Lifelink
, Sacrifice this creature: Target creature or enchantment you control gains protection from the color of your choice until end of turn.
Flying
When this creature dies, you may return target enchantment card from your graveyard to the battlefield.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.
Constellation — Whenever an enchantment you control enters, tap target creature an opponent controls.
Enchant creature
Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."
Whenever a creature dies, if an Aura you controlled was attached to it, return target creature card with mana value 2 or less from your graveyard to your hand.
Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Whenever another creature you control enters or dies, you gain 1 life.
This spell costs less to cast, where X is your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Enchanted creature can't attack or block.
: Exile enchanted creature.
First strike
Loyalty abilities of planeswalkers your opponents control cost more to activate.
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
−1: Up to two target creatures you control each get +2/+1 until end of turn.
−2: Create two 1/1 white Human Soldier creature tokens.
−3: You gain 5 life.
Escape— , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Constellation — Whenever an enchantment you control enters, this creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Exile target creature or enchantment, then return it to the battlefield under its owner's control.
Whenever another creature you control attacks, it gets +0/+1 until end of turn.
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Choose one —
When this creature enters, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle.
This Aura enters with four task counters on it.
Enchanted creature can't attack or block. It loses all abilities and has " : Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."
Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Flash (You may cast this spell any time you could cast an instant.)
Enchanted creature gets +1/+2.
Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
When this creature enters, you may put target enchantment card from your graveyard on top of your library. If you do, you gain life equal to its mana value.
When this creature dies, exile target card from an opponent's graveyard.
Flash
When this enchantment enters, create two 1/1 white Human Soldier creature tokens and you gain 2 life.
, Sacrifice this enchantment: Scry 2.
Target creature you control gets +2/+1 until end of turn. Each other creature you control gets +1/+1 until end of turn.
Constellation — Whenever an enchantment you control enters, target creature gets +1/+1 until end of turn.
When this creature enters, create a number of 1/1 white Human Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Exile target artifact or enchantment.
When this creature enters, scry 1.
Enchanted creature gets +1/+1 and has vigilance.
Escape— , Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
: This creature gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.)
Vigilance
Whenever Taranika attacks, untap another target creature you control. Until end of turn, that creature has base power and toughness 4/4 and gains indestructible.
Aura spells you cast cost less to cast.
Destroy target creature with power 4 or greater. You gain 3 life.
Alirios enters tapped.
Alirios doesn't untap during your untap step if you control a Reflection.
When Alirios enters, create a 3/2 blue Reflection creature token.
When this enchantment enters, exile target spell.
Your opponents can't cast spells with the same name as the exiled card.
When this enchantment leaves the battlefield, return the exiled card to its owner's hand.
Affinity for enchantments (This spell costs less to cast for each enchantment you control.)
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
Target creature gets -4/-0 until end of turn. Scry 2.
Counter target creature or enchantment spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
, Sacrifice this creature: Draw three cards.
When this creature enters, draw a card, then discard a card.
Draw a card.
Escape— , Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Enchanted creature loses all abilities and is a blue Fish with base power and toughness 0/1.
I — Create an 8/8 blue Kraken creature token with hexproof.
II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step.
III — Gain control of target permanent an opponent controls. Untap it.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Scry 2.
II — Choose a card name.
III — When you cast a spell with the chosen name for the first time this turn, draw two cards.
IV — Look at the top card of each player's library.
Counter target spell. Scry 2.
Whenever you draw a card, you may pay . If you do, put a +1/+1 counter on this creature and create a 1/1 blue Tentacle creature token.
During turns other than yours, spells you cast cost less to cast.
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: 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.)
Enchant creature or enchantment
Enchanted permanent is an enchantment and loses all other card types. (It still has its abilities, but it's no longer a creature.)
Constellation — Whenever an enchantment you control enters, you may have this creature become a copy of another target creature, except it has this ability.
Defender
Constellation — Whenever an enchantment you control enters, target player mills two cards.
Return up to three target creatures and/or enchantments to their owners' hands.
At the beginning of your upkeep, return up to one other target enchantment you control to its owner's hand.
Constellation — Whenever an enchantment you control enters, you may draw a card. If you do, discard a card.
Tap target creature. It doesn't untap during its controller's next untap step.
Escape— , Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Return target creature or enchantment an opponent controls to its owner's hand.
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
Target player mills four cards.
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Draw three cards. Then discard two cards unless you discard an enchantment card.
When this creature enters, target creature an opponent controls gets -X/-0 until end of turn, where X is your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Spells you cast with mana value 5 or greater cost less to cast and can't be countered.
Whenever this creature deals damage, target player mills that many cards.
