lakhras
1.7k views29 hrs ago
Commander
Size: 100Salt sum: 31.75
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{"ops":[{"insert":"Welcome to my signature deck and its commander, "},{"insert":{"card-link":"Eivor, Wolf-Kissed"}},{"insert":". This deck looks to spin together commander beatdown, historic matters, and saga reanimator themes, relying heavily on Eivor's powerful combat damage trigger to cheat Sagas and Lands into play.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"General Strategy Overview"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nEarly turns are about ramping and setting up engines so Eivor is ready to swing on an open opponent as soon as she hits the table. The transition to mid game is when Eivor has hit the table for the first time (the goal turn 4). After that priority switches to finding late game multipliers to close out the game for the win. My playgroup likes to say if Eivor connects for damage even once, the game is usually hers to dictate.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Reasons to play this deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nYou like being the archenemy"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Commander damage wins peak your interest"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You like big splashy plays and moments"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Reasons not to play this deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nYou don't like going through a lot of maintenance triggers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You like having a lot of instant speed interaction"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You hate your commander dying constantly"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"MVP Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Game Enders"},{"insert":" - "},{"insert":{"card-link":"Bayek of Siwa"}},{"insert":", "},{"insert":{"card-link":"Tifa, Martial Artist"}},{"insert":", and "},{"insert":{"card-link":"Annie Joins Up"}},{"insert":" close games out in short order, doubling the amount of times Eivor triggers in a turn and the amount of commander damage a player takes. God forbid we have them all out at once.\n\n"},{"attributes":{"italic":true},"insert":"Recursive Pieces"},{"insert":" - "},{"insert":{"card-link":"Tale of Tinúviel"}},{"insert":", "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":", and "},{"insert":{"card-link":"Elspeth Conquers Death"}},{"insert":" are all Sagas that reanimate a creature on future chapters, great for reanimating Eivor should she die before it gets back around to our next turn or reanimating premium legends that accelerate our game plan should Eivor live.\n\n"},{"attributes":{"italic":true},"insert":"High Impact Saga Creatures"},{"insert":" - "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", "},{"insert":{"card-link":"Summon: Knights of Round"}},{"insert":", and "},{"insert":{"card-link":"Summon: Titan"}},{"insert":" become must answer threats which eat the removal that Eivor would have otherwise received, while still providing immense value from their first and possibly second chapters resolutions.\n\n"},{"attributes":{"italic":true},"insert":"Lore Counter Manipulators"},{"insert":" - "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":", "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":", and "},{"insert":{"card-link":"Sigurd, Jarl of Ravensthorpe"}},{"insert":" can remove and add lore counters, meaning we can repeat an important chapter ability on multiple turns or rush through all of a Saga's chapters in a single turn for a burst of value.\n\n"},{"attributes":{"italic":true},"insert":"Massive Pump Effects"},{"insert":" - "},{"insert":{"card-link":"Excalibur, Sword of Eden"}},{"insert":", "},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":", "},{"insert":{"card-link":"Summon: Titan"}},{"insert":"'s third chapter ability, "},{"insert":{"card-link":"World War Hulk"}},{"insert":"'s third chapter ability, and "},{"insert":{"card-link":"The Aesir Escape Valhalla"}},{"insert":"'s second chapter ability all can drastically increase Eivor's power for quick commander damage knockouts and huge digs into the library with her triggered ability\n\n"},{"attributes":{"italic":true},"insert":"Best Ramp Cards "},{"insert":"- "},{"insert":{"card-link":"World War Hulk"}},{"insert":" takes the cake here easily, letting Eivor come down a turn early by itself and then buffing her for the next two turns, all on a single Saga. This deck couldn't ask for a better card. Off a Sol Ring and a turn two ramp spell like Nature's Lore, World War Hulk makes a turn 3 Eivor a real possibility from an opening hand. After that "},{"insert":{"card-link":"The Misty Mountains Cold"}},{"insert":" is the next best as it enables a turn 4 Eivor all on its own, if you assume you make every land drop till turn 4 (~75% chance of happening btw).\n\n"},{"attributes":{"italic":true},"insert":"Prevent the Mill Out"},{"insert":" - "},{"insert":{"card-link":"The Mending of Dominaria"}},{"insert":" and "},{"insert":{"card-link":"Kozilek, Butcher of Truth"}},{"insert":" play the very important role of preventing the deck from milling itself out. Eivor knocks players out by killing them with commander damage one at a time. Unfortunately, this means a lot of the time by the time we get to the last player we have milled a considerable amount of our deck (42 cards minimum if we killed the first two players with exact commander damage). Having Kozilek and Mending mean that the deck can reliably shuffle the graveyard back into the library.\n\n"},{"attributes":{"italic":true},"insert":"Recursion "},{"insert":"- "},{"insert":{"card-link":"Yuna, Hope of Spira"}},{"insert":", "},{"insert":{"card-link":"Layla Hassan"}},{"insert":", and "},{"insert":{"card-link":"What Must Be Done"}},{"insert":" all grab back Sagas from the graveyard. Yuna can grab any enchantment while Layla and What Must Be Done can grab back any historic permanent (artifacts, legends, and Sagas are all historic), letting us take full advantage of the massive self-mill Eivor fuels.\n\n"},{"attributes":{"italic":true},"insert":"Slow Down and Speed Up "},{"insert":"- This deck has a very high mana curve and often only casts a single spell on its turn, relying on its ability to cheat permanents into play for free to generate momentum. Notably this isn't casting. "},{"insert":{"card-link":"High Noon"}},{"insert":" keeps opponents off balance by limiting their ability to double spell, meanwhile doing very little to slow down our own game plan. This leaves opponent's unable to match the sheer value that we get from our high mana cost Sagas that have abilities triggering turn after turn. In a pinch or when we are ready to start double spelling ourselves, we can always sacrifice it to its own activated ability and snipe a creature on its way out. On the other side of this pendulum, "},{"insert":{"card-link":"Nature's Will"}},{"insert":" does the exact opposite in that it allows us to play multiple big haymakers in a single turn with its ability to untap all lands after a successful combat hit to a player, which ideally should be happening every turn.