Mindblade Render
Whenever your opponents are dealt combat damage, if any of that damage was dealt by a Warrior, you draw a card and you lose 1 life.
"There will be no secrets between us... like it or not."
Sickle Dancer
Whenever Sickle Dancer attacks, if your team controls another Warrior, Sickle Dancer gets +1/+1 until end of turn.
"I lead, destruction follows."
Stunning Reversal
The next time you would lose the game this turn, instead draw seven cards and your life total becomes 1.
Exile Stunning Reversal.
The line between victory and defeat can be as slim as a razor's edge.
Thrasher Brute
Whenever Thrasher Brute or another Warrior enters the battlefield under your team's control, target opponent loses 1 life and you gain 1 life.
Some competitors fight for glory or money. Some just like hitting people.
Thrilling Encore
Put onto the battlefield under your control all creature cards in all graveyards that were put there from the battlefield this turn.
"Welcome to the winning team."
Virtus's Maneuver
For each player, choose friend or foe. Each friend returns a creature card from their graveyard to their hand. Each foe sacrifices a creature they control.
Brutality had never been so exquisite.
Azra Bladeseeker
When Azra Bladeseeker enters the battlefield, each player on your team may discard a card, then each player who discarded a card this way draws a card.
"Never get too attached to a weapon. You must allow a better one to find its way to you."
Bonus Round
Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.
When the twin-spell bonus round begins, the crowd rises to its feet in anticipation of incredible combinations.
Bull-Rush Bruiser
Whenever Bull-Rush Bruiser attacks, if your team controls another Warrior, Bull-Rush Bruiser gains first strike until end of turn.
There will always be a spot at Valor's Reach for headlong violence.
Cheering Fanatic
Whenever Cheering Fanatic attacks, choose a card name. Spells with the chosen name cost {1} less to cast this turn.
"Punch 'em, kick 'em, bite 'em, beat 'em! Burn 'em all and we'll defeat 'em!"
Khorvath's Fury
For each player, choose friend or foe. Each friend discards all cards from their hand, then draws that many cards plus one. Khorvath's Fury deals damage to each foe equal to the number of cards in their hand.
Lava-Field Overlord
Assist (Another player can pay up to {7} of this spell's cost.)
Flying
When Lava-Field Overlord enters the battlefield, it deals 4 damage to target creature an opponent controls.
Magma Hellion
Assist (Another player can pay up to {6} of this spell's cost.)
Trample, haste
The stadium is well-stocked with hazards to force the action if combatants show too much caution.
Najeela, the Blade-Blossom
Whenever a Warrior attacks, you may have its controller create a 1/1 white Warrior creature token that's tapped and attacking.
{W}{U}{B}{R}{G}: Untap all attacking creatures. They gain trample, lifelink, and haste until end of turn. After this phase, there is an additional combat phase. Activate only during combat.
Stadium Vendors
When Stadium Vendors enters the battlefield, choose a player. That player adds two mana of any one color they choose.
"Potions! Mana potions, health potions, energy potions—get your potions here!"
Stolen Strategy
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Bramble Sovereign
Whenever another nontoken creature enters the battlefield, you may pay {1}{G}. If you do, that creature's controller creates a token that's a copy of that creature.
"Within this grove, you belong to me."
Charging Binox
Assist (Another player can pay up to {7} of this spell's cost.)
Trample
Arena beasts are bred for flashiness and foul temper. An extra head addresses both requirements.
Combo Attack
Two target creatures your team controls each deal damage equal to their power to target creature.
Success at Valor's Reach requires not only individual skill but also the ability to merge that skill with a partner's.
The Crowd Goes Wild
Assist (Another player can pay up to {X} of this spell's cost. You choose the value of X.)
Support X. (Put a +1/+1 counter on each of up to X target creatures.)
Each creature with a +1/+1 counter on it gains trample until end of turn.
Decorated Champion
Whenever another Warrior enters the battlefield under your team's control, put a +1/+1 counter on Decorated Champion.
