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Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.
Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Grapeshot deals 1 damage to any target.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
({T}: Add {W} or {U}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Kicker {W} (You may pay an additional {W} as you cast this spell.)
Target player can't cast spells this turn. If this spell was kicked, creatures can't attack this turn.
Flash
Enchant creature
Enchanted creature gets +1/+1.
As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.