Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
Other Dwarves you control get +1/+0.
Whenever a Dwarf you control becomes tapped, create a Treasure token.
Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
Destroy target artifact, enchantment, or creature with flying.
"Fynn climbed the highest peak and waited, still and silent, until the falling snow had hidden him entirely. When the great eagle flew past, the hunter's aim was true."
—Saga of the Wisdom Seeker
When this Equipment enters, you may pay . If you do, create a 1/1 green Elf Warrior creature token, then attach this Equipment to it.
Equipped creature gets +1/+2 and has reach.
Equip
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
"Come, Koma, and reclaim what you lost! Or does the great serpent fear a rematch?"
Changeling (This card is every creature type.)
When this creature enters, put a +1/+1 counter on target creature.
The raiders' only warning was a whisper floating through the mist: "Trespassers."
Reach
, Tap an untapped creature you control: Add one mana of any color.
The arrows of the elvish elite strike as true and deadly as the fangs of the Cosmos Serpent they revere.
As long as you control three or more legendary creatures, Kolvori gets +4/+2 and has vigilance.
, : Look at the top six cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
As The Ringhart Crest enters, choose a creature type.
: Add . Spend this mana only to cast a creature spell of the chosen type or a legendary creature spell.
Kolvori's love for her family knows no bounds.
Changeling (This card is every creature type.)
When this creature enters, you may exile a creature card from your graveyard. If you do, exile target artifact or enchantment an opponent controls.
When this enchantment enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
, Sacrifice this enchantment: You gain 2 life and draw two cards. Target opponent loses 2 life. This enchantment deals 2 damage to up to one target creature. You create a 2/2 green Bear creature token.
Changeling (This card is every creature type.)
As this creature enters, choose a creature type.
You may look at the top card of your library any time.
You may cast creature spells of the chosen type from the top of your library.
When this creature enters, draw a card.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Elves you control have ": Add ."
[+1]: Put a +1/+1 counter on up to one target Elf. Untap it. It gains deathtouch until end of turn.
[0]: Create a 1/1 green Elf Warrior creature token.
[−6]: You get an emblem with "Whenever you cast an Elf spell, it gains haste until end of turn and you draw two cards."
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 2/2 blue Shapeshifter creature token with changeling.
II — Any number of target Shapeshifter creatures you control have base power and toughness 4/4.
III — Choose up to one target creature or planeswalker. Each creature with power 4 or greater you control deals damage equal to its power to that permanent.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a Treasure token.
III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.
Other creatures you control get +1/+1.
Landfall — Whenever a land you control enters, create a 1/1 white Human Warrior creature token.
"Our enemies have breached our realm. To survive, the clans must fight as one!"
Changeling (This card is every creature type.)
You may have Moritte enter as a copy of a permanent you control, except it's legendary and snow in addition to its other types and, if it's a creature, it enters with two additional +1/+1 counters on it and has changeling.
Other snow and Zombie creatures you control get +1/+1.
: Return this card from your graveyard to the battlefield tapped. ( can be paid with one mana from a snow source.)
To serve the god of death, Narfi forfeited the warmth of life.
Whenever a permanent an opponent controls is put into a graveyard from the battlefield, put a +1/+1 counter on Sarulf.
At the beginning of your upkeep, if Sarulf has one or more +1/+1 counters on it, you may remove all of them. If you do, exile each other nonland permanent with mana value less than or equal to the number of counters removed this way.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
, : Create a colorless snow artifact token named Icy Manalith with ": Add one mana of any color."
, : Look at the top four cards of your library. You may cast a spell from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Flying
Whenever you cast a spell from anywhere other than your hand, draw a card.
One eye sees the past, one the present, and one the future—and none can be deceived.
Changeling (This card is every creature type.)
As this creature enters, choose a creature type.
Whenever another creature you control of the chosen type enters, put a +1/+1 counter on this creature.
At the beginning of your end step, draw a card if your life total is greater than your starting life total. Otherwise, you gain 2 life.
The Skoti owe their immortality to the elixir, and the manner of its creation is their most closely guarded secret.
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Flying
Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
, : Create a 2/2 blue Shapeshifter creature token with changeling. (It is every creature type.)
: Add .
"Listen! The trees tell tales of their ancestors in the whisper-song of leaves."
—Inga Rune-Eyes
: Add .
"Trust in the path, and it will bear you to safety."
—Inga Rune-Eyes
: Add .
"The waters smell oddly sweet, but do not be enticed. You don't want to meet what lurks below the surface."
—Solrun, Beskir warrior
: Add .
