When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
A faerie's glee at her trove quickly fades to contentment, then to boredom, then to an urge to steal more.
Flying
Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.)
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
Adamant — If at least three white mana was spent to cast this spell, this creature enters with a +1/+1 counter on it.
"Even when hope is but a small flame fighting the night, I will serve the absent king."
Flying
In a castle that prizes loyalty above all, the bond between knight and griffin is unmatched.
Tap up to two target creatures. (Then exile this card. You may cast the creature later from exile.)
In a castle that prizes loyalty above all, the bond between knight and griffin is unmatched.
When this creature dies and when you discard this card, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
At the market, no one heeded Hilda's frantic mooing. The fae curse was turning out even worse than she had feared.
Lifelink
This creature can't be blocked by creatures with power 3 or greater.
Sometimes a gentle slipper can travel where an armored boot's been denied.
When this creature enters, choose one —
• Scry 2.
• You gain 3 life.
• Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.
Affinity for Knights (This spell costs less to cast for each Knight you control.)
Creatures you control get +1/+1.
Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance.
, : Create a 2/2 white Knight creature token with vigilance.
Each player can't cast more than one noncreature spell each turn.
"They have forsaken their vows. The edict of the Circle demands their voices be silenced."
—Syr Tasdale, knight of Ardenvale
Flying
No one is so lost that a faerie can't find them.
Target creature gets +2/+1 and gains flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
No one is so lost that a faerie can't find them.
As long as you control an artifact or enchantment, this creature has flying.
"The white fox grinned. 'How about a bet, dragon? If I win, the skies are mine.' After he stopped laughing, the dragon agreed."
—Tales of the Fae
Creatures you control get +0/+1.
When this enchantment enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
"To the king, to the Circle, and to the realm! And to not dying."
, : Tap target creature.
"What size advantage? They never even see me coming."
Destroy target creature with power 4 or greater. (Then exile this card. You may cast the creature later from exile.)
"What size advantage? They never even see me coming."
When this artifact enters, exile target creature an opponent controls with mana value 3 or less until this artifact leaves the battlefield.
Fate will decide whether it's a bed or a tomb.
When this enchantment enters, each player gains 5 life and draws a card.
At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Flying
Non-Archon creatures have base power and toughness 3/3.
When this creature enters, create two 1/1 white Human creature tokens.
First among equals.
Flying, lifelink
Creatures entering or dying don't cause abilities to trigger.
"Let's begin this conversation again, and this time you will only listen."
"What good is loyalty to the crown if we are not also in service to those less fortunate? I fight for all of us."
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever a white creature you control attacks, you gain 1 life.
"Until my last breath, I will defend the realm."
Vigilance
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the creature later from exile.)
Flying
Each creature you control that has an Adventure enters with an additional +1/+1 counter on it. (It doesn't need to have gone on the adventure first.)
For good or ill, most fae can't resist meddling in the adventures of any knight they meet.
Outflank deals damage to target attacking or blocking creature equal to the number of creatures you control.
"With the drum of hooves and a flash of blades, the monster's terrifying roar changed to a cry of fear."
—Legend of the Gilded Knights
Flying
"I wrote these tales with a quill made from a griffin's feather. And the winning of that feather is quite a tale itself."
—Chulane, Teller of Tales
Create two 1/1 white Human creature tokens.
Adamant — If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.
"If you're as loyal as you claim, now is the time to show it."
—Queen Linden of Ardenvale
Vigilance
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
Target blocking creature gets +7/+7 until end of turn.
Syr Damon looked at the dragon and saw the faces of every innocent it had devoured. Suddenly, his sword blazed like the sun.
Not all heroes carry swords.
Return target permanent you control to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
Not all heroes carry swords.
Flash
When this Equipment enters, attach it to target Knight you control.
Equipped creature gets +0/+2 and has vigilance.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Put a +1/+1 counter on each creature you control.
Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.
Tempered by fire and united in virtue, the knights of Ardenvale fight with a single, unbreakable will.
Beacons along the borderlands are lit at any incursion from the wilds.
Target creature gets +2/+2 until end of turn. Untap it. (Then exile this card. You may cast the creature later from exile.)
Beacons along the borderlands are lit at any incursion from the wilds.
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Syr Alin attacks, other creatures you control get +1/+1 until end of turn.
"The realm must never yield to the chaos of the wilds."
Enchant creature without flying
Enchanted creature can't attack or block, and its activated abilities can't be activated.
"At least up here I have some peace and quiet."
Exile target artifact or enchantment.
Draw a card.
"Be careful, dear. Some people deserve their curses."
—Marawen, barrow witch
When this creature dies, put a +1/+1 counter on target Knight you control.
"May this blade guide you on your great journey, as it did me on mine."
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
Every Ardenvale aspirant must step through the flame. Their honor determines whether they burn or shine.
First strike
"In the wilds, your true training will begin."
—Syr Alin, the Lion's Claw
Flying
A true puppet master has no need for strings.
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on it.
A true puppet master has no need for strings.
Flash
Flying
This creature can block only creatures with flying.
Return target nonland permanent an opponent controls to its owner's hand.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When this creature enters, untap target artifact or creature you control.
Castle Vantress has no locks on its doors, but interlopers rarely make it past the foyer.
Counter target spell. Its controller mills three cards.
"If you're in our home, we expect you to mind your manners."
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Flying
, Discard two cards: Return this creature to its owner's hand.
You may reveal a noncreature card you own from outside the game and put it into your hand.
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
History may be written by the triumphant, but it's often rewritten by the troublesome.
Players have no maximum hand size.
, : Each player draws X cards.
, : Each opponent mills cards equal to the number of cards in their hand.
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1. (It loses all other card types and creature types.)
That gnat was still hovering by the venison, and now both looked delicious.
When Gadwick enters, draw X cards.
Whenever you cast a blue spell, tap target nonland permanent an opponent controls.
His name is spoken only in whispers—but he hears just the same.
Flying
Counter target spell with mana value 3 or less. (Then exile this card. You may cast the creature later from exile.)
This spell costs less to cast if an opponent has seven or more cards in their graveyard.
Draw four cards.
The boundary between real and imaginary is as thin as the page, and just as easily torn.
This spell costs less to cast for each instant and sorcery card in your graveyard.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
Equipped creature gets +1/+2.
Whenever you draw your second card each turn, attach this Equipment to target creature you control.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Merfolk curiosity usually has dire consequences, but rarely for the merfolk.
Target player mills four cards. (Then exile this card. You may cast the creature later from exile.)
Merfolk curiosity usually has dire consequences, but rarely for the merfolk.
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
You may have this enchantment enter as a copy of any artifact or enchantment on the battlefield.
"Share your darkest secret and the Mirror will reveal your soul's essence."
—Ceri, royal mirrorkeeper
Whenever this creature attacks, another target attacking non-Human creature can't be blocked this turn.
The fae raised the turtle from a tiny hatchling. They taught it whom to ferry—and whom to drown.
When this creature enters, if you control an artifact or enchantment, return target creature an opponent controls to its owner's hand.
They comb the shallows of Lochmere for relics of a bygone era. And if they happen upon a lone traveler, all the better.
This spell costs less to cast if it targets a blue spell.
Counter target spell unless its controller pays .
"Poor, lost mage. Your feet are on land, yet you're in over your head, aren't you?"
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
"Sometimes the hardest choice is between two wonders."
—Gadwick, the Wizened
When this creature enters, each opponent mills two cards. Then you scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)