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{1}{W}
Absolute Law
Enchantment
All creatures have protection from red.
{2}{W}{W}
Alaborn Cavalier
Creature - Human Knight
Whenever Alaborn Cavalier attacks, you may tap target creature.
2 / 2
{3}{W}
Ardenvale Paladin
Creature - Human Knight
Adamant -- If at least three white mana was spent to cast this spell, Ardenvale Paladin enters the battlefield with a +1/+1 counter on it.
2 / 5
{1}{W}
Benalish Cavalry
Creature - Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2 / 2
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{3}{W}
Benevolent Offering
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying.

Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
{3}{W}{ // }{W}
Besotted Knight // Betroth the Beast
Creature - Human Knight // Sorcery - Adventure




Create a Royal Role token attached to target creature you control. (Enchanted creature gets +1/+1 and has ward {1}.)
3 / 3
{2}
Blackblade Reforged
Legendary Artifact - Equipment
Equipped creature gets +1/+1 for each land you control.

Equip legendary creature {3}

Equip {7}
{1}{W}
Celestial Purge
Instant
Exile target black or red permanent.
{1}{W}
Circle of Protection: Artifacts
Enchantment
{2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Black
Enchantment
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Blue
Enchantment
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Green
Enchantment
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: Red
Enchantment
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
{1}{W}
Circle of Protection: White
Enchantment
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
{W}
Cloudshift
Instant
Exile target creature you control, then return that card to the battlefield under your control.
{2}{W}
Crib Swap
Tribal Instant - Shapeshifter
Changeling (This card is every creature type.)

Exile target creature. Its controller creates a 1/1 colorless Shapeshifter creature token with changeling.
{4}{W}{W}
Crovax, Ascendant Hero
Legendary Creature - Human Noble
Other white creatures get +1/+1.

Nonwhite creatures get -1/-1.

Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand.
4 / 4
{2}{W}{W}
Crusading Knight
Creature - Human Knight
Protection from black

Crusading Knight gets +1/+1 for each Swamp your opponents control.
2 / 2
{2}{W}
Cut a Deal
Sorcery
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
{2}{W}
Danitha Capashen, Paragon
Legendary Creature - Human Knight
First strike, vigilance, lifelink

Aura and Equipment spells you cast cost {1} less to cast.
2 / 2
{1}{W}
Dawn Charm
Instant
Choose one --

• Prevent all combat damage that would be dealt this turn.

• Regenerate target creature.

• Counter target spell that targets you.
{2}{W}
Defender of Law
Creature - Human Knight
Flash

Protection from red
2 / 1
{3}
Diamond Knight
Artifact Creature - Knight
Vigilance (Attacking doesn't cause this creature to tap.)

As Diamond Knight enters the battlefield, choose a color.

Whenever you cast a spell of the chosen color, put a +1/+1 counter on Diamond Knight.
1 / 1
{2}
Distorting Lens
Artifact
{T}: Target permanent becomes the color of your choice until end of turn.
{2}{W}{W}{ // }{3}{W}{W}
Dusk // Dawn
Sorcery // Sorcery
Destroy all creatures with power 3 or greater.



Aftermath (Cast this spell only from your graveyard. Then exile it.)

Return all creature cards with power 2 or less from your graveyard to your hand.
{1}{W}
East-Mark Cavalier
Creature - Human Knight
Vigilance

Whenever East-Mark Cavalier deals damage to a Goblin or Orc, destroy that creature.
2 / 2
{1}{W}{W}
Fiend Hunter
Creature - Human Cleric
When Fiend Hunter enters the battlefield, you may exile another target creature.

When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1 / 3
{1}{W}{W}
Fiendslayer Paladin
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Fiendslayer Paladin can't be the target of black or red spells your opponents control.
2 / 2
{1}{W}
Flumph
Creature - Jellyfish
Defender, flying

Whenever Flumph is dealt damage, you and target opponent each draw a card.
0 / 4
{2}{W}
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
{4}{W}
Goliath Paladin
Creature - Giant Knight
Vigilance

When Goliath Paladin enters the battlefield, you take the initiative.
3 / 6
{3}{W}{W}
Gustcloak Cavalier
Creature - Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Whenever Gustcloak Cavalier attacks, you may tap target creature.

Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat.
2 / 2
{3}
Howling Golem
Artifact Creature - Golem
Whenever Howling Golem attacks or blocks, each player draws a card.
2 / 3
{1}{W}
Jailbreak
Sorcery
Return target permanent card in an opponent's graveyard to the battlefield under their control. When that permanent enters the battlefield, return up to one target permanent card with equal or lesser mana value from your graveyard to the battlefield.
{2}
Jousting Dummy
Artifact Creature - Scarecrow Knight
{3}: Jousting Dummy gets +1/+0 until end of turn.
2 / 1
{1}{W}{W}
Knight Exemplar
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
2 / 2
{W}{W}
Knight of the Holy Nimbus
Creature - Human Rebel Knight
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.)

{2}: Knight of the Holy Nimbus can't be regenerated this turn. Only your opponents may activate this ability.
2 / 2
{W}{W}
Knight of the White Orchid
Creature - Human Knight
First strike

When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
2 / 2
{2}{W}
Knighted Myr
Artifact Creature - Myr Knight
{2}{W}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)

Whenever one or more +1/+1 counters are put on Knighted Myr, it gains double strike until end of turn.
2 / 2
{W}
Mana Tithe
Instant
Counter target spell unless its controller pays {1}.
{1}{W}{W}
Mirran Crusader
Creature - Human Knight
Double strike, protection from black and from green
2 / 2
{2}{W}{W}
Northern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target black permanent.
3 / 3
{2}{W}
Oblation
Instant
The owner of target nonland permanent shuffles it into their library, then draws two cards.
{2}{W}
Oblivion Ring
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.

When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
{1}{W}{W}
Order of the Sacred Torch
Creature - Human Knight
{T}, Pay 1 life: Counter target black spell.
2 / 2
{1}{W}
Otherworldly Journey
Instant - Arcane
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
{1}{W}{W}
Paladin en-Vec
Creature - Human Knight
First strike, protection from black and from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)
2 / 2
{W}
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{4}{W}
Promise of Loyalty
Sorcery
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
{2}{W}{W}
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
{1}{W}{W}
Riftmarked Knight
Creature - Human Rebel Knight
Protection from black; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Suspend 3--{1}{W}{W}

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.
2 / 2
{W}{W}
Sanctifier en-Vec
Creature - Human Cleric
Protection from black and from red

When Sanctifier en-Vec enters the battlefield, exile all cards that are black or red from all graveyards.

If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
2 / 2
{1}{W}{W}
Secret Rendezvous
Sorcery
You and target opponent each draw three cards.
{1}{W}
Sejiri Shelter
Instant
Target creature you control gains protection from the color of your choice until end of turn.
--
Sejiri Glacier
Land

Sejiri Glacier enters the battlefield tapped.

{T}: Add {W}.
{W}
Shields of Velis Vel
Tribal Instant - Shapeshifter
Changeling (This card is every creature type.)

Creatures target player controls get +0/+1 and gain all creature types until end of turn.
{W}{W}
Silver Knight
Creature - Human Knight
First strike, protection from red
2 / 2
{2}{W}{W}
Southern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target red permanent.
3 / 3
{2}
Sting, the Glinting Dagger
Legendary Artifact - Equipment
Equipped creature gets +1/+1 and has haste.

At the beginning of each combat, untap equipped creature.

Equipped creature has first strike as long as it's blocking or blocked by a Goblin or Orc.

Equip {2}
{2}
Sunset Pyramid
Artifact
Sunset Pyramid enters the battlefield with three brick counters on it.

{2}, {T}, Remove a brick counter from Sunset Pyramid: Draw a card.

{2}, {T}: Scry 1.
{1}{W}
Surge of Righteousness
Instant
Destroy target black or red creature that's attacking or blocking. You gain 2 life.
{3}
Sword of Vengeance
Artifact - Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.

Equip {3}
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
{2}{W}
The Wedding of River Song
Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend.

Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
{1}{W}{W}
Tivadar of Thorn
Legendary Creature - Human Knight
First strike, protection from red

When Tivadar of Thorn enters the battlefield, destroy target Goblin.
2 / 2
{1}{W}{W}
Tivadar's Crusade
Sorcery
Destroy all Goblins.
{2}{W}
Truce
Instant
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
{3}{W}
Valiant Knight
Creature - Human Knight
Other Knights you control get +1/+1.

{3}{W}{W}: Knights you control gain double strike until end of turn.
3 / 4
{W}{W}
White Knight
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
2 / 2
{2}{W}
Your Temple Is Under Attack
Instant
Choose one --

• Pray for Protection -- Creatures you control gain indestructible until end of turn.

• Strike a Deal -- You and target opponent each draw two cards.

{1}{W}{W}
History of Benalia
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II -- Create a 2/2 white Knight creature token with vigilance.

III -- Knights you control get +2/+1 until end of turn.
{3}
Sword of Once and Future
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from blue and from black.

Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

Equip {2}