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1 – 60 of 66 cards where the card types include “knight” and the color identity ≤ RW and the colors ≥ R

Adriana, Captain of the Guard {3}{R}{W}

Legendary Creature — Human Knight

Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)

Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)

4/4
Armory Paladin {1}{R}{W}

Creature — Human Knight

Trample

Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.

3/3
Blazing Blade Askari {2}{R}

Creature — Human Knight

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

{2}: Blazing Blade Askari becomes colorless until end of turn.

2/2
Bloodcrusher of Khorne {3}{R}

Creature — Demon Knight

Trample

Devastating Charge — Other creatures you control have trample.

3/3
Blood Knight {R}{R}

Creature — Human Knight

First strike, protection from white

2/2
Bloodsworn Steward {2}{R}{R}

Creature — Vampire Knight

Flying

Commander creatures you control get +2/+2 and have haste.

4/4
Bogardan Lancer {1}{R}

Creature — Human Knight

Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)

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

1/1
Bold Impaler {R}

Creature — Vampire Knight

{2}{R}: Bold Impaler gets +2/+0 until end of turn.

1/2
Burning Shield Askari {2}{R}

Creature — Human Knight

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

{R}{R}: Burning Shield Askari gains first strike until end of turn.

2/2
Burning Sun Cavalry {1}{R}

Creature — Human Knight

Whenever Burning Sun Cavalry attacks or blocks while you control a Dinosaur, Burning Sun Cavalry gets +1/+1 until end of turn.

2/2
Burning-Yard Trainer {4}{R}

Creature — Human Knight

Trample, haste

When Burning-Yard Trainer enters the battlefield, another target Knight you control gets +2/+2 and gains trample and haste until end of turn.

3/3
Cavalier of Flame {2}{R}{R}{R}

Creature — Elemental Knight

{1}{R}: Creatures you control get +1/+0 and gain haste until end of turn.

When Cavalier of Flame enters the battlefield, discard any number of cards, then draw that many cards.

When Cavalier of Flame dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.

6/5
Crimson Honor Guard {3}{R}{R}

Creature — Vampire Knight

Trample

At the beginning of each player’s end step, Crimson Honor Guard deals 4 damage to that player unless they control a commander.

4/5
Defender of Chaos {2}{R}

Creature — Human Knight

Flash

Protection from white

2/1
Embereth Paladin {3}{R}

Creature — Human Knight

Haste

Adamant — If at least three red mana was spent to cast this spell, Embereth Paladin enters the battlefield with a +1/+1 counter on it.

4/1
Embereth Shieldbreaker {1}{R}

Creature — Human Knight

2/1
Battle Display {R}

Sorcery — Adventure

Destroy target artifact. (Then exile this card. You may cast the creature later from exile.)

Embereth Skyblazer {3}{R}

Creature — Human Knight

As long as it’s your turn, Embereth Skyblazer has flying.

Whenever Embereth Skyblazer attacks, you may pay {2}{R}. If you do, creatures you control get +X/+0 until end of turn, where X is the number of opponents you have.

4/3
Embereth Veteran {R}

Creature — Human Knight

{1}, Sacrifice Embereth Veteran: Create a Young Hero Role token attached to another target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature has “Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.”)

2/1
Éomer, Marshal of Rohan {2}{R}{R}

Legendary Creature — Human Knight

Haste

Whenever one or more other attacking legendary creatures you control die, untap all creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn.

4/4
Éomer of the Riddermark {4}{R}

Legendary Creature — Human Knight

Haste

Whenever Éomer of the Riddermark attacks, if you control a creature with the greatest power among creatures on the battlefield, create a 1/1 white Human Soldier creature token.

5/4
Éowyn, Fearless Knight {2}{R}{W}

Legendary Creature — Human Knight

Haste

When Éowyn, Fearless Knight enters the battlefield, exile target creature an opponent controls with greater power. Legendary creatures you control gain protection from each of that creature’s colors until end of turn.

3/4
Fervent Cathar {2}{R}

Creature — Human Knight

Haste

When Fervent Cathar enters the battlefield, target creature can’t block this turn.

2/1
Fervent Champion {R}

Creature — Human Knight

First strike, haste

Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn.

Equip abilities you activate that target Fervent Champion cost {3} less to activate.

1/1
Fireborn Knight {R/W}{R/W}{R/W}{R/W}

Creature — Human Knight

Double strike

{R/W}{R/W}{R/W}{R/W}: Fireborn Knight gets +1/+1 until end of turn.

2/3
Goblin Roughrider {2}{R}

Creature — Goblin Knight

3/2
Hanweir Lancer {2}{R}

Creature — Human Knight

Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)

As long as Hanweir Lancer is paired with another creature, both creatures have first strike.

2/2
Hero of Oxid Ridge {2}{R}{R}

Creature — Human Knight

Haste

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

Whenever Hero of Oxid Ridge attacks, creatures with power 1 or less can’t block this turn.

4/2
Hobgoblin Dragoon {2}{R/W}

Creature — Goblin Knight

Flying, first strike

1/2
Imodane's Recruiter {2}{R}

Creature — Human Knight

When Imodane’s Recruiter enters the battlefield, creatures you control get +1/+0 and gain haste until end of turn.

2/2
Train Troops {4}{W}

Sorcery — Adventure

Create two 2/2 white Knight creature tokens with vigilance. (Then exile this card. You may cast the creature later from exile.)

Imodane, the Pyrohammer {2}{R}{R}

Legendary Creature — Human Knight

Whenever an instant or sorcery spell you control that targets only a single creature deals damage to that creature, Imodane deals that much damage to each opponent.

4/4
Inspiring Veteran {R}{W}

Creature — Human Knight

Other Knights you control get +1/+1.

