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.
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.
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.
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.
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.
FlyingWhenever one or more cards leave your graveyard during your turn, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")Renew — , Exile this card from your graveyard: Put two +1/+1 counters and a flying counter on target creature. Activate only as a sorcery.
(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.
FlashFlyingYou may cast sorcery spells and Dragon spells as though they had flash.Put three +1/+1 counters on target creature you control. (Then shuffle this card into its owner's library.)
(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.
FlyingWhen this creature enters, you gain 3 life.Search your library for a basic land card, reveal it, put it into your hand, then shuffle. (Also shuffle this card.)