When Blacklance Paragon enters the battlefield, target Knight gains deathtouch and lifelink until end of turn.
3 /
1
{1}{B}
Blacklance Paragon
Creature - Human Knight
Flash
When Blacklance Paragon enters the battlefield, target Knight gains deathtouch and lifelink until end of turn.
3 /
1
{4}{R}{R}
Embercleave
Legendary Artifact - Equipment
Flash
This spell costs {1} less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip {3}
{4}{R}{R}
Embercleave
Legendary Artifact - Equipment
Flash
This spell costs {1} less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip {3}
{4}{R}{R}
Embercleave
Legendary Artifact - Equipment
Flash
This spell costs {1} less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip {3}
{R}
Fervent Champion
Creature - Human Knight
First strike, haste
Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target Fervent Champion cost {3} less to activate.
1 /
1
{R}
Fervent Champion
Creature - Human Knight
First strike, haste
Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target Fervent Champion cost {3} less to activate.
1 /
1
{R}
Fervent Champion
Creature - Human Knight
First strike, haste
Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target Fervent Champion cost {3} less to activate.
1 /
1
{R}
Fervent Champion
Creature - Human Knight
First strike, haste
Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target Fervent Champion cost {3} less to activate.
1 /
1
--
Foreboding Ruins
Land
As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.
{T}: Add {B} or {R}.
--
Foreboding Ruins
Land
As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.
{T}: Add {B} or {R}.
--
Foreboding Ruins
Land
As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.
{T}: Add {B} or {R}.
--
Foreboding Ruins
Land
As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.
{T}: Add {B} or {R}.
{B}{ // }{2}{B}
Foulmire Knight // Profane Insight
Creature - Zombie Knight // Instant - Adventure
Deathtouch
You draw a card and you lose 1 life. (Then exile this card. You may cast the creature later from exile.)
1 /
1
{B}{ // }{2}{B}
Foulmire Knight // Profane Insight
Creature - Zombie Knight // Instant - Adventure
Deathtouch
You draw a card and you lose 1 life. (Then exile this card. You may cast the creature later from exile.)
1 /
1
{R}{W}
Inspiring Veteran
Creature - Human Knight
Other Knights you control get +1/+1.
2 /
2
{R}{W}
Inspiring Veteran
Creature - Human Knight
Other Knights you control get +1/+1.
2 /
2
{R}{W}
Inspiring Veteran
Creature - Human Knight
Other Knights you control get +1/+1.
2 /
2
{R}{W}
Inspiring Veteran
Creature - Human Knight
Other Knights you control get +1/+1.
2 /
2
{B}
Knight of the Ebon Legion
Creature - Vampire Knight
{2}{B}: Knight of the Ebon Legion gets +3/+3 and gains deathtouch until end of turn.
At the beginning of your end step, if a player lost 4 or more life this turn, put a +1/+1 counter on Knight of the Ebon Legion. (Damage causes loss of life.)
1 /
2
{B}
Knight of the Ebon Legion
Creature - Vampire Knight
{2}{B}: Knight of the Ebon Legion gets +3/+3 and gains deathtouch until end of turn.
At the beginning of your end step, if a player lost 4 or more life this turn, put a +1/+1 counter on Knight of the Ebon Legion. (Damage causes loss of life.)
1 /
2
{B}
Knight of the Ebon Legion
Creature - Vampire Knight
{2}{B}: Knight of the Ebon Legion gets +3/+3 and gains deathtouch until end of turn.
At the beginning of your end step, if a player lost 4 or more life this turn, put a +1/+1 counter on Knight of the Ebon Legion. (Damage causes loss of life.)
1 /
2
{B}
Knight of the Ebon Legion
Creature - Vampire Knight
{2}{B}: Knight of the Ebon Legion gets +3/+3 and gains deathtouch until end of turn.
At the beginning of your end step, if a player lost 4 or more life this turn, put a +1/+1 counter on Knight of the Ebon Legion. (Damage causes loss of life.)
1 /
2
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
{1}{B}{B}{ // }{1}{B}{B}
Murderous Rider // Swift End
Creature - Zombie Knight // Instant - Adventure
Lifelink
When Murderous Rider dies, put it on the bottom of its owner's library.
Destroy target creature or planeswalker. You lose 2 life. (Then exile this card. You may cast the creature later from exile.)
2 /
3
{1}{B}{B}{ // }{1}{B}{B}
Murderous Rider // Swift End
Creature - Zombie Knight // Instant - Adventure
Lifelink
When Murderous Rider dies, put it on the bottom of its owner's library.
Destroy target creature or planeswalker. You lose 2 life. (Then exile this card. You may cast the creature later from exile.)
2 /
3
{1}{B}{B}{ // }{1}{B}{B}
Murderous Rider // Swift End
Creature - Zombie Knight // Instant - Adventure
Lifelink
When Murderous Rider dies, put it on the bottom of its owner's library.
Destroy target creature or planeswalker. You lose 2 life. (Then exile this card. You may cast the creature later from exile.)
2 /
3
--
Nomad Outpost
Land
Nomad Outpost enters the battlefield tapped.
{T}: Add {R}, {W}, or {B}.
