Witchseeker Mob's power and toughness are each equal to twice the number of Citizens and/or Peasants you control. When Witchseeker Mob enters, exile target nonland permanent an opponent controls with mana value less than or equal to Witchseeker Mob's power until Witchseeker Mob leaves the battlefield.
Lifelink Prevent all combat damage that would be dealt to embattled creatures you control. (A creature is embattled if it has a counter on it or a permanent you control attached to it.)
(Color indicator: Slopestrider's Chariot is white)
(Transform this if it's not attached to a creature. Pay {2}{W} as a sorcery to unattach it.) Enchant creature you control Slopestrider's Chariot's rider gets +1/+1 and has double strike.
They navigate the rocky crags with a surprising ease and agility.
At the beginning of each end step, you may exile target creature card with mana value X or less from your graveyard, where X is the amount of life you gained this turn. If you do, create a token that's a copy of it.
“The Rose Order never stood for war. It stood for peace — between all our kingdoms.” —Queen Asamund
Foretell {3}{W}(During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.) This spell's foretell cost costs {3} less to pay if you have 5 or less life. You gain 10 life.
Whenever Loyalist Escort or another Knight or Soldier you control enters, you may choose one that hasn't been chosen this turn — • Tap target creature an opponent controls. • Untap target creature you control.
(Transform this if it's not attached to a creature. Pay {2}{W} as a sorcery to unattach it.) Enchant creature you control Trusty Steed's rider gets +2/+2.
Their part in Yroncaster's victories over the other kingdoms is celebrated as much as that of any knight.
[+1]: Up to two target creatures you control each get +1/+1 and gain vigilance until end of turn. [–3]: Create two 1/1 white Dwarf Peasant creature tokens. You gain 2 life. [–7]: You get an emblem with “Creatures you control get +2/+2 and have double strike.”
Frontline Banneret has first strike as long as it's your turn. When Frontline Banneret enters, put a +1/+1 counter on another target Knight or Soldier you control.