Creature — Kithkin Wizard (1/3)
When Kithkin Harbinger enters the battlefield, you may search your library for a Kithkin card, reveal it, then shuffle and put that card on top.
Creature — Kithkin Cleric (1/3)
When Kithkin Zealot enters the battlefield, you gain 1 life for each black and/or red permanent target opponent controls.
Creature — Human Soldier (2/2)
: Target creature gets +2/+2 until end of turn. When that creature leaves the battlefield this turn, sacrifice Kjeldoran Elite Guard. Activate only during combat.
Creature — Human Soldier (1/1)
: Target creature gets +1/+1 until end of turn. When that creature leaves the battlefield this turn, sacrifice Kjeldoran Guard. Activate only during combat and only if defending player controls no snow lands.
Creature — Human Knight (2/2)
First strike (This creature deals combat damage before creatures without first strike.)
Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Creature — Human Knight (1/3)
Whenever an enchantment you control is put into a graveyard from the battlefield, create a 1/1 white Bird creature token with flying.
Creature — Human Knight (2/2)
First strike
Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.
Creature — Kithkin Knight (2/2)
First strike
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Creature — Human Knight (2/2)
Vigilance
When Knight of the New Coalition enters the battlefield, create a 2/2 white and blue Knight creature token with vigilance.
Creature — Human Knight (2/2)
First strike
When Knight of the White Orchid 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, then shuffle.
Creature — Human Samurai (1/2)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.)
Creature — Kor Soldier (2/2)
Kicker (You may pay an additional as you cast this spell.)
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
Creature — Kor Soldier Ally (2/2)
Rally — Whenever Kor Bladewhirl or another Ally enters the battlefield under your control, creatures you control gain first strike until end of turn.
Creature — Kor Scout (2/2)
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Creature — Kor Cleric (1/4)
Whenever Kor Celebrant or another creature enters the battlefield under your control, you gain 1 life.
Creature — Kor Soldier (2/2)
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature — Kor Soldier (2/2)
When Kor Outfitter enters the battlefield, you may attach target Equipment you control to target creature you control.
Creature — Kor Cleric (2/3)
Kicker (You may pay an additional as you cast this spell.)
When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment.
Creature — Kor Soldier (2/3)
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
Creature — Cat Warrior (3/1)
Flash
When Kutzil's Flanker enters the battlefield, choose one —
• Put a +1/+1 counter on Kutzil's Flanker for each creature that left the battlefield under your control this turn.
• You gain 2 life and scry 2.
• Exile target player's graveyard.
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