Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
As Dauntless Bodyguard enters, choose another creature you control.Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
This spell costs less to cast if you control a Wizard.When Academy Journeymage enters, return target creature an opponent controls to its owner's hand.
This spell costs less to cast if you control a Wizard.When Academy Journeymage enters, return target creature an opponent controls to its owner's hand.
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.)Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -5/-5 until end of turn instead.
Kicker (You may pay an additional as you cast this spell.)Menace (This creature can't be blocked except by two or more creatures.)If Stronghold Confessor was kicked, it enters with two +1/+1 counters on it.
Kicker (You may pay an additional as you cast this spell.)Menace (This creature can't be blocked except by two or more creatures.)If Stronghold Confessor was kicked, it enters with two +1/+1 counters on it.
FlashWhen Garna, the Bloodflame enters, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.Other creatures you control have haste.