Equipped creature gets +3/+0 and has vigilance and trample.
Whenever equipped creature dies, attach this Equipment to target creature you control.
Equip
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip
Forged out of flowstone for the queen of Vesuva.
, : Tap target artifact, creature, or land.
Ice may thaw, but malice never does.
Destroy target artifact or enchantment. You gain 4 life.
"Let go of all that harms you. Cast your burdens into the darkness, and build for the faithful a house of light."
—Song of All, canto 1008
Whenever you cast a historic spell, you may pay . If you do, create a token that's a copy of this creature. (Artifacts, legendaries, and Sagas are historic.)
It has witnessed history's most significant events, one incarnation after another.
: Add for each artifact you control named Powerstone Shard.
"Light passing through a powerstone is refracted by eternity and colored by planar energy. I wonder how the world appeared through Urza's eyes?"
—Teferi
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"Sometimes the only difference between a martyr and a hero is a sword."
—Captain Sisay, Memoirs
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Like a cross between a spider and a spyglass, but friendlier.
Equipped creature has ": This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage instead."
Equip
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
The sunlight falls pristine on the temple at Epityr, softened by the remembered shadows of angelic saviors' wings.
This land enters tapped.
: Add .
, , Sacrifice this land: Draw two cards.
This land enters tapped unless you control an Island or a Mountain.
: Add or .
"We have inherited the mysteries of the Thran, but few of the answers."
—Jhoira
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add .
"The wind whispers, 'come home,' but I cannot."
—Teferi
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
The unicorns of Sursi are a manifestation of Serra's joy and compassion. They frolic and dance like children, offering blessings to anyone they encounter.
Enchant creature
Enchanted creature is legendary, gets +1/+1, and has flying, vigilance, and lifelink.
"The spirit of Serra raised Brindri high and commanded her to keep the balance."
—Song of All, canto 524
Flying
"My flock flew from a distant continent ruined by cataclysm and war. Benalia gave us shelter to end our exodus."
Flying, first strike
Whenever you cast a historic spell, this creature gets +1/+1 until end of turn. (Artifacts, legendaries, and Sagas are historic.)
Theologians now believe the Ancestor was another divine form of Serra.
Flying
You, planeswalkers you control, and other creatures you control have hexproof.
: Put a +1/+1 counter on each creature you control.
Vigilance
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
"The walls of Argive were built by a peaceful dynastic union that has guarded us against war for fifteen centuries. The lesson is clear."
This spell costs less to cast if you control a Wizard.
When this creature enters, return target creature an opponent controls to its owner's hand.
"We don't choose who comes here. We choose how long they stay."
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Flying
Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Kicker (You may pay an additional as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Flying
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.)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
For generations, the inhabitants of Orvada have hungered for turtle soup. For generations, the turtles have frustrated their ambitions.
Enchant creature
Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
For cryomancers, studying the Ice Age isn't just an academic exercise.
Flash
When this creature enters, tap target creature an opponent controls. It loses all abilities until end of turn.
Saved from destruction by one planeswalker's sacrifice, the Eliterate colony forswore the taking of life.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
The crystal pulsed with the power of Teferi's planeswalker spark. Had Jhoira given him a blessing or a curse?
, Sacrifice an artifact: Draw a card.
Though it was laid to waste by the brothers, many schools of magic trace their origins to the College of Lat-Nam, including the first Tolarian Academy.
Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
The fire spell stuttered and broke. Its pieces reached Teferi out of rhythm, meaningless.
Flying
This creature gets +1/+0 for each basic Island you control.
The first to arrive on Dominaria from their distant home, the marids are the oldest tribe of djinn and the most respected by storm and sea.
Creatures you control with power or toughness 1 or less can't be blocked.
"My ancestor Toshiro used to say, 'Life is a series of choices between bad and worse.' I'm a master of making great bad choices."
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control this Saga.
III — Return all tapped creatures to their owners' hands.
This spell costs less to cast if you control a Wizard.
Counter target spell.
"The second mage learned to dissipate blasts of lightning. Threat and response: thus did the study of magic progress."
—Naban, dean of iteration
Target creature gets +2/+1 until end of turn. If it's legendary, it also gains lifelink until end of turn.
"My heart is not mine, it is Belzenlok's. All hearts are his, and all blood."
—"Rite of Belzenlok"
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, each opponent discards two cards.
"Take their faces. The lips of these unbelievers may yet honor the Demonlord."
Destroy target nonlegendary creature.
"Your life is finished, your name lost, and your work forgotten. It is as though Mazeura never existed."
—Chainer's Torment
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature dies, return that card to its owner's hand.
In the Cabal, death is just another mark of devotion.
: Tap this creature. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
The Cabal assured the Seven Houses that hostages receive all the food and rest they require.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker of their choice.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
"Urborg used to be lovely—scenic volcanoes, respectable lich lords. Since the Cabal came with their nightmares and thrulls, it's all gone to the worms."
—Mister Lostspoons, Skulltown gossip
Target creature gets -1/-1 until end of turn. Create a 1/1 green Saproling creature token.
To thallids, the whole world is just a pile of mulch to grow saprolings in.
Red creatures you control have first strike.
Boggarts divide the world into two categories: things you can eat, and things you have to chase down and pummel before you can eat.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Indestructible (Effects that say "destroy" don't destroy this artifact.)
: Add one mana of any color.
Flying, trample
When this creature enters, you skip your next two turns.
When Mirrodin's varied civilizations developed ways to fight the levelers, Memnarch upped the stakes.
Whenever an opponent discards a card, you may draw a card.
The book shrieks horribly until its cover is opened, granting the spirit inside a moment's rest from the painful stirrings of the book's contents.
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Some say the knowledge lost during the Ritual of Rebuking is returned through the well's waters.
Choose one —
• Creatures you control get +2/+2 until end of turn.
• Until end of turn, creatures you control gain "Whenever this creature deals damage, you gain that much life."
Entwine (Choose both if you pay the entwine cost.)
: Add .
: Put a charge counter on this land.
, Remove a charge counter from this land: Add one mana of any color.
Draw two cards, then discard a card. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand.
Before labs or lectures, there was insight.
As an additional cost to cast this spell, sacrifice an artifact.
Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
"Today's paperweight, tomorrow's leveler."
—Bruenna, Neurok leader
Remove all counters from all permanents and exile all tokens.
"May you wake to find you were only ever a dream."
—Mephidross curse
Each player loses X life, discards X cards, sacrifices X creatures of their choice, then sacrifices X lands of their choice.
The swarm's million wings stir the foulest of breezes.
Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.
A single fear unleashes a torrent of nightmares.
, : Flip a coin. If you win the flip, destroy target artifact and untap this creature. If you lose the flip, sacrifice this creature.
Always easily impressed, Durg was about to be blown away.
This creature enters with five +1/+1 counters on it.
Whenever an artifact enters, remove a +1/+1 counter from this creature.
Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature.
Strange times make for strange allies.