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Knight
Knight
Creature Type
(Subtype for creature/tribal cards)
Statistics
473 cards
{W} 44.8% {U} 4.9% {B} 14.6% {R} 10.6% {G} 3.2% {W/U} 2.7% {U/B} 0.6% {B/R} 1.7% {R/G} 0.4% {G/W} 5.3% {W/B} 4.4% {B/G} 0.4% {R/W} 3.4% {M} 2.1% {artifact symbol} 0.8%
49 Knight creation cards
{W} 53.1% {U} 2% {R} 2% {G} 2% {W/U} 6.1% {B/R} 6.1% {G/W} 8.2% {W/B} 8.2% {R/W} 8.2% {M} 2% {artifact symbol} 2%
as of The Lost Caverns of Ixalan
Scryfall Search
type:"Knight"

Knight is a creature class. The first knights, White Knight and Black Knight appeared in Alpha.

Description[ | ]

Knights are highly trained combatants who are usually part of a formal army or cavalry, usually specializing in fighting on horseback with a sword or lance. Most knights, especially those aligned with white or black, are pledged to a single lord or order,[1] though many black and most red knights are devoted only to themselves. First strike is the most common ability found among Knights. Some Knights have double strike, flanking, and protection, a few knights ride steeds with flying as well.

Some knights, called "paladins", channel mana in a way similar to Clerics. Paladin was originally a separate creature type from Knight, but the two were later combined under the latter. The subtypes Cavalry (Moorish Cavalry) and Crusader (only used for Aysen Crusader) were changed to Knight as well.

Throne of Eldraine features a heavy tribal themes around Knights. In that set, knights appear in all five colors, but they have the most tribal synergy in white, black, and red.[2][3] Some of the cards had been transferred from the abandoned small set in the proposed Dominaria block.[4] Knights on Eldraine are often referred to with the genderless honorific "Syr." Achieving knighthood in one of the courts requires a quest that proves one's excellence in that court's virtue.[5] In some courts, the final step to becoming a knight involves being judged by that court's relic. Each court believes the virtue associated with its relic is paramount, though not in place of the others. Knights have many responsibilities, from protecting townsfolk to embarking on adventures in the wilds. They are often equipped with fine armor and weapons, and they ride mounts of various species — including Griffins in Ardenvale, giant owls in Vantress, and giant ravens in Locthwain.

Storyline[ | ]

Knightly Organizations[ | ]

Alara (Bant)

Belenon

  • Royal Knights of Belenon

Dominaria

Eldraine

  • The Order of the Talon. A sect of griffin-rider paladins from the court of Ardenvale.[7]
  • The Verdant Order, sworn to defend the last untouched parts of the Wilds.[8]

Lorwyn

  • Knights of Meadowgrain
  • Order of the Golden Cricket

Phyrexia

  • Order of Yawgmoth

Ulgrotha

  • Serra Paladins

Notable Knights[ | ]

Tokens[ | ]

Token Name Color Type Line P/T Text Box Source Printings
Knight White Creature — Knight 1/1 Banding
White Creature — Knight 2/2
White Creature — Knight 2/2 First strike
White Creature — Knight 2/2 Vigilance
White Creature — Knight 2/2 Protection from red
Black Creature — Knight 2/2 Flanking, protection from white, haste
Red Creature — Knight 3/1
White/​Blue Creature — Knight 2/2 Vigilance
Knight Ally White Creature — Knight Ally 2/2
Human Knight White Creature — Human Knight 2/2 This creature gets +2/+2 as long as an artifact entered the battlefield under your control this turn
Red Creature — Human Knight 2/2 Trample, haste
Elf Knight Green/​White Creature — Elf Knight 2/2 Vigilance
Vampire Knight Black Creature — Vampire Knight 1/1 Lifelink
Zombie Knight Black Creature — Zombie Knight 2/2
Battle Angels of Tyr White Creature — Angel Knight 4/4 Flying
Whenever Battle Angels of Tyr 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.

Trivia[ | ]

References[ | ]

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