Hundred-Handed One

Vigilance
: Monstrosity 3. (If this creature isn’t monstrous, put three +1/+1 counters on it and it becomes monstrous.)
As long as Hundred-Handed One is monstrous, it has reach and can block an additional ninety-nine creatures each combat.

Sun Titan

Vigilance
Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.

Truefire Paladin

Vigilance
: Truefire Paladin gets +2/+0 until end of turn.
: Truefire Paladin gains first strike until end of turn.

Dawnstrike Paladin

Vigilance (Attacking doesn’t cause this creature to tap.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Anax and Cymede

First strike, vigilance
Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.

Dawnstrike Paladin

Vigilance (Attacking doesn’t cause this creature to tap.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Griffin Sentinel

Flying
Vigilance (Attacking doesn’t cause this creature to tap.)

Stonehewer Giant

Vigilance
, : Search your library for an Equipment card and put it onto the battlefield. Attach it to a creature you control. Then shuffle your library.

Adarkar Valkyrie

Flying, vigilance
: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.

Jelenn Sphinx

Flying, vigilance
Whenever Jelenn Sphinx attacks, other attacking creatures get +1/+1 until end of turn.

Maze Sentinel

Vigilance
Multicolored creatures you control have vigilance.

Teysa, Envoy of Ghosts

Vigilance, protection from creatures
Whenever a creature deals combat damage to you, destroy that creature. Create a 1/1 white and black Spirit creature token with flying.

Ruric Thar, the Unbowed

Vigilance, reach
Ruric Thar, the Unbowed attacks each combat if able.
Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.

Truefire Paladin

Vigilance
: Truefire Paladin gets +2/+0 until end of turn.
: Truefire Paladin gains first strike until end of turn.

Knight of Obligation

Vigilance
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)

Luminate Primordial

Vigilance
When Luminate Primordial enters the battlefield, for each opponent, exile up to one target creature that player controls and that player gains life equal to its power.

Aurelia, the Warleader

Flying, vigilance, haste
Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.

Hussar Patrol

Flash (You may cast this spell any time you could cast an instant.)
Vigilance

Serra Avenger

You can’t cast this spell during your first, second, or third turns of the game.
Flying
Vigilance (Attacking doesn’t cause this creature to tap.)