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Arming Gala Enchantment
Alchemy: New Capenna
Enchantment
At the beginning of your end step, creatures you control and creature cards in your hand, library, and graveyard perpetually get +1/+1.
Armistice Enchantment
2 versions
Enchantment
%3%W%W: You draw a card and target opponent gains 3 life.
Armix, Filigree Thrasher Artifact Creature
Retro Frame
3 versions
Legendary Artifact Creature — Golem 3/2
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard.
Partner
Arm-Mounted Anchor Artifact
Extended-Art Frame
2 versions
Artifact — Equipment
Equipped creature gets +2/+2 and has menace.
Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card.
Equip %2. This ability costs %2 less to activate if you have one or fewer cards in hand.
Armor of Faith Enchantment
3 versions
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
%W: Enchanted creature gets +0/+1 until end of turn.
Armor of Shadows Instant
2 versions
Instant
Until end of turn, target creature gets +1/+0 and gains indestructible.
Armor of Thorns Enchantment
2 versions
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Enchant nonblack creature
Enchanted creature gets +2/+2.
Armor Sliver Creature
3 versions
Creature — Sliver 2/2
All Sliver creatures have "%2: This creature gets +0/+1 until end of turn."
Armor Thrull Creature
5 versions
Creature — Thrull 1/3
%T, Sacrifice this creature: Put a +1/+2 counter on target creature.
Armor Wars Enchantment
2 versions
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
*S1 You may draw a card for each artifact you control. If you do, each opponent draws a card.
*S2 Artifact spells you cast this turn cost %1 less to cast.
*S3 This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control.
Armorcraft Judge Creature
Encounter
9 versions
Creature — Elf Artificer 3/3
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Armored Armadillo Creature
Creature — Armadillo 0/4
Ward %1
%3%W: This creature gets +X/+0 until end of turn, where X is its toughness.
Armored Ascension Enchantment
4 versions
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.
Armored Cancrix Creature
2 versions
Creature — Crab 2/5
Armored Galleon Creature
Creature — Human Pirate 5/4
This creature can't attack unless defending player controls an Island.
Armored Griffin Creature
4 versions
Creature — Griffin 2/3
Flying, vigilance
Armored Guardian Creature
Creature — Cat Soldier 2/5
%1%W%W: Target creature you control gains protection from the color of your choice until end of turn.
%1%U%U: This creature gains shroud until end of turn.
Armored Kincaller Creature
Dinosaurs
2 versions
Creature — Dinosaur 3/3
When this creature enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
Armored Pegasus Creature
6 versions
Creature — Pegasus 1/2
Flying
Armored Scrapgorger Creature
Creature — Phyrexian Beast 0/3
This creature gets +3/+0 as long as it has three or more oil counters on it.
%T: Add one mana of any color.
Whenever this creature becomes tapped, exile target card from a graveyard and put an oil counter on this creature.
Armored Skaab Creature
Creature — Zombie Warrior 1/4
When this creature enters, mill four cards.
Armored Skyhunter Creature
3 versions
Creature — Cat Knight 3/3
Flying
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Armored Transport Artifact Creature
Artifact Creature — Construct 2/1
Prevent all combat damage that would be dealt to this creature by creatures blocking it.
Armored Warhorse Creature
Creature — Horse 2/3
Armored Whirl Turtle Creature
2 versions
Creature — Turtle 0/5
Armored Wolf-Rider Creature
Creature — Elf Knight 4/6
Armorer Guildmage Creature
Creature — Human Wizard 1/1
%B, %T: Target creature gets +1/+0 until end of turn.
%G, %T: Target creature gets +0/+1 until end of turn.
Armory Automaton Artifact Creature
[FFVII]
2 versions
Artifact Creature — Construct 2/2
Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
Armory Guard Creature
3 versions
Creature — Giant Soldier 2/5
This creature has vigilance as long as you control a Gate.
Armory Mice Creature
Creature — Mouse 3/1
Celebration — This creature gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
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