\n\n"},{"attributes":{"italic":true},"insert":"Tutor "},{"insert":"- "},{"insert":{"card-link":"War of the Last Alliance"}},{"insert":" is a double tutor on a Saga, which means its can be grabbed off of Eivor's trigger. Being a double tutor, we can find game enders like Tifa and Bayek or we can find early game card advantage engines like "},{"insert":{"card-link":"Venat, Heart of Hydaelyn // Hydaelyn, the Mothercrystal"}},{"insert":". It doesn't stop there, we also can grab our recursion pieces, Yuna and Layla if we need to rebuild. War of the Last Alliance is the one thing you need right now and the follow-up. And if that wasn't enough, it gives Eivor double strike as its last chapter ability. Definitely an all star in the list.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Cool Plays and Interactions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCasting "},{"insert":{"card-link":"The Capitoline Triad"}},{"insert":" and activating its emblem ability is trivially easy in this deck and is always a blast to see happen. Historic matters recursion and "},{"insert":{"card-link":"War of the Last Alliance"}},{"insert":" make consistently getting this card to hand very achievable."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bayek of Siwa"}},{"insert":", "},{"insert":{"card-link":"Tifa, Martial Artist"}},{"insert":", and "},{"insert":{"card-link":"Annie Joins Up"}},{"insert":" all can end games on their own but if they are all in play at once, things get wild. If we hit all 3 opponents with a power 7 or greater creature with first strike and normal combat damage with all three in play, we get a whopping 12 additional combats. This is surprisingly easy to pull off between Triad emblem, the density of power 7 or greater historic creatures and the amount of pump and counter giving effects there are in the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bayek of Siwa"}},{"insert":" applies to all historic creatures, not just legends. This means our suite of Summon Saga creatures are also granted double strike as well."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It doesn't happen often, but hitting "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":"'s final chapter ability usually wins on the spot. It is not unusual for this deck to have 30, 40, 50+ mana value of permanents on the battlefield at the point of the game that chapter ability is resolving in."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" stands out among the lore counter manipulators because its the only one that lets us do it at instant speed during the precombat main phase. Saga's do not sacrifice themselves for having a number of lore counters equal to or more than than its number of chapter abilities until its final chapter ability has fully resolved. If we activate Scholar of New Horizons in response to the final chapter ability of a Saga going on the stack (removing a lore counter from said Saga to do so) we actually save the Saga from sacrificing itself and we get to repeat the last chapter ability the following turn. This is notable for Sagas like "},{"insert":{"card-link":"World War Hulk"}},{"insert":", "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", "},{"insert":{"card-link":"Summon: Knights of Round"}},{"insert":", "},{"insert":{"card-link":"Summon: Titan"}},{"insert":", and "},{"insert":{"card-link":"Waking the Trolls"}},{"insert":" that all have incredibly powerful final chapter abilities."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you happen to hit "},{"insert":{"card-link":"The Aesir Escape Valhalla"}},{"insert":" and "},{"insert":{"card-link":"Kozilek, Butcher of Truth"}},{"insert":" in the same Eivor trigger, you can order the triggers so that Aesir exiles Kozilek under itself before Kozilek is shuffled back into the library since their triggers are put onto the stack at the same time after Eivors ability fully resolves."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Hall of Heliod's Generosity"}},{"insert":" can return Sagas milled earlier or that had expended themselves back to the top of the deck in response to Eivor's trigger, allowing you to cheat them into play again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"What to Look Out For and Know"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOpening hands should have 3-4 Lands, at least 1 ramp spell, ideally 2, and 1 piece of interaction or 1 early card advantage engine. We want to be hitting Eivor as soon as possible, turn 5 at the absolute latest. Going down to 6 or even 5 cards is better than keeping a hand of unplayable 6+ mana value cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The first time you cast Eivor and having her stick is pivotal, having her removed instantly or countered really slows down our game. Be aware of who has open mana for a kill spell or who has open blue mana for a counter spell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"After Eivor connects once, it is usually very difficult to keep her off the battlefield since her ability grabs a Land, essentially paying for half her command tax, and usually there isn't anything better you could be doing besides casting her. Personally, my record for how much mana I have needed to cast Eivor is 26 and I still won that game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Eivor has trample and haste. Many opponents are thrown off by this, even though personally I make a point of pointing this out pregame. This usually means Eivor hits for a full 7 damage every swing the first few games you play with her, as opponents are often wary to lose chump blockers to save just a few points of damage. As players get more familiar with playing against Eivor they usually quickly realize that while the difference between a few points of damage doesn't mean much, the difference in the amount of cards Eivor digs through with her powerful ability does."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Be on top of Saga lore counter counts and know the chapter abilities happening next. Sagas typically have 3 chapter abilities that are each unique. This basically means most Sagas are 3 different cards in one. It adds a lot of complexity and if we aren't top of them, it can really slow down our turns. The Sagas that have remained in the list are some form of interaction, ramp, or card advantage. The few others place counters, temporarily pump a creature, or gain life."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Instant speed interaction is basically nonexistent in the deck, there is "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" and "},{"insert":{"card-link":"Path to Exile"}},{"insert":". That's it. Be very wise about how you use them and when. This isn't to say we are without interaction. Oftentimes I'm told this deck can be very oppressive. Between all the Sagas and other cards in the list, the deck is running a massive 23 points of targeted and mass disruption, most of which can be grabbed off an Eivor trigger and are recurrable/repeatable. We trade speed for reusability."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The deck has quite a bit of incidental life gain. It's relatively easy to shrug off 10-20 damage you take over the course of a game. If you hit multiple, even regaining 30+ life is very possible. If you group by \"Categories(Multiple)\", cards that are tagged lifegain should appear in the visual stacks."