"Our brave Tuskeri brethren blaze new trails, and we follow, mapping the routes of those who survive."
—Solrun, Beskir warrior
: Add .
"Hush, and stay still. No matter how dreary the darkness, a light in the Skelle Mire is never a good sign."
—Haugar, Kannah wayfinder
: Add .
"The Cosmos Serpent carved these tunnels, and his echo remains, a twisting aura of ferocity and boundless growth."
—Haugar, Kannah wayfinder
: Add .
"I cannot read these runes, yet somehow they seem like a warning. Have we passed unknowingly into a new realm?"
—Ekken, Omenseeker navigator
: Add .
"I've never seen mist so unnaturally thick as this—where does the sea end and the sky begin?"
—Ekken, Omenseeker navigator
(: Add or .)
This land enters tapped.
"For a fortnight, our warband lay still beneath the icy waters, breathing through reeds as we waited for the great bear to appear."
—Iskene, Kannah storyteller
This land enters tapped.
As this land enters, choose a color.
: Add one mana of the chosen color.
Reflections from the wind-sculpted snow gleam with every color of the rainbow.
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
(: Add or .)
This land enters tapped.
"Is this the grave of a god? A tunnel carved by the Cosmos Serpent? It matters not. It is no place for us."
—Iskene, Kannah storyteller
This land enters tapped.
: Add .
As long as you control six or more lands, lands you control have ": Add one mana of any color."
, , Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.
Changeling
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
Angel spells you cast cost less to cast.
"I do not fear death. I know my soul will rise to Starnheim, where I will feast forever among valkyries and heroes. Can you say the same?"
Whenever this creature becomes tapped, if it's enchanted or equipped, create a 2/1 red Dwarf Berserker creature token.
"Who will be the hero of my tale?"
Flying
Whenever another Angel you control enters, put a +1/+1 counter on this creature.
Before she is admitted to the host of Starnheim, a young valkyrie must learn a thousand tales of her ancestors.
When this creature enters, tap target artifact or creature an opponent controls. If was spent to cast this spell, that permanent doesn't untap during its controller's next untap step. ( is mana from a snow source.)
At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land you control enters, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it."
Whenever a Vehicle you control deals combat damage to a player, that player exiles that many cards from the top of their library. You may play lands from among those cards for as long as they remain exiled.
Crew 1
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
Frost giants study for centuries in isolation, honing their ability to harness elemental mayhem.
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
To the living, the horn sounds faint and mournful, but to the spirits of Istfell, it is a thunderous call that must be obeyed.
Changeling (This card is every creature type.)
Flying
: This creature gets +1/-1 until end of turn.
"To escape Littjara, follow a bird."
—Tuskeri folklore
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control."
It began as a flavor on the tongue, like a bloody morsel of roast boar—but soon the power was a conflagration in her veins.
Exile target creature you control, then return that card to the battlefield under its owner's control.
Draw a card.
Renegades find ever more creative ways to work around the Consulate's aether regulations.
Choose one or both —
• Target creature gets -1/-1 until end of turn.
• Put a +1/+1 counter on target creature.
Renegades do some of their best work right under the Consulate's nose.
Destroy target creature. You gain 1 life for each artifact you control.
Aetherborn patrons use any means necessary to secure victory for their protégés.
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
"No, I don't believe they have the proper permits for those, but I'm not going to be the one to ask."
—Caru, Consulate warden
Target attacking creature gets +3/+3 until end of turn. If it's an artifact creature, it gains trample until end of turn.
Free from Consulate regulations, renegade-built automatons push performance to the limit.
As an additional cost to cast this spell, discard two cards.
Draw three cards.
The chasm of years and worlds collapsed under the power of their embrace.
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
Enchant creature
Enchanted creature gets +2/+1 and has menace.
The giant-decorating contest at the migration festival is a tradition that may have started as a dare.
Flying
When this creature enters, you get (two energy counters).
Whenever this creature attacks, you may pay . If you do, another target attacking creature gains flying until end of turn.
Whenever an artifact you control enters, this creature deals 1 damage to each opponent.
Architects find inspiration in the dragon's beauty of form, while artificers are influenced by the function of its fire.
Target creature can't block this turn.
Draw a card.
"Nothing against you. It's just that waiting for Consulate clearance was never really my thing."
, Sacrifice this creature: Destroy target artifact.
City officials once sent twenty gleaming automatons to exterminate a nest of gremlins. They soon saw the error of their ways.
Whenever an artifact you control enters, this creature gets +2/+0 and gains trample until end of turn.
If an elf can dream it, a dwarf can build it, and a gremlin can eat it.