Hey. Your latest run through the cards seems to really improve the overall quality of the cards. I'm going through them and nit-pick a bit, but I also don't want to forget telling you that things are coming together in a good way.
Most tribal cards aim to be inherently useful with a bonus for playing the tribe (e. g. by being a creature themself (inherently an attacker or blocker) or giving a usable effect that gets better with the tribe (e. g. Compelling Deterrence)).
Outside of that you really need to go for broke. Ideally this was a Glorious Anthem for four mana that gave an additional +1/+1 and strength to your Knights.
Alternatively just +1/+1 and strngth at a really large discount (e. g. ?) would be more compelling.
Independent of that: Mixing a static pump effect with a counter granting mechanic is sub-par design. Maybe this could replace the static +N/+N with something that grants counters as well e. g. "When ~ ETBs put a +1/+1 counter on each creature you control" and then the strength thing as a continuous effect.
This ability is incomplete. It's missing an activation cost or trigger condition. Remember that ability words don't actually replace any text, but are additional text that serves as an aid to theme and memory.
Cardname sounds a bit like a spell. Is "Flametars" better?
You should use over in the activated ability. Not only is it the new default way of writing the ability, it also gets across the point of the ability better.
Hey. Your latest run through the cards seems to really improve the overall quality of the cards. I'm going through them and nit-pick a bit, but I also don't want to forget telling you that things are coming together in a good way.
Is this supposed to be a triggered/activated ability? Is it supposed to lose the "until end of turn"? Did you mean this to be a sorcery?
Any of those seems possible, but the current text/type combination doesn't work.
Narrow and costly. Compare Crucible of Fire.
Most tribal cards aim to be inherently useful with a bonus for playing the tribe (e. g. by being a creature themself (inherently an attacker or blocker) or giving a usable effect that gets better with the tribe (e. g. Compelling Deterrence)).
Outside of that you really need to go for broke. Ideally this was a Glorious Anthem for four mana that gave an additional +1/+1 and strength
to your Knights.
Alternatively just +1/+1 and strngth
at a really large discount (e. g. 
?) would be more compelling.
Independent of that: Mixing a static pump effect with a counter granting mechanic is sub-par design. Maybe this could replace the static +N/+N with something that grants counters as well e. g. "When ~ ETBs put a +1/+1 counter on each creature you control" and then the strength thing as a continuous effect.
Clearly a cycle with Wasteland Crow and Oasis Hawk.
I feel better about the two-mana versions. At a single mana they are reminiscent of the more degenerate free spells.
This ability is incomplete. It's missing an activation cost or trigger condition. Remember that ability words don't actually replace any text, but are additional text that serves as an aid to theme and memory.
Cardname sounds a bit like a spell. Is "Flametars" better?
You should use
over
in the activated ability. Not only is it the new default way of writing the ability, it also gets across the point of the ability better.
Why have both this and Desperate Defense if you could have just one card preventing all combat damage to "target attacking or blocking creature"?