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Select Main Deck Cards

{3}
Adaptive Automaton
Artifact Creature - Construct
As Adaptive Automaton enters the battlefield, choose a creature type.

Adaptive Automaton is the chosen type in addition to its other types.

Other creatures you control of the chosen type get +1/+1.
2 / 2
{1}
Aether Vial
Artifact
At the beginning of your upkeep, you may put a charge counter on Aether Vial.

{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{2}{W}{B}
Aryel, Knight of Windgrace
Legendary Creature - Human Knight
Vigilance

{2}{W}, {T}: Create a 2/2 white Knight creature token with vigilance.

{B}, {T}, Tap X untapped Knights you control: Destroy target creature with power X or less.
4 / 4
{W}{W}{W}
Benalish Marshal
Creature - Human Knight
Other creatures you control get +1/+1.
3 / 3
{B}{B}
Black Knight
Creature - Human Knight
First strike (This creature deals combat damage before creatures without first strike.)

Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
2 / 2
{3}{W}{W}
Cleansing Nova
Sorcery
Choose one --

• Destroy all creatures.

• Destroy all artifacts and enchantments.
{5}
Coat of Arms
Artifact
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
{2}{W}{W}
Concerted Effort
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
{3}
Darksteel Plate
Artifact - Equipment
Indestructible

Equipped creature has indestructible.

Equip {2}
{2}{W}{W}
Day of Judgment
Sorcery
Destroy all creatures.
{4}
Door of Destinies
Artifact
As Door of Destinies enters the battlefield, choose a creature type.

Whenever you cast a spell of the chosen type, put a charge counter on Door of Destinies.

Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies.
{4}
Dragon Throne of Tarkir
Legendary Artifact - Equipment
Equipped creature has defender and "{2}, {T}: Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power."

Equip {3}
{2}{B}{B}
Eastern Paladin
Creature - Phyrexian Zombie Knight
{B}{B}, {T}: Destroy target green creature.
3 / 3
{1}
Elixir of Immortality
Artifact
{2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.
{3}{W}
Faith's Reward
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
{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
{2}{W}
Forsake the Worldly
Instant
Exile target artifact or enchantment.

Cycling {2} ({2}, Discard this card: Draw a card.)
{3}{W}{W}
Fumigate
Sorcery
Destroy all creatures. You gain 1 life for each creature destroyed this way.
{5}
Gilded Lotus
Artifact
{T}: Add three mana of any one color.
{3}{W}{W}
Glory
Creature - Incarnation
Flying

{2}{W}: Choose a color. Creatures you control gain protection from the chosen color until end of turn. Activate only if Glory is in your graveyard.
3 / 3
--
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.
--
Isolated Chapel
Land
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.

{T}: Add {W} or {B}.
{2}{W}{W}
Jazal Goldmane
Legendary Creature - Cat Warrior
First strike

{3}{W}{W}: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
4 / 4
{2}{B}{B}
Josu Vess, Lich Knight
Legendary Creature - Zombie Knight
Kicker {5}{B} (You may pay an additional {5}{B} as you cast this spell.)

Menace

When Josu Vess, Lich Knight enters the battlefield, if it was kicked, create eight 2/2 black Zombie Knight creature tokens with menace.
4 / 5
{3}{W}
Kinsbaile Cavalier
Creature - Kithkin Knight
Knight creatures you control have double strike.
2 / 2
{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
{1}{B}{B}
Knight of Dusk
Creature - Human Knight
{B}{B}: Destroy target creature blocking Knight of Dusk.
2 / 2
{1}{W}
Knight of Glory
Creature - Human Knight
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
2 / 1
{1}{W}
Knight of Grace
Creature - Human Knight
First strike

Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)

Knight of Grace gets +1/+0 as long as any player controls a black permanent.
2 / 2
{1}{B}
Knight of Infamy
Creature - Human Knight
Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
2 / 1
{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
{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
{3}{W}
Kwende, Pride of Femeref
Legendary Creature - Human Knight
Double strike

Creatures you control with first strike have double strike.
2 / 2
{2}
Lightning Greaves
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)

Equip {0}
{3}
Manalith
Artifact
{T}: Add one mana of any color.
{2}{W}
Mentor of the Meek
Creature - Human Soldier
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card.
2 / 2
{4}{W}{B}
Merciless Eviction
Sorcery
Choose one --

• Exile all artifacts.

• Exile all creatures.

• Exile all enchantments.

