Knight is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Protection from white, haste Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
How it works : Knight
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Interactions with other cards
These cards' text mentions Knight.

Whenever a player draws their second card during their turn, you draw a card. Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.

(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

At the beginning of your end step, put a +1/+1 counter on each creature you control. Untap those creatures. Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the enchantment later from exile.)

Whenever you attack with two or more creatures, draw a card. {2}, Discard a card: Create a 2/2 white and blue Knight creature token with vigilance.

Create X 2/2 red Human Knight creature tokens with trample and haste. Whenever one or more creatures you control deal combat damage to one or more players this turn, you become the monarch.

First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)

When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 3/1 red Knight creature token. Then if you're the monarch, this enchantment deals X damage to each opponent, where X is the number of creatures you control.

Dragonfire Dive — During your turn, Dion and other Knights you control have flying. When Dion enters, create a 2/2 white Knight creature token. {4}{W}{W}, {T}: Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. (As this Saga enters and after your draw step, add a lore counter.) I, II — Wings of Light — Put a +1/+1 counter on each other creature you control. Those creatures gain flying until end of turn. III — Gigaflare — Destroy target permanent. Exile Bahamut, then return it to the battlefield (front face up). Flying

First strike At the beginning of combat on your turn, if another Human entered the battlefield under your control this turn, create two 2/2 red Human Knight creature tokens with trample and haste. Then if you control six or more Humans, draw a card.

Whenever another creature you control enters, put a +1/+1 counter on this creature. As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.

Flying, vigilance Silverwing Squadron's power and toughness are each equal to the number of creatures you control. Whenever this creature attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.

Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Other Knights you control have horsemanship.
Related cards and tokens
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