Creature — Human Samurai (1/1)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
Battle-Mad Ronin attacks each combat if able.
Creature — Human Scout (1/1)
Haste
: Target creature with power 5 or greater gains haste until end of turn.
Creature — Human Knight (1/1)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Creature — Kor Soldier (2/2)
Vigilance
, Sacrifice Cliffside Rescuer: Target permanent you control gains protection from each of your opponents until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
Creature — Human Soldier (2/2)
Each other Human you control gets +1/+0 and has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Creature — Human Cleric (1/1)
Protection from red
: Target creature gains protection from red until end of turn.
Creature — Human Shaman (2/1)
: Target creature you control gains haste until end of turn. (It can attack and this turn.)
Creature — Coyote (2/2)
Haste
When Cunning Coyote enters the battlefield, another target creature you control gets +1/+1 and gains haste until end of turn.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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 — Unicorn (3/1)
When Daybreak Charger enters the battlefield, target creature gets +2/+0 until end of turn.
Creature — Human Spellshaper (1/1)
, , Discard a card: Target creature gets +2/+2 until end of turn.
Enchantment Creature — Human (2/3)
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Creature — Human Monk (1/3)
As Dragon's Disciple enters the battlefield, you may reveal a Dragon card from your hand. If you do or if you control a Dragon, Dragon's Disciple enters the battlefield with a +1/+1 counter on it.
Dragons you control have ward . (Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Creature — Dwarf Soldier (1/2)
: Target Dwarf creature gets +1/+0 until end of turn.
Creature — Eldrazi Drone (3/2)
Devoid (This card has no color.)
: Target colorless creature gains haste until end of turn.
Creature — Goblin Warrior (2/2)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Legendary Creature — Goblin Samurai (2/2)
: Creatures you control gain haste until end of turn.
: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)
Creature — Spirit Cleric (2/2)
When Guardian of Pilgrims enters the battlefield, target creature gets +1/+1 until end of turn.
Creature — Human Wizard (2/2)
You may exert Gust Walker as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
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