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Arlinn Kord // Arlinn, Embraced by the Moon

Arlinn Kord // Arlinn, Embraced by the Moon

{2}{R}{G} // | MV 4,00 | Legendary Planeswalker — Arlinn // Legendary Planeswalker — Arlinn

+1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste. 0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord. --- +1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn deals 3 damage to any target. Transform Arlinn. −6: You get an emblem with "Creatures you control have haste and '{T}: This creature deals damage equal to its power to any target.'"

Premier printing importe : SOI #243 - mythic

Arlinn's Wolf

Arlinn's Wolf

{2}{G} | MV 3,00 | Creature — Wolf

This creature can't be blocked by creatures with power 2 or less.

Premier printing importe : WAR #151 - common

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

{2}{R}{G} // | MV 4,00 | Legendary Planeswalker — Arlinn // Legendary Planeswalker — Arlinn

Daybound (If a player casts no spells during their own turn, it becomes night next turn.) +1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it. −3: Create two 2/2 green Wolf creature tokens. --- Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.) +2: Add {R}{G}. 0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.

Premier printing importe : MID #211 - mythic

Arlinn, Voice of the Pack

Arlinn, Voice of the Pack

{4}{G}{G} | MV 6,00 | Legendary Planeswalker — Arlinn

Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.

Premier printing importe : WAR #150 - uncommon

Armada Wurm

Armada Wurm

{2}{G}{G}{W}{W} | MV 6,00 | Creature — Wurm

Trample When this creature enters, create a 5/5 green Wurm creature token with trample.

Premier printing importe : RTR #143 - mythic

Armadillo Cloak

Armadillo Cloak

{1}{G}{W} | MV 3,00 | Enchantment — Aura

Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.

Premier printing importe : INV #229 - common

Armageddon

Armageddon

{3}{W} | MV 4,00 | Sorcery

Destroy all lands.

Premier printing importe : LEA #2 - rare

Armageddon Clock

Armageddon Clock

{6} | MV 6,00 | Artifact

At the beginning of your upkeep, put a doom counter on this artifact. At the beginning of your draw step, this artifact deals damage equal to the number of doom counters on it to each player. {4}: Remove a doom counter from this artifact. Any player may activate this ability but only during any upkeep step.

Premier printing importe : ATQ #37 - uncommon

Armaggon, Future Shark

Armaggon, Future Shark

{6}{B}{B} | MV 8,00 | Legendary Creature — Shark Horror Mutant

Flash When Armaggon enters, destroy up to three target creatures.

Premier printing importe : TMT #264 - rare

Armament Corps

Armament Corps

{2}{W}{B}{G} | MV 5,00 | Creature — Human Soldier

When this creature enters, distribute two +1/+1 counters among one or two target creatures you control.

Premier printing importe : KTK #165 - uncommon

Armament Dragon

Armament Dragon

{3}{W}{B}{G} | MV 6,00 | Creature — Dragon

Flying When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.

Premier printing importe : TDM #307 - uncommon

Armament Master

Armament Master

{W}{W} | MV 2,00 | Creature — Kor Soldier

Other Kor creatures you control get +2/+2 for each Equipment attached to this creature.

Premier printing importe : ZEN #1 - rare

Armament of Nyx

Armament of Nyx

{2}{W} | MV 3,00 | Enchantment — Aura

Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)

Premier printing importe : JOU #4 - common

Armasaur Guide

Armasaur Guide

{4}{W} | MV 5,00 | Creature — Dinosaur

Vigilance (Attacking doesn't cause this creature to tap.) Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.

Premier printing importe : FDN #3 - common

Armed and Armored

Armed and Armored

{1}{W} | MV 2,00 | Instant

Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.

Premier printing importe : KHM #379 - uncommon

Armed // Dangerous

Armed // Dangerous

{1}{R} // {3}{G} | MV 6,00 | Sorcery // Sorcery

Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.) --- All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.)

Premier printing importe : DGM #122 - uncommon

Armed Response

Armed Response

{2}{W} | MV 3,00 | Instant

Armed Response deals damage to target attacking creature equal to the number of Equipment you control.

Premier printing importe : 5DN #2 - common

Armguard Familiar

Armguard Familiar

{1}{U} | MV 2,00 | Artifact Creature — Equipment Beast

Ward {2} (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equipped creature gets +2/+1 and has ward {2}. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Premier printing importe : NEO #46 - common

Armillary Sphere

Armillary Sphere

{2} | MV 2,00 | Artifact

{2}, {T}, Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.

Premier printing importe : CON #134 - common

Armistice

Armistice

{2}{W} | MV 3,00 | Enchantment

{3}{W}{W}: You draw a card and target opponent gains 3 life.

Premier printing importe : MMQ #3 - rare

Armorcraft Judge

Armorcraft Judge

{3}{G} | MV 4,00 | Creature — Elf Artificer

When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.

Premier printing importe : KLD #144 - uncommon

Armored Armadillo

Armored Armadillo

{W} | MV 1,00 | Creature — Armadillo

Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) {3}{W}: This creature gets +X/+0 until end of turn, where X is its toughness.

Premier printing importe : OTJ #3 - common

Armored Ascension

Armored Ascension

{3}{W} | MV 4,00 | Enchantment — Aura

Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.

Premier printing importe : M11 #5 - uncommon

Armored Cancrix

Armored Cancrix

{4}{U} | MV 5,00 | Creature — Crab

Premier printing importe : M11 #44 - common

Armored Guardian

Armored Guardian

{3}{W}{U} | MV 5,00 | Creature — Cat Soldier

{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. (It can't be the target of spells or abilities.)

Premier printing importe : INV #230 - rare