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The Land count of 41 and Saga count of 28 are intentional. At these amounts, the odds of whiffing on Eivor's trigger for a Land is almost nonexistent (roughly 98% to see a Land) and very low for whiffing on a Saga (roughly 91% to see a Saga). If you are wanting to adjust the counts, I would recommend not going below 39 Lands and 25 Sagas. Below those thresholds, whiffing on at least one card type from Eivor's triggers becomes much more common."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Common Rules Errors"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nEivor grabs a Saga "},{"attributes":{"italic":true,"bold":true},"insert":"AND/OR "},{"insert":"a Land. You can get both, or just one, or even none as it does also say \"may\". Lots of players miss this on first read."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Eivor grabs the cards from "},{"attributes":{"italic":true,"bold":true},"insert":"AMONG "},{"insert":"cards milled this way. She doesn't care if they went to the graveyard specifically. This means mass exile effects like "},{"insert":{"card-link":"Leyline of the Void"}},{"insert":" or "},{"insert":{"card-link":"Rest in Peace"}},{"insert":", while annoying to other parts of the deck, don't actually shut off Eivor's ability to cheat a chosen Saga and Land into play. This one really trips players up so be prepared."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sagas sacrifice themselves after their final chapter ability has fully resolved as a State-Based Action if it still has lore counters equal to or greater than the number of chapter abilities it has (i.e. 3+ lore counters on a 3 chapter Saga). If you can remove a lore counter at instant speed with the final chapter ability still on the stack, the Saga will not sacrifice itself when the ability resolves since it no longer has lore counters equal to or greater than its chapter count."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sagas have their lore counters placed at the start of the precombat main phase, not the during the draw step. Confusing due to the wording of their reminder text, I know, blame Wizards for that."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"For those of you that want to put "},{"insert":{"card-link":"Doubling Season"}},{"insert":" into the deck, be aware that due to the most recent rules change for Sagas, it does double the initial amount of counters placed on the saga to 2 lore counters but it does "},{"attributes":{"italic":true,"bold":true},"insert":"NOT "},{"insert":"double the lore counters placed at the start of the precombat main phase as those are placed by an inherent rule of the game instead of an effect. As a side note, a fully leveled-up "},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" does work for both doubling entry and precombat main phase placement of lore counters as it does not specify \"effect\" in its wording."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Card Exclusions, Possible Inclusions, Possible Cuts, and Most Recent Additions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Exclusions"},{"insert":"\nThere are no Game Changers in this list (I personally do not find them fun and actively avoid placing them into my decks as a general rule for my own deckbuilding) but this is still definitively bracket 3 as it can easily crush an unprepared table as early as turn 6 on the nut draw, and consistently on turn 7. If I were to include Game Changers, the very first include would be "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" as this places a Saga right on top of the library ready for Eivor to cheat into play on the next hit and does so at instant speed. "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" would be second as it can grab the Summon Saga creatures and would play very similiarly to Enlightened Tutor. Finally, probably either "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" or "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", leaning Smothering Tithe (because of enchantment synergies), for the last slot to speed up ramping into Eivor.\n\n"},{"attributes":{"italic":true},"insert":"Possible Inclusions"},{"insert":"\n"},{"insert":{"card-link":"Seasoned Dungeoneer"}},{"insert":" is an excellent prospect include as it gives Eivor the best possible evasion and a possible damage boost. I haven't included it as it isn't a legend and the bar for being included without being a legend is extremely high, has to do something incredibly unique or niche, so far only "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" and "},{"insert":{"card-link":"Atalan Jackal"}},{"insert":" have cleared that hurdle, but with people wising up to blocking Eivor it's begun to grow more valuable in my eyes."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Power Conduit"}},{"insert":" has also been on the debate floor recently as a lore counter manipulator and, honestly, might find its way in since it can do it at instant speed like "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" and is a recurrable historic permanent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Possible Cuts"},{"insert":"\n"},{"insert":{"card-link":"Hunter's Bow"}},{"insert":", personally a flavor win and a recurrable historic permanent but I can see why it could be cut for power reasons and/or for an instant speed removal option."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Fall of the First Civilization"}},{"insert":", a lower impact Saga that has recently begun to be outclassed, probably my second cut for when I want to test new cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Most Recent Additions"},{"insert":"\n"},{"insert":{"card-link":"The Misty Mountains Cold"}},{"insert":" has lived up to the hype. Turn 4 Eivors are incredible and a bit of extra mana later in the game indeed never hurts. 8.5/10 card"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cosmic Cube"}},{"insert":" is an absolute monster. Looking 6 cards deep and casting something costing 7 mana or less from among them off an Eivor attack is incredible. It has ward {2} for some reason, so it deters a lot of targeted removal and being an artifact means its recurrable by "},{"insert":{"card-link":"Layla Hassan"}},{"insert":" and "},{"insert":{"card-link":"What Must Be Done"}},{"insert":". 9/10 card"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Hedge Shredder"}},{"insert":" is a new addition. I want to see how it is to get all lands back to the battlefield that are milled by Eivor's trigger. I have yet to see it happen, but will report here when it does. ?/10 card"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Heartwood Crafter // Soul Tether"}},{"insert":" is the newest addition to the deck. As a one mana dork that ramps on turn 2, thanks to its prepared spell, it enables a turn 4 Eivor all on its own, provided you hit land drops. And you know how I feel about turn 4 Eivor enablers. I almost always keep opening hands with this card. 9/10 card"},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Counters
Clash of the Eikons
Choose one or more —
• Target creature you control fights target creature an opponent controls.
• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.)
• Put a lore counter on target Saga you control.
• Target creature you control fights target creature an opponent controls.
• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.)
• Put a lore counter on target Saga you control.
Sorcery

Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Creature - Human Scout

Sigurd, Jarl of Ravensthorpe
Vigilance, trample, lifelink
Boast — : Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.)
Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
Boast — : Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.)
Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
Legendary Creature - Human Warrior

Summon: Magus Sisters
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
Creature Enchantment - Saga Faerie

Counters
(CTRL to add secondary)
Draw
Cosmic Cube
Ward
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.
Artifact

Esper Origins
Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery


Fall of the First Civilization
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You and target opponent each draw two cards.
II — Exile target artifact an opponent controls.
III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
I — You and target opponent each draw two cards.
II — Exile target artifact an opponent controls.
III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
Enchantment - Saga

Summon: Esper Valigarmanda
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile an instant or sorcery card from each graveyard.
II, III, IV — Add for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell.
Flying, haste
I — Exile an instant or sorcery card from each graveyard.
II, III, IV — Add for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell.
Flying, haste
Creature Enchantment - Saga Drake

The Legend of Kyoshi
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


The Legend of Roku
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
II — Add one mana of any color.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
II — Add one mana of any color.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


The Restoration of Eiganjo
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Draw
(CTRL to add secondary)
Finisher
Questing Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Legendary Creature - Beast

The Capitoline Triad
Those Who Came Before — This spell costs less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.)
Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
Legendary Creature - Artificer God

Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
Legendary Creature - Human Monk

Finisher
(CTRL to add secondary)
Land
Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Land
(CTRL to add secondary)
Mass Disruption
Maximum Carnage
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add .
III — This Saga deals 5 damage to each opponent.
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add .
III — This Saga deals 5 damage to each opponent.
Enchantment - Saga

The Legend of Yangchen
(As this Saga enters and after your draw step, add a lore counter.)
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


The Night of the Doctor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
Enchantment - Saga

What Must Be Done
Choose one —
• Let the World Burn — Destroy all artifacts and creatures.
• Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
• Let the World Burn — Destroy all artifacts and creatures.
• Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
Sorcery

Mass Disruption
(CTRL to add secondary)
Protection
Tale of Tinúviel
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
Enchantment - Saga

Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
Hedge Shredder
Whenever this Vehicle attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Summon: Fenrir
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature Enchantment - Saga Wolf

Summon: Titan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
Creature Enchantment - Saga Giant

The Misty Mountains Cold
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III, IV — Create a Treasure token. Then if you control four or more Treasures, sacrifice this Saga. If you do, create a 6/6 red Dragon creature token with flying. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
I, II, III, IV — Create a Treasure token. Then if you control four or more Treasures, sacrifice this Saga. If you do, create a 6/6 red Dragon creature token with flying. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
Enchantment - Saga

The Weatherseed Treaty
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Create a 1/1 green Saproling creature token.
III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Create a 1/1 green Saproling creature token.
III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
Enchantment - Saga

There and Back Again
(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 this Saga. 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 Smaug dies, create fourteen Treasure tokens."
I — Up to one target creature can't block for as long as you control this Saga. 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 Smaug dies, create fourteen Treasure tokens."
Enchantment - Saga

World War Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
Enchantment - Saga

Ramp
(CTRL to add secondary)
Recursion
Kozilek, Butcher of Truth
When you cast this spell, draw four cards.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Kozilek is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Kozilek is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi

The Aesir Escape Valhalla
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile a permanent card from your graveyard. You gain life equal to its mana value.
II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card.
III — Return this Saga and the exiled card to their owner's hand.
I — Exile a permanent card from your graveyard. You gain life equal to its mana value.
II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card.
III — Return this Saga and the exiled card to their owner's hand.
Enchantment - Saga

The Mending of Dominaria
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
I, II — Mill two cards, then you may return a creature card from your graveyard to your hand.
III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
Enchantment - Saga

Yuna, Hope of Spira
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward .
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
Legendary Creature - Human Cleric

Recursion
(CTRL to add secondary)
Targeted Disruption
Ajani Fells the Godsire
(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.
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.
Enchantment - Saga

Arni Slays the Troll
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control fights up to one target creature you don't control.
II — Add . Put two +1/+1 counters on up to one target creature you control.
III — You gain life equal to the greatest power among creatures you control.
I — Target creature you control fights up to one target creature you don't control.
II — Add . Put two +1/+1 counters on up to one target creature you control.
III — You gain life equal to the greatest power among creatures you control.
Enchantment - Saga

Elspeth Conquers Death
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment - Saga

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Summon: Kujata
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
Creature Enchantment - Saga Ox

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

Waking the Trolls
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target land.
II — Put target land card from a graveyard onto the battlefield under your control.
III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
I — Destroy target land.
II — Put target land card from a graveyard onto the battlefield under your control.
III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
Enchantment - Saga

Targeted Disruption
(CTRL to add secondary)
Tokens
Summon: Knights of Round
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
Creature Enchantment - Knight Saga

Tokens
(CTRL to add secondary)
Tutor
War of the Last Alliance
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
Enchantment - Saga

Tutor
(CTRL to add secondary)
Maybeboard
Seasoned Dungeoneer
When this creature enters, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Creature - Human Warrior

Maybeboard
(CTRL to add secondary)
Used Cards
Barbara Wright
History Teacher — Sagas you control have read ahead. (As a Saga enters, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human Advisor

