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Commander
Knightlifelink (Damage dealt by Knights you control also causes you to gain that much life.) {W}: Syr Cadian gains vigilance until end of turn. Activate only from sunrise to sunset. {B}: Syr Cadian gains flying until end of turn. Activate only from sunset to sunrise.
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Commander
2.1 Knight
Flying, myriad Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
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Whenever you cast a silver-bordered spell, put a +1/+1 counter on this creature. Whenever you cast a black-bordered spell, this creature can't be blocked this turn. Whenever you cast a white-bordered spell, this creature gains double strike until end of turn.
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First strike {1}{W}, Do the Hokey Pokey: Prevent all damage a source of your choice would deal to this creature this turn. (To do the Hokey Pokey, choose an arm, a leg, or your whole self and put it in. Put it out. Put it in. Shake it all about. You do the Hokey Pokey! Turn yourself around.)
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2.1 Knight
3.1 Death Matters
3.1 Death Matters
4.11 Contraptions Matter
4.11 Contraptions Matter
1.1 Ramp
1.1 Ramp
1.5 Protection
1.5 Protection
2.11 Knight Matters
2.11 Knight Matters
3.2 Sac Outlet
3.2 Sac Outlet
4.2 Artifacts Matter
4.2 Artifacts Matter
1.2 Card Advantage
1.2 Card Advantage
2.2 Life Gain
Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
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2.2 Life Gain
3.3 Buff
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics. Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process. Equip {2}
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3.3 Buff
1.3 Removal
1.3 Removal
1.7 Lands
1.7 Lands
2.21 Life Gain Matters
Ward—Pay 3 life. Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
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(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
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2.21 Life Gain Matters
4.1 Contraptions
4.1 Contraptions
Sideboard
Sideboard
Deck Info
Deck stats
Deck Tokens & Extras (11)
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