Creature — Human Soldier (1/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Legendary Creature — Horse (1/4)
When Bill the Pony enters the battlefield, create two Food tokens. (They're artifacts with ", , Sacrifice this artifact: You gain 3 life.")
Sacrifice a Food: Until end of turn, target creature you control assigns combat damage equal to its toughness rather than its power.
Snow Creature — Griffin (3/2)
Flying
: Boreal Griffin gains first strike until end of turn. ( can be paid with one mana from a snow source.)
Legendary Creature — Human Soldier (3/3)
Vigilance
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
Sacrifice Boromir, Warden of the Tower: Creatures you control gain indestructible until end of turn. The Ring tempts you.
Creature — Dog (3/1)
Whenever you cast a noncreature spell, Cathar's Companion gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Artifact Creature — Cyborg Knight (3/3)
Flying
When Chivalrous Chevalier enters the battlefield, return a creature you control to its owner's hand unless you compliment an opponent.
Artifact Creature — Equipment Kirin (3/2)
Flying
Equipped creature has flying and "You can't lose the game and your opponents can't win the game."
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Human Flagbearer (2/4)
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Creature — Bird Cleric (3/3)
Flying
Inklings can't attack you or planeswalkers you control.
Whenever a player attacks one of your opponents, that attacking player creates a tapped 2/1 white and black Inkling creature token with flying that's attacking that opponent.
Creature — Human Knight (2/2)
Protection from black
Crusading Knight gets +1/+1 for each Swamp your opponents control.
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 — Kor Wizard (2/1)
Flying
: Tap all creatures target player controls.
Creature — Zombie Jackal (2/3)
When Disposal Mummy enters the battlefield, exile target card from an opponent's graveyard.
Legendary Creature — Phyrexian Praetor (4/7)
Vigilance
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering the battlefield don't cause abilities of permanents your opponents control to trigger.
Creature — Human Soldier (2/3)
When Elite Scaleguard enters the battlefield, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Creature — Human Cleric (3/1)
Flying
When Elite Spellbinder enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Creature — Human Soldier (4/2)
Whenever Estwald Shieldbasher attacks, you may pay . If you do, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)
Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Sinner's Judgment
Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Creature — Human Scout (2/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Kor Wizard (3/3)
When Farsight Adept enters the battlefield, you and target opponent each draw a card.
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