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.)
Legendary Creature — Human (2/2)
Bird creatures get +1/+1.
: Target Bird creature gains banding until end of turn. (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 a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Creature — Kor Warrior (3/3)
When Squad Commander enters the battlefield, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
Creature — Cat Ranger (3/2)
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature — Griffin (2/2)
Flying; 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.)
Creature — Human Soldier (2/3)
: Target unblocked attacking creature becomes blocked. Activate only during combat after blockers are declared. (This ability works on creatures that can't be blocked.)
Creature — Pegasus (2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Trusted Pegasus attacks, target attacking creature without flying gains flying until end of turn.
Creature — Elephant (2/2)
Trample; 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.)
Creature — Wall (0/3)
Defender (This creature can't attack.)
Attacking creatures you control get +1/+0.
Creature — Human Wizard (2/2)
Vigilance (Attacking doesn't cause this creature to tap.)
Warden of the Beyond gets +2/+2 as long as an opponent owns a card in exile.
Creature — Angel (5/3)
Flying
As long as you control a Human, Angelic Overseer has hexproof and indestructible.
Creature — Human (2/2)
Trample
As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
Creature — Giant Soldier (2/5)
Armory Guard has vigilance as long as you control a Gate.
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.
Creature — Kithkin Soldier (2/2)
First strike
Ballynock Cohort gets +1/+1 as long as you control another white creature.
Creature — Angel (2/4)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Blinding Angel deals combat damage to a player, that player skips their next combat phase.
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.
Legendary Creature — Human Scout (2/2)
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Creature — Spirit Soldier (2/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
Creature — Human Cleric (3/1)
Flying
When Elite Spellbinder enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
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