Enchantment — Saga // Enchantment Creature — Human Monk (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Scry 2.
II — You gain 2 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Hand of Enlightenment
First strike
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment
Flash
When Get Your Head in the Game enters the battlefield, exile target nonland permanent until it (this card) leaves the battlefield, then touch it (this card) with your head. When it (this card) stops touching it (your head), sacrifice it (the card, not your head).
Artifact
When Glass Casket enters the battlefield, exile target creature an opponent controls with mana value 3 or less until Glass Casket leaves the battlefield.
Creature — Halfling Soldier (2/2)
Vigilance
When Shire Shirriff enters the battlefield, you may sacrifice a token. When you do, exile target creature an opponent controls until Shire Shirriff leaves the battlefield.
Enchantment
When Trial of Solidarity enters the battlefield, creatures you control get +2/+1 and gain vigilance until end of turn.
When a Cartouche enters the battlefield under your control, return Trial of Solidarity to its owner's hand.
Creature — Nightmare Crab (3/6)
Wormfang Crab can't be blocked.
When Wormfang Crab enters the battlefield, an opponent chooses a permanent you control other than Wormfang Crab and exiles it.
When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Creature — Nightmare Turtle Beast (2/4)
When Wormfang Turtle enters the battlefield, exile a land you control.
When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchantment
Flash
When Ashiok's Erasure enters the battlefield, exile target spell.
Your opponents can't cast spells with the same name as the exiled card.
When Ashiok's Erasure leaves the battlefield, return the exiled card to its owner's hand.
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Enchantment
As Circle of Protection: Art enters the battlefield, choose an artist.
: The next time a source of your choice with art by the chosen artist would deal damage to you this turn, prevent that damage.
: Return Circle of Protection: Art to its owner's hand.
Enchantment
When Confounding Conundrum enters the battlefield, draw a card.
Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
Enchantment
When Dance of Many enters the battlefield, create a token that's a copy of target nontoken creature.
When Dance of Many leaves the battlefield, exile the token.
When the token leaves the battlefield, sacrifice Dance of Many.
At the beginning of your upkeep, sacrifice Dance of Many unless you pay .
Legendary Enchantment Creature — Demigod (2/0)
Daxos's toughness is equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Whenever another creature you control enters the battlefield or dies, you gain 1 life.
Enchantment
Whenever you clash, tap target creature an opponent controls. If you won, that creature doesn't untap during its controller's next untap step. (This ability triggers after the clash ends.)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."
Enchantment
Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn.
Enchantment
: Return target nonsnow land you control to its owner's hand.
Enchantment
Red creatures you control get +1/+0.
White creatures you control get +0/+1.
, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control.
: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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