Armed // Dangerous (DGM-122) - Dragon's Maze

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Uncommon
Standard
Future
Historic
Timeless
Gladiator
Pioneer
Modern
Legacy
Pauper
Vintage
Penny
Commander
Oathbreaker
Standardbrawl
Brawl
Alchemy
Pauper Commander
Duel
Oldschool
Premodern
Predh
Tlr
Armed


Target creature gets +1/+1 and gains double strike until end of turn.

/

Dangerous


All creatures able to block target creature this turn do so.



Fuse (You may cast one or both halves of this card from your hand.)
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)

All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)

Armed // Dangerous (DGM-122) - Dragon's Maze

Uncommon
Standard
Future
Historic
Timeless
Gladiator
Pioneer
Modern
Legacy
Pauper
Vintage
Penny
Commander
Oathbreaker
Standardbrawl
Brawl
Alchemy
Pauper Commander
Duel
Oldschool
Premodern
Predh
Tlr
Armed


Target creature gets +1/+1 and gains double strike until end of turn.

/

Dangerous


All creatures able to block target creature this turn do so.



Fuse (You may cast one or both halves of this card from your hand.)
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)

All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)

Wizards of the Coast

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