Battle at the Helvault
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — For each player, exile up to one target non-Saga, nonland permanent that player controls until this Saga leaves the battlefield.
III — Create Avacyn, a legendary 8/8 white Angel creature token with flying, vigilance, and indestructible.
I, II — For each player, exile up to one target non-Saga, nonland permanent that player controls until this Saga leaves the battlefield.
III — Create Avacyn, a legendary 8/8 white Angel creature token with flying, vigilance, and indestructible.
Enchantment - Saga

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Eivor, Battle-Ready
Vigilance (Attacking doesn't cause this creature to tap.)
Haste (This creature can attack as soon as it comes under your control.)
Whenever Eivor attacks, it deals damage equal to the number of Equipment you control to each opponent.
Haste (This creature can attack as soon as it comes under your control.)
Whenever Eivor attacks, it deals damage equal to the number of Equipment you control to each opponent.
Legendary Creature - Human Warrior Assassin

Havi, the All-Father
Havi has indestructible as long as there are four or more historic cards in your graveyard. (Artifacts, legendaries, and Sagas are historic.)
Sage Project — Whenever Havi or another legendary creature you control dies, return target legendary creature card with lesser mana value from your graveyard to the battlefield tapped.
Sage Project — Whenever Havi or another legendary creature you control dies, return target legendary creature card with lesser mana value from your graveyard to the battlefield tapped.
Legendary Creature - Warrior God

Jugan Defends the Temple
(As this Saga enters and after your draw step, add a lore counter.)
I — Create a 1/1 green Human Monk creature token with ": Add ."
II — Put a +1/+1 counter on each of up to two target creatures.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Create a 1/1 green Human Monk creature token with ": Add ."
II — Put a +1/+1 counter on each of up to two target creatures.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Oath of Eorl
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 1/1 white Human Soldier creature tokens.
II — Create two 2/2 red Human Knight creature tokens with trample and haste.
III — Put an indestructible counter on up to one target Human. You become the monarch.
I — Create two 1/1 white Human Soldier creature tokens.
II — Create two 2/2 red Human Knight creature tokens with trample and haste.
III — Put an indestructible counter on up to one target Human. You become the monarch.
Enchantment - Saga

Origin of the Hidden Ones
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga deals 4 damage to any target.
II — Create two 1/1 black Assassin creature tokens with menace.
III — Whenever an Assassin you control attacks this turn, create a 1/1 black Assassin creature token with menace that's tapped and attacking.
I — This Saga deals 4 damage to any target.
II — Create two 1/1 black Assassin creature tokens with menace.
III — Whenever an Assassin you control attacks this turn, create a 1/1 black Assassin creature token with menace that's tapped and attacking.
Enchantment - Saga

Point the Way
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
, Sacrifice this enchantment: Search your library for up to X basic land cards, where X is your speed. Put those cards onto the battlefield tapped, then shuffle.
, Sacrifice this enchantment: Search your library for up to X basic land cards, where X is your speed. Put those cards onto the battlefield tapped, then shuffle.
Enchantment

Ral and the Implicit Maze
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga deals 2 damage to each creature and planeswalker your opponents control.
II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn.
III — Create a Spellgorger Weird token. (It's a 2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")
I — This Saga deals 2 damage to each creature and planeswalker your opponents control.
II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn.
III — Create a Spellgorger Weird token. (It's a 2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")
Enchantment - Saga

Raven Clan War-Axe
When this Equipment enters, you may search your library and/or graveyard for a card named Eivor, Battle-Ready, reveal it, and put it into your hand. If you search your library this way, shuffle.
Equipped creature gets +2/+0 and has trample.
Equip
Equipped creature gets +2/+0 and has trample.
Equip
Artifact - Equipment

Rydia, Summoner of Mist
Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card.
Summon — , : Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Summon — , : Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Legendary Creature - Human Shaman

Samut, the Driving Force
First strike, vigilance, haste
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Other creatures you control get +X/+0, where X is your speed.
Noncreature spells you cast cost less to cast, where X is your speed.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Other creatures you control get +X/+0, where X is your speed.
Noncreature spells you cast cost less to cast, where X is your speed.
Legendary Creature - Human Warrior Cleric

Showdown of the Skalds
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
Enchantment - Saga

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Tegan Jovanka
Brave Heart — Whenever you attack, target attacking historic creature gets +1/+1 and gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human

The Akroan War
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of target creature for as long as this Saga remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.
I — Gain control of target creature for as long as this Saga remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.
Enchantment - Saga

The First Iroan Games
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
Enchantment - Saga

The Hunger Tide Rises
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Create a 1/1 black and green Insect creature token.
IV — Sacrifice any number of creatures. Search your library and/or graveyard for a creature card with mana value less than or equal to the number of creatures sacrificed this way and put it onto the battlefield. If you search your library this way, shuffle.
I, II, III — Create a 1/1 black and green Insect creature token.
IV — Sacrifice any number of creatures. Search your library and/or graveyard for a creature card with mana value less than or equal to the number of creatures sacrificed this way and put it onto the battlefield. If you search your library this way, shuffle.
Enchantment - Saga

The Parting of the Ways
(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.
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

Triumph of Gerrard
(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.
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 - Saga

Viewpoint Synchronization
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Search your library for up to three basic land cards and reveal them. Put two of them onto the battlefield tapped and the other into your hand, then shuffle.
Search your library for up to three basic land cards and reveal them. Put two of them onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery

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Ulamog, the Infinite Gyre
When you cast this spell, destroy target permanent.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi

