Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
2 /
2
{2}{W}{W}{W}
Conqueror's Pledge
Sorcery
Kicker {6} (You may pay an additional {6} as you cast this spell.)
Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
{3}{W}
Divine Verdict
Instant
Destroy target attacking or blocking creature.
{1}
Explorer's Scope
Artifact - Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
--
Kabira Crossroads
Land
Kabira Crossroads enters the battlefield tapped.
When Kabira Crossroads enters the battlefield, you gain 2 life.
{T}: Add {W}.
--
Kabira Crossroads
Land
Kabira Crossroads enters the battlefield tapped.
When Kabira Crossroads enters the battlefield, you gain 2 life.
{T}: Add {W}.
{W}{W}
Kor Aeronaut
Creature - Kor Soldier
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.)
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
2 /
2
{W}{W}
Kor Aeronaut
Creature - Kor Soldier
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.)
Flying
When Kor Aeronaut enters the battlefield, if it was kicked, target creature gains flying until end of turn.
2 /
2
{3}{W}
Kor Cartographer
Creature - Kor Scout
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
2 /
2
{3}{W}
Kor Cartographer
Creature - Kor Scout
When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
2 /
2
{W}
Kor Duelist
Creature - Kor Soldier
As long as Kor Duelist is equipped, it has double strike. (It deals both first-strike and regular combat damage.)
1 /
1
{2}{W}
Kor Hookmaster
Creature - Kor Soldier
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2 /
2
{2}{W}
Kor Hookmaster
Creature - Kor Soldier
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
2 /
2
{2}{W}
Kor Sanctifiers
Creature - Kor Cleric
Kicker {W} (You may pay an additional {W} as you cast this spell.)
When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment.
2 /
3
{2}{W}
Kor Sanctifiers
Creature - Kor Cleric
Kicker {W} (You may pay an additional {W} as you cast this spell.)
When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment.
2 /
3
{1}{W}
Kor Skyfisher
Creature - Kor Soldier
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
2 /
3
{1}{W}
Kor Skyfisher
Creature - Kor Soldier
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
2 /
3
{3}{W}{W}
Landbind Ritual
Sorcery
You gain 2 life for each Plains you control.
{2}{W}
Narrow Escape
Instant
Return target permanent you control to its owner's hand. You gain 4 life.
{1}{W}
Pacifism
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
{1}{W}
Pacifism
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{3}{W}{W}
Serra Angel
Creature - Angel
Flying, vigilance
4 /
4
{0}
Spidersilk Net
Artifact - Equipment
Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{1}
Trusty Machete
Artifact - Equipment
Equipped creature gets +2/+1.
Equip {2}
{2}{W}{W}
Windborne Charge
Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.