Palace Guardian Statue(3)
Artifact Creature — Construct
Defender
At first glance, this statue appears as any other. After finding it standing in a new position, it still appears as any other.
2/4
Illustrated by José Martins Leite
CA01/269
Download Cockatrice files: https://mtg.design/u/ancestral8707/GWY/cockatrice
Artifact Creature — Construct
Defender
At first glance, this statue appears as any other. After finding it standing in a new position, it still appears as any other.
2/4
Illustrated by José Martins Leite
CA01/269
Artifact — Equipment
Equipped creature gets +1/+1.
Equip {1}
Illustrated by André Martuscelli Do Amaral
CA02/269
Artifact — Equipment
Equipped creature gets +2/+0 and has haste.
Equip {2}
Illustrated by Imba Master
CA03/269
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance.
Equip {3}
Illustrated by No artist credit
CA04/269
Artifact — Equipment
Equipped creature gets +3/+3.
Equip {3}
Illustrated by No artist credit
CA05/269
Creature — Human Rogue
Whenever Night Market Lookout becomes tapped, each opponent loses 1 life and you gain 1 life.
1/1
Illustrated by Nicole Cardiff
CB01/269
Creature — Faerie Rogue
Whenever Hinterland Pixie attacks, you may discard a card. If you do, it gets +1/+0 and gains flying until end of turn.
1/1
Illustrated by Jason Behnke
CB02/269
Creature — Human Knight
Whenever Vexing Blackguard attacks, defending player loses 1 life.
2/1
Illustrated by Arman Akopian
CB03/269
Creature — Human Rogue
Menace (This creature can’t be blocked except by two or more creatures.)
Unsavory Bandit enters the battlefield tapped.
2/2
Illustrated by West Studio
CB04/269
Creature — Troll
2/4
Illustrated by Grant Griffin
CB05/269
Creature — Human Shaman
Deathtouch
{B}, {T}: Target player loses 1 life.
1/2
Illustrated by Mikhail Palamarchuk
CB06/269
Creature — Faerie Warrior
Flying
When Nightspring Escort dies, you may return another target creature card from your graveyard to your hand.
2/2
Illustrated by Conor Burke
CB07/269
Creature — Human Knight
Crusade (Whenever this creature attacks, you may tap any number of creatures you control. This creature get +1/+1 until end of turn for each creature tapped this way.)
3/4
Illustrated by Rick Troula
CB08/269
Creature — Troll Warrior
When Duskstrider Troll dies, you may pay {2}{B}. If you do, return it to the battlefield tapped under its owner’s control.
4/3
Illustrated by Russell Marks
CB09/269
Instant
Target creature gets +2/+0 and gains indestructible until end of turn. You lose 2 life.
Illustrated by David Zhou
CB10/269
Instant
Target creature gets -4/-4 until end of turn.
Illustrated by Alicia Ruble
CB11/269
Sorcery
Destroy target tapped creature.
Illustrated by Michael MacRae
CB12/269
Sorcery
Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card.
Illustrated by Joshua Cairós
CB14/269
Sorcery
Return up to two target artifact and/or creature cards from your graveyard to your hand.
Illustrated by Darek Zabrocki
CB15/269
Creature — Aura
Enchant creature
Enchanted creature gets -1/-1 and can’t block.
Illustrated by Claudio Pilia
CB16/269
Creature — Nymph Dryad
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
1/1
Illustrated by Charles Agius
CG01/269
Creature — Elf Druid
{T}: Add {R} or {G} to your mana pool.
1/2
Illustrated by Bruna Richter
CG02/269
Creature — Elf Warrior
As long as you control a Castle, Cliffhurst Sentinel gets +1/+1.
2/2
Illustrated by Anna Verhoog
CG03/269
Creature — Human Knight
When Woodsong Knight enters the battlefield, you gain 1 life for each Forest and Castle you control.
2/2
Illustrated by No artist credit
CG04/269
Creature — Elf Warrior
When Dawnpine Vanguard enters the battlefield, untap target creature.
3/2
Illustrated by Stephen Najarian
CG06/269
Creature — Wolf
4/4
Illustrated by Ben Wootten
CG07/269
Creature — Spider
Flash
Reach
2/3
Illustrated by Michael Antrim
CG08/269
Creature — Elf Knight
Trample
Crusade (Whenever this creature attacks, tap any number of creatures you control. This creature gets +1/+1 until end of turn for each creature tapped this way.)
