Deck filters
Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.
Land
Land
Removal
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

Choose two — • Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn. • Destroy each creature with power 2 or less. • Return up to two creature cards from your graveyard to your hand. • Each opponent sacrifices a creature with the highest power among creatures they control.

Menace At the beginning of your end step, if you descended this turn, put a +1/+1 counter on this creature. (You descended if a permanent card was put into your graveyard from anywhere.) {2}{B}, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is this creature's power.

Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

Removal
+1/+1
You may spend mana as though it were mana of any color to activate abilities of creatures you control. Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron. {T}: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.

At the beginning of your end step, each player may put two +1/+1 counters on a creature they control. Goad each creature that had counters put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3}

Whenever fortified land is tapped for mana, put a +1/+1 counter on target creature you control. If that creature shares a color with the mana that land produced, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery.)

At the beginning of your end step, if you descended this turn, put a +1/+1 counter on target creature you control. (You descended if a permanent card was put into your graveyard from anywhere.) {5}{B}{B}, Sacrifice this enchantment: Create a 4/3 white and black Vampire Demon creature token with flying.

Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip {2}

+1/+1
Protection
Protection
AMASS
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) II — Amass Orcs 2. III — Creatures you control get +1/+0 and gain menace until end of turn.

At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.

Whenever Shagrat attacks, attach up to one target Equipment to it. Then amass Orcs X, where X is the number of Equipment attached to Shagrat. (Control of the Equipment doesn't change. To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

AMASS
Ramp
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {3}

Wraith Form — This creature can't be blocked. Transdimensional Scout — When this creature deals combat damage to a player, you may pay {3} and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle.

Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip {2}

Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip {2}

Ramp
Draw
At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)

Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.

Whenever a modified creature you control attacks, exile the top card of your library. You may play that card this turn. (Equipment, Auras you control, and counters are modifications.) Whenever you cast a spell from exile, put a +1/+1 counter on target creature you control.

Menace When this creature enters, create two 1/1 black Rat creature tokens with "This token can't block." At the beginning of your upkeep, you may sacrifice another creature. If you do, put a +1/+1 counter on this creature and exile the top card of your library. You may play that card this turn.

Indestructible When The One Ring enters, if you cast it, you gain protection from everything until your next turn. At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

Draw
Recursion
Recursion
Maybeboard
Whenever one or more modified creatures you control attack, untap all modified creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn. (Equipment, Auras you control, and counters are modifications.)

Whenever one or more +1/+1 counters are put on a permanent you control, you may pay {1}. If you do, create a 1/1 colorless Servo artifact creature token. {3}, {T}: Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.

Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) {7}{R}: This enchantment deals 7 damage to target creature.

{R}: Creatures you control gain haste until end of turn. {3}{R}{R}: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may sacrifice a creature. When you do, this Saga deals 3 damage to any target. II — Each player discards a card. III — Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it. It gains haste until your next turn.

At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.

Maybeboard
Deck Info
Deck stats
Deck Tokens & Extras (12)
Description
No description yet.
Leave a comment