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Description
{"ops":[{"insert":"Welcome to my signature deck and its commander, "},{"insert":{"card-link":"Eivor, Wolf-Kissed"}},{"insert":". This deck looks to spin together commander beatdown, historic matters, and saga reanimator themes, relying heavily on Eivor's powerful combat damage trigger to cheat Sagas and Lands into play.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"General Strategy Overview"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nEarly turns are about ramping and setting up engines so Eivor is ready to swing on an open opponent as soon as she hits the table. The transition to mid game is when Eivor has hit the table for the first time (the goal turn 4). After that priority switches to finding late game multipliers to close out the game for the win. My playgroup likes to say if Eivor connects for damage even once, the game is usually hers to dictate.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Reasons to play this deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nYou like being the archenemy"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Commander damage wins peak your interest"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You like big splashy plays and moments"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Reasons not to play this deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nYou don't like going through a lot of maintenance triggers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You like having a lot of instant speed interaction"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You hate your commander dying constantly"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"MVP Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Game Enders"},{"insert":" - "},{"insert":{"card-link":"Bayek of Siwa"}},{"insert":", "},{"insert":{"card-link":"Tifa, Martial Artist"}},{"insert":", and "},{"insert":{"card-link":"Annie Joins Up"}},{"insert":" close games out in short order, doubling the amount of times Eivor triggers in a turn and the amount of commander damage a player takes. God forbid we have them all out at once.\n\n"},{"attributes":{"italic":true},"insert":"Recursive Pieces"},{"insert":" - "},{"insert":{"card-link":"Tale of Tinúviel"}},{"insert":", "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":", and "},{"insert":{"card-link":"Elspeth Conquers Death"}},{"insert":" are all Sagas that reanimate a creature on future chapters, great for reanimating Eivor should she die before it gets back around to our next turn or reanimating premium legends that accelerate our game plan should Eivor live.\n\n"},{"attributes":{"italic":true},"insert":"High Impact Saga Creatures"},{"insert":" - "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", "},{"insert":{"card-link":"Summon: Knights of Round"}},{"insert":", and "},{"insert":{"card-link":"Summon: Titan"}},{"insert":" become must answer threats which eat the removal that Eivor would have otherwise received, while still providing immense value from their first and possibly second chapters resolutions.\n\n"},{"attributes":{"italic":true},"insert":"Lore Counter Manipulators"},{"insert":" - "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":", "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":", and "},{"insert":{"card-link":"Sigurd, Jarl of Ravensthorpe"}},{"insert":" can remove and add lore counters, meaning we can repeat an important chapter ability on multiple turns or rush through all of a Saga's chapters in a single turn for a burst of value.\n\n"},{"attributes":{"italic":true},"insert":"Massive Pump Effects"},{"insert":" - "},{"insert":{"card-link":"Excalibur, Sword of Eden"}},{"insert":", "},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":", "},{"insert":{"card-link":"Summon: Titan"}},{"insert":"'s third chapter ability, "},{"insert":{"card-link":"World War Hulk"}},{"insert":"'s third chapter ability, and "},{"insert":{"card-link":"The Aesir Escape Valhalla"}},{"insert":"'s second chapter ability all can drastically increase Eivor's power for quick commander damage knockouts and huge digs into the library with her triggered ability\n\n"},{"attributes":{"italic":true},"insert":"Best Ramp Cards "},{"insert":"- "},{"insert":{"card-link":"World War Hulk"}},{"insert":" takes the cake here easily, letting Eivor come down a turn early by itself and then buffing her for the next two turns, all on a single Saga. This deck couldn't ask for a better card. Off a Sol Ring and a turn two ramp spell like Nature's Lore, World War Hulk makes a turn 3 Eivor a real possibility from an opening hand. After that "},{"insert":{"card-link":"The Misty Mountains Cold"}},{"insert":" is the next best as it enables a turn 4 Eivor all on its own, if you assume you make every land drop till turn 4 (~75% chance of happening btw).\n\n"},{"attributes":{"italic":true},"insert":"Prevent the Mill Out"},{"insert":" - "},{"insert":{"card-link":"The Mending of Dominaria"}},{"insert":" and "},{"insert":{"card-link":"Kozilek, Butcher of Truth"}},{"insert":" play the very important role of preventing the deck from milling itself out. Eivor knocks players out by killing them with commander damage one at a time. Unfortunately, this means a lot of the time by the time we get to the last player we have milled a considerable amount of our deck (42 cards minimum if we killed the first two players with exact commander damage). Having Kozilek and Mending mean that the deck can reliably shuffle the graveyard back into the library.\n\n"},{"attributes":{"italic":true},"insert":"Recursion "},{"insert":"- "},{"insert":{"card-link":"Yuna, Hope of Spira"}},{"insert":", "},{"insert":{"card-link":"Layla Hassan"}},{"insert":", and "},{"insert":{"card-link":"What Must Be Done"}},{"insert":" all grab back Sagas from the graveyard. Yuna can grab any enchantment while Layla and What Must Be Done can grab back any historic permanent (artifacts, legends, and Sagas are all historic), letting us take full advantage of the massive self-mill Eivor fuels.\n\n"},{"attributes":{"italic":true},"insert":"Slow Down and Speed Up "},{"insert":"- This deck has a very high mana curve and often only casts a single spell on its turn, relying on its ability to cheat permanents into play for free to generate momentum. Notably this isn't casting. "},{"insert":{"card-link":"High Noon"}},{"insert":" keeps opponents off balance by limiting their ability to double spell, meanwhile doing very little to slow down our own game plan. This leaves opponent's unable to match the sheer value that we get from our high mana cost Sagas that have abilities triggering turn after turn. In a pinch or when we are ready to start double spelling ourselves, we can always sacrifice it to its own activated ability and snipe a creature on its way out. On the other side of this pendulum, "},{"insert":{"card-link":"Nature's Will"}},{"insert":" does the exact opposite in that it allows us to play multiple big haymakers in a single turn with its ability to untap all lands after a successful combat hit to a player, which ideally should be happening every turn.