• Exile all planeswalkers.
{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
{2}
Mind Stone
Artifact
{T}: Add {C}.

{1}, {T}, Sacrifice Mind Stone: Draw a card.
{1}{W}{W}
Mirran Crusader
Creature - Human Knight
Double strike, protection from black and from green
2 / 2
{1}{B}
Night's Whisper
Sorcery
You draw two cards and you lose 2 life.
{2}{W}{W}
Northern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target black permanent.
3 / 3
--
Nykthos, Shrine to Nyx
Legendary Land
{T}: Add {C}.

{2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
{1}{W}{W}
Order of the Sacred Torch
Creature - Human Knight
{T}, Pay 1 life: Counter target black spell.
2 / 2
--
Orzhov Basilica
Land
Orzhov Basilica enters the battlefield tapped.

When Orzhov Basilica enters the battlefield, return a land you control to its owner's hand.

{T}: Add {W}{B}.
{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.
{3}{B}{B}
Patriarch's Bidding
Sorcery
Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from their graveyard to the battlefield.
{2}{W}{W}{W}
Pentarch Paladin
Creature - Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

As Pentarch Paladin enters the battlefield, choose a color.

{W}{W}, {T}: Destroy target permanent of the chosen color.
3 / 3
--
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}.)
{2}{W}
Radiant Destiny
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

As Radiant Destiny enters the battlefield, choose a creature type.

Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
{2}{B}
Read the Bones
Sorcery
Scry 2, then draw two cards. You lose 2 life.
--
Reliquary Tower
Land
You have no maximum hand size.

{T}: Add {C}.
{2}{W}{W}
Riders of Gavony
Creature - Human Knight
Vigilance

As Riders of Gavony enters the battlefield, choose a creature type.

Human creatures you control have protection from creatures of the chosen type.
3 / 3
--
Scrubland
Land - Plains Swamp
({T}: Add {W} or {B}.)
{B}{B}
Sign in Blood
Sorcery
Target player draws two cards and loses 2 life.
{3}{W}
Smothering Tithe
Enchantment
Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
{1}
Sol Ring
Artifact
{T}: Add {C}{C}.
{4}
Solemn Simulacrum
Artifact Creature - Golem
When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

When Solemn Simulacrum dies, you may draw a card.
2 / 2
{2}{W}{W}
Southern Paladin
Creature - Human Knight
{W}{W}, {T}: Destroy target red permanent.
3 / 3
{1}{W/B}{W/B}
Stillmoon Cavalier
Creature - Zombie Knight
Protection from white and from black

{W/B}: Stillmoon Cavalier gains flying until end of turn.

{W/B}: Stillmoon Cavalier gains first strike until end of turn.

{W/B}{W/B}: Stillmoon Cavalier gets +1/+0 until end of turn.
2 / 1
{1}{B}{B}
Stromgald Cabal
Creature - Human Knight
{T}, Pay 1 life: Counter target white spell.
2 / 2
{W}
Student of Warfare
Creature - Human Knight
Level up {W} ({W}: Put a level counter on this. Level up only as a sorcery.)

LEVEL 2-6

3/3

First strike

LEVEL 7+

4/4

Double strike
1 / 1
--
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}.)
--
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}.)
{2}
Swiftfoot Boots
Artifact - Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)

Equip {1}
{W}
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
{3}
Thousand-Year Elixir
Artifact
You may activate abilities of creatures you control as though those creatures had haste.

{1}, {T}: Untap target creature.
{3}{W}{W}{W}
True Conviction
Enchantment
Creatures you control have double strike and lifelink.
{2}{W}{B}
Utter End
Instant
Exile target nonland permanent.
{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
{5}
Vanquisher's Banner
Artifact
As Vanquisher's Banner enters the battlefield, choose a creature type.

Creatures you control of the chosen type get +1/+1.

Whenever you cast a creature spell of the chosen type, draw a card.
--
Vault of the Archangel
Land
{T}: Add {C}.

{2}{W}{B}, {T}: Creatures you control gain deathtouch and lifelink until end of turn.
--
Volrath's Stronghold
Legendary Land
{T}: Add {C}.

{1}{B}, {T}: Put target creature card from your graveyard on top of your library.
{2}{B}{B}
Western Paladin
Creature - Phyrexian Zombie Knight
{B}{B}, {T}: Destroy target white creature.
3 / 3
{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}{W}
Wrath of God
Sorcery
Destroy all creatures. They can't be regenerated.