Choose target creature you control and target creature you don't control. If you cast this spell during your main phase, the creature you control gets +1/+1 until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Kicker (You may pay an additional as you cast this spell.)
Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
No one knew why the spiritmongers were so enraged by Phyrexian technology, but it was a stroke of good luck for the Coalition.
Deathtouch
Whenever another creature you control enters, you gain 1 life.
Whenever another creature you control dies, each opponent loses 1 life.
"All will bow to the Whispering One."
: Add one mana of any color.
Tap an untapped legendary creature you control: Add one mana of any color.
"If the worst parts of history can repeat themselves, it stands to reason that the best parts can as well."
—Teferi
When this land enters, scry 1.
: Add .
, : Add one mana of any color.
(: Add or .)
This land enters tapped.
Even the poisoned land around the Stronghold blossomed with new life in the wake of the Great Mending.
Kicker (You may pay an additional as you cast this spell.)
Lifelink
When this creature enters, if it was kicked, return target creature card from your graveyard to your hand.
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, create a 1/1 white Soldier creature token.
Morale rarely survives the sudden appearance of a squad of Sursi skirmishers at an army's flank.
Kicker (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, discard your hand, then draw two cards.
Kicker (You may pay an additional as you cast this spell.)
If this spell was kicked, create a 1/1 white Soldier creature token.
Counter target spell unless its controller pays for each creature you control.
This spell costs less to cast for each instant and sorcery card in your graveyard.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Afterward, a number of treatises on sea serpent morphology were swiftly revised.
Target creature gains deathtouch and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
"Since when is it cheating to give one side an unfair advantage?"
—Braids
Creatures you control get +1/+1 until end of turn.
"Honor rides before us. All we have to do is catch up."
—Danitha Capashen
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.
II — Destroy all nonartifact creatures.
III — Exile all opponents' graveyards.
This creature gets +1/+0 for each other Rat you control.
A deck can have any number of cards named Rat Colony.
Wreckage from the Phyrexian Invasion provided the rats with a seemingly unlimited number of breeding grounds.
, Sacrifice another creature: This creature gets +2/+2 until end of turn. If a Saproling was sacrificed this way, you gain 2 life.
Thelon of Havenwood created thallids as a food source in times of darkness. Thallids did the same with saprolings.
Flying
When this creature enters, mill three cards and you gain 3 life.
Acolytes of the lost Lord Windgrace fight to keep Urborg relics out of Cabal hands.
When Belzenlok's lieutenant Yar-Kul grew too ambitious, the Demonlord transformed him into a maggot. The frog that ate the maggot grew and grew, until a ravenous spirit burst from its body.
Whenever you cast a spell, if that spell was kicked, this creature gets +1/+1 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
The stone whispers tales of darkness and fire. She replies, "Tell me more."
Target creature gets +1/+0 and gains first strike and haste until end of turn.
"The flame paints a bright wheel on the sky, then shifts into a stabbing spark. The enemy falls; the smoke of victory rises."
—"Legends of the Firedancer"
First strike, vigilance, lifelink
Aura and Equipment spells you cast cost less to cast.
"I will protect the less fortunate. I will love bravely. I will face despair and fight on. As a Capashen, I can do no less."
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
"What fire forged, fire remembers."
As long as there are two or more instant and/or sorcery cards in your graveyard, this creature gets +1/+0 and has haste. (It can attack and as soon as it comes under your control.)
Tolarians teach the theory of pyromancy. The Ghitu prefer applied research.
First strike
When this creature enters, it deals 1 damage to each opponent and each creature and planeswalker they control.
"The trick is, once you get moving, don't stop!"
Goblin spells you cast cost less to cast.
Goblins you control have haste.
Not since the days of Pashalik Mons have the Rundvelt goblins been so united or effective.
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Jaya's Immolating Inferno deals X damage to each of up to three targets.
Centuries ago, a pyromancer's spark ignited a fiery conflagration.
Kicker (You may pay an additional as you cast this spell.)
Haste
When this creature enters, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
This creature gets -2/-0 as long as two or more creatures are blocking it.
Keldon warriors take advantage of the cyclops's inability to focus on more than one thing at a time.
