(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create three 1/1 white Spirit creature tokens.
II — Distribute three +1/+1 counters among one, two, or three target creatures you control.
III — Creatures you control gain trample and lifelink until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create three 1/1 white Spirit creature tokens.
II — Distribute three +1/+1 counters among one, two, or three target creatures you control.
III — Creatures you control gain trample and lifelink until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 5/5 green Elephant creature token.
III — Double the power and toughness of each creature you control until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 5/5 green Elephant creature token.
III — Double the power and toughness of each creature you control until end of turn.
Deathtouch
When this creature enters, target opponent reveals their hand. You may choose a nonland card from it. If you do, exile that card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X white Spirit creature token, where X is the mana value of the exiled card.
Deathtouch
When this creature enters, target opponent reveals their hand. You may choose a nonland card from it. If you do, exile that card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X white Spirit creature token, where X is the mana value of the exiled card.
Flying, vigilance
When Shiko enters, exile target nonland card with mana value 3 or less from your graveyard. Copy it, then you may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
Flying, vigilance
When Shiko enters, exile target nonland card with mana value 3 or less from your graveyard. Copy it, then you may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
Flash
When this creature enters, target instant or sorcery card in your graveyard gains harmonize until end of turn. Its harmonize cost is equal to its mana cost. (You may cast that card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile the spell.)
Flash
When this creature enters, target instant or sorcery card in your graveyard gains harmonize until end of turn. Its harmonize cost is equal to its mana cost. (You may cast that card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile the spell.)
During your turn, spells you cast cost less to cast for each creature you control with power 4 or greater.
When called to the land's defense, all come to protect their shared home. It's why many of the Temur use "family" and "herd" interchangeably.
During your turn, spells you cast cost less to cast for each creature you control with power 4 or greater.
When called to the land's defense, all come to protect their shared home. It's why many of the Temur use "family" and "herd" interchangeably.
Flying, lifelink
Spells you cast have delve. (Each card you exile from your graveyard while casting those spells pays for .)
Whenever you cast a spell, you lose life equal to its mana value.
"As you act, so shall you be judged."
Flying, lifelink
Spells you cast have delve. (Each card you exile from your graveyard while casting those spells pays for .)
Whenever you cast a spell, you lose life equal to its mana value.
"As you act, so shall you be judged."
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You draw two cards and you lose 2 life.
II, III — Whenever a creature you control enters this turn, each opponent loses 1 life and you gain 1 life.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You draw two cards and you lose 2 life.
II, III — Whenever a creature you control enters this turn, each opponent loses 1 life and you gain 1 life.
Flying, protection from white and from black
When Ureni enters, it deals X damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control, where X is the number of lands you control.
Flying, protection from white and from black
When Ureni enters, it deals X damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control, where X is the number of lands you control.
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
When this creature enters, if you cast it, mill four cards. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
She keeps watch for dragonstorms and rival clans alike. For dragons, she raises an alarm. For thieves, her blade.
When this creature enters, if you cast it, mill four cards. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
She keeps watch for dragonstorms and rival clans alike. For dragons, she raises an alarm. For thieves, her blade.
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
During your end step, Warrior tokens you control have "This token can't be sacrificed."
"Hear me, Mardu! Our freedom is only beginning!"
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
During your end step, Warrior tokens you control have "This token can't be sacrificed."
"Hear me, Mardu! Our freedom is only beginning!"
Equipped creature gets +2/+2 and has hexproof from monocolored.
Equip . This ability costs less to activate for each color of the creature it targets.
It's as if the metal itself rages.
Equipped creature gets +2/+2 and has hexproof from monocolored.
Equip . This ability costs less to activate for each color of the creature it targets.
It's as if the metal itself rages.
: Add one mana of any color. Activate only if you control a Dragon.
"Rage. Greed. Arrogance. People only accuse dragons of what they fear in themselves."
—Sarkhan
: Add one mana of any color. Activate only if you control a Dragon.
"Rage. Greed. Arrogance. People only accuse dragons of what they fear in themselves."
—Sarkhan
This land enters tapped unless you control a Plains or an Island.
: Add .
, : Exile the top card of your library. Until the end of your next turn, you may play that card.
Every spire is a physical dedication to the Way.
This land enters tapped unless you control a Plains or an Island.
: Add .
, : Exile the top card of your library. Until the end of your next turn, you may play that card.
Every spire is a physical dedication to the Way.
This land enters tapped unless you control a Swamp or a Mountain.
: Add .
, : Whenever you attack this turn, create two 1/1 red Warrior creature tokens that are tapped and attacking. Sacrifice them at the beginning of the next end step.
This land enters tapped unless you control a Swamp or a Mountain.
: Add .
, : Whenever you attack this turn, create two 1/1 red Warrior creature tokens that are tapped and attacking. Sacrifice them at the beginning of the next end step.
This land enters tapped unless you control a Forest or a Plains.
: Add .
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token.
This land enters tapped unless you control a Forest or a Plains.
: Add .
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token.
This land enters tapped unless you control an Island or a Swamp.
: Add .
, : Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
This land enters tapped unless you control an Island or a Swamp.
: Add .
, : Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
: Add .
: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.
, , Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
: Add .
: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.
, , Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
This land enters tapped unless you control a Mountain or a Forest.
: Add .
, : The next spell you cast this turn can't be countered.
Built on a fumarole field, the village is a refuge of warmth amid the ice of the Qal Sisma mountains.
This land enters tapped unless you control a Mountain or a Forest.
: Add .
, : The next spell you cast this turn can't be countered.
Built on a fumarole field, the village is a refuge of warmth amid the ice of the Qal Sisma mountains.