MoldySquirrel
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Commander
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Commander
Dathon, His Heart Open
Whenever you cast an enchantment spell, draw a card. If it's a Saga spell, Dathon deals 2 damage to each opponent.
: Choose a counter on target enchantment you control. Put another counter of that kind on it. Activate only as a sorcery.
: Choose a counter on target enchantment you control. Put another counter of that kind on it. Activate only as a sorcery.
Legendary Creature - Officer Tamarian

Commander
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Burn
Fated Firepower
Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Enchantment

Quest for Pure Flame
Whenever a source you control deals damage to an opponent, you may put a quest counter on this enchantment.
Remove four quest counters from this enchantment and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.
Remove four quest counters from this enchantment and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.
Enchantment

Burn
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Copy
Copy
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Draw
Mystic Remora
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.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Omen of the Sea
Flash (You may cast this spell any time you could cast an instant.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment

The Dragon-Kami Reborn
(As this Saga enters and after your draw step, add a lore counter.)
I, II — You gain 2 life. Look at the top three cards of your library. Exile one of them face down with a hatching counter on it, then put the rest on the bottom of your library in any order.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — You gain 2 life. Look at the top three cards of your library. Exile one of them face down with a hatching counter on it, then put the rest on the bottom of your library in any order.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


The Elder Dragon War
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 — This Saga deals 2 damage to each creature and each opponent.
II — Discard any number of cards, then draw that many cards.
III — Create a 4/4 red Dragon creature token with flying.
I — This Saga deals 2 damage to each creature and each opponent.
II — Discard any number of cards, then draw that many cards.
III — Create a 4/4 red Dragon creature token with flying.
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 Flame of Keld
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
Enchantment - Saga

The World Spell
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, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
Enchantment - Saga

Draw
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Land Destruction
Land Destruction
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Mill
The Binding of the Titans
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
Enchantment - Saga

Mill
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Protection
Protection
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Ramp
Parallax Tide
Fading 5 (This enchantment enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this enchantment: Exile target land.
When this enchantment leaves the battlefield, each player returns to the battlefield all cards they own exiled with it.
Remove a fade counter from this enchantment: Exile target land.
When this enchantment leaves the battlefield, each player returns to the battlefield all cards they own exiled with it.
Enchantment

Song of Freyalise
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
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

Ramp
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Recursion
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

The Mirari Conjecture
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
Enchantment - Saga

Recursion
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Removal
Battle of Frost and Fire
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga deals 4 damage to each non-Giant creature and each planeswalker.
II — Scry 3.
III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.
I — This Saga deals 4 damage to each non-Giant creature and each planeswalker.
II — Scry 3.
III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.
Enchantment - Saga

Reality Acid
Enchant permanent
Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this Aura leaves the battlefield, enchanted permanent's controller sacrifices it.
Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this Aura leaves the battlefield, enchanted permanent's controller sacrifices it.
Enchantment - Aura

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: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
Creature Enchantment - Saga Drake

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 Phasing of Zhalfir
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, II — Another target nonland permanent phases out. It can't phase in for as long as you control this Saga.
III — Destroy all creatures. For each creature destroyed this way, its controller creates a 2/2 black Phyrexian creature token.
I, II — Another target nonland permanent phases out. It can't phase in for as long as you control this Saga.
III — Destroy all creatures. For each creature destroyed this way, its controller creates a 2/2 black Phyrexian creature token.
Enchantment - Saga

Removal
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Theft
The Shattered States Era
(As this Saga enters and after your draw step, add a lore counter.)
I — Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
II — Creatures you control get +1/+0 until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
II — Creatures you control get +1/+0 until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Theft
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Tokens
Alien Invasion
At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment.
Enchantment

Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment

Kiora Bests the Sea God
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create an 8/8 blue Kraken creature token with hexproof.
II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step.
III — Gain control of target permanent an opponent controls. Untap it.
I — Create an 8/8 blue Kraken creature token with hexproof.
II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step.
III — Gain control of target permanent an opponent controls. Untap it.
Enchantment - Saga

Saproling Burst
Fading 7 (This enchantment enters with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this enchantment: Create a green Saproling creature token. It has "This token's power and toughness are each equal to the number of fade counters on Saproling Burst."
When this enchantment leaves the battlefield, destroy all tokens created with this enchantment. They can't be regenerated.
Remove a fade counter from this enchantment: Create a green Saproling creature token. It has "This token's power and toughness are each equal to the number of fade counters on Saproling Burst."
When this enchantment leaves the battlefield, destroy all tokens created with this enchantment. They can't be regenerated.
Enchantment

Tokens
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Tutor
Archmage Ascension
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment.
As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
Enchantment

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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