Creature — Spider Mutant (0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
Creature — Human Samurai (1/1)
Flying
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Creature — Human Cleric (1/3)
When Arashin Cleric enters the battlefield, you gain 3 life.
Creature — Elf Wizard (2/1)
Search the Room — : Roll a d20.
1—9 | Draw a card.
10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Artifact Creature — Assembly-Worker (0/0)
Modular 2 (This creature enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature — Halfling Cleric (2/2)
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature — Salamander Mount (2/2)
Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Saddle 3
Creature — Fox (1/1)
Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
Creature — Merfolk (1/1)
Kicker—Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.)
If Arctic Merfolk was kicked, it enters the battlefield with a +1/+1 counter on it.
Creature — Human Cleric Archer (2/2)
Reach, lifelink
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each other creature you control without a +1/+1 counter on it has outlast .
Creature — Human Soldier (1/2)
Kicker (You may pay an additional as you cast this spell.)
Vigilance
If Ardent Soldier was kicked, it enters the battlefield with a +1/+1 counter on it.
Legendary Creature — Goblin Shaman (1/1)
Haste
Whenever Ardoz, Cobbler of War or another creature enters the battlefield under your control, that creature gets +2/+0 until end of turn.
: Create a 1/1 red Goblin creature token with haste. Activate only as a sorcery.
Creature — Human (2/1)
Heroic — Whenever you cast a spell that targets Arena Athlete, target creature an opponent controls can't block this turn.
Creature — Human Druid (0/1)
Shroud (This creature can't be the target of spells or abilities.)
Whenever you cast an enchantment spell, draw a card.
Creature — Faerie (2/1)
Argothian Pixies can't be blocked by artifact creatures.
Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.
Creature — Faerie (2/2)
Argothian Sprite can't be blocked by artifact creatures.
: Put two +1/+1 counters on Argothian Sprite.
Creature — Kor Soldier (2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
Artifact Creature — Equipment Beast (2/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equipped creature gets +2/+1 and has ward .
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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