Constellation — Whenever an enchantment you control enters, this creature gains flying until end of turn.
Whenever you cast your first spell during each opponent's turn, draw a card.
For each spell and ability your opponents control, counter it unless its controller pays .
: Scry 1.
Target opponent reveals their hand. You choose a nonland card from it or a card from their graveyard. Exile that card. You lose 1 life.
At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
When this Aura enters, target opponent discards two cards.
Enchanted creature has lifelink.
When this creature enters, target creature an opponent controls gets -X/-X until end of turn, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card.
When this creature dies, create a 0/1 white Goat creature token.
This spell costs less to cast, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Destroy target creature.
Exile target creature or planeswalker. Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
I — Destroy target creature an opponent controls with power 2 or less.
II — Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
III — Exile target opponent's graveyard.
This creature gets -1/-1 for each card in your opponents' hands.
At the beginning of your upkeep, each player discards a card.
As long as your devotion to black is less than five, Erebos isn't a creature.
Whenever another creature you control dies, you may pay 2 life. If you do, draw a card.
, Sacrifice another creature: Target creature gets -2/-1 until end of turn.
Exile target creature.
Target player loses 2 life.
You draw two cards, lose 2 life, then mill two cards.
When this creature enters, search your library for a card, put it into your graveyard, then shuffle.
Spells you cast from your graveyard cost less to cast.
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each in the mana costs of permanents you control counts toward your devotion to black.)
When this creature dies, target creature an opponent controls gets -1/-1 until end of turn.
Whenever an enchanted creature dies, draw a card for each Aura you controlled that was attached to it.
Enchanted creature has "At the beginning of your upkeep, sacrifice a creature."
, Sacrifice a creature: Each opponent loses 1 life and you gain 1 life.
When enchanted creature dies, return that card to the battlefield under your control.
Deathtouch
When this creature enters, mill two cards and you gain 2 life. (To mill a card, put the top card of your library into your graveyard.)
Enchanted creature gets -3/-3.
Enchanted creature gets +2/-1.
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.
When this enchantment enters, return target creature card from your graveyard to your hand.
This creature escapes with two +1/+1 counters on it. When it enters this way, each opponent sacrifices a non-Gorgon creature of their choice.
When this creature enters, target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
When this creature enters, exile target card from an opponent's graveyard.
, Sacrifice a creature: Draw a card.
This creature can't be blocked by enchanted creatures or enchantment creatures.
When this enchantment enters, draw three cards.
Whenever you cast a spell, you lose 1 life.
When this enchantment becomes the target of a spell or ability, sacrifice it.
I, II — Mill three cards. Then you may exile a creature or enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
III — You gain X life and scry X, where X is the number of Zombies you control.
Tymaret's toughness is equal to your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
: Exile up to two target cards from graveyards. You gain 1 life for each creature card exiled this way.
This creature can't block.
This creature escapes with two +1/+1 counters on it.
Whenever an opponent draws a card, this enchantment deals 1 damage to that player.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
I — Gain control of target creature for as long as this Saga remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on this creature.
When this Aura enters, enchanted creature gains first strike until end of turn.
Enchanted creature gets +2/+0.
Whenever you sacrifice a permanent, put a +1/+1 counter on this creature.
, , Sacrifice a creature or enchantment: This creature deals 1 damage to target creature. That creature can't block this turn.
When this creature dies, it deals 2 damage to target creature or planeswalker an opponent controls.
At the beginning of your end step, you may pay and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Whenever you cast your first spell during each opponent's turn, this creature deals 1 damage to any target.
Enchanted creature gets +1/+0 and has haste.
Fateful End deals 3 damage to any target. Scry 1.
As an additional cost to cast this spell, sacrifice a creature or enchantment.
Final Flare deals 5 damage to target creature.
Reach
Whenever two or more creatures your opponents control attack, this creature can't block this combat.
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.
When this creature enters, create a 1/1 red Satyr creature token with "This token can't block."
Enchanted creature gets +3/+3 and attacks each combat if able.
When enchanted creature dies, this Aura deals 3 damage to that creature's controller.
: This creature gets +1/+0 until end of turn.
If a creature dealt damage by this creature this turn would die, exile it instead.
Target creature gets +3/+2 until end of turn.
When this Aura enters, it deals 4 damage to target creature or planeswalker an opponent controls.
When this creature enters, choose one —
When this enchantment enters, it deals 2 damage to any target.
, Discard a card: Draw a card.
When this creature enters, discard your hand, then draw three cards.
Escape— , Exile eight other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with a +1/+1 counter on it.
