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Abzan Armor
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.) Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.

Abzan Armor
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)

Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Tiered (Choose one additional cost.) • Cure — {0} — Target permanent gains hexproof and indestructible until end of turn. • Cura — {1} — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life. • Curaga — {3}{W} — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.

Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)

Choose target spell. Surveil 2, then counter the chosen spell unless its controller pays {1} for each card in your graveyard. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn. Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)

Instant
Mono Red
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control. 1—14 | You may choose new targets for that spell or ability. 15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.

Mono Red
Sorcery
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.

Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand. Flashback {7}{U}{U}

Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Harmonize {X}{G}{G}{G}{G} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)

Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Shuffle your library, then mill four cards. Put each creature card milled this way onto the battlefield. They gain haste. At the beginning of the next end step, return those creatures to their owner's hand. Flashback {6}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents. Foretell {5}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Artifact
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." Diana — Equip {2}

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}

Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 20+.) STATION 10+ Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker. STATION 20+ Flying

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.)

As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark." +1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature. −5: Draw two cards. −10: Add ten mana of any one color.

Equipped creature gets +1/+1 and has "{15}, Exile The Dominion Bracelet: You control target opponent during their next turn. This ability costs {X} less to activate, where X is this creature's power. Activate only as a sorcery." (You see all cards that player could see and make all decisions for them.) Equip {1}

{T}: Add {C}{C}{C}. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.) STATION 20+ {T}: Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.

This spell costs {X} less to cast, where X is the greatest power among creatures you control. Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures. {2}, {T}: Double target creature's power until end of turn.

Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+1, has "Whenever this creature deals combat damage to a player, draw a card," and is a Rogue in addition to its other types. Equip {4}

Artifact
Kenessos
Kenessos
Planeswalker
This spell can't be countered. +2: Each opponent gets an emblem with "At the beginning of your upkeep, this emblem deals 1 damage to you." −3: Chandra deals 3 damage to each non-Elemental creature. −X: Chandra deals X damage to target creature or planeswalker. If a permanent dealt damage this way would die this turn, exile it instead.

Planeswalker
Creature
Demons you control have menace, lifelink, and haste. Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon.

Flying Whenever this creature attacks or dies, choose one or more. Each mode must target a different player. • Target opponent draws three cards, then discards three cards at random. • Target opponent sacrifices a nontoken artifact of their choice. • This creature deals damage to target opponent equal to the number of cards in their hand.

Trample When Carnage enters, return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains "This creature attacks each combat if able" and "When this creature deals combat damage to a player, sacrifice it." Mayhem {B}{R}

Ward {3} Devour land 3 (As this creature enters, you may sacrifice any number of lands. It enters with three times that many +1/+1 counters on it.) When this creature enters, look at the top X cards of your library, where X is this creature's power. Put any number of land cards from among them onto the battlefield tapped, then shuffle.

Indestructible Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. {5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)

At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able.

Whenever an artifact you control enters, surveil 1. At the beginning of your end step, if you control four or more artifacts, return target creature card from your graveyard to your hand. Then if you control eight or more artifacts, each opponent loses life equal to that card's power.

Deathtouch, lifelink Whenever Gwenom attacks, until end of turn you may look at the top card of your library any time and you may play cards from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.

Indestructible As long as your devotion to red and green is less than seven, Klothys isn't a creature. At the beginning of your first main phase, exile target card from a graveyard. If it was a land card, add {R} or {G}. Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.

As Mimeoplasm enters, exile up to X creature cards from your graveyard. It enters with three +1/+1 counters on it for each creature card exiled this way. {2}: Mimeoplasm becomes a copy of target creature card exiled with it, except it's 0/0 and has this ability.

Lifelink Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control.

Whenever a Warrior attacks, you may have its controller create a 1/1 white Warrior creature token that's tapped and attacking. {W}{U}{B}{R}{G}: Untap all attacking creatures. They gain trample, lifelink, and haste until end of turn. After this phase, there is an additional combat phase. Activate only during combat.

When Omnath enters, draw a card. Landfall — Whenever a land you control enters, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add {R}{G}{W}{U}. If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.

Flash You control your opponents while they're searching their libraries. While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.

Impending 4—{1}{G}{G} (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.) Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.

Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card. Summon — {X}, {T}: 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.

Devoid (This card has no color.) Kicker {1}{C} (You may pay an additional {1}{C} as you cast this spell.) When you cast this spell, search your library for a land card, put it onto the battlefield, then shuffle. When you cast this spell, if it was kicked, exile target land.

