When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Flash
First strike
Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
When this creature enters, exile up to two target cards from a single graveyard.
, : Tap target creature.
During your turn, this creature has first strike.
: Creatures you control get +1/+1 until end of turn.
Flying
Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
Choose one —
Vigilance
Mobilize 3 (Whenever this creature attacks, create three tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Whenever this creature attacks, you may pay . If you do, it endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
As an additional cost to cast this spell, sacrifice a creature.
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each creature you control. (Damage and effects that say "destroy" don't destroy those creatures.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
When this creature enters, it endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Whenever a creature you control dies while this card is in your graveyard, you may pay . If you do, return this card from your graveyard to your hand.
Put a +1/+1 counter on target creature. It gains flying and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
At the beginning of combat on your turn, put a +1/+1 counter on another target creature you control.
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
: Add , , or . Activate only once each turn.
As an additional cost to cast this spell, you may behold a Dragon. (You may choose a Dragon you control or reveal a Dragon card from your hand.)
Osseous Exhale deals 5 damage to target attacking or blocking creature. If a Dragon was beheld, you gain 2 life.
Flurry — Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
This spell costs less to cast if you've cast another spell this turn.
Target creature gets +3/+0 until end of turn.
Draw a card.
When you cast this spell, if you've cast another spell this turn, copy this spell. (The copy becomes a token.)
Flying, lifelink
This spell costs less to cast for each creature you control.
When this creature enters, draw a card.
At the beginning of your upkeep, return up to two target creature cards with power 2 or less from your graveyard to the battlefield. Put a +1/+1 counter on each of those creatures.
Whenever this creature attacks, another target creature you control gains flying until end of turn.
Attacking tokens you control have flying.
This spell costs less to cast for each attacking creature.
When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
Equipped creature gets +3/+0.
Whenever equipped creature attacks, draw a card if you control three or more attacking creatures.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this creature enters, return up to one other target nonland permanent you control to its owner's hand. If it was a token, draw a card.
When this enchantment enters, create two 2/2 white Soldier creature tokens.
When a Dragon you control enters, return this enchantment to its owner's hand.
Whenever this creature deals combat damage to a player, you may search your library for a card named Tempest Hawk, reveal it, put it into your hand, then shuffle.
A deck can have any number of cards named Tempest Hawk.
Look at the top seven cards of your library. Put up to two noncreature, nonland permanent cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
When this creature enters, return target nonland permanent card with mana value 2 or less from your graveyard to your hand.
Flurry — Whenever you cast your second spell each turn, tap target creature an opponent controls.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of your upkeep, you may exile two cards from your graveyard. If you do, put a +1/+1 counter on this creature.
Renew — , Exile this card from your graveyard: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Ward
Whenever this creature attacks, put three stun counters on it and draw three cards. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you cast a Turtle spell, untap this creature.
Draw three cards. Creatures your opponents control get -3/-0 until end of turn.
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Renew — , Exile this card from your graveyard: Tap target creature an opponent controls and put a stun counter on it. Activate only as a sorcery.
Counter target spell unless its controller pays . If a Dragon was beheld, counter that spell unless its controller pays instead.
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Untapped Dragons you control have hexproof.
, : Search your library for a card named Dragonstorm Globe or Boulderborn Dragon, reveal it, put it into your hand, then shuffle.
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Create a 2/2 black Zombie Druid creature token. Activate only during your turn and only if a card left your graveyard this turn.
Draw three cards, then discard a card.
Enchant creature
Enchanted creature gets -5/-0 and loses all abilities.
The second spell you cast each turn costs less to cast.
When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
When this creature enters, return target creature an opponent controls to its owner's hand.
When this creature enters, you may exile a creature card from your graveyard. When you do, return target instant or sorcery card from your graveyard to your hand.
You may have this creature enter as a copy of any creature on the battlefield.
Renew — , Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has " : Untap this creature."
When this enchantment enters, draw two cards, then discard a card.
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
During your turn, this creature has base power and toughness 5/2.
: This creature can't be blocked this turn.