4/5
Illustrated by Grafit Studio
CG09/269
Instant
Choose one —
• Destroy target creature with flying.
• Destroy target artifact.
Illustrated by Manu Humbert
CG11/269
Sorcery
Search your library for a basic land card or a Castle card, reveal it, put it into your hand, then shuffle your library.
Illustrated by No artist credit
CG12/269
Instant
Target creature gets +2/+2 until end of turn. If you control a Castle, it gains hexproof until end of turn.
Illustrated by Ross Tran
CG13/269
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Illustrated by Diego de Almeida Peres
CG14/269
Sorcery
Target creature you control fights target creature you don’t control. You gain 3 life.
Illustrated by Richard Yang
CG15/269
Sorcery
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
Illustrated by Martin de Diego Sádaba
CG16/269
Artifact — Equipment
Equipped creature gets +2/+2 and has trample.
Equip {G} ({G}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Cedric Cunanan
CG17/269
Land — Castle
{T}: Add {C} to your mana pool.
{T}, Tap an untapped creature you control: Add one mana of any color to your mana pool.
Illustrated by Betocampos
CL01/269
Land — Castle
Riverside Fortress enters the battlefield tapped.
When Riverside Fortress enters the battlefield, you gain 2 life.
{T}: Add {U} to your mana pool.
Illustrated by Dengyijia Liu
CL02/269
Land — Castle
Obsidian Manor enters the battlefield tapped.
When Obsidian Manor enters the battlefield, you gain 2 life.
{T}: Add {B} to your mana pool.
Illustrated by Natalie Bernard
CL03/269
Land — Castle
Crimson Peak Outpost enters the battlefield tapped.
When Crimson Peak Outpost enters the battlefield, you gain 2 life.
{T}: Add {R} to your mana pool.
Illustrated by Raphael Lacoste
CL04/269
Land — Castle
Abergwyn Monastery enters the battlefield tapped.
When Abergwyn Monastery enters the battlefield, you gain 2 life.
{T}: Add {W} to your mana pool.
Illustrated by Sandrine Malus
CL05/269
Land — Castle
Viridian Bastion enters the battlefield tapped.
When Viridian Bastion enters the battlefield, you gain 2 life.
{T}: Add {G} to your mana pool.
Illustrated by Vladek Sakolski
CL05/269
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Illustrated by Lane Brown
CL06/269
Creature — Human Warrior
{2}{R}: Impetuous Fighter gets +2/+0 until end of turn.
1/1
Illustrated by Natalie Bernard
CR01/269
Creature — Elf Archer
Whenever Cliffhurst Archer attacks, it deals 1 damage to each opponent.
2/1
Illustrated by Tomasz Chistowski
CR02/269
Creature — Elf Rogue
When Steelstroke Bandit enters the battlefield, destroy target artifact.
1/1
Illustrated by Arturo Silva
CR03/269
Creature — Elf Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
2/3
Illustrated by Botos Vlad
CR04/269
Creature — Beast
Trample
2/3
Illustrated by Tom Lopez
CR05/269
Creature — Elf Knight
Haste
Crusade (Whenever this creature attacks, tap any number of creatures you control. This creature gets +1/+1 until end of turn for each creature tapped this way.)
2/2
Illustrated by Leonardo Borazio
CR06/269
Creature — Elf Knight
Whenever Cliffhurst Cavalry and another creature attack, Cliffhurst Cavalry gets +2/+0 until end of turn.
3/3
Illustrated by Regen Han
CR06/269
Creature — Human Knight
Menace (This creature can’t be blocked except by two or more creatures.)
Crusade (Whenever this creature attacks, tap any number of creatures you control. This creature get +1/+1 for each creature tapped this way.)
3/3
Illustrated by Timur Kvasov
CR08/269
Creature — Beast
5/4
Illustrated by Arnaud Lonys
CR09/269
Instant
Target attacking creature gets +4/+2 until end of turn. If it’s equipped, it gains trample until end of turn.
Illustrated by Piotr Arendzikowski
CR10/269
Instant
Destroy target Equipment. If that Equipment was attached to a creature, Set Ablaze deals 3 damage to that creature.
Illustrated by Jason Behnke
CR11/269
Instant
Target creature you control deals damage equal to its power to target creature you don’t control.
