WARLORD: Arenas
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Mechanics | Skeleton |
Showing 11 of 11 Blue cards
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Creatures without flying can't attack.
: Target creature you control gains flying until the end of turn.

At the beginning of each player's upkeep, that player looks at the top two cards of your library and chooses one card to put in their hand and one to exile. When a player duels on their turn, they may return a card exiled this way.
Target up to four creatures you control, they gain flying until end of turn. Darw a card.
Roll again.
Roll again.
All permanents you control have hexproof until the beginning of your next upkeep.
Roll again.
Roll again.
There is more then one way to out smart your opponent.
Each player draws five cards then discards two cards. Players mill cards equal to the amount of cards in their hand.
Draw another card from the Codex.
Draw another card from the Codex.
At the beginning of your turn you may choose one or more -
• Skip your draw step, if you do, return an instant or sorcery card from your graveyard to your hand.
• Skip both Main Phases, if you do, put a card from your hand onto the battlefield.
• Skip your Combat, if you do, create a token that is a copy of a creature you control.
• Skip your draw step, if you do, return an instant or sorcery card from your graveyard to your hand.
• Skip both Main Phases, if you do, put a card from your hand onto the battlefield.
• Skip your Combat, if you do, create a token that is a copy of a creature you control.
Go to section: White (11) Blue (11) Black (11) Red (11) Green (11) Multicolour (30) Artifact (1)
Show rarities: N C U R
WARLORD: Arenas: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Whenever a player wins a duel while Arena Politics is on the battlefield, target player mills five cards.