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Commander
If you would scry a number of cards, scry that many cards plus one instead. {3}{G/U}: Look at the top card of your library. If it's a Kraken, Leviathan, Octopus, or Serpent creature card, you may put it onto the battlefield. If you don't put the card onto the battlefield, you may put it on the bottom of your library.

Commander
Enchantment
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

(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.

At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a quest counter on this enchantment. At the beginning of each end step, if there are three or more quest counters on this enchantment, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.

Bestow {5}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Whenever this creature or enchanted creature deals combat damage to a player, draw a card. Enchanted creature gets +3/+3.

Enchantment
Sorcery
Sorcery
Artifact
Artifact
Instant
Instant
Land
Land
Creature
When this creature enters, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.) Whenever this creature attacks, you may return another creature you control to its owner's hand. If you do, this creature can't be blocked this turn.

Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)

This creature can't be blocked. Suspend 9—{2}{U} (Rather than cast this card from your hand, you may pay {2}{U} and exile it with nine time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) Whenever an opponent casts a spell, if this card is suspended, remove a time counter from it.

Defender (This creature can't attack.) When this creature enters, you may search your library for any number of cards that have mana value 9, reveal them, put them into your hand, then shuffle. {4}: This creature loses defender until end of turn. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Affinity for snow lands (This spell costs {1} less to cast for each snow land you control.) When this creature enters, artifacts and creatures target opponent controls don't untap during that player's next untap step. Return three snow lands you control to their owner's hand: Return this creature to its owner's hand.

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Spells you cast with mana value 6 or greater have cascade.

Vigilance, ward {3} Whenever you cast a Kraken, Leviathan, Octopus, or Serpent spell from your hand, look at the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value less than X from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.

This spell can't be countered. At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil. Sacrifice another Serpent: Choose one — • Tap target permanent. Its activated abilities can't be activated this turn. • Koma gains indestructible until end of turn.

When Monstrosity of the Lake enters, you may pay {5}. If you do, tap all creatures your opponents control, then put a stun counter on each of those creatures. (If a permanent with a stun counter would become untapped, remove one from it instead.) Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)

{6}{U}{U}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, tap up to four target creatures. Those creatures don't untap during their controllers' untap steps for as long as you control this creature.

You may look at the top card of your library any time. As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library. Reconfigure {2}{U} ({2}{U}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token. Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.

Creature
Planeswalker
+1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls. −1: Draw a card. You may play an additional land this turn. −5: You get an emblem with "At the beginning of your end step, create a 9/9 blue Kraken creature token."

Planeswalker
Sideboard
When this creature enters, return all other nonland permanents to their owners' hands. Unearth {6}{U} ({6}{U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

This creature can't attack unless defending player controls an Island. {5}{U}{U}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, target land becomes an Island in addition to its other types.

Verazol enters with a +1/+1 counter on it for each mana spent to cast it. Whenever you cast a kicked spell, you may remove two +1/+1 counters from Verazol. If you do, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Sideboard
Maybeboard
{1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment. At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.

Whenever this creature attacks, you may tap two other untapped creatures you control. If you do, this creature can't be blocked this turn. Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)

Maybeboard
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