\n\n"},{"attributes":{"italic":true},"insert":"Tutor "},{"insert":"- "},{"insert":{"card-link":"War of the Last Alliance"}},{"insert":" is a double tutor on a Saga, which means its can be grabbed off of Eivor's trigger. Being a double tutor, we can find game enders like Tifa and Bayek or we can find early game card advantage engines like "},{"insert":{"card-link":"Venat, Heart of Hydaelyn // Hydaelyn, the Mothercrystal"}},{"insert":". It doesn't stop there, we also can grab our recursion pieces, Yuna and Layla if we need to rebuild. War of the Last Alliance is the one thing you need right now and the follow-up. And if that wasn't enough, it gives Eivor double strike as its last chapter ability. Definitely an all star in the list.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Cool Plays and Interactions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCasting "},{"insert":{"card-link":"The Capitoline Triad"}},{"insert":" and activating its emblem ability is trivially easy in this deck and is always a blast to see happen. Historic matters recursion and "},{"insert":{"card-link":"War of the Last Alliance"}},{"insert":" make consistently getting this card to hand very achievable."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bayek of Siwa"}},{"insert":", "},{"insert":{"card-link":"Tifa, Martial Artist"}},{"insert":", and "},{"insert":{"card-link":"Annie Joins Up"}},{"insert":" all can end games on their own but if they are all in play at once, things get wild. If we hit all 3 opponents with a power 7 or greater creature with first strike and normal combat damage with all three in play, we get a whopping 12 additional combats. This is surprisingly easy to pull off between Triad emblem, the density of power 7 or greater historic creatures and the amount of pump and counter giving effects there are in the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bayek of Siwa"}},{"insert":" applies to all historic creatures, not just legends. This means our suite of Summon Saga creatures are also granted double strike as well."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It doesn't happen often, but hitting "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":"'s final chapter ability usually wins on the spot. It is not unusual for this deck to have 30, 40, 50+ mana value of permanents on the battlefield at the point of the game that chapter ability is resolving in."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" stands out among the lore counter manipulators because its the only one that lets us do it at instant speed during the precombat main phase. Saga's do not sacrifice themselves for having a number of lore counters equal to or more than than its number of chapter abilities until its final chapter ability has fully resolved. If we activate Scholar of New Horizons in response to the final chapter ability of a Saga going on the stack (removing a lore counter from said Saga to do so) we actually save the Saga from sacrificing itself and we get to repeat the last chapter ability the following turn. This is notable for Sagas like "},{"insert":{"card-link":"World War Hulk"}},{"insert":", "},{"insert":{"card-link":"Summon: Bahamut"}},{"insert":", "},{"insert":{"card-link":"Summon: Knights of Round"}},{"insert":", "},{"insert":{"card-link":"Summon: Titan"}},{"insert":", and "},{"insert":{"card-link":"Waking the Trolls"}},{"insert":" that all have incredibly powerful final chapter abilities."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you happen to hit "},{"insert":{"card-link":"The Aesir Escape Valhalla"}},{"insert":" and "},{"insert":{"card-link":"Kozilek, Butcher of Truth"}},{"insert":" in the same Eivor trigger, you can order the triggers so that Aesir exiles Kozilek under itself before Kozilek is shuffled back into the library since their triggers are put onto the stack at the same time after Eivors ability fully resolves."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Hall of Heliod's Generosity"}},{"insert":" can return Sagas milled earlier or that had expended themselves back to the top of the deck in response to Eivor's trigger, allowing you to cheat them into play again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"What to Look Out For and Know"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOpening hands should have 3-4 Lands, at least 1 ramp spell, ideally 2, and 1 piece of interaction or 1 early card advantage engine. We want to be hitting Eivor as soon as possible, turn 5 at the absolute latest. Going down to 6 or even 5 cards is better than keeping a hand of unplayable 6+ mana value cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The first time you cast Eivor and having her stick is pivotal, having her removed instantly or countered really slows down our game. Be aware of who has open mana for a kill spell or who has open blue mana for a counter spell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"After Eivor connects once, it is usually very difficult to keep her off the battlefield since her ability grabs a Land, essentially paying for half her command tax, and usually there isn't anything better you could be doing besides casting her. Personally, my record for how much mana I have needed to cast Eivor is 26 and I still won that game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Eivor has trample and haste. Many opponents are thrown off by this, even though personally I make a point of pointing this out pregame. This usually means Eivor hits for a full 7 damage every swing the first few games you play with her, as opponents are often wary to lose chump blockers to save just a few points of damage. As players get more familiar with playing against Eivor they usually quickly realize that while the difference between a few points of damage doesn't mean much, the difference in the amount of cards Eivor digs through with her powerful ability does."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Be on top of Saga lore counter counts and know the chapter abilities happening next. Sagas typically have 3 chapter abilities that are each unique. This basically means most Sagas are 3 different cards in one. It adds a lot of complexity and if we aren't top of them, it can really slow down our turns. The Sagas that have remained in the list are some form of interaction, ramp, or card advantage. The few others place counters, temporarily pump a creature, or gain life."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Instant speed interaction is basically nonexistent in the deck, there is "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" and "},{"insert":{"card-link":"Path to Exile"}},{"insert":". That's it. Be very wise about how you use them and when. This isn't to say we are without interaction. Oftentimes I'm told this deck can be very oppressive. Between all the Sagas and other cards in the list, the deck is running a massive 23 points of targeted and mass disruption, most of which can be grabbed off an Eivor trigger and are recurrable/repeatable. We trade speed for reusability."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The deck has quite a bit of incidental life gain. It's relatively easy to shrug off 10-20 damage you take over the course of a game. If you hit multiple, even regaining 30+ life is very possible. If you group by \"Categories(Multiple)\", cards that are tagged lifegain should appear in the visual stacks."