Arcmage Abilities List
Battle Scream x - When I attack, all other attacking creatures get +x/+0.
Blood Vengeance - I come into play with x +1/+0 counters, where x is equal to the damage dealt the previous turn by target opposing creature.
Bodyguard x - Each turn, I may divert up to x damage from target creature you control and put that damage on myself instead.
Boost - When I am cast, pay x additional resources to put x +1/+1 counters on me.
Bruiser - To creatures, I deal damage in the form of -1/-1 counters.
Charge y x - When I attack together with another charging creature, I get +x/+0 and gain y.
e.g. Charge overrun 2 - When I attack together with another charging creature, I get +2/+0 and gain overrun.
Deadly - Creatures I deal damage to in combat are destroyed. (regardless of their defensive strength)
Defiance - All damage I deal while defending a city is added to its defense strength.
Devoted - My devotion towards the city counts double.
Discount x - I cost one resource less for each kind of x you control.
Dual Attack - I deal first strike damage and normal combat damage.
Evolve x y - When I die, put a x with casting cost y or less from your hand into your army marked.
e.g. Evolve Naga 4 - When I die, put a Naga with casting cost 4 or less from your hand into your army marked.
Fatigue - I come into play marked.
First Strike - In combat, I deal damage first. The opposing creature only strikes back if it survives.
Flying - Only creatures with flying and ranged can defend against me.
Freeze - I cannot mark, unmark, move, attack or defend.
Hidden - Hidden creatures are placed back side up and are no longer in play. (Other cards may hide or unhide a creature.)
Homesick - At the start of my controller's turn, if a I am not in a city of the same faction, I lose one loyalty mark; otherwise, I gains one. I cannot gain more than my original number and I dies when I have none left.
Incentive x - I cannot attack unless you pay x resources.
Indestructible - If I would be sent to the graveyard from play, instead I remain in play.
Infiltrate - I can move into opponents' cities.
Militia - The militia may attack a second, alternative city.
Militia Battle Scream
Militia Battle Scream x - When I attack, all other attacking militia creatures get +x/+0.
Necromancer - When a creature I have dealt damage to this turn dies, put a +1/+1 Undead Skeleton token into your army marked.
Overrun - The surplus of unblocked damage I deal is carried over to the attacked city.
Pack - While attacking, you may combine me with other creatures into a single creature. (Packed creatures lose their other abilities during combat.)
Peaceful - I cannot attack.
Plunder - Damage I deal while attacking is added to target city's defense strength.
Pioneer - While I'm in your hand, put me in any new city you build.
Produce x <faction> resources - Produces x amount of resources for the specified faction.
Rabies - Creatures with rabies must attack each turn if able. Any creature damaged by a creature with rabies gains rabies. At the end of a player's turn, they must sacrifice all creatures with rabies.
Ranged - I can defend against creatures with flying.
Recycle - Convert me into a marked resource when I'm put in the graveyard.
Salvage x - You may pay x resources to return me to your hand from the graveyard.
Sanctuary - I can't be the target of spells or abilities from opponents.
Sand Copy - I am a copy of an other card and have the Sand Copy type next to my other types. When the original card is destroyed, I am destroyed as well.
Sudden - I can be played directly into your army.
Switch - Sacrifice me and put 'card X' from your deck in my place. Shuffle your deck.
Travel - I'm not marked for moving.
Taunt - When I attack, you may have an opponent's creature unmark and defend against me if it is able to.
Unearth x - When I am converted into a resource card, reveal me and put x unearth counters on me. Remove one at the end of each turn and put me into your army when you remove the last counter.
Unique - No player cannot control more than one of this unit at any time.
Veteran - I am not marked for attacking.
Water Tempest - While attacking I gain +1/+1 for each House of Nobles resource card the defending player controls.
Arcmage Derived Abilities List
Some creature types have derived abilities, those abilities are applied as if they have the corresponding keyword.
Legend - No player cannot control more than one of this unit at any time.