Flying, haste
: This creature gets +2/+0 until end of turn.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
Create a 1/1 red Satyr creature token with "This token can't block."
: This creature gets +1/-1 until end of turn.
Whenever another creature becomes the target of an ability of a land you control named Labyrinth of Skophos, you may have this creature fight that creature. (Each deals damage equal to its power to the other.)
, Sacrifice another creature or an enchantment: This creature gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Trample
At the beginning of each combat, if you control a creature with power 4 or greater, this creature gets +1/+1 until end of turn.
Haste
When this creature enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.
Storm's Wrath deals 4 damage to each creature and each planeswalker.
Whenever this creature attacks or becomes the target of a spell an opponent controls, choose one —
As an additional cost to cast this spell, discard a card.
Draw two cards.
I, II, III — Until end of turn, target creature gains trample and gets +X/+0, where X is the number of lore counters on this Saga.
IV — Target creature you control fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
Underworld Fires deals 1 damage to each creature and each planeswalker. If a permanent dealt damage this way would die this turn, exile it instead.
This creature attacks each combat if able.
Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn.
Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
When this creature enters, it deals damage equal to its power to target creature with flying an opponent controls.
This creature escapes with three +1/+1 counters on it.
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
Target creature gets +3/+3 and gains reach until end of turn.
When this Aura enters, put a +1/+1 counter on enchanted creature.
At the beginning of your upkeep, double the number of +1/+1 counters on enchanted creature.
When this creature enters, untap target creature.
: Add one mana of any color. If you control a creature with power 4 or greater, add two mana of any one color instead.
Prevent all combat damage that would be dealt this turn except combat damage that would be dealt by enchanted creatures and enchantment creatures. Scry 2.
Creatures you control get +X/+X until end of turn, where X is your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Enchanted creature gets +4/+4.
When this Aura is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
Put target enchantment on the bottom of its owner's library.
All creatures able to block this creature do so.
Whenever this creature becomes blocked by a creature, that creature's controller draws a card.
At the beginning of combat on your turn, if you control another creature with power 4 or greater, put a +1/+1 counter on this creature.
Constellation — Whenever an enchantment you control enters, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
Constellation — Whenever an enchantment you control enters, you gain 2 life.
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost less to cast.
: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
Other creatures you control have trample.
When this creature enters, target creature you control gets +X/+0 until end of turn, where X is your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
At the beginning of combat on your turn, target enchanted creature or enchantment creature you control gets +1/+1 and gains trample until end of turn.
If you tap a permanent for mana, it produces three times as much of that mana instead.
When this enchantment enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
When this creature enters, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Destroy target creature with flying.
Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
Renata's power is equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Each other creature you control enters with an additional +1/+1 counter on it.
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.
When this creature enters, you gain life equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Constellation — Whenever an enchantment you control enters, this creature gets +1/+1 until end of turn.
When this Aura enters, draw a card.
Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a land card is put into your graveyard from anywhere, you gain 1 life.
: Mill a card. (Put the top card of your library into your graveyard.)
When this Aura enters, enchanted creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2.
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
, Sacrifice this Aura: Create a 2/2 green Wolf creature token. Activate only during your turn.
When this creature enters, mill two cards, then you may return a permanent card from your graveyard to your hand.
Reveal the top six cards of your library. An opponent exiles a nonland card from among them, then you put the rest into your hand. That opponent may cast the exiled card without paying its mana cost.
+1: Create a 2/3 blue and black Nightmare creature token with "Whenever this token attacks or blocks, each opponent exiles the top two cards of their library."
−3: Return target nonland permanent to its owner's hand, then that player exiles a card from their hand.
−7: You may cast up to three spells from among face-up cards your opponents own from exile without paying their mana costs.
Menace
When Atris enters, target opponent looks at the top three cards of your library and separates them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard.
: This creature gains indestructible until end of turn.
When this creature dies, return it to the battlefield. It's an Aura enchantment with enchant creature you control and " : Enchanted creature gains indestructible until end of turn," and it loses all other abilities.
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.
: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts.
Equipped creatures you control have flying and haste.
Whenever one or more cards are put into your graveyard from your library, this creature gets +1/+1 until end of turn and can't be blocked this turn.
: Mill a card.
Flying, lifelink
Whenever you draw a card, this creature gets +1/+0 until end of turn.
Whenever this creature attacks, draw a card.
Discard a card: This creature gains hexproof until end of turn. Tap it.
At the beginning of your end step, you may sacrifice another enchantment. If you do, search your library for a creature card with mana value equal to 1 plus the sacrificed enchantment's mana value, put that card onto the battlefield, then shuffle.
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on target creature. That creature gains flying until end of turn.