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The Land count of 41 and Saga count of 28 are intentional. At these amounts, the odds of whiffing on Eivor's trigger for a Land is almost nonexistent (roughly 98% to see a Land) and very low for whiffing on a Saga (roughly 91% to see a Saga). If you are wanting to adjust the counts, I would recommend not going below 39 Lands and 25 Sagas. Below those thresholds, whiffing on at least one card type from Eivor's triggers becomes much more common."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Common Rules Errors"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nEivor grabs a Saga "},{"attributes":{"italic":true,"bold":true},"insert":"AND/OR "},{"insert":"a Land. You can get both, or just one, or even none as it does also say \"may\". Lots of players miss this on first read."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Eivor grabs the cards from "},{"attributes":{"italic":true,"bold":true},"insert":"AMONG "},{"insert":"cards milled this way. She doesn't care if they went to the graveyard specifically. This means mass exile effects like "},{"insert":{"card-link":"Leyline of the Void"}},{"insert":" or "},{"insert":{"card-link":"Rest in Peace"}},{"insert":", while annoying to other parts of the deck, don't actually shut off Eivor's ability to cheat a chosen Saga and Land into play. This one really trips players up so be prepared."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sagas sacrifice themselves after their final chapter ability has fully resolved as a State-Based Action if it still has lore counters equal to or greater than the number of chapter abilities it has (i.e. 3+ lore counters on a 3 chapter Saga). If you can remove a lore counter at instant speed with the final chapter ability still on the stack, the Saga will not sacrifice itself when the ability resolves since it no longer has lore counters equal to or greater than its chapter count."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sagas have their lore counters placed at the start of the precombat main phase, not the during the draw step. Confusing due to the wording of their reminder text, I know, blame Wizards for that."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"For those of you that want to put "},{"insert":{"card-link":"Doubling Season"}},{"insert":" into the deck, be aware that due to the most recent rules change for Sagas, it does double the initial amount of counters placed on the saga to 2 lore counters but it does "},{"attributes":{"italic":true,"bold":true},"insert":"NOT "},{"insert":"double the lore counters placed at the start of the precombat main phase as those are placed by an inherent rule of the game instead of an effect. As a side note, a fully leveled-up "},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" does work for both doubling entry and precombat main phase placement of lore counters as it does not specify \"effect\" in its wording."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Card Exclusions, Possible Inclusions, Possible Cuts, and Most Recent Additions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Exclusions"},{"insert":"\nThere are no Game Changers in this list (I personally do not find them fun and actively avoid placing them into my decks as a general rule for my own deckbuilding) but this is still definitively bracket 3 as it can easily crush an unprepared table as early as turn 6 on the nut draw, and consistently on turn 7. If I were to include Game Changers, the very first include would be "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" as this places a Saga right on top of the library ready for Eivor to cheat into play on the next hit and does so at instant speed. "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" would be second as it can grab the Summon Saga creatures and would play very similiarly to Enlightened Tutor. Finally, probably either "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" or "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", leaning Smothering Tithe (because of enchantment synergies), for the last slot to speed up ramping into Eivor.\n\n"},{"attributes":{"italic":true},"insert":"Possible Inclusions"},{"insert":"\n"},{"insert":{"card-link":"Seasoned Dungeoneer"}},{"insert":" is an excellent prospect include as it gives Eivor the best possible evasion and a possible damage boost. I haven't included it as it isn't a legend and the bar for being included without being a legend is extremely high, has to do something incredibly unique or niche, so far only "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" and "},{"insert":{"card-link":"Atalan Jackal"}},{"insert":" have cleared that hurdle, but with people wising up to blocking Eivor it's begun to grow more valuable in my eyes."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Power Conduit"}},{"insert":" has also been on the debate floor recently as a lore counter manipulator and, honestly, might find its way in since it can do it at instant speed like "},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":" and is a recurrable historic permanent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Possible Cuts"},{"insert":"\n"},{"insert":{"card-link":"Hunter's Bow"}},{"insert":", personally a flavor win and a recurrable historic permanent but I can see why it could be cut for power reasons and/or for an instant speed removal option."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Fall of the First Civilization"}},{"insert":", a lower impact Saga that has recently begun to be outclassed, probably my second cut for when I want to test new cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Most Recent Additions"},{"insert":"\n"},{"insert":{"card-link":"The Misty Mountains Cold"}},{"insert":" has lived up to the hype. Turn 4 Eivors are incredible and a bit of extra mana later in the game indeed never hurts. 8.5/10 card"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cosmic Cube"}},{"insert":" is an absolute monster. Looking 6 cards deep and casting something costing 7 mana or less from among them off an Eivor attack is incredible. It has ward {2} for some reason, so it deters a lot of targeted removal and being an artifact means its recurrable by "},{"insert":{"card-link":"Layla Hassan"}},{"insert":" and "},{"insert":{"card-link":"What Must Be Done"}},{"insert":". 9/10 card"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Hedge Shredder"}},{"insert":" is a new addition. I want to see how it is to get all lands back to the battlefield that are milled by Eivor's trigger. I have yet to see it happen, but will report here when it does. ?/10 card"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Heartwood Crafter // Soul Tether"}},{"insert":" is the newest addition to the deck. As a one mana dork that ramps on turn 2, thanks to its prepared spell, it enables a turn 4 Eivor all on its own, provided you hit land drops. And you know how I feel about turn 4 Eivor enablers. I almost always keep opening hands with this card. 9/10 card"},{"attributes":{"list":"ordered"},"insert":"\n"}]}














































































