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Enchantment
This enchantment enters with seven hour counters on it. At the beginning of your draw step, draw an additional card and remove two hour counters from this enchantment. Your maximum hand size is equal to the number of hour counters on this enchantment. Whenever you discard a card, you lose 1 life.

Enchantment
Sorcery
Sorcery
Add?
Add?
Instant
Instant
Artifact
This artifact enters under the control of an opponent of your choice. {2}, {T}: Draw a card, then you may put a land card from your hand onto the battlefield. This artifact's owner draws a card, then that player may put a land card from their hand onto the battlefield.

Artifact
Keep
Cumulative upkeep {2} (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.) When this enchantment enters, you gain 20 life. When this enchantment leaves the battlefield, you lose 20 life.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may exchange control of two target creatures. II — You may exchange control of two target nonbasic, noncreature permanents that share a card type. III — Target player loses 3 life and you gain 3 life.

Keep
Creature
Xantcha enters under the control of an opponent of your choice. Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls. {3}: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability.

Creature
Land
Land
Sideboard
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

At the beginning of each player's upkeep, that player gains control of this enchantment. When you gain control of this enchantment from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.

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.

Sideboard
Maybeboard
Exile any number of target creatures controlled by different players. For each creature exiled this way, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then puts the rest on the bottom of their library in a random order.

Berzerker — Khârn the Betrayer attacks or blocks each combat if able. Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards. The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.

Maybeboard
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