Haste
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.
"Some days, you wish you were fighting a dragon."
—Eshki Dragonclaw
Haste
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.
"Some days, you wish you were fighting a dragon."
—Eshki Dragonclaw
: 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."
: 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."
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.
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.)
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.)
This spell can't be countered.
Trample
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.
"I've spent my life feeding Atarka's desire and hungers. It's time to see to my own."
This spell can't be countered.
Trample
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.
"I've spent my life feeding Atarka's desire and hungers. It's time to see to my own."
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.)
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.
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.
(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 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.
• Abzan — At the beginning of your end step, put a +1/+1 counter on each creature you control.
• Mardu — At the beginning of your end step, if a creature died under your control this turn, each opponent sacrifices a creature of their choice.
As this enchantment enters, choose Abzan or Mardu.
• Abzan — At the beginning of your end step, put a +1/+1 counter on each creature you control.
• Mardu — At the beginning of your end step, if a creature died under your control this turn, each opponent sacrifices a creature of their choice.
Flying
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.
Flying
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.
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.
The essence of Tarkir was shaped into draconic embodiments of the re-formed clans.
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.
The essence of Tarkir was shaped into draconic embodiments of the re-formed clans.
Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.
"You need not mourn. Their life essence has returned to the earth, where it will eventually bloom into a new form."
—Kotis, the Fangkeeper
Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.
"You need not mourn. Their life essence has returned to the earth, where it will eventually bloom into a new form."
—Kotis, the Fangkeeper
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.
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.
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.
"The Twice Whisperer heals. The Dragonclaw protects. Together, we will rebuild the Temur."
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.
"The Twice Whisperer heals. The Dragonclaw protects. Together, we will rebuild the Temur."
Flash
When this creature enters, choose one —
• You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
• Destroy target enchantment.
• Counter target creature spell.
Flash
When this creature enters, choose one —
• You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
• Destroy target enchantment.
• Counter target creature spell.
Trample
Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
"Through perennation, we stand together, families—ancestor and kin─united as one clan! Abzan!"
Trample
Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
"Through perennation, we stand together, families—ancestor and kin─united as one clan! Abzan!"
First strike
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.)
"A flurry of fists doesn't impress you? Perhaps if they're on fire?"
First strike
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.)
"A flurry of fists doesn't impress you? Perhaps if they're on fire?"
As this enchantment enters, choose Jeskai or Temur.
• Jeskai — Whenever one or more creatures you control deal combat damage to a player, draw a card.
• Temur — Creatures you control get +1/+0 and have trample and haste.
Differing philosophies were debated by bloodshed.
As this enchantment enters, choose Jeskai or Temur.
• Jeskai — Whenever one or more creatures you control deal combat damage to a player, draw a card.
• Temur — Creatures you control get +1/+0 and have trample and haste.
Differing philosophies were debated by bloodshed.
As this enchantment enters, choose Temur or Sultai.
• Temur — Whenever you cast an instant or sorcery spell, target player mills four cards.
• Sultai — You may play lands from your graveyard.
The Sultai approach was silent. The Temur response was deafening.
As this enchantment enters, choose Temur or Sultai.
• Temur — Whenever you cast an instant or sorcery spell, target player mills four cards.
• Sultai — You may play lands from your graveyard.
The Sultai approach was silent. The Temur response was deafening.
As this enchantment enters, choose Sultai or Abzan.
• Sultai — Whenever a counter is put on a creature you control, draw a card. This ability triggers only once each turn.
• Abzan — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains menace until end of turn.
As this enchantment enters, choose Sultai or Abzan.
• Sultai — Whenever a counter is put on a creature you control, draw a card. This ability triggers only once each turn.
• Abzan — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains menace until end of turn.
This spell can't be countered.
Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
"We came seeking a challenge. It seems we must continue searching."
—Zurgo, khan of the Mardu
This spell can't be countered.
Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
"We came seeking a challenge. It seems we must continue searching."
—Zurgo, khan of the Mardu
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.
"No one of us could have built all this alone. A clan, a school, hope for the future. Thank you all."
—Narset, to Shiko, Taigam, and Elsha
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.
"No one of us could have built all this alone. A clan, a school, hope for the future. Thank you all."
—Narset, to Shiko, Taigam, and Elsha
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.
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.
Lifelink
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.
They've attained a level of synchronicity beyond what's possible in a single lifetime.
Lifelink
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.
They've attained a level of synchronicity beyond what's possible in a single lifetime.
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 next end step, sacrifice those tokens.
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 next end step, sacrifice those tokens.
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.
"Each step we take is a decision that changes the course of our futures. We must be careful where we tread."
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.
"Each step we take is a decision that changes the course of our futures. We must be careful where we tread."
Flying
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
Scales streaked with lightning, trailing thunder in his wake, Neriv is the living banner around which the Mardu rally.
Flying
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
Scales streaked with lightning, trailing thunder in his wake, Neriv is the living banner around which the Mardu rally.
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.
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.
The Abzan believe in perennation—death is not only an end, but a return to the beginning.
Return target permanent card from your graveyard to the battlefield with a hexproof counter and an indestructible counter on it.
The Abzan believe in perennation—death is not only an end, but a return to the beginning.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
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.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
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.