Creature — Human Cleric (1/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever Custodi Soulcaller attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of players you attacked this combat.
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 — 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.
Enchantment Creature — Human Cleric (3/4)
Whenever another creature you control attacks, it gets +0/+1 until end of turn.
Creature — Cat (2/2)
Whenever Graceful Cat attacks, it gets +1/+1 until end of turn.
Creature — Cat Knight (2/2)
Flying
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Lieutenant — As long as you control your commander, other creatures you control have melee.
Creature — Soltari Soldier (1/1)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn.
Creature — Human Soldier (2/1)
Whenever Steadfast Cathar attacks, it gets +0/+2 until end of turn.
Creature — Human Rebel (1/3)
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.
Creature — Bird (1/1)
Flying
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature — Spirit (1/4)
: Look at the top card of your library.
: Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Activate only once each turn.
Creature — Phyrexian Soldier (2/3)
At the beginning of combat on your turn, target creature you control gets +1/+1 until end of turn. If that creature has toxic, instead it gets +2/+2 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.)
: Target Knight creature gets +1/+1 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.)
Creature — Human Knight (3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)
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 — Human Knight (2/2)
Flying; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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.
Creature — Human Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Activate only once each turn.
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