Knightly Valor
Magic Origins — uncommon
Enchantment — Aura
Sets Knightly Valor has been printed in:
Magic Origins — uncommon
Enchantment — Aura
Sets Knightly Valor has been printed in:
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Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.
Enchantment
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Enchantment
Whenever a creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
Enchantment — Aura
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature attacks, tap target creature defending player controls."
Enchantment — Aura
Enchant creature you control
When enchanted creature dies, create X 1/1 white Soldier creature tokens, where X is its power.
Enchantment
Landfall — Whenever a land enters the battlefield under your control, create a 2/2 green Elemental creature token.
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
Enchantment
Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
Enchantment — Aura
Enchant creature
Enchanted creature gets -3/-2.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+3 and has reach. (It can block creatures with flying.)
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+2 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
At the beginning of each upkeep, if a player cast two or more spells last turn, sacrifice Call of the Full Moon.
Enchantment
At the beginning of your upkeep, choose one that hasn't been chosen —
• Demonic Pact deals 4 damage to any target and you gain 4 life.
• Target opponent discards two cards.
• Draw two cards.
• You lose the game.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+1, has haste, and attacks each combat if able.
When enchanted creature dies, you may search your library for a card named Infectious Bloodlust, reveal it, put it into your hand, then shuffle.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0 and has "When this creature dies, draw a card."
Enchantment
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Creature — Angel (5/5)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aegis Angel enters the battlefield, another target permanent gains indestructible for as long as you control Aegis Angel. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.)
Creature — Bird Cleric (3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Battle Priest enters the battlefield, you gain 3 life.
Creature — Griffin (2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Charging Griffin attacks, it gets +1/+1 until end of turn.
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