Legendary Creature — Time Lord Scientist (3/3)
Vigilance
, : Create a tapped token that's a copy of target token that entered the battlefield this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Creature — Human Knight (2/3)
Vigilance
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Savior of the Sleeping.
Artifact Creature — Robot (2/2)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Vigilance
Whenever a creature token enters the battlefield under your control, put a +1/+1 counter on it.
Creature — Sliver (2/2)
Sliver creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Creature — Angel (3/3)
You can't cast this spell during your first, second, or third turns of the game.
Flying, vigilance
Creature — Human Knight (2/2)
: Prevent the next 1 damage that would be dealt to any target this turn.
, : Target creature gains vigilance until end of turn.
Legendary Creature — Bird Cleric // Legendary Creature — Hum (1/1)
Flying, vigilance
: Put a +1/+1 counter on each creature that entered the battlefield under your control this turn.
Embrose, Dean of Shadow
: Put a +1/+1 counter on another target creature, then Embrose, Dean of Shadow deals 2 damage to that creature.
Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
Creature — Halfling Soldier (2/2)
Vigilance
When Shire Shirriff enters the battlefield, you may sacrifice a token. When you do, exile target creature an opponent controls until Shire Shirriff leaves the battlefield.
Creature — Human Soldier (2/2)
Vigilance; horsemanship (This creature can't be blocked except by creatures with horsemanship.)
Creature — Human Knight (2/2)
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)
Vigilance
Creature — Cat Knight (1/3)
Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.)
Creature — Astartes Scout (2/1)
First strike, vigilance
Concealed Position — When Space Marine Scout 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 tapped, then shuffle.
Creature — Human Peasant (2/2)
Vigilance
At the beginning of combat on your turn, you may pay . When you do, create a Sorcerer Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
Creature — Human Soldier (3/1)
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
Creature — Human Soldier (2/4)
As long as you're standing, Standing Army has vigilance.
Creature — Dinosaur (2/3)
Vigilance
, : Steadfast Armasaur deals damage equal to its toughness to target creature blocking or blocked by it.
Creature — Human Rebel (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Human Cleric (2/3)
Vigilance
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Cleric with no mana cost. Eternalize only as a sorcery.)
Creature — Human Soldier (3/2)
Vigilance (Attacking doesn't cause this creature to tap.)
When Steadfast Sentry dies, put a +1/+1 counter on target creature you control.
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