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61 – 90 of 90 cards where the card types include “knight” and the color identity ≤ BW and the colors ≥ B

Oathsworn Knight {1}{B}{B}

Creature — Human Knight

Oathsworn Knight enters the battlefield with four +1/+1 counters on it.

Oathsworn Knight attacks each combat if able.

If damage would be dealt to Oathsworn Knight while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from it.

0/0
Oathsworn Vampire {1}{B}

Creature — Vampire Knight

Oathsworn Vampire enters the battlefield tapped.

You may cast Oathsworn Vampire from your graveyard if you gained life this turn.

2/2
Order of Midnight {1}{B}

Creature — Human Knight

Flying

Order of Midnight can’t block.

2/2
Alter Fate {1}{B}

Sorcery — Adventure

Return target creature card from your graveyard to your hand. (Then exile this card. You may cast the creature later from exile.)

Order of Sacred Dusk {6}{W}{B}

Creature — Vampire Knight

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature’s color.)

Flying, lifelink, haste

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Other Vampires you control have exalted.

5/5
Order of the Ebon Hand {B}{B}

Creature — Cleric Knight

Protection from white

{B}: Order of the Ebon Hand gains first strike until end of turn.

{B}{B}: Order of the Ebon Hand gets +1/+0 until end of turn.

2/1
Order of Yawgmoth {2}{B}{B}

Creature — Phyrexian Zombie Knight

Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)

Whenever Order of Yawgmoth deals damage to a player, that player discards a card.

2/2
Phyrexian Crusader {1}{B}{B}

Creature — Phyrexian Zombie Knight

First strike, protection from red and from white

Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

2/2
Queen's Bay Paladin {3}{B}{B}

Creature — Vampire Knight

Whenever Queen’s Bay Paladin enters the battlefield or attacks, return up to one target Vampire card from your graveyard to the battlefield with a finality counter on it. You lose life equal to its mana value. (If a creature with a finality counter on it would die, exile it instead.)

5/4
Raddic, Tal Zealot {2}{W}{B}

Legendary Creature — Human Knight

Hexproof from white and from black

Whenever one or more Knights you control attack, draft a card from Raddic, Tal Zealot’s spellbook.

4/4
Resolute Rider {W/B}{W/B}{W/B}{W/B}

Creature — Human Knight

{W/B}{W/B}: Resolute Rider gains lifelink until end of turn.

{W/B}{W/B}{W/B}: Resolute Rider gains indestructible until end of turn. (Damage and effects that say “destroy” don’t destroy it.)

4/2
Ria Ivor, Bane of Bladehold {2}{W}{B}

Legendary Creature — Phyrexian Knight

Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)

At the beginning of combat on your turn, the next time target creature would deal combat damage to one or more players this combat, prevent that damage. If damage is prevented this way, create that many 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and “This creature can’t block.”

3/4
Ringwraiths {4}{B}{B}

Creature — Wraith Knight

When Ringwraiths enters the battlefield, target creature an opponent controls gets -3/-3 until end of turn. If that creature is legendary, its controller loses 3 life.

When the Ring tempts you, return Ringwraiths from your graveyard to your hand.

5/5
Sanctum Seeker {2}{B}{B}

Creature — Vampire Knight

Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.

3/4
Sanguine Guard {1}{B}{B}

Creature — Phyrexian Zombie Knight

First strike

{1}{B}: Regenerate Sanguine Guard.

2/2
Sarevok, Deathbringer {3}{B}

Legendary Creature — Human Knight

At the beginning of each player’s end step, if no permanents left the battlefield this turn, that player loses X life, where X is Sarevok’s power.

Choose a Background (You can have a Background as a second commander.)

3/4
Sarevok the Usurper {3}{B}

Legendary Creature — Human Knight

Specialize {3}

At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.

3/3
Shadow Rider {2}{B}{B}

Creature — Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

3/3
Skulking Knight {2}{B}

Creature — Zombie Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

When Skulking Knight becomes the target of a spell or ability, sacrifice it.

3/3
Smitten Swordmaster {1}{B}

Creature — Human Knight

Lifelink

2/1
Curry Favor {B}

Sorcery — Adventure

You gain X life and each opponent loses X life, where X is the number of Knights you control.

Stillmoon Cavalier {1}{W/B}{W/B}

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
Stromgald Cabal {1}{B}{B}

Creature — Human Knight

{T}, Pay 1 life: Counter target white spell.

2/2
Stromgald Crusader {B}{B}

Creature — Zombie Knight

Protection from white

{B}: Stromgald Crusader gains flying until end of turn.

{B}{B}: Stromgald Crusader gets +1/+0 until end of turn.

2/1
Syr Konrad, the Grim {3}{B}{B}

Legendary Creature — Human Knight

Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent.

{1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.)

5/4
Tresserhorn Skyknight {5}{B}{B}

Creature — Zombie Knight

Flying

Prevent all damage that would be dealt to Tresserhorn Skyknight by creatures with first strike.

5/3
Triumphant Adventurer {W}{B}

Creature — Human Knight

Deathtouch

As long as it’s your turn, Triumphant Adventurer has first strike.

Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.)

1/1
Vito's Inquisitor {3}{B}

Creature — Vampire Knight

{B}, Sacrifice another creature or artifact: Put a +1/+1 counter on Vito’s Inquisitor. It gains menace until end of turn.

3/3
Vona, Butcher of Magan {3}{W}{B}

Legendary Creature — Vampire Knight

Vigilance, lifelink

{T}, Pay 7 life: Destroy target nonland permanent. Activate only during your turn.

4/4
Voracious Vampire {2}{B}

Creature — Vampire Knight

Menace

When Voracious Vampire enters the battlefield, target Vampire you control gets +1/+1 and gains menace until end of turn.

2/2
Western Paladin {2}{B}{B}

Creature — Phyrexian Zombie Knight

{B}{B}, {T}: Destroy target white creature.

3/3
Wintermoor Commander {W}{B}

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/*

Their mind whirled with grand plans, never thinking of what might happen if they got to the end of the list.

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