Rare
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Guren Mk-II

Artifact — Knightmare
Piloting creature gets +2/+2 and has double strike.
Pilot
(
: Target creature you control leaves any other Knightmare and pilots this Knightmare. Pilot only as a sorcery.)
Eject (If piloting creature would be destroyed, instead remove all damage from it and destroy this Knightmare.)
13/15
Uncommon
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Promise a Miracle
Sorcery
Choose target creature an opponent controls with greater power and toughness than any creature you control. When that creature dies this turn, if no creatures you control have died this turn, put two +1/+1 counters on each creature you control.
“Correct! It will be a miracle if we win this! If you think you can win without me, then shoot me!”
4/15
-
Suzaku Kururugi

Legendary Creature — Human Soldier
Vigilance
Suzaku Kururugi attacks or blocks each combat if able.
“A soldier must always follow his orders. I have rules that I have to live by!”’
5/5
5/15
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Battlefield Tactician
Creature — Human Soldier
Whenever this creature attacks, bluff for instants. (Defending player chooses one: This creature gets +1/+1 until end of turn; or the next time you cast an instant spell this turn, this creature gets +2/+2 until end of turn.)
1/2
6/15
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Geass to Inform
Enchantment — Aura Geass
(This spell’s target gains protection from other Geasses indefinitely.)
Enchant creature an opponent controls
Whenever enchanted creature becomes tapped, you draw a card.
7/15
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Geass to Die
Sorcery — Geass
(This spell’s target gains protection from other Geasses indefinitely.)
Target creature deals damage to itself equal to its power.
“Lelouch vi Britannia orders you. Die!”
“Yes, Your Highness!”
10/15
Common
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Geass to Withstand
Instant — Geass
(This spell’s target gains protection from other Geasses indefinitely.)
Target creature gets +1/+0 and first strike until end of turn.
2/15
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Material Gambit
Sorcery
Put two 1/1 white Soldier creature tokens onto the battlefield.
Gambit — When target creature you control dies during combat this turn, put another two of those tokens onto the battlefield.
3/15
-
Informational Gambit
Sorcery
Draw two cards.
Gambit — When target creature you control dies during combat this turn, draw two cards.
8/15
-
Leap
Instant
Target creature gains flying until end of turn.
Draw a card.
9/15
-
Glasgow RPI-11
Artifact — Knightmare
Piloting creature gets +2/+1.
Pilot
(
: Target creature you control leaves any other Knightmare and pilots this Knightmare. Pilot only as a sorcery.)
Eject (If piloting creature would be destroyed, instead remove all damage from it and destroy this Knightmare.)
11/15
-
Geass to Betray
Instant — Geass
(This spell’s target gains protection from other Geasses indefinitely.)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
12/15
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Holy Sword Asahina
Legendary Creature — Human Samurai
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
2/2
14/15
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Plan for Ambush
Instant
Set in Motion (
: Exile this card face down from your hand with two time counters on it. At the beginning of your upkeep, remove a time counter. While it has exactly one time counter, you may cast it without paying its mana cost. Set in Motion only as a sorcery.)
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.
15/15