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Kjeldoran Dead
 ( 1)
Creature — Skeleton
(3/1)
When Kjeldoran Dead enters the battlefield, sacrifice a creature. : Regenerate Kjeldoran Dead.
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Kjeldoran Elite Guard
  ( 4)
Creature — Human Soldier
(2/2)
: Target creature gets +2/+2 until end of turn. When that creature leaves the battlefield this turn, sacrifice Kjeldoran Elite Guard. Activate this ability only during combat.
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Kjeldoran Escort
   ( 4)
Creature — Human Soldier
(2/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Kjeldoran Frostbeast
   ( 5)
Creature — Elemental Beast
(2/4)
At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast.
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Kjeldoran Gargoyle
  ( 6)
Creature — Gargoyle
(3/3)
Flying, first strike Whenever Kjeldoran Gargoyle deals damage, you gain that much life.
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Kjeldoran Guard
  ( 2)
Creature — Human Soldier
(1/1)
: Target creature gets +1/+1 until end of turn. When that creature leaves the battlefield this turn, sacrifice Kjeldoran Guard. Activate this ability only during combat and only if defending player controls no snow lands.
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Kjeldoran Home Guard
  ( 4)
Creature — Human Soldier
(1/6)
At end of combat, if Kjeldoran Home Guard attacked or blocked this combat, put a -0/-1 counter on Kjeldoran Home Guard and create a 0/1 white Deserter creature token.
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Kjeldoran Javelineer
 ( 1)
Creature — Human Soldier
(1/2)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) : Kjeldoran Javelineer deals damage equal to the number of age counters on it to target attacking or blocking creature.
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Kjeldoran Knight
  ( 2)
Creature — Human Knight
(1/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)  : Kjeldoran Knight gets +1/+0 until end of turn.
 : Kjeldoran Knight gets +0/+2 until end of turn.
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Kjeldoran Outrider
  ( 2)
Creature — Human Soldier
(2/2)
: Kjeldoran Outrider gets +0/+1 until end of turn.
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Kjeldoran Phalanx
  ( 6)
Creature — Human Soldier
(2/5)
First strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Kjeldoran Pride
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2.  : Attach Kjeldoran Pride to target creature other than enchanted creature.
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Kjeldoran Royal Guard
   ( 5)
Creature — Human Soldier
(2/5)
: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead.
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Kjeldoran Skycaptain
  ( 5)
Creature — Human Soldier
(2/2)
Flying; first strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Kjeldoran Skyknight
  ( 3)
Creature — Human Knight
(1/1)
Flying; first strike; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Kjeldoran War Cry
  ( 2)
Instant
Creatures you control get +X/+X until end of turn, where X is 1 plus the number of cards named Kjeldoran War Cry in all graveyards.
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Kjeldoran Warrior
 ( 1)
Creature — Human Warrior
(1/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Knight Exemplar
   ( 3)
Creature — Human Knight
(2/2)
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.)
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Knight of Autumn
   ( 3)
Creature — Dryad Knight
(2/1)
When Knight of Autumn enters the battlefield, choose one — • Put two +1/+1 counters on Knight of Autumn. • Destroy target artifact or enchantment. • You gain 4 life.
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Knight of Cliffhaven
  ( 2)
Creature — Kor Knight
(2/2)
Level up ( : Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 2/3 Flying LEVEL 4+ 4/4 Flying, vigilance
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Knight Of Dawn (Knight of Dawn)
   ( 3)
Creature — Human Knight
(2/2)
First strike  : Knight of Dawn gains protection from the color of your choice until end of turn.
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Knight of Glory
  ( 2)
Creature — Human Knight
(2/1)
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.)
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Knight of Grace
  ( 2)
Creature — Human Knight
(2/2)
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.
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Knight of Infamy
  ( 2)
Creature — Human Knight
(2/1)
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.)
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Knight of Malice
  ( 2)
Creature — Human Knight
(2/2)
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.
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Knight of Meadowgrain
  ( 2)
Creature — Kithkin Knight
(2/2)
First strike Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Knight of New Alara
   ( 4)
Creature — Human Knight
(2/2)
Each other multicolored creature you control gets +1/+1 for each of its colors.
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Knight of Obligation
  ( 4)
Creature — Human Knight
(2/4)
Vigilance Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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Knight of Stromgald
  ( 2)
Creature — Human Knight
(2/1)
Protection from white : Knight of Stromgald gains first strike until end of turn.
 : Knight of Stromgald gets +1/+0 until end of turn.