This spell costs less to cast for each creature you control with power 4 or greater.
Counter target spell unless its controller pays .
At the beginning of your upkeep, mill three cards. Then if you have no cards in your library, exile this enchantment and put five cards from your graveyard on top of your library in any order.
Flurry — Whenever you cast your second spell each turn, copy it, then exile the spell you cast with four time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Defender
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile this spell.)
Return target creature to its owner's hand.
This creature can't be blocked.
Whenever this creature attacks, up to one target player mills cards equal to this creature's power. (They put that many cards from the top of their library into their graveyard.)
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Bird creature token with flying.
Enchanted creature gets +1/+1 and has flying.
: Return this Aura to its owner's hand.
Draw three cards. Then discard two cards unless you discard a creature card.
: Return this card from your graveyard to your hand.
When this creature dies, create a 2/2 black Zombie Druid creature token. Renew -, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Target opponent reveals their hand. You choose a nonland card from it and exile that card. Put a +1/+1 counter on up to one target creature you control.
Lifelink
Renew — , Exile this card from your graveyard: Put a lifelink counter on target creature. Activate only as a sorcery.
Target creature you control gains deathtouch and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Deathtouch
Mobilize X, where X is the number of creature cards in your graveyard. (Whenever this creature attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
As an additional cost to cast this spell, behold a Dragon or pay . (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Target creature gets -3/-3 until end of turn.
When this enchantment enters, each opponent loses 2 life and you gain 2 life. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Surveil 2, then draw two cards. You lose 2 life. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever this creature attacks, if you control a creature with a counter on it, each opponent loses 1 life.
Target creature gets +1/-1 until end of turn. When it dies under your control this turn, draw two cards.
This spell costs more to cast if it targets a Dragon.
Destroy target creature.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn and target creature you control gets +2/+2 until end of turn.
As long as there are three or more different kinds of counters among creatures you control, this creature gets +2/+4.
You may cast this card from your graveyard. If you do, it enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
, , Pay X life: This creature endures X. Activate only as a sorcery. (Put X+1/+1 counters on it or create an X/X white Spirit creature token.)
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Flying, deathtouch, lifelink
Renew — , Exile this card from your graveyard: Put a flying counter, a deathtouch counter, and a lifelink counter on target creature. Activate only as a sorcery.
Trample
Decayed (This creature can't block. When it attacks, sacrifice it at end of combat.)
Renew — , Exile this card from your graveyard: Put a decayed counter on each of X target creatures. Activate only as a sorcery.
Destroy target creature. Create two 1/1 red Warrior creature tokens. They gain haste until end of turn. Sacrifice them at the beginning of the next end step.
When this creature enters, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Creature spells you cast cost less to cast.
Whenever a creature you control enters, if you cast it, destroy that creature, then create a 2/2 black Zombie Druid creature token.
, Sacrifice a creature you control with mana value X other than Sidisi: Return target creature card with mana value X plus 1 from your graveyard to the battlefield. Activate only as a sorcery.
Whenever this creature attacks, you lose 1 life and this creature endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Target opponent exiles a creature they control and their graveyard.
, Sacrifice another creature: Put a +1/+1 counter on this creature.
, Sacrifice another creature: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
Exile target creature or planeswalker.
Whenever a creature you control with a counter on it deals combat damage to a player, you draw a card and you lose 1 life.
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand.
Channeled Dragonfire deals 2 damage to any target.
Equipped creature gets +1/+1 and has trample and haste.
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
Haste
Flurry — Whenever you cast your second spell each turn, this creature deals 1 damage to each opponent.
You may cast Dragon spells without paying their mana costs.
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.
Flurry — Whenever you cast your second spell each turn, this creature gains double strike until end of turn.
When this Aura enters, enchanted creature gains first strike until end of turn.
Enchanted creature gets +2/+0.
At the beginning of your end step, return this creature to its owner's hand. (Return it only if it's on the battlefield.)
2 : This creature gets +2/+0 until end of turn.
When this creature enters, if you cast it, add .
