Battlebond

BBD · 256 cards · Released

Magma Hellion
Creature — Hellion

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.

5/4
Najeela, the Blade-Blossom
Legendary Creature — Human Warrior

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.

3/2
Stadium Vendors
Creature — Goblin

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!"

3/3
Stolen Strategy
Enchantment

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.

Bramble Sovereign
Creature — Dryad

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."

4/4
Charging Binox
Creature — Beast

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.

7/5
Combo Attack
Sorcery

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.

The Crowd Goes Wild
Sorcery

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.

Decorated Champion
Creature — Elf Warrior

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.

2/2
Generous Patron
Creature — Elf Advisor

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.

1/4
Grothama, All-Devouring
Legendary Creature — Wurm

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.

10/8
Jungle Wayfinder
Creature — Elf Warrior

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.

3/3
Pir's Whim
Sorcery

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.

Archon of Valor's Reach
Creature — Archon

Flying, vigilance, trample

As this creature enters, choose artifact, enchantment, instant, sorcery, or planeswalker.

Players can't cast spells of the chosen type.

5/6
Azra Oddsmaker
Creature — Azra Warrior

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 . . ."

3/3
Last One Standing
Sorcery

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.

Rushblade Commander
Creature — Azra Warrior

Warriors your team controls have haste.

"I like a quick victory. More time to celebrate."

2/2
Vampire Charmseeker
Creature — Vampire Wizard

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.

3/4
Sentinel Tower
Artifact

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.

Victory Chimes
Artifact

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.

Bountiful Promenade
Land

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.

Luxury Suite
Land

This land enters tapped unless you have two or more opponents.

: Add or .

The view is rivaled only by the decadence of the decor.

Morphic Pool
Land

This land enters tapped unless you have two or more opponents.

: Add or .

Ancient magic reshapes the stage into a variety of landscapes.

Sea of Clouds
Land

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.

Spire Garden
Land

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.

Angel of Retribution
Creature — Angel

Flying, first strike

Bitter vengeance never glowed so bright nor sang so sweet.

5/5
Angelic Chorus
Enchantment

Whenever a creature you control enters, you gain life equal to its toughness.

The harmony of the glorious is a dirge to the wicked.

Angelic Gift
Enchantment — Aura

Enchant creature

When this Aura enters, draw a card.

Enchanted creature has flying.

Battle Mastery
Enchantment — Aura

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

Champion of Arashin
Creature — Dog Warrior

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."

3/2
Doomed Traveler
Creature — Human Soldier

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.

1/1
Expedition Raptor
Creature — Bird

Flying

When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)

2/2
Kor Spiritdancer
Creature — Kor Wizard

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.

0/2
Land Tax
Enchantment

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.

Lightwalker
Creature — Human Warrior

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

2/1
Long Road Home
Instant

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.

Loyal Pegasus
Creature — Pegasus

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

2/1
Mangara of Corondor
Legendary Creature — Human Wizard

: 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."

1/1
Midnight Guard
Creature — Human Soldier

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

2/3
Oreskos Explorer
Creature — Cat Scout

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.

2/2
Pacifism
Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

For the first time in his life, Grakk felt a little warm and fuzzy inside.

Raptor Companion
Creature — Dinosaur

A raptor will follow any order as long as that order is "hunt," "kill," or "go for the guts."

3/1
Rebuke
Instant

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

Royal Trooper
Creature — Human Soldier

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."

2/2
Shoulder to Shoulder
Sorcery

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

Silverchase Fox
Creature — Fox

, 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

2/2
Solemn Offering
Sorcery

Destroy target artifact or enchantment. You gain 4 life.

"You will be reimbursed for your donation."

"The reimbursement is spiritual."

—Temple signs

Sparring Mummy
Creature — Zombie

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.

3/3
Steppe Glider
Creature — Elemental

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.

2/4
Swords to Plowshares
Instant

Exile target creature. Its controller gains life equal to its power.

The smallest seed of regret can bloom into redemption.

Take Up Arms
Instant

Create three 1/1 white Warrior creature tokens.

"Many scales make the skin of a dragon."

—Abzan wisdom

Tandem Tactics
Instant

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.

Benthic Giant
Creature — Giant

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

4/5
Call to Heel
Instant

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.

Claustrophobia
Enchantment — Aura

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.

Coralhelm Guide
Creature — Merfolk Scout Ally

: 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

2/1
Fog Bank
Creature — Wall

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

0/2
Frost Lynx
Creature — Elemental Cat

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.

2/2
Impulse
Instant

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."

Kitesail Corsair
Creature — Human Pirate

This creature has flying as long as it's attacking.

"Why perch in the crow's nest when I can fly like the crows?"

2/1