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Knight of Sursi
  ( 4)
Creature — Human Knight
(2/2)
Flying; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
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Knight of the Hokey Pokey
  ( 2)
Creature — Knight
(2/2)
First strike  , Do the Hokey Pokey: Prevent all damage a source of your choice would deal to Knight of the Hokey Pokey this turn. (To do the Hokey Pokey, put your right foot in. Put your right foot out. Put your right foot in. Shake it all about. Repeat this process for your left foot, right arm, left arm, and whole self.)
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Knight of the Holy Nimbus
  ( 2)
Creature — Human Rebel Knight
(2/2)
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. : Knight of the Holy Nimbus can't be regenerated this turn. Only any opponent may activate this ability.
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Knight of the Mists
  ( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When Knight of the Mists enters the battlefield, you may pay . If you don't, destroy target Knight and it can't be regenerated.
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Knight of the Pilgrim's Road
  ( 3)
Creature — Human Knight
(3/2)
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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Knight of the Reliquary
   ( 3)
Creature — Human Knight
(2/2)
Knight of the Reliquary gets +1/+1 for each land card in your graveyard. , Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle your library.
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Knight of the Skyward Eye
  ( 2)
Creature — Human Knight
(2/2)
 : Knight of the Skyward Eye gets +3/+3 until end of turn. Activate this ability only once each turn.
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Knight of the Tusk
   ( 6)
Creature — Human Knight
(3/7)
Vigilance (Attacking doesn't cause this creature to tap.)
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Knight of the White Orchid
  ( 2)
Creature — Human Knight
(2/2)
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 your library.
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Knight of the Widget
  ( 3)
Artifact Creature — Cyborg Knight
(*/*)
Vigilance Knight of the Widget's power and toughness are each equal to the number of Order of the Widget watermarks among permanents you control.
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Knight of Valor
  ( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)  : Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Activate this ability only once each turn.
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Knight Watch
  ( 5)
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
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Knight-Captain of Eos
  ( 5)
Creature — Human Knight
(2/2)
When Knight-Captain of Eos enters the battlefield, create two 1/1 white Soldier creature tokens. , Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn.
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Knighthood
  ( 3)
Enchantment
Creatures you control have first strike.
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Knightly Valor
  ( 5)
Enchantment — Aura
Enchant creature When Knightly Valor enters the battlefield, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.) Enchanted creature gets +2/+2 and has vigilance.
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Knights of the Black Rose
   ( 5)
Creature — Human Knight
(4/4)
When Knights of the Black Rose enters the battlefield, you become the monarch. Whenever an opponent becomes the monarch, if you were the monarch as the turn began, that player loses 2 life and you gain 2 life.
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Knights of Thorn
  ( 4)
Creature — Human Knight
(2/2)
Protection from red; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Knight's Pledge
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2.
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Knollspine Dragon
   ( 7)
Creature — Dragon
(7/5)
Flying When Knollspine Dragon enters the battlefield, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.
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Knollspine Invocation
   ( 3)
Enchantment
, Discard a card with converted mana cost X: Knollspine Invocation deals X damage to any target.
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Knotvine Paladin
  ( 2)
Creature — Human Knight
(2/2)
Whenever Knotvine Paladin attacks, it gets +1/+1 until end of turn for each untapped creature you control.
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Know Evil
( 0)
Scheme
When you set this scheme in motion, until your next turn, up to one target opponent can't attack with creatures, up to one target opponent can't cast creature spells, and up to one target opponent can't cast noncreature spells. You can't choose any player as a target more than once.
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Know Naught but Fire
( 0)
Scheme
When you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player's hand.
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Knowledge and Power
  ( 5)
Enchantment
Whenever you scry, you may pay . If you do, Knowledge and Power deals 2 damage to any target.
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Knowledge Exploitation
   ( 7)
Tribal Sorcery — Rogue
Prowl  (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Search target opponent's library for an instant or sorcery card. You may cast that card without paying its mana cost. Then that player shuffles their library.
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Knowledge Pool
 ( 6)
Artifact
Imprint — When Knowledge Pool enters the battlefield, each player exiles the top three cards of their library. Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast another nonland card exiled with Knowledge Pool without paying that card's mana cost.
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Knowledge Vault
 ( 4)
Artifact
, : Exile the top card of your library face down.
: Sacrifice Knowledge Vault. If you do, discard your hand, then put all cards exiled with Knowledge Vault into their owner's hand.
When Knowledge Vault leaves the battlefield, put all cards exiled with Knowledge Vault into their owner's graveyard.