Flurry — Whenever you cast your second spell each turn, this creature gets +1/+1 until end of turn.
When this creature enters, destroy target nonbasic land an opponent controls. Its controller searches their library for a basic land card, puts it onto the battlefield tapped with a stun counter on it, then shuffles. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
You may cast this spell as though it had flash if you behold a Dragon as an additional cost to cast it. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Molten Exhale deals 4 damage to target creature or planeswalker.
Narset's Rebuke deals 5 damage to target creature. Add . If that creature would die this turn, exile it instead.
Choose one or both —
Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
At the beginning of each combat, if you've cast two or more spells this turn, this enchantment becomes a 3/3 Monk creature with haste in addition to its other types until end of turn.
, Discard your hand, Sacrifice this enchantment: Draw two cards.
When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
Reach
Whenever another creature you control enters, this creature deals 1 damage to target opponent.
, Sacrifice this creature: It deals damage equal to the number of creatures you control to target creature.
Other Dragons you control get +1/+1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.)
When this creature enters, target creature can't block this turn.
: Add .
, , Sacrifice this creature: It deals 6 damage to target creature with flying.
When Tersa Lightshatter enters, discard up to two cards, then draw that many cards.
Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.
Twin Bolt deals 2 damage divided as you choose among one or two targets.
When this creature enters, create a 1/1 red Goblin creature token.
, : Target creature you control with power 2 or less can't be blocked this turn.
When this creature enters, it deals 5 damage to target creature an opponent controls that was dealt damage this turn.
Creatures you control get +1/+0.
Whenever you attack, create a 1/1 red Warrior creature token that's tapped and attacking. Sacrifice it at the beginning of the next end step.
Target creature gets +3/+0 and gains haste until end of turn.
This creature's power is equal to the number of creatures you control.
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don't, put a +1/+1 counter on this creature. (Το mill three cards, put the top three cards of your library into your graveyard.)
Whenever one or more cards leave your graveyard during your turn, put a +1/+1 counter on this creature.
Renew — , Exile this card from your graveyard: Put a +1/+1 counter and a trample counter on target creature. Activate only as a sorcery.
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Vigilance, reach, deathtouch
, Tap an untapped creature you control: Add one mana of any color.
, Sacrifice this artifact: Create a 4/4 Dragon creature token named Reliquary Dragon that's all colors. It has flying, lifelink, and "When this token enters, it deals 3 damage to any target." Activate only as a sorcery.
When this creature enters, it endures 3. (Put three +1/+1 counters on it or create a 3/3 white Spirit creature token.)
When this enchantment enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Creatures with power less than this creature's power can't block it.
As long as you control a creature with a counter on it, this creature gets +1/+2.
: Add one mana of any color. Spend this mana only to cast a creature spell.
: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Whenever this creature enters or attacks, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Put a +1/+1 counter on target creature you control, then it deals damage equal to its power to target creature an opponent controls.
: This creature can attack this turn as though it didn't have defender.
When this creature enters, you may mill cards equal to the number of lands you control.
Renew — , Exile this card from your graveyard: Put X +1/+1 counters on target creature, where X is the number of land cards in your graveyard. Activate only as a sorcery.
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Target creature you control deals damage equal to its power to target creature or planeswalker. If a Dragon was beheld, surveil 2.
When this creature enters, you may mill three cards. (You may put the top three cards of your library into your graveyard.)
: Add an amount of equal to this creature's power.
Return up to two target permanent cards from your graveyard to your hand. Target player shuffles up to four target cards from their graveyard into their library. Exile Rite of Renewal.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
When this creature enters, put a +1/+1 counter on target creature.
Renew — , Exile this card from your graveyard: Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. Activate only as a sorcery.
Renew — , Exile this card from your graveyard: Put two +1/+1 counters and a reach counter on target creature. Activate only as a sorcery.
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
This spell can't be countered.
Whenever a creature you control or a creature spell you control becomes the target of a spell or ability an opponent controls, draw a card.
Distribute two +1/+1 counters among one or two target creatures you control. Creatures you control with counters on them gain vigilance and trample until end of turn.