Illustrated by Nene Klumpe
CR12/269
Sorcery
As an additional cost to cast Tormenting Voice, discard a card.
Draw two cards.
Illustrated by George Evangelista
CR13/269
Instant
Twin Bolt deals 2 damage divided as you choose among one or two target creatures and/or players.
Illustrated by José Vega
CR14/269
Sorcery
Destroy target artifact or land.
Illustrated by Anton Kagounkin Magdalina
CR15/269
Sorcery
Creatures without flying can’t block this turn.
Illustrated by Timi Honkanen
CR16/269
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike.
Equip {R} ({R}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Michael Gauss
CR17/269
Enchantment Creature — Nymph
Duskmere Naiad can’t be blocked as long as you control another enchantment.
2/1
Illustrated by Marzena Nereida Piwowar
CU01/269
Creature — Faerie Rogue
Flying
When Loch Messenger enters the battlefield, scry 2.
1/1
Illustrated by Anthony Francisco
CU02/269
Creature — Merfolk Wizard
{U}, {T}: Target player puts the top two cards of his or her library into his or her graveyard.
1/2
Illustrated by Stephen Garrett Rusk
CU03/269
Creature — Human Knight
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
2/3
Illustrated by Deiv Calviz
CU04/269
Creature — Faerie Soldier
Flying
Whenever Lagoon Vanguard deals combat damage to a player, you may draw a card. If you do, discard a card.
2/1
Illustrated by Arturo Z. Gutierrez
CU05/269
Creature — Fish
2/5
Illustrated by Edvárd Toth
CU06/269
Creature — Spirit
Flash
When Lakemist Spirit enters the battlefield, tap target creature.
3/4
Illustrated by James Zapata
CU07/269
Creature — Serpent
Defender
Tap two other untapped creatures you control: Serpent of the Loch can attack this turn as though it didn’t have defender.
6/6
Illustrated by James Combridge
CU08/269
Instant
Counter target artifact or creature spell.
Illustrated by Tazio Bettin
CU09/269
Instant
Counter target spell. Return target permanent to its owner’s hand.
Illustrated by René Aigner
CU10/269
Instant
Tap target creature and unattach all Equipment from it.
Illustrated by No artist credit
CU11/269
Instant
Tap target creature. It doesn’t untap during its controller’s next untap step.
Draw a card.
Illustrated by Danny Kundzinsh
CU12/269
Instant
Draw two cards. Then discard a card unless you return a land you control to its owner’s hand.
Illustrated by Grzegorz Rutkowski
CU13/269
Sorcery
Return target nonland permanent to its owner’s hand.
Illustrated by Steven Shan
CU14/269
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Illustrated by Vilius Petrauskas
CU15/269
Enchantment — Aura
Enchant creature
Enchanted creature gets -6/-0.
Illustrated by Stepan Alekseev
CU16/269
Creature — Human Soldier
As long as CW01 is equipped, it gets +1/+1 and has first strike.
1/1
Illustrated by Ilan Shoshan
CW01/269
Creature — Human Cleric
Whenever an Aura or Equipment enters the battlefield under your control, you may tap target creature.
1/1
Illustrated by Ekaterina Burmak
CW02/269
Creature — Human Knight
Crusade (Whenever this creature attacks, you may tap any number of creatures you control. This creature get +1/+0 for each creature tapped this way.)
2/2
Illustrated by Ramón Ignacio Bunge
CW03/269
Creature — Bird
Flying
When Dawnwind Swallow enters the battlefield, you gain 3 life.
1/2
Illustrated by Nelson Wah
CW04/269
Creature — Human Soldier
When Ardent Squire enters the battlefield, you may attach target Equipment you control to target creature you control.
1/2
Illustrated by Jay Graphixx
CW05/269
Creature — Human Knight
3/2
Illustrated by Ksenia Kim
CW06/269
Enchantment — Aura
Enchanted creature can’t attack or block.
Illustrated by Guillaume Robert
CW07/269
Creature — Human Knight
Vigilance
Crusade (Whenever this creature attacks, you may tap any number of untapped creatures you control. This creature get +1/+1 until end of turn for each creature tapped this way.)
