Creature — Kithkin Soldier (2/1)
When Kinsbaile Courier enters the battlefield, put a +1/+1 counter on target creature.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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.
Legendary Creature — Dragon Spirit (3/3)
Flash
Flying
When Kyodai, Soul of Kamigawa enters the battlefield, another target permanent gains indestructible for as long as you control Kyodai.
: Kyodai gets +5/+5 until end of turn.
Creature — Elephant Soldier (3/3)
Vigilance
When Loxodon Sergeant enters the battlefield, other creatures you control gain vigilance until end of turn.
Creature — Illusion (1/4)
When Lumbering Lightshield enters the battlefield, target opponent reveals a nonland card at random from their hand. It perpetually gains "This spell costs more to cast."
Creature — Human Wizard (2/3)
When Midvast Protector enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.
Creature — Human Druid (0/2)
At the beginning of your upkeep, put a spore counter on Mycologist.
Remove three spore counters from Mycologist: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: You gain 2 life.
Enchantment Creature — Sheep (0/5)
At the beginning of your upkeep, you gain 1 life.
Creature — Human Cleric Ally (2/2)
Cohort — , Tap an untapped Ally you control: You gain 2 life.
Creature — Phyrexian Human Cleric (2/3)
Kicker (You may pay an additional as you cast this spell.)
Lifelink
When Phyrexian Missionary enters the battlefield, if it was kicked, return target creature card from your graveyard to your hand.
Creature — Human Noble (4/2)
When Prosperity Tycoon enters the battlefield, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
, Sacrifice a token: Prosperity Tycoon gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
Creature — Rhino (3/3)
When Proud Pack-Rhino enters the battlefield, choose one —
• Put a shield counter on target permanent. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Angel Cleric (2/4)
Flying
Whenever another Angel or Cleric enters the battlefield under your control, you gain life equal to that creature's toughness.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
Creature — Human Warrior (3/4)
When Seasoned Dungeoneer enters the battlefield, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Creature — Human (1/1)
: You gain 1 life. Activate only during your turn, before attackers are declared.
Creature — Human Knight (2/2)
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)
Vigilance
Creature — Angel (3/4)
Flying
When Skyline Savior enters the battlefield, return a permanent you control to its owner's hand. If it's a non-Angel creature card, it perpetually gets +1/+1, gains flying, and becomes an Angel in addition to its other types.
Creature — Human Cleric (2/1)
, Exile a creature card from your graveyard: You gain 1 life.
Creature — Kor Warrior (3/3)
When Squad Commander enters the battlefield, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
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