Other Satyrs you control get +1/+1 and have haste.
Whenever you attack with three or more creatures, you may discard a card at random. If you do, draw two cards.
Haktos attacks each combat if able.
As Haktos enters, choose 2, 3, or 4 at random.
Haktos has protection from each mana value other than the chosen number.
When this creature enters, create a 1/1 white Human Soldier creature token.
As long as your devotion to red and green is less than seven, Klothys isn't a creature.
At the beginning of your first main phase, exile target card from a graveyard. If it was a land card, add or . Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.
When Kroxa enters, sacrifice it unless it escaped.
Whenever Kroxa enters or attacks, each opponent discards a card, then each opponent who didn't discard a nonland card this way loses 3 life.
Vigilance, menace, lifelink
Creature cards in graveyards can't enter the battlefield.
Players can't cast spells from graveyards.
Whenever you cast your first spell during each opponent's turn, this creature deals 1 damage to each opponent. Scry 1.
Polukranos enters with six +1/+1 counters on it. It escapes with twelve +1/+1 counters on it instead.
If damage would be dealt to Polukranos while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from it.
: Polukranos fights another target creature.
Escape— , Exile six other cards from your graveyard.
Choose one or both —
When Siona enters, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.
Whenever you sacrifice a permanent, this creature gets +2/+0 until end of turn.
, Sacrifice another creature or an enchantment: This creature gains first strike until end of turn.
Enchanted creature gets +1/+1 and has lifelink and "Whenever this creature deals combat damage to a player, draw a card."
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
This creature can't attack unless you control another creature with power 4 or greater.
Your devotion to each color and each combination of colors is increased by one.
: Add one mana of any color. If you control a God, a Demigod, or a legendary enchantment, you gain 1 life.
Equipped creature gets +2/+0.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
You may choose not to untap this artifact during your untap step.
, : Tap target creature with power X or less. It doesn't untap during its controller's untap step for as long as this artifact remains tapped.
Equipped creature gets +0/+2 and has hexproof and "Whenever a creature with deathtouch blocks or becomes blocked by this creature, destroy that creature."
Nyx Lotus enters tapped.
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Equipped creature gets +1/+1 and has trample and lifelink.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip
When this artifact enters, exile target card from a graveyard.
, Sacrifice this artifact: Exile each opponent's graveyard.
, , Sacrifice this artifact: Draw a card.
First strike, trample, haste
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Equipped creature has flying.
Sacrifice this Equipment: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step.
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
, : Remove target attacking or blocking creature from combat.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
, : Add one mana of any color.
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
+2: Put a +1/+1 counter on each of up to two target creatures.
−2: Search your library and/or graveyard for a card named Sunlit Hoplite and put it onto the battlefield. If you search your library this way, shuffle.
−8: Until end of turn, creatures you control gain flying and get +X/+X, where X is your devotion to white.
At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn.
When this creature enters, you may search your library and/or graveyard for a card named Elspeth, Undaunted Hero, reveal it, and put it into your hand. If you search your library this way, shuffle.
During your turn, this creature has first strike.
This creature gets +1/+0 as long as you control an Elspeth planeswalker.
+2: Draw a card. Each player mills two cards.
−5: Put target creature card from a graveyard onto the battlefield under your control.
−11: Gain control of all creatures target opponent controls.
This creature gets +3/+0 as long as there are ten or more cards in a single graveyard.
This creature can't be blocked as long as you control an Ashiok planeswalker.
At the beginning of combat on your turn, each player mills three cards.
When this creature enters, you may search your library and/or graveyard for a card named Ashiok, Sculptor of Fears, reveal it, and put it into your hand. If you search your library this way, shuffle.
( : Add .)
Whenever this creature becomes blocked by a creature, exile that creature until this creature leaves the battlefield.
At the beginning of your upkeep, put a +1/+1 counter on each other creature you control.
When this creature enters, each opponent mills ten cards.
Krakens, Leviathans, Octopuses, and Serpents you control can't be blocked except by Krakens, Leviathans, Octopuses, and Serpents.
Flying, trample
Whenever this creature deals combat damage to a player, that player sacrifices a creature of their choice.
Whenever this creature attacks, exile target creature card from your graveyard.
When this creature dies, put all cards exiled with it onto the battlefield.
Search your library for up to four Minotaur creature cards with different names, put them onto the battlefield, then shuffle.
Double strike (This creature deals both first-strike and regular combat damage.)
When this creature enters, creatures you control gain double strike until end of turn.
If a creature would deal combat damage to this creature, prevent that damage and put a +1/+1 counter on this creature.
When this creature dies, draw three cards.
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