+1: Add . Spend this mana only to cast instant or sorcery spells.+1: Discard up to three cards, then draw that many cards.−8: You get an emblem with "You may cast instant and sorcery spells from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead."
(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.
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
FlyingWhenever a creature an opponent controls is dealt damage, put a +1/+1 counter on Kazarov, Sengir Pureblood.: Kazarov deals 2 damage to target creature.
When Oath of Teferi enters, exile another target permanent you control. Return it to the battlefield under its owner's control at the beginning of the next end step.You may activate the loyalty abilities of planeswalkers you control twice each turn rather than only once.
HexproofYou can't lose the game.Whenever you gain life, draw that many cards.Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard.When Lich's Mastery leaves the battlefield, you lose the game.
Flying, first strikeWhenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
If a land is tapped for two or more mana, it produces instead of any other type and amount.Each spell a player casts costs more to cast for each other spell that player has cast this turn.
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.
First strike (This creature deals combat damage before creatures without first strike.)Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)This creature gets +1/+0 as long as any player controls a white permanent.