When this creature enters, draw a card if you control a creature with a counter on it. If you don't draw a card this way, put a +1/+1 counter on this creature.
Whenever this creature becomes tapped, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
, Sacrifice this creature: Destroy target artifact or enchantment.
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X+1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creatures you control get +1/+1 and have deathtouch.
When this enchantment enters, if it's your main phase, there is an additional combat phase after this phase followed by an additional main phase. When you next attack this turn, untap each creature you control.
When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
Return target card from your graveyard to your hand.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent.
II — Mill three cards.
III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.
As this enchantment enters, choose Abzan or Mardu.
At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.
Attacking tokens you control have deathtouch.
Dragons you control have indestructible.
At the beginning of your upkeep, for each color, put a +1/+1 counter on a Dragon you control of that color. If you put +1/+1 counters on five Dragons this way, you win the game.
Flurry — Whenever you cast your second spell each turn, this creature deals 2 damage to each opponent and you gain 2 life.
Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.
Defibrillating Current deals 4 damage to target creature or planeswalker and you gain 2 life.
When this enchantment enters, it deals 3 damage to each creature and each planeswalker.
Landfall — Whenever a land you control enters, create a 4/4 red Dragon creature token with flying.
Double the power and toughness of target creature you control until end of turn. Then it fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
This creature enters with two +1/+1 counters on it if you've cast two or more spells this turn.
Vigilance, trample, ward
At the beginning of combat on your turn, if you've cast both a creature spell and a noncreature spell this turn, draw a card and put two +1/+1 counters on Eshki Dragonclaw.
When this creature enters, choose one —
Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
When this creature enters, copy the next spell you cast this turn when you cast it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
As this enchantment enters, choose Jeskai or Temur.
Draw a card, then you may discard a card. When you discard a nonland card this way, Glacial Dragonhunt deals 3 damage to target creature.
As this enchantment enters, choose Temur or Sultai.
When this creature enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
, Sacrifice a token: Draw a card.
As this enchantment enters, choose Sultai or Abzan.
This creature enters with two +1/+1 counters on it.
Whenever this creature or another creature you control dies, if it had counters on it, put its counters on up to one target creature you control.
Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
Double strike
Return target spell or permanent to its owner's hand. Jeskai Revelation deals 4 damage to any target. Create two 1/1 white Monk creature tokens with prowess. Draw two cards. You gain 4 life.
Flying, haste
Whenever this creature deals combat damage to a player, you gain 1 life and draw a card.
Flying, vigilance, trample
This creature has hexproof if it hasn't dealt damage yet. (It can't be the target of spells or abilities your opponents control.)
Whenever one or more cards leave your graveyard during your turn, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Renew — , Exile this card from your graveyard: Put two +1/+1 counters and a flying counter on target creature. Activate only as a sorcery.
Exile target permanent with mana value 3 or greater.
Whenever a card leaves your graveyard during your turn, draw a card. This ability triggers only once each turn.
Indestructible
Whenever Kotis deals combat damage to a player, exile the top X cards of their library, where X is the amount of damage dealt. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Return target creature card from your graveyard to your hand. Lie in Wait deals damage equal to that card's power to target creature.
When this creature enters, search your library for a black card, a green card, and a blue card. Put those cards into your graveyard, then shuffle.
Create a 5/5 green Elephant creature token.
Deathtouch, haste
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your end step, sacrifice those tokens.
Whenever you attack, target creature gets +X/+X until end of turn, where X is the number of attacking creatures.
Flying, vigilance
When this creature enters, put up to one target noncreature, nonland card from your graveyard on top of your library.
At the beginning of your end step, you may discard your hand. If you do, draw cards equal to the number of spells you've cast this turn.
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
The next time a source of your choice would deal damage to you this turn, prevent that damage. When damage is prevented this way, New Way Forward deals that much damage to that source's controller and you draw that many cards.
Return target permanent card from your graveyard to the battlefield with a hexproof counter and an indestructible counter on it.
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard.
