Creature — Human Soldier (2/1)
When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Creature — Human Citizen (1/1)
When Backup Agent enters the battlefield, put a +1/+1 counter on target creature.
Creature — Kithkin Soldier (2/1)
Kithkin spells and Soldier spells you cast cost less to cast.
Creature — Human Cleric (2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
Creature — Human Cleric (1/3)
: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead.
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 Cleric (1/3)
Vigilance
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.)
Creature — Human Knight (2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
Creature — Zombie (2/2)
Whenever another Zombie enters the battlefield under your control, you may tap target artifact or creature.
Creature — Orc Knight (3/1)
When Boareskyr Tollkeeper enters the battlefield, target opponent reveals all creature and land cards in their hand. Choose one of them. That card perpetually gains "This permanent enters the battlefield tapped."
Creature — Human Soldier (2/2)
Vigilance
, Sacrifice Bounty Agent: Destroy target legendary permanent that's an artifact, creature, or enchantment.
Creature — Human Artificer (1/3)
Metalcraft — : You get (an energy counter). Activate only if you control three or more artifacts.
Whenever you get one or more during your turn, creatures you control get +1/+1 until end of turn.
Creature — Human Noble (2/2)
When Charming Prince enters the battlefield, choose one —
• Scry 2.
• You gain 3 life.
• Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.
Creature — Human Cleric (1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
Creature — Human Cleric (2/2)
When Cleric of the Forward Order enters the battlefield, you gain 2 life for each creature you control named Cleric of the Forward Order.
Creature — Bird (1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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