Creature — Human Warrior (2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
Creature — Vampire Cleric (1/1)
When Bishop of Binding enters the battlefield, exile target creature an opponent controls until Bishop of Binding leaves the battlefield.
Whenever Bishop of Binding attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.
Creature — Dwarf Soldier (3/2)
: Creatures you control get +1/+1 until end of turn.
Creature — Human Cleric (1/1)
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.
Creature — Human Cleric (2/4)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.
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.
Enchantment Creature — Human Samurai (2/1)
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
Legendary Creature — Fox Cleric (2/2)
: Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
Creature — Human Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: Femeref Knight gains vigilance until end of turn.
Creature — Spirit (3/1)
, Exile three cards from your graveyard: Fleeting Spirit gains first strike until end of turn.
Discard a card: Exile Fleeting Spirit. Return it to the battlefield under its owner's control at the beginning of the next end step.
Creature — Spirit Cleric (3/3)
When Forbidding Spirit enters the battlefield, until your next turn, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
Creature — Human Knight (2/2)
Flying
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever Gryffwing Cavalry attacks, you may pay . If you do, target attacking creature without flying gains flying until end of turn.
Creature — Human Soldier (0/4)
Defender (This creature can't attack.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Creature — Human Soldier (3/2)
When Haazda Officer enters the battlefield, target creature you control gets +1/+1 until end of turn.
Legendary Creature — God // Legendary Artifact — Equipment (4/4)
Creatures you control that are enchanted or equipped have double strike.
At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
Sword of the Realms
Equipped creature gets +2/+0 and has vigilance.
Whenever equipped creature dies, return it to its owner's hand.
Equip
Creature — Cat Cleric (2/3)
Whenever another creature enters the battlefield under your control, you gain 2 life.
Creature — Human (3/2)
When Herald of the Fair enters the battlefield, target creature you control gets +1/+1 until end of turn.
Creature — Human Cleric (2/2)
Whenever another creature enters the battlefield under your control, you gain 1 life.
Creature — Human Samurai (2/3)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever a Samurai you control dies, you may put a +1/+1 counter on Indebted Samurai.
Battle — Siege // Legendary Enchantment Creature — God (0/0)
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Theros enters the battlefield, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
Ephara, Ever-Sheltering
Ephara, Ever-Sheltering has lifelink and indestructible as long as you control at least three other enchantments.
Whenever another enchantment enters the battlefield under your control, draw a card.
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