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Summon: Knights of Round
NM
LP
MP
HP

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mythic · Enchantment Creature — Saga Knight

Summon: Knights of Round

mythic · Enchantment Creature — Saga Knight · Final Fantasy
$18.37
Low
$21.61
Market
$27.01
High

Oracle Text

(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

Card Details

3/3Power / Toughness
{6}{W}{W}Mana Cost
1Prints

Character Background

Summon: Knights of Round is a mythic finisher that reads like a battlefield relay: you spend several turns building an elite retinue, then the saga culminates in a decisive, near-inevitable swing. In gameplay, it most naturally supports a control or midrange value plan, where reaching six mana and surviving long enough to cash in the lore chapters is realistic. Chapters I through IV steadily generate three 2/2 Knight tokens each time, which gives you a wide board, chump blockers, and pressure without overcommitting cards from hand. The final chapter is the real payoff: a team-wide +2/+2 and indestructible counter effect can turn even modest creatures into a lethal, hard-to-answer army. It pairs especially well with token payoffs, anthem effects, and sacrifice-resistant boards; cards that proliferate lore counters or protect the enchantment can speed up the clock, while flash enablers or instant-speed combat tricks help maximize the decisive Ultimate End turn.

Generated using gpt-5.4-mini

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Suggested Pricing
$18.37 - $27.01
At the current market price of $21.61.
Average Time to Sell
3 days
At the current market price of $21.61.

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Character Background

Summon: Knights of Round is a mythic finisher that reads like a battlefield relay: you spend several turns building an elite retinue, then the saga culminates in a decisive, near-inevitable swing. In gameplay, it most naturally supports a control or midrange value plan, where reaching six mana and surviving long enough to cash in the lore chapters is realistic. Chapters I through IV steadily generate three 2/2 Knight tokens each time, which gives you a wide board, chump blockers, and pressure without overcommitting cards from hand. The final chapter is the real payoff: a team-wide +2/+2 and indestructible counter effect can turn even modest creatures into a lethal, hard-to-answer army. It pairs especially well with token payoffs, anthem effects, and sacrifice-resistant boards; cards that proliferate lore counters or protect the enchantment can speed up the clock, while flash enablers or instant-speed combat tricks help maximize the decisive Ultimate End turn.

Generated using gpt-5.4-mini · Updated at 2026-08-11 06:10:45 UTC

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