+duel (23)
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
First strike
Shroud <i>(This creature can't be the target of spells or abilities.)</i>
Double strike
Disciplined Duelist enters the battlefield with a shield counter on it. <i>(If it would be dealt damage or destroyed, remove a shield counter from it instead.)</i>
<i>Coven</i> — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. <i>(They each deal damage equal to their power to the other.)</i>
<i>Coven</i> — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
When Dueling Coach enters the battlefield, put a +1/+1 counter on target creature.
, : Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
No more than one creature can attack each combat.
No more than one creature can block each combat.
Flash
When Dueling Rapier enters the battlefield, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip <i>(: Attach to target creature you control. Equip only as a sorcery.)</i>
Toxic 1 <i>(Players dealt combat damage by this creature also get a poison counter.)</i>
As long as it's your turn, Duelist of Deep Faith has first strike.
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.
Flying
When Faerie Duelist enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
At the beginning of your upkeep, you and target opponent each reveal the top card of your library. You each lose life equal to the mana value of the card revealed by the other player. You each put the card you revealed into your hand.
Lifelink
Menace <i>(This creature can't be blocked except by two or more creatures.)</i>
Spells you cast that target a creature cost less to cast.
As long as Kor Duelist is equipped, it has double strike. <i>(It deals both first-strike and regular combat damage.)</i>
This spell costs less to cast if you've cast another instant or sorcery spell this turn.
Target creature you control gets +1/+2 until end of turn. Then it fights target creature you don't control. <i>(Each deals damage equal to its power to the other.)</i>
Protection from Vampires
Whenever Mirri, Weatherlight Duelist attacks, each opponent can't block with more than one creature this combat.
As long as Mirri, Weatherlight Duelist is tapped, no more than one creature can attack you each combat.
Choose two target creatures that share no creature types. Those creatures fight each other. <i>(Each deals damage equal to its power to the other.)</i>
<i>Metalcraft</i> — Spiraling Duelist has double strike as long as you control three or more artifacts.
Trueheart Duelist can block an additional creature each combat.
Embalm <i>(, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Human Warrior with no mana cost. Embalm only as a sorcery.)</i>
Haste
When Voldaren Duelist enters the battlefield, target creature can't block this turn.
When Zulaport Duelist enters the battlefield, up to one target creature gets -2/-0 until end of turn. Its controller mills two cards. <i>(They put the top two cards of their library into their graveyard.)</i>
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