As long as you control three or more legendary creatures, Kolvori gets +4/+2 and has vigilance., : Look at the top six cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.As The Ringhart Crest enters, choose a creature type.: Add . Spend...
FlashFirst strike, protection from God creaturesWhen Sigrid, God-Favored enters, exile up to one target attacking or blocking creature until Sigrid leaves the battlefield.
When Basalt Ravager enters, it deals X damage to any target, where X is the greatest number of creatures you control that have a creature type in common.
As an additional cost to cast this spell, discard a card.Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
As long as you control three or more legendary creatures, Kolvori gets +4/+2 and has vigilance., : Look at the top six cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.As The Ringhart Crest enters, choose a creature type.: Add . Spend...
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Each player mills four cards. Then you may exile a creature or planeswalker card from each graveyard.II, III — Until end of turn, you may cast spells from among cards exiled with King Narfi's Betrayal, and you may spend mana as though it were mana of any color to...
Whenever Jorn attacks, untap each snow permanent you control.: You may play target snow permanent card from your graveyard this turn. If you do, it enters tapped.
TrampleWhenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Create a 1/1 white Human Warrior creature token.II — Create a 1/1 green Elf Warrior creature token.III — Choose any number of artifact tokens and/or creature tokens you control with different names. For each of them, create a token that's a copy of it.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Create a 1/1 blue Bird creature token with flying. You gain 2 life.II — Whenever one or more creatures you control with flying deal combat damage to a player this turn, look at that player's hand and draw a card.III — You may put a card you own from outside the...
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Target creature you control fights up to one target creature you don't control.II — Add . Put two +1/+1 counters on up to one target creature you control.III — You gain life equal to the greatest power among creatures you control.
FlashFlyingWhen Glorious Protector enters, you may exile any number of non-Angel creatures you control until Glorious Protector leaves the battlefield.Foretell
DeathtouchAt the beginning of your upkeep, exile two cards from your graveyard. If you can't, sacrifice Egon and draw a card.At the beginning of your upkeep, mill a card., , Exile a creature card from your graveyard: Draw a card.
: Add .: Faceless Haven becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land. ( can be paid with one mana from a snow source.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield.II — Put a +1/+1 counter on each Elf you control.III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
First strikeBoast abilities you activate cost less to activate for each Dragon you control.Boast — : Create a 5/5 red Dragon creature token with flying. (Activate only if this creature attacked this turn and only once each turn.)
: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
Enchant permanentWhen Rune of Sustenance enters, draw a card.As long as enchanted permanent is a creature, it has lifelink.As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
Enchant permanentWhen Rune of Sustenance enters, draw a card.As long as enchanted permanent is a creature, it has lifelink.As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
Immersturm Skullcairn enters tapped.: Add ., , Sacrifice Immersturm Skullcairn: It deals 3 damage to target player. That player discards a card. Activate only as a sorcery.
When Spirit of the Aldergard enters, search your library for a snow land card, reveal it, put it into your hand, then shuffle.Spirit of the Aldergard gets +1/+0 for each other snow permanent you control.
Whenever another nontoken creature you control dies, if it was enchanted or equipped, return it to its owner's hand.Creature tokens you control that are enchanted or equipped get +1/+1.