0.White Knight Archer cost 0 6/21 Cannot be normal summoned.This creature is summoned on the same turn when a White Knight's ability is activated.There can be only 1 White Knight Archer on owner's side of the field
1. White Knight Swordsman cost 1 3/13 Activated ability (cost 4) Select 1 target creature and destroy it
2.White Knight Lancer cost 2 3/20 Whenever a White Knight ability is activated deal 5 damage to opponent and heal 5 life points to owner
3.White Knight's Maiden cost 3 1/18 Activated ability (cost 3) Select 1 White Knight creature and summon it.That creature's cost is considered 0
4.White Knight's Oath (spell) cost 4 Increase owner's Air,Water,Fire and Earth power by 2
5.Vanquishing Light (spell) cost 5 Tribute 1 White Knight and destroy 1 creature on opponent's side of the field
6.White Knight's Paladin cost 6 5/35 Activated ability (cost 2) Destroy the creature with the lowest life on opponent's side of the field (if tied you get to choose)
7.White Knight's Dragon cost 8 8/40 Activated ability (cost 4) Destroy all creatures on the field except White Knight's Dragon and deal 3 damage to opponent for each creature destroyed by this effect
Modified by ionasku on 2014-08-20 16:51:38
2 and 3 are interesting cards. But I think the whole "creature destruction" mechanic is badly implemented (leans too much toward the stall, especially alongside the Oath) and balanced (compare Swordsman's ability to Vanquishing Light, for example), and I'm not totally sure you understand the concept of Ability-empowered creatures. You specifically say "there can only be one White Knight Archer on the field at a time" but that should be a restriction with any Ability-empowered creature, since the creature card turns into an Ability card when the creature is in play.