Creature — Human Soldier (1/4)
Flying
Whenever you cast a spell that targets Hero of the Winds, creatures you control get +1/+0 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.
Creature — Kor Rebel Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead.
Creature — Human Rebel Knight (2/2)
Protection from black; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Suspend 3—
When the last time counter is removed from Riftmarked Knight while it's exiled, create a 2/2 black Knight creature token with flanking, protection from white, and haste.
Creature — Human Rebel Cleric (1/2)
: Target creature gets -2/-0 until end of turn.
Legendary Creature — Human Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Sidar Jabari attacks, tap target creature defending player controls.
Creature — Human Rebel (1/2)
: Target attacking creature gets -1/-0 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.)
: Teferi's Honor Guard phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
Creature — Human Knight (2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: The next 1 damage that would be dealt to Zhalfirin Crusader this turn is dealt to any target 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.)
: Zhalfirin Knight gains first strike until end of turn.
Creature — Human Soldier Scout (1/1)
First strike
: Target creature gains first strike until end of turn.
Creature — Human Soldier (3/3)
Vigilance
: Creatures you control get +1/+0 until end of turn.
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 (1/2)
Flash
Flying
: Creatures you control get +1/+1 until end of turn.
Creature — Human Soldier (3/3)
When Ampryn Tactician enters the battlefield, creatures you control get +1/+1 until end of turn.
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.)
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.
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