Legendary Creature — Angel (3/4)
Flying
As long as it's your turn, equipped creatures you control have indestructible.
Creature — Human Cleric (3/2)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has lifelink.
Creature — Human Soldier (2/3)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
Creature — Human Knight (3/3)
When Acclaimed Contender enters the battlefield, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Human Soldier (2/1)
At the beginning of combat on your turn, if you control a Basri planeswalker, put a +1/+1 counter on Adherent of Hope.
Creature — Dwarf Artificer (3/3)
At the beginning of combat on your turn, target artifact creature you control gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Dog Soldier (2/1)
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has first strike.
Creature — Human Wizard (2/1)
: Target creature you control gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Creature — Human Soldier (2/1)
Reach (This creature can block creatures with flying.)
Creature — Kithkin (1/1)
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
Creature — Kithkin Rebel (2/2)
Amrou Seekers can't be blocked except by artifact creatures and/or white creatures.
Creature — Human Cleric (3/2)
When Angelheart Protector enters the battlefield, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Angel Advisor (2/3)
Flying
Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")
Creature — Spirit (2/3)
Flying
When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
Legendary Creature — Human Soldier (1/4)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
Creature — Human Warrior (2/2)
Double strike
Whenever Arashin Foremost enters the battlefield or attacks, another target Warrior creature you control gains double strike until end of turn.
Creature — Orc Knight (2/2)
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
When Argivian Cavalier enters the battlefield, create a 1/1 white Soldier creature token.
Creature — Cat Knight (3/3)
Flying
Whenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Creature — Giant Soldier (2/5)
Armory Guard has vigilance as long as you control a Gate.
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