Assist (Another player can pay up to of this spell's cost.)
Trample, haste
The stadium is well-stocked with hazards to force the action if combatants show too much caution.
Whenever a Warrior attacks, you may have its controller create a 1/1 white Warrior creature token that's tapped and attacking.
: Untap all attacking creatures. They gain trample, lifelink, and haste until end of turn. After this phase, there is an additional combat phase. Activate only during combat.
When this creature enters, choose a player. That player adds two mana of any one color they choose.
"Potions! Mana potions, health potions, energy potions—get your potions here!"
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Whenever another nontoken creature enters, you may pay . If you do, that creature's controller creates a token that's a copy of that creature.
"Within this grove, you belong to me."
Assist (Another player can pay up to of this spell's cost.)
Trample
Arena beasts are bred for flashiness and foul temper. An extra head addresses both requirements.
Two target creatures your team controls each deal damage equal to their power to target creature.
Success at Valor's Reach requires not only individual skill but also the ability to merge that skill with a partner's.
Assist (Another player can pay up to of this spell's cost. You choose the value of X.)
Support X. (Put a +1/+1 counter on each of up to X target creatures.)
Each creature with a +1/+1 counter on it gains trample until end of turn.
Whenever another Warrior your team controls enters, put a +1/+1 counter on this creature.
The oddsmakers hate him because every fight is a foregone conclusion. The crowd loves him for exactly the same reason.
When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
Whenever you put one or more counters on a creature you don't control, draw a card.
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
When this creature enters, each player may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
She is adept at navigating the stadium's ever-changing landscape.
For each player, choose friend or foe. Each friend searches their library for a land card, puts it onto the battlefield tapped, then shuffles. Each foe sacrifices an artifact or enchantment of their choice.
Flying, vigilance, trample
As this creature enters, choose artifact, enchantment, instant, sorcery, or planeswalker.
Players can't cast spells of the chosen type.
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
"I never give odds on my own fights. Unless, of course, you want to bet against me . . ."
Choose a creature at random, then destroy the rest.
Some train all their lives for a shot at the title. Some just get really, really lucky.
Warriors your team controls have haste.
"I like a quick victory. More time to celebrate."
Assist (Another player can pay up to of this spell's cost.)
Flying
When this creature enters, return target instant, sorcery, or creature card from a graveyard to its owner's hand.
Whenever an instant or sorcery spell is cast during your turn, this artifact deals damage to any target equal to 1 plus the number of instant and sorcery spells cast before that spell this turn.
The built-in obstacles force competitors to think three moves ahead.
Untap this artifact during each other player's untap step.
: A player of your choice adds .
The favored noisemaker of goblins ever since the wardens cracked down on explosives.
This land enters tapped unless you have two or more opponents.
: Add or .
No pilgrimage to Valor's Reach is complete without a stroll through its celebrated shopping district.
This land enters tapped unless you have two or more opponents.
: Add or .
The view is rivaled only by the decadence of the decor.
This land enters tapped unless you have two or more opponents.
: Add or .
Ancient magic reshapes the stage into a variety of landscapes.
This land enters tapped unless you have two or more opponents.
: Add or .
Skybridges from across Kylem converge at the grand stadium of Valor's Reach.
This land enters tapped unless you have two or more opponents.
: Add or .
From thrilling combat to unparalleled vistas, Valor's Reach has it all.
Flying, first strike
Bitter vengeance never glowed so bright nor sang so sweet.
Whenever a creature you control enters, you gain life equal to its toughness.
The harmony of the glorious is a dirge to the wicked.
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has flying.
Enchant creature
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
"There is elegance in all the Ojutai do—even their killing."
—Kirada, Silumgar enforcer
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
"The blood of Dromoka and the blood of my veins are the same."
When this creature dies, create a 1/1 white Spirit creature token with flying.
He vowed he would never rest until he reached his destination. He doesn't know how right he was.
Flying
When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
This creature gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
She reaches beyond the physical realm, touching the ideals from which all creatures draw their power.
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
This creature has flying as long as it has a +1/+1 counter on it.
"The greatest gift Dromoka gives is the ability to fly without wings."
—Urdnan, Dromoka warrior
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
The person who finishes a journey is rarely the same as the one who starts it.
Flying
This creature can't attack or block alone.
"Even if I should die in the saddle, she will not let me fall to the ground."
—Hypatia of the Winged Horse
: Exile Mangara and target permanent.
"I have been brought to this place and I cannot leave. I may be free of the amber, but I am still in prison."
Whenever another creature enters, untap this creature.
"When you're on watch, no noise is harmless and no shadow can be ignored."
—Olgard of the Skiltfolk
When this creature enters, search your library for up to X Plains cards, where X is the number of players who control more lands than you. Reveal those cards, put them into your hand, then shuffle.
Enchant creature
Enchanted creature can't attack or block.
For the first time in his life, Grakk felt a little warm and fuzzy inside.
A raptor will follow any order as long as that order is "hunt," "kill," or "go for the guts."
Destroy target attacking creature.
"No one chooses to be stitched together into a skaab. If it could speak, it would beg for its own destruction."
—Thalia, Knight-Cathar
Whenever this creature blocks, it gets +2/+2 until end of turn.
"Loyalty guides me. Pride compels me. Anger sustains me. And the pay isn't bad."
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
Draw a card.
"Sea Gate may have fallen, but we still stand. We still fight."
—Gideon Jura
, Sacrifice this creature: Exile target enchantment.
"Be careful in your hunt. The clever little creature can steal your wards and lead you right into the werewolf's den."
—Britta, midwife of Gatstaf
Destroy target artifact or enchantment. You gain 4 life.
"You will be reimbursed for your donation."
"The reimbursement is spiritual."
—Temple signs
When this creature enters, untap target creature.
Aspiring to earn their place in the afterlife, acolytes train every day against those who fell short of that glory.
Flying, vigilance
: Target creature with a +1/+1 counter on it gains flying and vigilance until end of turn.
It glides over the landscape. It also happens to be one.
Exile target creature. Its controller gains life equal to its power.
The smallest seed of regret can bloom into redemption.
Create three 1/1 white Warrior creature tokens.
"Many scales make the skin of a dragon."
—Abzan wisdom
Up to two target creatures each get +1/+2 until end of turn. You gain 2 life.
In times of infestation and war, Zendikar favors the blades that strike in unison.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
"Some fates you can see coming for you, plain as day, and there's nothing you can do about them."
—Callaphe the mariner
Return target creature to its owner's hand. Its controller draws a card.
On Bant, a sigil is both a prize of honor and a bond of duty. The one who bears it may be called to fulfill that charge at any moment.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Six feet of earth muffled his cries.
: Target creature can't be blocked this turn.
"She knows every step of this coastline, both above and below the surface, and she has hideouts all along the way. She will get you there."
—Jori En, expedition leader
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by this creature.
"The union of sea and sky makes a perfect cover."
—Talrand, sky summoner
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
It readily attacks much larger prey, knowing retaliation is impossible.
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
"You call it luck. I call it preparation."
This creature has flying as long as it's attacking.
"Why perch in the crow's nest when I can fly like the crows?"