Creature — Human Knight (2/2)
First strike
If you would gain life, you gain that much life plus 1 instead.
: Knight of Dawn's Light gets +1/+1 until end of turn.
Creature — Human Knight (2/1)
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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 — Knight (2/2)
First strike
, Do the Hokey Pokey: Prevent all damage a source of your choice would deal to Knight of the Hokey Pokey this turn. (To do the Hokey Pokey, choose an arm, a leg, or your whole self and put it in. Put it out. Put it in. Shake it all about. You do the Hokey Pokey! Turn yourself around.)
Creature — Human Rebel Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
If Knight of the Holy Nimbus would be destroyed, regenerate it. (Tap it, remove it from combat, and heal all damage on it.)
: Knight of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability.
Artifact Creature — Cyborg Knight (2/2)
First strike, protection from black borders (Nothing with a black border can block, target, deal damage to, or attach to this creature.)
Creature — Human Knight (2/2)
: Knight of the Skyward Eye gets +3/+3 until end of turn. Activate only once each turn.
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 Warrior (1/1)
Double strike
Equipped Warriors you control have double strike.
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 Wizard Ally (3/1)
Kor Castigator can't be blocked by Eldrazi Scions.
Creature — Kor Soldier (2/2)
Protection from red
Whenever a player casts a red spell, you may gain 1 life.
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 Wizard (0/2)
Kor Spiritdancer gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
Creature — Cat Cleric (2/2)
Players can't search libraries. Any player may pay for that player to ignore this effect until end of turn.
Creature — Cat Soldier (1/3)
As long as Leonin Den-Guard is equipped, it gets +1/+1 and has vigilance.
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