FlyingWhen this creature enters, destroy up to one target artifact or enchantment.Destroy target creature with power 3 or less. (Then shuffle this card into its owner's library.)
Choose one —• Create two 1/1 red Goblin creature tokens.• Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
FlyingWhenever this creature attacks, you lose 1 life and this creature endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
FlyingWhenever this creature deals combat damage to a player, you may search your library for a card named Tempest Hawk, reveal it, put it into your hand, then shuffle.A deck can have any number of cards named Tempest Hawk.
, Sacrifice a creature you control with mana value X other than Sidisi: Return target creature card with mana value X plus 1 from your graveyard to the battlefield. Activate only as a sorcery.
When this enchantment enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.When a Dragon you control enters, return this enchantment to its owner's hand.
VigilanceMobilize 3 (Whenever this creature attacks, create three tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
You may have this creature enter as a copy of any creature on the battlefield.Renew — , Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.
, Sacrifice a creature you control with mana value X other than Sidisi: Return target creature card with mana value X plus 1 from your graveyard to the battlefield. Activate only as a sorcery.
(As this Saga enters 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 — 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.
Creature spells you cast cost less to cast.Whenever a creature you control enters, if you cast it, destroy that creature, then create a 2/2 black Zombie Druid creature token.
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.
FlyingWhenever you cast a noncreature spell or a Dragon spell, this creature gets +2/+0 until end of turn.Counter target spell with mana value 2 or less. (Then shuffle this card into its owner's library.)
Ward Whenever this creature attacks, put three stun counters on it and draw three cards. (If a permanent with a stun counter would become untapped, remove one from it instead.)Whenever you cast a Turtle spell, untap this creature.
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.Untapped Dragons you control have hexproof.
Flying, vigilance, trampleThis creature has hexproof if it hasn't dealt damage yet. (It can't be the target of spells or abilities your opponents control.)