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Marauding Knight
   ( 4)
Creature — Phyrexian Zombie Knight
(2/2)
Protection from white This creature gets +1/+1 for each Plains your opponents control.
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Markov Dreadknight
   ( 5)
Creature — Vampire Knight
(3/3)
Flying  , Discard a card: Put two +1/+1 counters on this creature.
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Mercenary Knight
  ( 3)
Creature — Human Mercenary Knight
(4/4)
When this creature enters, sacrifice it unless you discard a creature card.
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Mosswood Dreadknight
  ( 2)
Creature — Human Knight
(3/2)
Trample When this creature dies, you may cast it from your graveyard as an Adventure until the end of your next turn.
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Mounted Dreadknight
  ( 5)
Creature — Vampire Knight
(5/4)
Trample This creature enters with a +1/+1 counter on it if an opponent lost life this turn.
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Novice Knight
 ( 1)
Creature — Human Knight
(2/3)
Defender (This creature can't attack.) As long as this creature is enchanted or equipped, it can attack as though it didn't have defender.
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Oathsworn Knight
   ( 3)
Creature — Human Knight
(0/0)
This creature enters with four +1/+1 counters on it. This creature attacks each combat if able. If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from it.
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Protocol Knight
  ( 4)
Creature — Human Knight
(3/4)
When this creature enters, tap target creature an opponent controls. Put a stun counter on that creature if you control another Knight. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Pterodon Knight
  ( 4)
Creature — Human Knight
(3/3)
This creature has flying as long as you control a Dinosaur.
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Riftmarked Knight
   ( 3)
Creature — Human Rebel Knight
(2/2)
Protection from black; flanking <I>(Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)</I> Suspend 3—   When the last time counter is removed from this card while it's exiled, create a 2/2 black Knight creature token with flanking, protection from white, and haste.
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Rimrock Knight
  ( 2)
Creature — Dwarf Knight
(3/1)
This creature can't block.
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Rosecot Knight
  ( 5)
Creature — Human Knight
(3/4)
Vigilance When this creature enters, look at the top six cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, put a +1/+1 counter on this creature.
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Sacred Knight
  ( 4)
Creature — Human Knight
(3/2)
This creature can't be blocked by black and/or red creatures.
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Silver Knight
  ( 2)
Creature — Human Knight
(2/2)
First strike, protection from red
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Skulking Knight
  ( 3)
Creature — Zombie Knight
(3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When this creature becomes the target of a spell or ability, sacrifice it.
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Skyknight Squire
  ( 2)
Creature — Cat Scout
(1/1)
Whenever another creature you control enters, put a +1/+1 counter on this creature. As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
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Skyknight Vanguard
  ( 2)
Creature — Human Knight
(1/2)
Flying Whenever this creature attacks, create a 1/1 white Soldier creature token that's tapped and attacking.
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Springjack Knight
  ( 3)
Creature — Kithkin Knight
(2/1)
Whenever this creature attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Squid Fire Knight
( 0)
Stickers
2 — : The next time target player would roll one or more dice this turn, instead they roll that many dice plus one, then you choose one of those rolls to ignore. 3 — Protection from odd mana values 2 — 4/1 4 — 6/6
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Syr Cadian, Knight Owl
   ( 5)
Legendary Creature — Bird Knight
(4/4)
Knightlifelink (Damage dealt by Knights you control also causes you to gain that much life.) : Syr Cadian gains vigilance until end of turn. Activate only from sunrise to sunset.
: Syr Cadian gains flying until end of turn. Activate only from sunset to sunrise.
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Templar Knight
  ( 2)
Creature — Human Knight
(3/1)
Vigilance , Tap five untapped attacking creatures you control named Templar Knight: Search your library for a legendary artifact card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Templar Knight.
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Tilonalli's Knight
  ( 2)
Creature — Human Knight
(2/2)
Whenever this creature attacks, if you control a Dinosaur, this creature gets +1/+1 until end of turn.
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Tresserhorn Skyknight
   ( 7)
Creature — Zombie Knight
(5/3)
Flying Prevent all damage that would be dealt to this creature by creatures with first strike.
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Tura Kennerüd, Skyknight
    ( 5)
Legendary Creature — Human Knight
(3/3)
Flying Whenever you cast an instant or sorcery spell, create a 1/1 white Soldier creature token.
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Valiant Knight
  ( 4)
Creature — Human Knight
(3/4)
Other Knights you control get +1/+1.   : Knights you control gain double strike until end of turn.
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Venerable Knight
 ( 1)
Creature — Human Knight
(2/1)
When this creature dies, put a +1/+1 counter on target Knight you control.
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Vodalian Knights
   ( 3)
Creature — Merfolk Knight
(2/2)
First strike This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice this creature. : This creature gains flying until end of turn.
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Vodalian Wave-Knight
   ( 4)
Creature — Merfolk Knight
(3/3)
Whenever you draw a card, put a +1/+1 counter on each other Merfolk and/or Knight you control.
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White Knight
  ( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
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Worthy Knight
  ( 2)
Creature — Human Knight
(2/2)
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
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Xerex Strobe-Knight
  ( 3)
Creature — Human Knight
(2/2)
Flying, vigilance : Create a 2/2 white and blue Knight creature token with vigilance. Activate only if you've cast two or more spells this turn.
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Zhalfirin 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>  : This creature gains first strike until end of turn.
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