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.
Deadly - Creatures I deal damage to in combat are destroyed. (regardless of their defensive 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.
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 my 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.
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 - Reveal me when I am converted into a resource card and put me in your army after x turns.
Unique - No player cannot control more than one of this unit at any time.
Veteran - I am not marked for attacking.
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.