I, II — Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
III — Whenever you cast a noncreature spell this turn, target creature you control gains double strike until end of turn.
When this creature enters, target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
When this creature enters or dies, put a +1/+1 counter on target creature you control.
I — Create three 1/1 white Spirit creature tokens.
II — Distribute three +1/+1 counters among one, two, or three target creatures you control.
III — Creatures you control gain trample and lifelink until end of turn.
Tap target creature. Put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
I, II — Create a 5/5 green Elephant creature token.
III — Double the power and toughness of each creature you control until end of turn.
When this creature enters, target opponent reveals their hand. You may choose a nonland card from it. If you do, exile that card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X white Spirit creature token, where X is the mana value of the exiled card.
When Shiko enters, exile target nonland card with mana value 3 or less from your graveyard. Copy it, then you may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
When this creature enters, each opponent loses 2 life and you gain 2 life.
When this creature enters, target instant or sorcery card in your graveyard gains harmonize until end of turn. Its harmonize cost is equal to its mana cost. (You may cast that card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile the spell.)
When this creature enters, it deals 2 damage to any target and you gain 2 life. If a player is dealt damage this way, they discard a card.
Whenever one or more counters are put on a creature you control, if it's the first time counters have been put on that creature this turn, put a +1/+1 counter on that creature.
During your turn, spells you cast cost less to cast for each creature you control with power 4 or greater.
When this creature enters, draw a card, then discard a card.
Spells you cast have delve. (Each card you exile from your graveyard while casting those spells pays for .)
Whenever you cast a spell, you lose life equal to its mana value.
(As this Saga enters step, add a lore counter. Sacrifice after III.)
I — You draw two cards and you lose 2 life.
II, III — Whenever a creature you control enters this turn, each opponent loses 1 life and you gain 1 life.
Flying, protection from white and from black
When Ureni enters, it deals X damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control, where X is the number of lands you control.
As this enchantment enters, choose Mardu or Jeskai.
When this creature enters, if you cast it, mill four cards. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
During your end step, Warrior tokens you control have "This token can't be sacrificed."
When this artifact enters, search your library for a basic Plains, Swamp, or Forest card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create an X/X white Spirit creature token, where X is the greatest toughness among creatures you control. Activate only as a sorcery.
Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Equipped creature gets +2/+2 and has hexproof from monocolored.
Equip . This ability costs less to activate for each color of the creature it targets.
Each Dragon you control enters with an additional +1/+1 counter on it.
: Add one mana of any color.
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top. If you control a Dragon, put that card onto the battlefield tapped instead.
, : Put target card from a graveyard on the bottom of its owner's library.
When this artifact enters, search your library for a basic Island, Mountain, or Plains card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create two 1/1 white Bird creature tokens with flying. Activate only as a sorcery.
When this artifact enters, search your library for a basic Mountain, Plains, or Swamp card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create three 1/1 red Warrior creature tokens. They gain menace and haste until end of turn. Activate only as a sorcery. (A creature with menace can't be blocked except by two or more creatures.)
: Add one mana of any color. Activate only if you control a Dragon.
When this artifact enters, search your library for a basic Swamp, Forest, or Island card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create two 2/2 black Zombie Druid creature tokens. Activate only as a sorcery.
When this artifact enters, search your library for a basic Forest, Island, or Mountain card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create a 5/5 green Elephant creature token. Activate only as a sorcery.
When this creature enters, target player mills two cards. You gain 2 life. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped unless you control a Plains or an Island.
, : Exile the top card of your library. Until the end of your next turn, you may play that card.
This land enters tapped unless you control a Swamp or a Mountain.
, : Whenever you attack this turn, create two 1/1 red Warrior creature tokens that are tapped and attacking. Sacrifice them at the beginning of the next end step.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
: Add , , or .
This land enters tapped unless you control a Forest or a Plains.
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token.
This land enters tapped unless you control an Island or a Swamp.
, : Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.
, , Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
This land enters tapped unless you control a Mountain or a Forest.
, : The next spell you cast this turn can't be countered.
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