FlyingWhenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom.)
FlyingWhenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with mana value X or less from among them onto the battlefield. Put the rest into your graveyard.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.III — Return all tapped creatures to their owners' hands.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Return target instant card from your graveyard to your hand.II — Return target sorcery card from your graveyard to your hand.III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
FlashWhen Naru Meha, Master Wizard enters, copy target instant or sorcery spell you control. You may choose new targets for the copy.Other Wizards you control get +1/+1.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.II — Destroy all nonartifact creatures.III — Exile all opponents' graveyards.
HasteWhenever one or more creatures you control attack, add that much mana in any combination of and/or . Until end of turn, you don't lose this mana as steps and phases end.
As Dauntless Bodyguard enters, choose another creature you control.Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
Kicker (You may pay an additional as you cast this spell.)If Grunn, the Lonely King was kicked, it enters with five +1/+1 counters on it.Whenever Grunn attacks alone, double its power and toughness until end of turn.