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Denay And Pratoct
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Haytham Kenway
Protection from Assassins
Other Knights you control get +2/+2 and have protection from Assassins.
When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.
Other Knights you control get +2/+2 and have protection from Assassins.
When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.
Legendary Creature - Human Knight

Denay And Pratoct
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draw
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

Monk Class
(Gain the next level as a sorcery to add its ability.)
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
Enchantment - Class

draw
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just good
Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

just good
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Land
Land
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other trigger
other trigger
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ramp
ramp
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Squire
Paladin Class
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Enchantment - Class

Squire
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token creator
token creator
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Good but Exp
Radiant Destiny
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
Enchantment

Research the Deep
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Sorcery

Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Summon: Knights of Round
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
Creature Enchantment - Knight Saga

Good but Exp
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Meh anthem
Meh anthem
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Deck Info
Deck stats
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