Whenever you cast a creature spell with power 5 or greater, discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
First strikeWhen Amped Raptor enters, you get (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of equal to its mana value rather than paying its mana cost.
First strikeWhen Amped Raptor enters, you get (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of equal to its mana value rather than paying its mana cost.
When Mindless Conscription enters and whenever you draw your third card each turn, amass Zombies 3. (Put three +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
When Mindless Conscription enters and whenever you draw your third card each turn, amass Zombies 3. (Put three +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Exile target creature an opponent controls with power 3 or greater.II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control.III — Target creature you control gains double strike until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Exile target creature an opponent controls with power 3 or greater.II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control.III — Target creature you control gains double strike until end of turn.
Devoid (This card has no color.)Kicker (You may pay an additional as you cast this spell.)If Voidpouncer was kicked, it enters with two +1/+1 counters and a trample counter on it and with haste.
Devoid (This card has no color.)Kicker (You may pay an additional as you cast this spell.)If Voidpouncer was kicked, it enters with two +1/+1 counters and a trample counter on it and with haste.
When Hexgold Slith enters, you get (two energy counters).Whenever Hexgold Slith attacks, you may pay . If you do, it gains first strike until end of turn.Whenever Hexgold Slith deals combat damage to a player, put a +1/+1 counter on it.
When Hexgold Slith enters, you get (two energy counters).Whenever Hexgold Slith attacks, you may pay . If you do, it gains first strike until end of turn.Whenever Hexgold Slith deals combat damage to a player, put a +1/+1 counter on it.
Create X 4/4 white Angel creature tokens with flying.Cycling (, Discard this card: Draw a card.)When you cycle Decree of Justice, you may pay . If you do, create X 1/1 white Soldier creature tokens.
Create X 4/4 white Angel creature tokens with flying.Cycling (, Discard this card: Draw a card.)When you cycle Decree of Justice, you may pay . If you do, create X 1/1 white Soldier creature tokens.
Devoid (This card has no color.)When you cast this spell, if wasn't spent to cast it, target opponent may put a creature card from their hand onto the battlefield.Trample