3/3
Illustrated by William Montalvo
CW08/269
Creature — Griffin
Flying
3/2
Illustrated by Sam Wiggins
CW09/269
Creature — Human Knight
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
3/4
Illustrated by Sergey Gudz
CW10/269
Instant
Parapet Barrage deals 3 damage to target attacking or blocking creature. If you control a Castle, Parapet Barrage deals 4 damage to that creature instead.
Illustrated by Rodrigo Ramos
CW11/269
Instant
Creatures you control get +2/+1 until end of turn.
Illustrated by Miguel Coimbra
CW12/269
Instant
Destroy target creature with power 4 or greater.
Illustrated by Peach Luo
CW13/269
Instant
Target creature gets +1/+1 until end of turn. You may attach target Equipment you control to it.
Illustrated by Toni Justamante Jacobs
CW14/269
Sorcery
Exile target artifact or enchantment.
Illustrated by Stephen Stark
CW15/269
Enchantment — Aura
Enchanted creature can’t attack or block.
Illustrated by André Martuscelli Do Amaral
CW16/269
Artifact
Sword in the Stone enters the battlefield tapped.
When Sword in the Stone enters the battlefield, search your library for an Equipment card, exile it, then shuffle your library.
{5}, {T}, Sacrifice Sword in the Stone: Put the exiled card onto the battlefield attached to target creature you control.
Illustrated by Vuk Kostik
MA01/269
Creature — Human Knight
Other Knights you control get +1/+1.
At the beginning of your upkeep, reveal the top X cards from your library, where X is equal to the number of Knights you control. You may put an artifact card from among them into your hand, then put the rest on the bottom of your library in a random order.
3/3
Illustrated by Tomasz Maronski
MW01/269
Land — Castle
{T}: Add {C} to your mana pool.
{T}: Add one mana of any color to your mana pool. Spend this mana only to cast a Knight creature spell. If you do, it enters the battlefield with a +1/+1 counter on it and you gain 1 life.
When Sir Dylan’s cloak caught on the table, they rounded the corners.
Illustrated by Hongqi Zhang
MW01/269
Enchantment
At the beginning of your upkeep, create a 2/2 white Knight creature token with vigilance. Then, if you control twelve or more Knights, you win the game.
Illustrated by Eithnne
RW01/269
Sorcery
You may put any number of Equipment cards from your graveyard and/or hand onto the battlefield attached to any number of target creatures you control.
"You know a perfect fit when the sword chooses its owner."
--Nahiri
Illustrated by Guweiz
RW01/269
Creature — Human Knight
First strike
2/1
Illustrated by Daria Rashev
UB03/269
Enchantment — Aura
Enchant creature
Enchanted creature gets -2/-2.
At the beginning of the upkeep of enchanted creature’s controller, that player loses 2 life.
Illustrated by Scott Chou
UB10/269
Sorcery
Exile two target creature cards from your graveyard. Create two tapped 2/2 black Zombie creature tokens.
Illustrated by Diego Rodriguez
UB14/269
Artifact — Equipment
When Spidersilk Cape enters the battlefield, you may untap target creature you control.
Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.)
Equip {G} ({G}: Attach to target creature you control. Equip only as a sorcery.)
Illustrated by Anna Pazyniuk
UG10/269
Land — Castle
Hillside Castle enters the battlefield tapped with a chivalry counter on it.
{T}: Add {W} to your mana pool.
{2}{W}, {T}, Remove a chivalry counter from Hillside Castle: Create a 2/2 White Knight creature token with vigilance. Activate this ability only any time you could cast a sorcery.
Illustrated by Dmitry Burmak
UL01/269
Artifact — Equipment
Equipped creature gets +2/+0 and has menace.
Equip {R}
Illustrated by Aaron Nakahara
UR/11
Creature — Human Artificer
{R}, {T}: Reforge an Equipment. (Sacrifice an Equipment: Put an Equipment card from your hand onto the battlefield.)
If weapons are blessed, then blacksmiths are miracle workers.
2/1
Illustrated by Lucy Lisett
UR01/269
Creature — Faerie Soldier
Flying
Whenever Faerie Vanguard becomes tapped, you may draw a card. If you do, discard a card.
2/1
Illustrated by Jenny Brozek
UU03/269
Artifact — Equipment
Equipped creature gets +2/+0 and has vigilance.
Equip {W}
Illustrated by Aaron Nakahara
UW11/269
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and is a Knight in addition to its other types.
Illustrated by Darek Zabrocki
UW12/264