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Knucklebone Witch
 ( 1)
Creature — Goblin Shaman
(1/1)
Whenever a Goblin you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on Knucklebone Witch.
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Kobold Drill Sergeant
  ( 2)
Creature — Kobold Soldier
(1/2)
Other Kobold creatures you control get +0/+1 and have trample.
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Kobold Overlord
  ( 2)
Creature — Kobold
(1/2)
First strike Other Kobold creatures you control have first strike.
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Kobold Taskmaster
  ( 2)
Creature — Kobold
(1/2)
Other Kobold creatures you control get +1/+0.
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Kodama of the Center Tree
  ( 5)
Legendary Creature — Spirit
(*/*)
Kodama of the Center Tree's power and toughness are each equal to the number of Spirits you control. Kodama of the Center Tree has soulshift X, where X is the number of Spirits you control. (When this creature dies, you may return target Spirit card with converted mana cost X or less from your graveyard to your hand.)
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Kodama of the North Tree
    ( 5)
Legendary Creature — Spirit
(6/4)
Trample Shroud (This creature can't be the target of spells or abilities.)
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Kodama of the South Tree
   ( 4)
Legendary Creature — Spirit
(4/4)
Whenever you cast a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn.
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Kodama's Might
 ( 1)
Instant — Arcane
Target creature gets +2/+2 until end of turn. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Kodama's Reach
  ( 3)
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.
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Kokusho, the Evening Star
   ( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Kokusho, the Evening Star dies, each opponent loses 5 life. You gain life equal to the life lost this way.
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Kolaghan Aspirant
  ( 2)
Creature — Human Warrior
(2/1)
Whenever Kolaghan Aspirant becomes blocked by a creature, Kolaghan Aspirant deals 1 damage to that creature.
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Kolaghan Forerunners
  ( 3)
Creature — Human Berserker
(*/3)
Trample Kolaghan Forerunners's power is equal to the number of creatures you control. Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Kolaghan Skirmisher
  ( 2)
Creature — Human Warrior
(2/2)
Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Kolaghan Stormsinger
 ( 1)
Creature — Human Shaman
(1/1)
Haste Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Kolaghan Stormsinger is turned face up, target creature gains haste until end of turn.
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Kolaghan, the Storm's Fury
   ( 5)
Legendary Creature — Dragon
(4/5)
Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash   (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Kolaghan's Command
   ( 3)
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.
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Konda, Lord of Eiganjo
   ( 7)
Legendary Creature — Human Samurai
(3/3)
Vigilance, indestructible Bushido 5 (Whenever this creature blocks or becomes blocked, it gets +5/+5 until end of turn.)
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Konda's Banner
 ( 2)
Legendary Artifact — Equipment
Konda's Banner can be attached only to a legendary creature. Creatures that share a color with equipped creature get +1/+1. Creatures that share a creature type with equipped creature get +1/+1. Equip 
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Konda's Hatamoto
  ( 2)
Creature — Human Samurai
(1/2)
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.)
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Kongming's Contraptions
  ( 4)
Creature — Human Soldier
(2/4)
: Kongming's Contraptions deals 2 damage to target attacking creature. Activate this ability only during the declare attackers step and only if you've been attacked this step.
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Kookus
   ( 5)
Creature — Djinn
(3/5)
Trample At the beginning of your upkeep, if you don't control a creature named Keeper of Kookus, Kookus deals 3 damage to you and attacks this turn if able. : Kookus gets +1/+0 until end of turn.
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Kopala, Warden of Waves
   ( 3)
Legendary Creature — Merfolk Wizard
(2/2)
Spells your opponents cast that target a Merfolk you control cost more to cast. Abilities your opponents activate that target a Merfolk you control cost more to activate.
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Kor Aeronaut
  ( 2)
Creature — Kor Soldier
(2/2)
Kicker  (You may pay an additional  as you cast this spell.) Flying When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
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Kor Bladewhirl
  ( 2)
Creature — Kor Soldier Ally
(2/2)
Rally — Whenever Kor Bladewhirl or another Ally enters the battlefield under your control, creatures you control gain first strike until end of turn.
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Kor Cartographer
  ( 4)
Creature — Kor Scout
(2/2)
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle your library.
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Kor Castigator
  ( 2)
Creature — Kor Wizard Ally
(3/1)
Kor Castigator can't be blocked by Eldrazi Scions.
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Kor Chant
  ( 3)
Instant
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.
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Kor Dirge
  ( 3)
Instant
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.
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