WARLORD: Arenas

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Mechanics | Skeleton

Showing 11 of 11 Blue cards

Go to section: White (11) Blue (11) Black (11) Red (11) Green (11) Multicolour (30) Artifact (1)

Show rarities: N C U R

Enchantment – Field
During your draw step you may draw three cards, if you do, duel an opponent. If you lose discard two.
Whenever a player wins a duel while Arena Politics is on the battlefield, target player mills five cards.
Enchantment – Field
Creatures without flying can't attack.
{3}: Target creature you control gains flying until the end of turn.
 C 
Disaster
 C 
Enchantment – Field
 C 
Enchantment – Field
Enchantment – Field
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.
Discovery
Target up to four creatures you control, they gain flying until end of turn. Darw a card.
Roll again.
 R 
Discovery
All permanents you control have hexproof until the beginning of your next upkeep.
Roll again.
There is more then one way to out smart your opponent.
Disaster
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.
Enchantment – Field
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.
1 comment
2022-02-01 23:37:23 by Vitenka
 U 
Enchantment – Field

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