When Grasp of Fate enters, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.)
Vigilance, : Create a tapped token that's a copy of target token that entered this turn.Doctor's companion (You can have two commanders if the other is the Doctor.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)I — Destroy all creatures.II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
Vanishing 3 (This enchantment enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)When Crack in Time enters and at the beginning of your first main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield.
Vanishing 3 (This enchantment enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)When Crack in Time enters and at the beginning of your first main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield.
At the beginning of your upkeep, you lose 2 life and exile the top card of your library. You may play that card for as long as it remains exiled.Each noncreature spell you cast from exile has conspire. (As you cast that spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for...
At the beginning of your upkeep, you lose 2 life and exile the top card of your library. You may play that card for as long as it remains exiled.Each noncreature spell you cast from exile has conspire. (As you cast that spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for...
Each creature card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)Whenever chaos ensues, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated...
When The Fugitive Doctor enters, investigate.Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.)