--
Nomad Outpost
Land
Nomad Outpost enters the battlefield tapped.
{T}: Add {R}, {W}, or {B}.
{1}{B}{R}
Olivia, Mobilized for War
Legendary Creature - Vampire Knight
Flying
Whenever another creature enters the battlefield under your control, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a Vampire in addition to its other types.
3 /
3
{1}{B}{R}
Olivia, Mobilized for War
Legendary Creature - Vampire Knight
Flying
Whenever another creature enters the battlefield under your control, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a Vampire in addition to its other types.
3 /
3
{1}{B}{R}
Olivia, Mobilized for War
Legendary Creature - Vampire Knight
Flying
Whenever another creature enters the battlefield under your control, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a Vampire in addition to its other types.
3 /
3
{1}{B}{ // }{1}{B}
Order of Midnight // Alter Fate
Creature - Human Knight // Sorcery - Adventure
Flying
Order of Midnight can't block.
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
2 /
2
{1}{B}{ // }{1}{B}
Order of Midnight // Alter Fate
Creature - Human Knight // Sorcery - Adventure
Flying
Order of Midnight can't block.
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
2 /
2
{1}{B}{ // }{1}{B}
Order of Midnight // Alter Fate
Creature - Human Knight // Sorcery - Adventure
Flying
Order of Midnight can't block.
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
2 /
2
{1}{B}{ // }{1}{B}
Order of Midnight // Alter Fate
Creature - Human Knight // Sorcery - Adventure
Flying
Order of Midnight can't block.
Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)
2 /
2
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.
{R}
Shock
Instant
Shock deals 2 damage to any target.
--
Smoldering Marsh
Land - Swamp Mountain
({T}: Add {B} or {R}.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
--
Smoldering Marsh
Land - Swamp Mountain
({T}: Add {B} or {R}.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
{B}{R}
Steelclaw Lance
Artifact - Equipment
Equipped creature gets +2/+2.
Equip Knight {1}
Equip {3}
{B}{R}
Steelclaw Lance
Artifact - Equipment
Equipped creature gets +2/+2.
Equip Knight {1}
Equip {3}
{B}{R}
Steelclaw Lance
Artifact - Equipment
Equipped creature gets +2/+2.
Equip Knight {1}
Equip {3}
{B}{R}
Steelclaw Lance
Artifact - Equipment
Equipped creature gets +2/+2.
Equip Knight {1}
Equip {3}
{B}{R}
Stormfist Crusader
Creature - Human Knight
Menace
At the beginning of your upkeep, each player draws a card and loses 1 life.
2 /
2
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Tournament Grounds
Land
{T}: Add {C}.
{T}: Add {R}, {W}, or {B}. Spend this mana only to cast a Knight or Equipment spell.
--
Tournament Grounds
Land
{T}: Add {C}.
{T}: Add {R}, {W}, or {B}. Spend this mana only to cast a Knight or Equipment spell.
--
Tournament Grounds
Land
{T}: Add {C}.
{T}: Add {R}, {W}, or {B}. Spend this mana only to cast a Knight or Equipment spell.
--
Tournament Grounds
Land
{T}: Add {C}.
{T}: Add {R}, {W}, or {B}. Spend this mana only to cast a Knight or Equipment spell.
{1}{B}
Bloodcrazed Paladin
Creature - Vampire Knight
Flash
Bloodcrazed Paladin enters the battlefield with a +1/+1 counter on it for each creature that died this turn.
1 /
1
{1}{R}
Distemper of the Blood
Sorcery
Target creature gets +2/+2 and gains trample until end of turn.
Madness {R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
{1}{R}{R}
Fiery Temper
Instant
Fiery Temper deals 3 damage to any target.
Madness {R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
--
Godless Shrine
Land - Plains Swamp
({T}: Add {W} or {B}.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{1}{B}
Knight of Malice
Creature - Human Knight
First strike
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
2 /
2
{1}{B}{R}
Kolaghan's Command
Instant
Choose two --
• Return target creature card from your graveyard to your hand.
• Target player discards a card.
• Destroy target artifact.
• Kolaghan's Command deals 2 damage to any target.
{2}{B}
Midnight Reaper
Creature - Zombie Knight
Whenever a nontoken creature you control dies, Midnight Reaper deals 1 damage to you and you draw a card.
3 /
2
--
Sacred Foundry
Land - Mountain Plains
({T}: Add {R} or {W}.)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
{W}{B}
Wintermoor Commander
Creature - Human Knight
Deathtouch
Wintermoor Commander's toughness is equal to the number of Knights you control.
Whenever Wintermoor Commander attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
2 /
*
{W}{B}
Wintermoor Commander
Creature - Human Knight
Deathtouch
Wintermoor Commander's toughness is equal to the number of Knights you control.
Whenever Wintermoor Commander attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
2 /
*
{W}{B}
Wintermoor Commander
Creature - Human Knight
Deathtouch
Wintermoor Commander's toughness is equal to the number of Knights you control.
Whenever Wintermoor Commander attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
2 /
*
{W}{B}
Wintermoor Commander
Creature - Human Knight
Deathtouch
Wintermoor Commander's toughness is equal to the number of Knights you control.
Whenever Wintermoor Commander attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)