4956 cards found
Kjeldoran Knight

Kjeldoran Knight {W}{W}

Creature - Human Knight
Banding
{1}{W}: Kjeldoran Knight gets +1/+0 until end of turn.
{W}{W}: Kjeldoran Knight gets +0/+2 until end of turn.
"Those who do not ride the wind on Aesthir still command loyalty and respect."
—Arna Kennerüd, Skyknight
1/1
  • Ice Age
Kjeldoran Outrider

Kjeldoran Outrider {1}{W}

Creature - Human Soldier
{W}: Kjeldoran Outrider gets +0/+1 until end of turn.
"I listen to people. He sniffs the wind. And we both sense something big coming. Something very big."
2/2
  • Coldsnap
Kjeldoran Phalanx

Kjeldoran Phalanx {5}{W}

Creature - Human Soldier
First strike; banding
"There's nothing I like better than watching a street full of soldiers kicking down the doors of the guilty and the impure."
—Avram Garrisson, Leader of the Knights of Stromgald
2/5
  • Ice Age
Kjeldoran Pride

Kjeldoran Pride {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2.
{2}{U}: Attach Kjeldoran Pride to target creature other than enchanted creature.
  • Coldsnap Theme Decks
  • Alliances 9a 9b
Kjeldoran Royal Guard

Kjeldoran Royal Guard {3}{W}{W}

Creature - Human Soldier
{T}: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead.
Upon the frozen tundra stand the Kjeldoran Royal Guard, pikes raised, with the king's oath upon their lips.
2/5
Kjeldoran Skyknight

Kjeldoran Skyknight {2}{W}

Creature - Human Knight
Flying; first strike; banding
"My Aesthir is my most trusted ally. We fight as one and live as one, and we will die as one."
—Arna Kennerüd, Skyknight
1/1
  • Ice Age
Kjeldoran War Cry

Kjeldoran War Cry {1}{W}

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.
King Darien's breath crystallized and fell to the frozen battlefield, but its command carried true to all soldiers of New Argive.
  • Coldsnap
Kjeldoran Warrior

Kjeldoran Warrior {W}

Creature - Human Warrior
Banding
"Give me a thousand such Warriors and I could change the world."
—Avram Garrisson, Leader of the Knights of Stromgald
1/1
  • Ice Age
Knight Errant

Knight Errant {1}{W}

Creature - Human Knight
Knights are quick to pledge their loyalty and even quicker to charge into battle.
2/2
Knight of Dusk

Knight of Dusk {1}{B}{B}

Creature - Human Knight
{B}{B}: Destroy target creature blocking Knight of Dusk.
"Challenge me with your strongest. I will paint my sword with their blood."
2/2
Knight of Valor

Knight of Valor {2}{W}

Creature - Human Knight
Flanking
{1}{W}: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Activate only once each turn.
2/2
  • Visions
Knight of the Mists

Knight of the Mists {2}{U}

Creature - Human Knight
Flanking
When Knight of the Mists enters, you may pay {U}. If you don't, destroy target Knight and it can't be regenerated.
Fear the mists, for they are armed.
2/2
Knighthood

Knighthood {2}{W}

Enchantment
Creatures you control have first strike.
Kings don't make knights. Actions do.
Knights of Thorn

Knights of Thorn {3}{W}

Creature - Human Knight
Protection from red; banding
"With a great cry, the Goblin host broke and ran as the first wave of Knights penetrated its ranks."
—Tivadar of Thorn, History of the Goblin Wars
2/2
Kodama of the Center Tree

Kodama of the Center Tree {4}{G}

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.
*/*
  • Betrayers of Kamigawa
Kodama of the North Tree

Kodama of the North Tree {2}{G}{G}{G}

Legendary Creature - Spirit
Trample
Shroud
"The monks of the North Tree rarely saw their kodama until the Kami War, when it woke like a slumbering, angry bear."
—"Poem of the Five Trees"
6/4
  • Champions of Kamigawa
Kodama of the South Tree

Kodama of the South Tree {2}{G}{G}

Legendary Creature - Spirit
Whenever you cast a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn.
"The monks of the South Tree had always reveled beneath their kodama's friendly gaze. During the Kami War, this gaze became fierce and full of hate."
—"Poem of the Five Trees"
4/4
  • Champions of Kamigawa
Kodama's Might

Kodama's Might {G}

Instant - Arcane
Target creature gets +2/+2 until end of turn.
Splice onto Arcane {G}
  • Champions of Kamigawa
Konda's Banner

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 {2}
  • Champions of Kamigawa
Konda's Hatamoto

Konda's Hatamoto {1}{W}

Creature - Human Samurai
Bushido 1
As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance.
1/2
  • Champions of Kamigawa
Konda, Lord of Eiganjo

Konda, Lord of Eiganjo {5}{W}{W}

Legendary Creature - Human Samurai
Vigilance, indestructible
Bushido 5
3/3
  • Champions of Kamigawa
Kongming's Contraptions

Kongming's Contraptions {3}{W}

Creature - Human Soldier
{T}: Kongming's Contraptions deals 2 damage to target attacking creature. Activate only during the declare attackers step and only if you've been attacked this step.
2/4
  • Portal Three Kingdoms
Kookus

Kookus {3}{R}{R}

Creature - Djinn
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.
{R}: Kookus gets +1/+0 until end of turn.
3/5
Related card: Keeper of Kookus
  • Visions
Koskun Falls

Koskun Falls {2}{B}{B}

World Enchantment
At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control.
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Related card: Apocalypse Chime
  • Homelands
Koskun Keep

Koskun Keep

Land
{T}: Add {C}.
{1}, {T}: Add {R}.
{2}, {T}: Add {B} or {G}.
Treachery and anarchy make poor partners.
Related card: Apocalypse Chime
  • Homelands