the monarch, if you were the monarch as the turn began, that player loses 2 life and you gain 2 life.
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Locthwain Lancer
( 5)
Creature — Human Knight
(5/5)
Menace Whenever a nontoken Knight you control dies, each opponent loses 1 life and you draw a card.
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