Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I — The Flux deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six .
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn't have suspend, it gains suspend.
II — Time travel, then time travel.
III — For each opponent, destroy up to one target artifact that player controls.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill three cards.
II — Return up to two target snow permanent cards from your graveyard to your hand.
III — Choose three cards in each graveyard. Their owners shuffle those cards into their libraries.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Until end of turn, target creature gains trample and gets +X/+0, where X is the number of lore counters on The Triumph of Anax.
IV — Target creature you control fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target creature an opponent controls with mana value 2 or less.
II — Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
III — Create a Wicked Role token attached to target creature you control.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Up to one target creature can't block for as long as you control There and Back Again. The Ring tempts you.
II — Search your library for a Mountain card, put it onto the battlefield, then shuffle.
III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When this creature dies, create fourteen Treasure tokens."
Enchantment — Saga // Enchantment Creature — Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Each opponent creates a 1/1 black Rat Rogue creature token.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Echo of Death's Wail
Flying, haste
When Echo of Death's Wail enters the battlefield, gain control of all Rat tokens.
Whenever Echo of Death's Wail attacks, you may sacrifice another creature. If you do, draw a card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
Enchantment
Each opponent must attack you or a planeswalker you control with at least one creature each combat if able.
At the beginning of your end step, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human creature token.
II — Create a Food token.
III — Put X +1/+1 counters on target creature you control, where X is one plus the number of Foods you control.
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
, Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate only during your turn.
Enchantment
Afiya Grove enters the battlefield with three +1/+1 counters on it.
At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature.
When Afiya Grove has no +1/+1 counters on it, sacrifice it.
Enchantment
: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
Enchantment
You can't play lands.
Sacrifice a land: Draw two cards. Activate only once each turn.
Enchantment
As Alpine Moon enters the battlefield, choose a nonbasic land card name.
Lands your opponents control with the chosen name lose all land types and abilities, and they gain ": Add one mana of any color."
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order.
When Ancestral Knowledge leaves the battlefield, shuffle your library.
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice Angelic Renewal. If you do, return that card to the battlefield.
Enchantment
Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.
Enchantment
: You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
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