Enchant creature Enchanted creature can't be blocked by creatures with power 3 or greater. Sacrifice this Aura: The next time a source of your choice would deal damage to enchanted creature this turn, prevent that damage.
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, this creature gets +2/+2 and gains flying and vigilance until end of turn.
Those kitsune trained in the blade preferred to fight with a blade-catching jitte in the off hand, buying them just enough time to deliver the first deadly cut.
{T}: Prevent the next 1 damage that would be dealt to any target this turn. {T}: Prevent all damage that would be dealt to target legendary creature this turn.
When Kitt Kanto enters, create a 1/1 green and white Citizen creature token. At the beginning of combat on each player's turn, you may tap two untapped creatures you control. When you do, target creature that player controls gets +2/+2 and gains trample until end of turn. Goad that creature.
Kiyomaro's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.
{T}: Target creature gets +2/+2 until end of turn. When that creature leaves the battlefield this turn, sacrifice this creature. Activate only during combat.
The winged helms of the Guard are put on for pageants—but taken off for war.