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.
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.
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.
Flying
If a creature you control that entered this turn would deal damage, it deals twice that much damage instead.
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.
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.)
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.
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.
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.
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.
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."
Flying
Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
Flying
When this creature enters, return up to two other target nonland permanents to their owners' hands.
Flying
When this creature enters, return up to two other target nonland permanents to their owners' hands.
Flying
Ward—Discard a card.
Flying
Ward—Discard a card.
Flying
When this creature enters, destroy target nonbasic land an opponent controls. Its controller searches their library for a basic land card, puts it onto the battlefield tapped with a stun counter on it, then shuffles. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Flying
Whenever this creature or another Dragon you control enters, you gain 3 life.
Flying
Whenever this creature or another Dragon you control enters, you gain 3 life.
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
[+2]: You gain 3 life and draw a card.
[0]: Add .
[−11]: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
(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 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.
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.
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 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 — 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 — 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 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.
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.
Come to learn. Stay to teach.
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 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.)
Silumgar's remnants drown, a new Sultai rises.
This land enters tapped unless you control a Mountain or a Forest.
: Add .
, : The next spell you cast this turn can't be countered.
There is always an influx of visiting Temur families when the geothermal vents are most active.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
[+1]: Create a 1/1 white Soldier creature token.
[0]: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
[−3]: Destroy target creature an opponent controls with mana value 3 or greater.
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
[+2]: You gain 3 life and draw a card.
[0]: Add .
[−11]: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Flying
Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
The dragon's roar silenced all challengers, yet it was only an echo of Ugin's power.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
[+1]: Create a 1/1 white Soldier creature token.
[0]: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
[−3]: Destroy target creature an opponent controls with mana value 3 or greater.
You may cast Dragon spells without paying their mana costs.
Ugin and the dragonstorms of Tarkir are intrinsically linked. With his death they weakened. With his life they raged. But even the Spirit Dragon does not hold them fully under his sway.
When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
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 an Eldrazi."
—Ugin
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.
Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.
"Life ensures death. Death ensures life. Yet always I remain. Perhaps an abiding harvest needs an ageless shepherd."
—Ugin
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.
With no dragonlord to hold her back, she was free to learn every secret Ugin left behind.
Trample
When this creature enters, each opponent loses 2 life and you gain 2 life.
Slowly, with or without Ugin's help, the clans are recovering and adapting long-forgotten tactics.
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
[+2]: You gain 3 life and draw a card.
[0]: Add .
[−11]: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Flying
Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
The dragon's roar silenced all challengers, yet it was only an echo of Ugin's power.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
[+1]: Create a 1/1 white Soldier creature token.
[0]: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
[−3]: Destroy target creature an opponent controls with mana value 3 or greater.
You may cast Dragon spells without paying their mana costs.
Ugin and the dragonstorms of Tarkir are intrinsically linked. With his death they weakened. With his life they raged. But even the Spirit Dragon does not hold them fully under his sway.
When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
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 an Eldrazi."
—Ugin
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.
Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.
"Life ensures death. Death ensures life. Yet always I remain. Perhaps an abiding harvest needs an ageless shepherd."
—Ugin
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.
With no dragonlord to hold her back, she was free to learn every secret Ugin left behind.
Trample
When this creature enters, each opponent loses 2 life and you gain 2 life.
Slowly, with or without Ugin's help, the clans are recovering and adapting long-forgotten tactics.
: Add one mana of any color. Activate only if you control a Dragon.
Flash
This spell costs less to cast for each attacking creature.
When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.