Battlebond

Stunning Reversal

Stunning Reversal {3}{B}

Instant
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

Thrasher Brute {3}{B}

Creature - Orc Warrior
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.
4/3
Thrilling Encore

Thrilling Encore {4}{B}

Instant
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

Virtus's Maneuver {2}{B}

Sorcery
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

Azra Bladeseeker {2}{R}

Creature - Azra Warrior
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."
3/2
Bonus Round

Bonus Round {1}{R}{R}

Sorcery
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

Bull-Rush Bruiser {3}{R}

Creature - Minotaur Warrior
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.
4/3
Cheering Fanatic

Cheering Fanatic {1}{R}

Creature - Goblin
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!"
2/2
Khorvath's Fury

Khorvath's Fury {4}{R}

Sorcery
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

Lava-Field Overlord {7}{R}{R}

Creature - Dragon
Assist
Flying
When Lava-Field Overlord enters the battlefield, it deals 4 damage to target creature an opponent controls.
5/4
Magma Hellion

Magma Hellion {6}{R}

Creature - Hellion
Assist
Trample, haste
The stadium is well-stocked with hazards to force the action if combatants show too much caution.
5/4
Najeela, the Blade-Blossom

Najeela, the Blade-Blossom {2}{R}

Legendary Creature - Human Warrior
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.
3/2
Stadium Vendors

Stadium Vendors {3}{R}

Creature - Goblin
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!"
3/3
Stolen Strategy

Stolen Strategy {4}{R}

Enchantment
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

Bramble Sovereign {2}{G}{G}

Creature - Dryad
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."
4/4
Charging Binox

Charging Binox {7}{G}

Creature - Beast
Assist
Trample
Arena beasts are bred for flashiness and foul temper. An extra head addresses both requirements.
7/5
Combo Attack

Combo Attack {2}{G}

Sorcery
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

The Crowd Goes Wild {X}{G}

Sorcery
Assist
Support X.
Each creature with a +1/+1 counter on it gains trample until end of turn.
Decorated Champion

Decorated Champion {1}{G}

Creature - Elf Warrior
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.
2/2
Generous Patron

Generous Patron {2}{G}

Creature - Elf Advisor
When Generous Patron enters the battlefield, support 2.
Whenever you put one or more counters on a creature you don't control, draw a card.
1/4
Grothama, All-Devouring

Grothama, All-Devouring {3}{G}{G}

Legendary Creature - Wurm
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.
10/8
Jungle Wayfinder

Jungle Wayfinder {2}{G}

Creature - Elf Warrior
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.
3/3
Pir's Whim

Pir's Whim {3}{G}

Sorcery
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

Archon of Valor's Reach {4}{G}{W}

Creature - Archon
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.
5/6
Azra Oddsmaker

Azra Oddsmaker {1}{B}{R}

Creature - Azra Warrior
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 . . ."
3/3