Protection from AssassinsOther Knights you control get +2/+2 and have protection from Assassins.When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.
Vigilance, trample, lifelinkBoast — : Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.)Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
Vigilance, trample, lifelinkBoast — : Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.)Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
Choose one —• Let the World Burn — Destroy all artifacts and creatures.• Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
As Conspiracy enters, choose a creature type.Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
As long as Ratonhnhaké꞉ton hasn't dealt damage yet, it has hexproof and can't be blocked.Whenever Ratonhnhaké꞉ton deals combat damage to a player, create a 1/1 black Assassin creature token with menace. When you do, return target Equipment card from your graveyard to the battlefield, then attach it to that token.
At the beginning of your end step, exile up to one target legendary creature card from a graveyard with a memory counter on it.: Until your next turn, target legendary creature you control becomes a copy of target creature card in exile with a memory counter on it. Activate only as a sorcery.
VigilanceWhen Shaun & Rebecca, Agents enters, search your graveyard, hand, and library for a card named The Animus and put it onto the battlefield, then shuffle.: Add . When you do, mill two cards.
DeathtouchWhenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature.Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When Hunter's Bow enters, attach it to target creature you control. That creature deals damage equal to its power to up to one target creature you don't control.Equipped creature has reach and ward .Equip
Protection from AssassinsOther Knights you control get +2/+2 and have protection from Assassins.When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.
FlashWhen Hidden Footblade enters, attach it to target creature you control. That creature gains first strike until end of turn.Equipped creature gets +1/+0 and has haste.Equip (: Attach to target creature you control. Equip only as a sorcery.)
FlashWhen Hidden Blade enters, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn.Equipped creature gets +1/+0 and has first strike.Equip
Havi, the All-Father has indestructible as long as there are four or more historic cards in your graveyard. (Artifacts, legendaries, and Sagas are historic.)Sage Project — Whenever Havi or another legendary creature you control dies, return target legendary creature card with lesser mana value from your graveyard to the battlefield tapped.
Menace, lifelinkWhenever a historic creature you control deals combat damage to a player, create a 1/1 black Assassin creature token with menace. (Artifacts, legendaries, and Sagas are historic.)
DeathtouchWhenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature.Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)