Vigilance, trample (Attacking doesn't cause this creature to tap. He can deal excess combat damage to the player he's attacking.) Whenever Spider-Man enters or attacks, put a +1/+1 counter on each other creature you control. Those creatures gain trample until end of turn.

Sketch and Lore — {2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery.

(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

(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.

(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

Other creatures you control have haste. Artifact cards and red creature cards in your hand have warp {2}{R}. (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)

Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.

You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Your maximum hand size is twenty. Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card. Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.

Menace Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent. Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.

Creature
Land
This land enters tapped. {T}: Add {B}. Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.) STATION 12+ {1}{B}, {T}, Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.

Land
Enchantment
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.) When this enchantment enters, you may discard a card. If you do, draw two cards. Max speed — Sacrifice this enchantment: Creatures and Vehicles you control gain haste until end of turn.

(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 {R}{R}{R}. III — This Saga deals 5 damage to each opponent.

At the beginning of combat on your turn, if you control each creature on the battlefield with the greatest power, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.)

Whenever you cast a creature spell with power 5 or greater, discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

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.) {3}{G}, 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.

Landfall — Whenever a land you control enters, put a quest counter on this enchantment. {5}{B}, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs {1} less to activate for each quest counter on this enchantment. Activate only as a sorcery.

When this enchantment enters and whenever an opponent loses the game, exile the top card of each player's library. During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.

As this enchantment enters, choose Brotherhood or Enclave. • Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way. • Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) At the beginning of combat on your turn, look at the top five cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

As this enchantment enters, choose Mardu or Jeskai. • Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. • Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.

Enchantment
Sideboard
This creature enters tapped with six stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you sacrifice a land, create a tapped 4/4 green Beast creature token and untap this creature. {4}, Sacrifice a land: You gain 2 life.

Flying At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.

Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types. Equip {3}

Whenever this creature attacks, you and defending player each discard a card or sacrifice a permanent. You draw a card for each land card put into a graveyard this way. Encore {6}{B}{B} ({6}{B}{B}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.) STATION 3+ You may play an additional land on each of your turns. STATION 8+ Flying Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.

Enchant creature Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.) When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand.

Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control.

Trample When this creature enters, create a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.") Landfall — Whenever a land you control enters, creatures you control get +1/+1 and gain vigilance and haste until end of turn.

Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.) STATION 2+ {1}, {T}, Sacrifice a land: Draw two cards. You may play an additional land this turn. STATION 8+ Flying, vigilance, haste Whenever you sacrifice a land, each opponent loses 2 life.

During your turn, Kefka has indestructible. At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value.

Landfall — Whenever a land you control enters, double the power of target creature you control until end of turn. Warp {2}{G} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)

Casualty X. The copy isn't legendary and has starting loyalty X. (As you cast this spell, you may sacrifice a creature with power X. When you do, copy this spell. The copy becomes a token.) +1: Each opponent loses 2 life unless they discard a card. If you control a Demon or Devil, you gain 2 life. −2: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target." −7: Target player draws seven cards and loses 7 life.

Artifacts you control are Foods in addition to their other types and have "{2}, {T}, Sacrifice this artifact: You gain 3 life." {1}, {T}, Sacrifice a Food: Ragost deals 3 damage to each opponent. At the beginning of each end step, if you gained life this turn, untap Ragost.

Whenever you attack, target creature gains deathtouch until end of turn. Whenever one or more creatures you control deal combat damage to a player, create a Treasure token, then look at the top card of that player's library and exile it face down. You may cast that card for as long as it remains exiled. (A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.) STATION 7+ Flying Whenever this Spacecraft attacks, you may put a creature card from your hand onto the battlefield.

Whenever a creature you control deals combat damage to a player, you may draw that many cards. Warp {2}{U}{U} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return each creature that isn't a Kraken, Leviathan, Merfolk, Octopus, or Serpent to its owner's hand. II, III — Until end of turn, whenever a Kraken, Leviathan, Merfolk, Octopus, or Serpent attacks, draw a card. Ward {2}

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gungnir — Destroy target creature an opponent controls. II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game." III — Hall of Sorrow — Draw two cards. Each player loses 2 life.

Vigilance Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power. Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.

Tiered (Choose one additional cost.) • Somersault — {0} — Target creature gets +2/+2 until end of turn. • Meteor Strikes — {2} — Double target creature's power and toughness until end of turn. • Final Heaven — {6}{G} — Triple target creature's power and toughness until end of turn.

Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Each opponent sacrifices a creature of their choice. If you have the city's blessing, instead each opponent sacrifices half the creatures they control of their choice, rounded up.

Whenever another creature or artifact you control enters, this creature deals 1 damage to each opponent. Warp {R} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)

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