Take Up Arms
Khans of Tarkir — uncommon
Instant
Sets Take Up Arms has been printed in:
Khans of Tarkir — uncommon
Instant
Sets Take Up Arms has been printed in:
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Untap all creatures you control. They gain flying and double strike until end of turn.
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Create X tapped 2/2 black Zombie creature tokens.
Instant
Choose one —
• Mardu Charm deals 4 damage to target creature.
• Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn.
• Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target creature gets +6/+6 until end of turn.
Instant
Creatures your opponents control get -4/-0 until end of turn.
Draw a card.
Instant
Bring Low deals 3 damage to target creature. If that creature has a +1/+1 counter on it, Bring Low deals 5 damage to it instead.
Instant
Burn Away deals 6 damage to target creature. When that creature dies this turn, exile its controller's graveyard.
Instant
Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Destroy target creature.
Instant
Target creature you control gets +1/+0 until end of turn. It fights target creature you don't control.
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
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