The oddsmakers hate him because every fight is a foregone conclusion. The crowd loves him for exactly the same reason.
Generous Patron
When Generous Patron enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
Whenever you put one or more counters on a creature you don't control, draw a card.
Grothama, All-Devouring
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
Jungle Wayfinder
When Jungle Wayfinder enters the battlefield, each player may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
She is adept at navigating the stadium's ever-changing landscape.
Pir's Whim
For each player, choose friend or foe. Each friend searches their library for a land card, puts it onto the battlefield tapped, then shuffles. Each foe sacrifices an artifact or enchantment they control.
Archon of Valor's Reach
Flying, vigilance, trample
As Archon of Valor's Reach enters the battlefield, choose artifact, enchantment, instant, sorcery, or planeswalker.
Players can't cast spells of the chosen type.
Azra Oddsmaker
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
"I never give odds on my own fights. Unless, of course, you want to bet *against* me . . ."
Last One Standing
Choose a creature at random, then destroy the rest.
Some train all their lives for a shot at the title. Some just get really, really lucky.
Rushblade Commander
Warriors your team controls have haste.
"I like a quick victory. More time to celebrate."
Vampire Charmseeker
Assist (Another player can pay up to {6} of this spell's cost.)
Flying
When Vampire Charmseeker enters the battlefield, return target instant, sorcery, or creature card from a graveyard to its owner's hand.
Sentinel Tower
Whenever an instant or sorcery spell is cast during your turn, Sentinel Tower deals damage to any target equal to 1 plus the number of instant and sorcery spells cast before that spell this turn.
The built-in obstacles force competitors to think three moves ahead.
Victory Chimes
Untap Victory Chimes during each other player's untap step.
{T}: A player of your choice adds {C}.
The favored noisemaker of goblins ever since the wardens cracked down on explosives.
Bountiful Promenade
Bountiful Promenade enters the battlefield tapped unless you have two or more opponents.
{T}: Add {G} or {W}.
No pilgrimage to Valor's Reach is complete without a stroll through its celebrated shopping district.
Luxury Suite
Luxury Suite enters the battlefield tapped unless you have two or more opponents.
{T}: Add {B} or {R}.
The view is rivaled only by the decadence of the decor.
Morphic Pool
Morphic Pool enters the battlefield tapped unless you have two or more opponents.
{T}: Add {U} or {B}.
Ancient magic reshapes the stage into a variety of landscapes.
Sea of Clouds
Sea of Clouds enters the battlefield tapped unless you have two or more opponents.
{T}: Add {W} or {U}.
Skybridges from across Kylem converge at the grand stadium of Valor's Reach.
Spire Garden
Spire Garden enters the battlefield tapped unless you have two or more opponents.
{T}: Add {R} or {G}.
From thrilling combat to unparalleled vistas, Valor's Reach has it all.
Angel of Retribution
Flying, first strike
Bitter vengeance never glowed so bright nor sang so sweet.
Angelic Chorus
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.
The harmony of the glorious is a dirge to the wicked.
Angelic Gift
Enchant creature
When Angelic Gift enters the battlefield, draw a card.
Enchanted creature has flying.
Battle Mastery
Enchant creature
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
"There is elegance in all the Ojutai do—even their killing."
—Kirada, Silumgar enforcer
Champion of Arashin
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
"The blood of Dromoka and the blood of my veins are the same."
Doomed Traveler
When Doomed Traveler dies, create a 1/1 white Spirit creature token with flying.
He vowed he would never rest until he reached his destination. He doesn't know how right he was.
Expedition Raptor
Flying
When Expedition Raptor enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
Kor Spiritdancer
Kor Spiritdancer gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
She reaches beyond the physical realm, touching the ideals from which all creatures draw their power.
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Lightwalker
Lightwalker has flying as long as it has a +1/+1 counter on it.
"The greatest gift Dromoka gives is the ability to fly without wings."
—Urdnan, Dromoka warrior
Long Road Home
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
The person who finishes a journey is rarely the same as the one who starts it.