29335 cards found
Knight of the Skyward Eye

Knight of the Skyward Eye {1}{W}

Creature - Human Knight
{3}{G}: Knight of the Skyward Eye gets +3/+3 until end of turn. Activate only once each turn.
The Order of the Skyward Eye does the bidding of an evil force, unwittingly stirring fear and mistrust across Bant in accordance with his plans.
2/2
Knight of the Stampede

Knight of the Stampede {3}{G}

Creature - Human Knight
Dinosaur spells you cast cost {2} less to cast.
"My whisper becomes a thousand roars."
2/4
  • Rivals of Ixalan
Knight of the Tusk

Knight of the Tusk {4}{W}{W}

Creature - Human Knight
Vigilance
"Horse? Who needs a horse?"
3/7
Knight's Pledge

Knight's Pledge {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
"As long as my faith persists, so shall I."
Knighted Myr

Knighted Myr {2}{W}

Artifact Creature - Myr Knight
{2}{W}: Adapt 1.
Whenever one or more +1/+1 counters are put on Knighted Myr, it gains double strike until end of turn.
"This one fights like a leonin!"
—Jor Kadeen
2/2
Knights of Dol Amroth

Knights of Dol Amroth {3}{U}

Creature - Human Knight
Whenever you draw your second card each turn, put a +1/+1 counter on Knights of Dol Amroth.
And so the companies came and were hailed and cheered and passed through the Gate.
3/3
  • The Lord of the Rings: Tales of Middle-earth 59 432 510
Know Evil

Know Evil

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.
  • Archenemy: Nicol Bolas Schemes
Know Naught but Fire

Know Naught but Fire

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.
"Cranial explosions for everyone. Still planning to outthink my dragons?"
  • Archenemy Schemes
Kobold Warcaller

Kobold Warcaller {R}

Creature - Kobold
{T}: Choose a creature card in your hand. It perpetually gains haste.
1/1
  • Alchemy Horizons: Baldur's Gate
Kobolds of Kher Keep

Kobolds of Kher Keep {0}

Creature - Kobold
(Color indicator: Kobolds of Kher Keep is red)
Kher Keep is unique among fortresses: impervious to aerial assault but defenseless from the ground.
0/1
Related cards: Kher Keep Prossh, Skyraider of Kher Rohgahh of Kher Keep Rohgahh, Kher Keep Overlord Rosnakht, Heir of Rohgahh
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
Koilos Roc

Koilos Roc {4}{U}

Creature - Bird
Flash
Flying
When Koilos Roc enters the battlefield, create a tapped Powerstone token.
3/3
  • The Brothers' War
Kolaghan Aspirant

Kolaghan Aspirant {1}{R}

Creature - Human Warrior
Whenever Kolaghan Aspirant becomes blocked by a creature, Kolaghan Aspirant deals 1 damage to that creature.
She answers the call of the Crave, the desire for battle sated only by bloodshed.
2/1
  • Dragons of Tarkir
Kolaghan Skirmisher

Kolaghan Skirmisher {1}{B}

Creature - Human Warrior
Dash {2}{B}
Kolaghan's army rushes from kill to kill, desperate to avoid the dragon's wrath.
2/2
  • Dragons of Tarkir
Kolaghan Stormsinger

Kolaghan Stormsinger {R}

Creature - Human Shaman
Haste
Megamorph {R}
When Kolaghan Stormsinger is turned face up, target creature gains haste until end of turn.
1/1
Koma's Faithful

Koma's Faithful {2}{B}

Creature - Elf Cleric
Lifelink
When Koma's Faithful dies, each player mills three cards.
"Great Serpent, hear my song! We wait, our faith unshaken, for your glorious return."
3/1
  • Kaldheim
Kor Cartographer

Kor Cartographer {3}{W}

Creature - Kor Scout
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Kor have no concept of exploration. They return to homelands forgotten.
2/2
Kor Castigator

Kor Castigator {1}{W}

Creature - Kor Wizard Ally
Kor Castigator can't be blocked by Eldrazi Scions.
"He told us not to worry, and he walked into the cavern. The swirling mass of Eldrazi parted to admit him, then closed in his wake."
—Akiri, kor line-slinger
3/1
  • Battle for Zendikar
Kor Celebrant

Kor Celebrant {2}{W}

Creature - Kor Cleric
Whenever Kor Celebrant or another creature enters the battlefield under your control, you gain 1 life.
"The landbind ritual connects us to our sacred sites. More importantly, it binds us with every other kor who has visited here, through countless generations."
1/4
  • Zendikar Rising
Kor Halberd

Kor Halberd {W}

Artifact - Equipment
Equipped creature gets +1/+1 and has vigilance.
Equip {1}
An ancient weapon for a modern war.
  • March of the Machine
Kor Hookmaster

Kor Hookmaster {2}{W}

Creature - Kor Soldier
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
"For us, a rope represents the ties that bind the kor. For you, it's more literal."
2/2
Kor Line-Slinger

Kor Line-Slinger {1}{W}

Creature - Kor Scout
{T}: Tap target creature with power 3 or less.
"I tried to tell her to stay behind, that this fight was too dangerous. I spent the next hour tied to the rafters."
—Zahr Gada, Halimar expedition leader
0/1
  • Rise of the Eldrazi
Kor Outfitter

Kor Outfitter {W}{W}

Creature - Kor Soldier
When Kor Outfitter enters the battlefield, you may attach target Equipment you control to target creature you control.
"We take only what we need to survive. Believe me, you will need this."
2/2
Kor Sanctifiers

Kor Sanctifiers {2}{W}

Creature - Kor Cleric
Kicker {W}
When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment.
"Why keep such trinkets? They only add weight to your travels."
2/3
Kor Scythemaster

Kor Scythemaster {2}{W}

Creature - Kor Soldier Ally
Kor Scythemaster has first strike as long as it's attacking.
The kor of Zendikar are known for quiet determination in the face of overwhelming odds.
3/1
  • Oath of the Gatewatch