2/2
Inti, Seneschal of the Sun {1}{R}

Legendary Creature — Human Knight

Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.

Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.

2/2
Kessig Wolfrider {R}

Creature — Human Knight

Menace

{2}{R}, {T}, Exile three cards from your graveyard: Create a 3/2 red Wolf creature token.

1/2
Knight Rampager {4}{R}

Artifact Creature — Knight

Trample

Frenzied Rampage — At the beginning of combat on your turn, choose an opponent at random. Knight Rampager attacks that player this combat if able.

When Knight Rampager dies, it deals 4 damage to target opponent chosen at random.

6/5
Márton Stromgald {2}{R}{R}

Legendary Creature — Human Knight

Whenever Márton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Márton Stromgald.

Whenever Márton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Márton Stromgald.

1/1
Merry, Esquire of Rohan {R}{W}

Legendary Creature — Halfling Knight

Haste

Merry, Esquire of Rohan has first strike as long as it’s equipped.

Whenever you attack with Merry and another legendary creature, draw a card.

2/2
Minecart Daredevil {2}{R}

Creature — Dwarf Knight

4/2
Ride the Rails {1}{R}

Instant — Adventure

Target creature gets +2/+1 until end of turn. (Then exile this card. You may cast the creature later from exile.)

Mounted Dreadknight {4}{R}

Creature — Vampire Knight

Trample

Mounted Dreadknight enters the battlefield with a +1/+1 counter on it if an opponent lost life this turn.

5/4
Ogre Errant {3}{R}

Creature — Ogre Knight

Whenever Ogre Errant attacks, another target attacking Knight gains menace until end of turn. (It can’t be blocked except by two or more creatures.)

3/4
Paladin Elizabeth Taggerdy {1}{R}{W}

Legendary Creature — Human Knight

Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy’s power.

3/2
Raging Redcap {2}{R}

Creature — Goblin Knight

Double strike

1/2
Relentless Rohirrim {3}{R}

Creature — Human Knight

When Relentless Rohirrim enters the battlefield, the Ring tempts you.

4/3
Rem Karolus, Stalwart Slayer {1}{R}{W}

Legendary Creature — Human Knight

Flying, haste

If a spell would deal damage to you or another permanent you control, prevent that damage.

If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.

2/3
Riders of Rohan {3}{R}{W}

Creature — Human Knight

When Riders of Rohan enters the battlefield, create two 2/2 red Human Knight creature tokens with trample and haste.

Dash {4}{R}{W} (You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)

4/4
Riders of the Mark {6}{R}

Creature — Human Knight

This spell costs {1} less to cast for each Human you control.

Trample, haste

At the beginning of your end step, if Riders of the Mark attacked this turn, return it to its owner’s hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.

7/4
Rimrock Knight {1}{R}

Creature — Dwarf Knight

Rimrock Knight can’t block.

3/1
Boulder Rush {R}

Instant — Adventure

Target creature gets +2/+0 until end of turn. (Then exile this card. You may cast the creature later from exile.)

Rohirrim Chargers {2}{R}{W}

Creature — Human Knight

You may exert Rohirrim Chargers as it attacks. (It won’t untap during your next untap step.)

Whenever you exert a creature, reveal cards from the top of your library until you reveal an Equipment card. Put that card onto the battlefield attached to that creature, then put the rest on the bottom of your library in a random order.

4/4
Rohirrim Lancer {R}

Creature — Human Knight

Menace (This creature can’t be blocked except by two or more creatures.)

When Rohirrim Lancer dies, the Ring tempts you.

1/1
Rowan's Battleguard {3}{R}

Creature — Human Knight

First strike

As long as you control a Rowan planeswalker, Rowan’s Battleguard gets +3/+0.

3/3
Rowan's Stalwarts {4}{R}

Creature — Human Knight

When Rowan’s Stalwarts enters the battlefield, you may search your library and/or graveyard for a card named Rowan, Fearless Sparkmage, reveal it, and put it into your hand. If you search your library this way, shuffle.

5/2
Searing Spear Askari {2}{R}

Creature — Human Knight

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

{1}{R}: Searing Spear Askari gains menace until end of turn. (It can’t be blocked except by two or more creatures.)

2/2
Sentinel Sarah Lyons {3}{R}{W}

Legendary Creature — Human Knight

Haste

As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.

Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.

4/4
Skewer Slinger {1}{R}

Creature — Dwarf Knight

Reach

Whenever Skewer Slinger blocks or becomes blocked by a creature, Skewer Slinger deals 1 damage to that creature.

1/3
Skyknight Legionnaire {1}{R}{W}

Creature — Human Knight

Flying, haste

2/2
Skyknight Vanguard {R}{W}

Creature — Human Knight

Flying

Whenever Skyknight Vanguard attacks, create a 1/1 white Soldier creature token that’s tapped and attacking.

1/2
Sunrise Cavalier {1}{R}{W}

Creature — Human Knight

Trample, haste

If it’s neither day nor night, it becomes day as Sunrise Cavalier enters the battlefield.

Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.

3/3
Suq'Ata Lancer {2}{R}

Creature — Human Knight

Haste

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

2/2
Syr Carah, the Bold {3}{R}{R}

Legendary Creature — Human Knight

Whenever Syr Carah, the Bold or an instant or sorcery spell you control deals damage to a player, exile the top card of your library. You may play that card this turn.

{T}: Syr Carah deals 1 damage to any target.

3/3
Telim'Tor {4}{R}

Legendary Creature — Human Knight

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

Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.

2/2
Tilonalli's Knight {1}{R}

Creature — Human Knight

Whenever Tilonalli’s Knight attacks, if you control a Dinosaur, Tilonalli’s Knight gets +1/+1 until end of turn.

2/2
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