As this creature enters, choose another creature you control.
Sacrifice this creature: The chosen creature gains indestructible until end of turn.
The Benalish aristocracy is hereditary, but the loyalty of its subjects is earned.
Target attacking creature gets +3/+3 and gains trample until end of turn.
Keld faced an apocalypse to fulfill a dire prophecy. Now Keldons have nothing left to believe in except themselves.
Destroy target land. Up to two target creatures can't block this turn.
"Shiv is a restless land. It heaves ash, bleeds lava, and scabs over in black obsidian."
—The First Eruption
Sacrifice a Goblin: Add .
Deep beneath the ruined continent of Otaria, there's a mine where goblins still work, ignorant of the destruction above.
Whenever this creature attacks, flip two coins. If both coins come up heads, this creature gains double strike until end of turn. If both coins come up tails, this creature gains menace until end of turn.
He watches the pass in both directions, and all must pay his toll.
Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Every odyssey begins with a single step.
Put a +1/+1 counter on target creature. That creature gains reach until end of turn. (It can block creatures with flying.)
"Llanowar's boughs are ever ready
To unleash an autumn of steel leaves."
—"Song of Freyalise"
Kicker (You may pay an additional as you cast this spell.)
If this creature was kicked, it enters with three +1/+1 counters on it.
A baloth only cares about the many things it eats and the few things that eat it.
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
"I can't bear to see another plane broken before I make my own home whole. I'm sorry, but my watch is over."
Lifelink
: Exchange your life total with Evra's power.
"Light from the Null Moon took form—a mirage made real, alone in grandeur, isolated in a world that once had been its own."
—Fall of the Thran
Target player shuffles up to three target cards from their graveyard into their library.
Draw a card.
When this card is put into your graveyard from your library, shuffle your graveyard into your library.
This creature must be blocked if able.
Fallen Phyrexians were transmuted into elementals by Gaea long ago, but Yavimaya's other inhabitants still regard them with unease.
Kicker (You may pay an additional as you cast this spell.)
Untap target creature. It gets +2/+2 until end of turn. If this spell was kicked, that creature gets +4/+4 until end of turn instead.
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, you gain 10 life.
"Druids endure disaster as seeds endure winter. Now Krosa blooms once more."
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, return target artifact card from your graveyard to your hand.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
Pierce the Sky deals 7 damage to target creature with flying.
Llanowar elves conceal their ballistae in the upper canopy of the forest, ready to clear the skies of any intruder.
Kicker (You may pay an additional as you cast this spell.)
Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.
Thallids herd saprolings from place to place in search of detritus to feed them.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy all lands.
II, III — Each player returns two land cards from their graveyard to the battlefield.
Create three 1/1 green Saproling creature tokens.
As the irrepressible power of a dormant Multani courses through Yavimaya, the forest passes judgment on travelers and natives alike. Only the fungus prospers.
When this creature enters, create a 1/1 green Saproling creature token.
"When their community grows cluttered, thallids begin a traditional bobbing dance, then trek out in all directions."
—Sarpadian Empires, vol. III
Flying, haste
Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
The passionate intensity of the Ghitu tempered by the cool insight of Tolarian training.
During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)
"My child grew from rot and ruin, yet she bloomed."
—Multani
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
The shield took a year to craft, a month to enchant, and a decade to master—all for one glorious moment.
Prevent the next 3 damage that would be dealt to any target this turn by a source of your choice. You gain 3 life.
"Whatever faith you have in Serra, she has more in you."
—Lyra Dawnbringer
Flash
Flying
You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)
Whenever a Saproling you control dies, Slimefoot deals 1 damage to each opponent and you gain 1 life.
: Create a 1/1 green Saproling creature token.
As Jhoira restored the Weatherlight, a mushroom growing in its hold unexpectedly became her first crew member.
Landfall — Whenever a land you control enters, you gain 1 life and draw a card.
"Yavimaya is one being—one vastness of rippling leaves, one deepness of roots, and one chatter of animals—of which I am one part."
[+1]: Draw a card. At the beginning of the next end step, untap up to two lands.
[−3]: Put target nonland permanent into its owner's library third from the top.
[−8]: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.