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Commander
Commander
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Copy
Ian Chesterton
Science Teacher — Each Saga spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast that Saga, copy it for each time you paid its replicate cost. Copies of Saga spells become tokens.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human Scientist

Copy
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Counters
Summon: Magus Sisters
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
Creature Enchantment - Saga Faerie

Tales of Master Seshiro
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Triumph of Gerrard
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
Enchantment - Saga

Counters
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Draw
Esper Origins
Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery


Fall of the First Civilization
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You and target opponent each draw two cards.
II — Exile target artifact an opponent controls.
III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
I — You and target opponent each draw two cards.
II — Exile target artifact an opponent controls.
III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
Enchantment - Saga

Love Song of Night and Day
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 — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
Enchantment - Saga

Of Herbs and Stewed Rabbit
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on up to one target creature. Create a Food token.
II — Draw a card. Create a Food token.
III — Create a 1/1 white Halfling creature token for each Food you control.
I — Put a +1/+1 counter on up to one target creature. Create a Food token.
II — Draw a card. Create a Food token.
III — Create a 1/1 white Halfling creature token for each Food you control.
Enchantment - Saga

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 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 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

Urza Assembles the Titans
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 — Scry 4, then you may reveal the top card of your library. If a planeswalker card is revealed this way, put it into your hand.
II — You may put a planeswalker card with mana value 6 or less from your hand onto the battlefield.
III — You may activate the loyalty abilities of planeswalkers you control twice this turn rather than only once.
I — Scry 4, then you may reveal the top card of your library. If a planeswalker card is revealed this way, put it into your hand.
II — You may put a planeswalker card with mana value 6 or less from your hand onto the battlefield.
III — You may activate the loyalty abilities of planeswalkers you control twice this turn rather than only once.
Enchantment - Saga

Draw
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Evasion
Evasion
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Land
Land
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Mill
Leaves from the Vine
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill three cards, then create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
II — Put a +1/+1 counter on each of up to two target creatures you control.
III — Draw a card if there's a creature or Lesson card in your graveyard.
I — Mill three cards, then create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
II — Put a +1/+1 counter on each of up to two target creatures you control.
III — Draw a card if there's a creature or Lesson card in your graveyard.
Enchantment - Saga

Teachings of the Kirin
(As this Saga enters and after your draw step, add a lore counter.)
I — Mill three cards. Create a 1/1 colorless Spirit creature token.
II — Put a +1/+1 counter on target creature you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Mill three cards. Create a 1/1 colorless Spirit creature token.
II — Put a +1/+1 counter on target creature you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Mill
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Pump
Michiko's Reign of Truth
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Pump
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Ramp
Boseiju Reaches Skyward
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Jugan Defends the Temple
(As this Saga enters and after your draw step, add a lore counter.)
I — Create a 1/1 green Human Monk creature token with ": Add ."
II — Put a +1/+1 counter on each of up to two target creatures.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Create a 1/1 green Human Monk creature token with ": Add ."
II — Put a +1/+1 counter on each of up to two target creatures.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Summon: Fenrir
(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.
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.
Creature Enchantment - Saga Wolf

Summon: Titan
(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
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
Creature Enchantment - Saga Giant

The Birth of Meletis
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.
Enchantment - Saga

The Restoration of Eiganjo
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
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
Tale of Tinúviel
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
Enchantment - Saga

The Aesir Escape Valhalla
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile a permanent card from your graveyard. You gain life equal to its mana value.
II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card.
III — Return this Saga and the exiled card to their owner's hand.
I — Exile a permanent card from your graveyard. You gain life equal to its mana value.
II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card.
III — Return this Saga and the exiled card to their owner's hand.
Enchantment - Saga

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

Vault 101: Birthday Party
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with ", , Sacrifice this token: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with ", , Sacrifice this token: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
Enchantment - Saga

Yuna, Hope of Spira
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward .
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
Legendary Creature - Human Cleric

Recursion
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Removal
Ajani Fells the Godsire
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target creature an opponent controls with power 3 or greater.
II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control.
III — Target creature you control gains double strike until end of turn.
I — Exile target creature an opponent controls with power 3 or greater.
II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control.
III — Target creature you control gains double strike until end of turn.
Enchantment - Saga

Elspeth Conquers Death
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment - Saga

Fall of Gil-galad
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
Enchantment - Saga

Summon: Ixion
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield.
II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life.
First strike
I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield.
II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life.
First strike
Creature Enchantment - Saga Unicorn

Summon: Primal Garuda
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls.
II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn.
Flying
I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls.
II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn.
Flying
Creature Enchantment - Saga Harpy

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

The Curse of Fenric
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each player, destroy up to one target creature that player controls. For each creature destroyed this way, its controller creates a 3/3 green Mutant creature token with deathtouch.
II — Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities.
III — Target Mutant fights another target creature named Fenric.
I — For each player, destroy up to one target creature that player controls. For each creature destroyed this way, its controller creates a 3/3 green Mutant creature token with deathtouch.
II — Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities.
III — Target Mutant fights another target creature named Fenric.
Enchantment - Saga

The Night of the Doctor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
Enchantment - Saga

The Princess Takes Flight
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile up to one target creature.
II — Target creature you control gets +2/+2 and gains flying until end of turn.
III — Return the exiled card to the battlefield under its owner's control.
I — Exile up to one target creature.
II — Target creature you control gets +2/+2 and gains flying until end of turn.
III — Return the exiled card to the battlefield under its owner's control.
Enchantment - Saga

Trial of a Time Lord
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Exile target nontoken creature an opponent controls until this Saga leaves the battlefield.
IV — Starting with you, each player votes for innocent or guilty. If guilty gets more votes, the owner of each card exiled with this Saga puts that card on the bottom of their library.
I, II, III — Exile target nontoken creature an opponent controls until this Saga leaves the battlefield.
IV — Starting with you, each player votes for innocent or guilty. If guilty gets more votes, the owner of each card exiled with this Saga puts that card on the bottom of their library.
Enchantment - Saga

Vault 13: Dweller's Journey
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each player, exile up to one other target enchantment or creature that player controls until this Saga leaves the battlefield.
II — You gain 2 life and scry 2.
III — Return two cards exiled with this Saga to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
I — For each player, exile up to one other target enchantment or creature that player controls until this Saga leaves the battlefield.
II — You gain 2 life and scry 2.
III — Return two cards exiled with this Saga to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
Enchantment - Saga

Removal
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Tokens
Battle for Bretagard
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Warrior creature token.
II — Create a 1/1 green Elf Warrior creature token.
III — Choose any number of artifact tokens and/or creature tokens you control with different names. For each of them, create a token that's a copy of it.
I — Create a 1/1 white Human Warrior creature token.
II — Create a 1/1 green Elf Warrior creature token.
III — Choose any number of artifact tokens and/or creature tokens you control with different names. For each of them, create a token that's a copy of it.
Enchantment - Saga

Dion, Bahamut's Dominant
Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Knight Noble


Origin of Spider-Man
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 2/1 green Spider creature token with reach.
II — Put a +1/+1 counter on target creature you control. It becomes a legendary Spider Hero in addition to its other types.
III — Target creature you control gains double strike until end of turn.
I — Create a 2/1 green Spider creature token with reach.
II — Put a +1/+1 counter on target creature you control. It becomes a legendary Spider Hero in addition to its other types.
III — Target creature you control gains double strike until end of turn.
Enchantment - Saga

Summon: Fat Chocobo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
Creature Enchantment - Saga Bird

Summon: Good King Mog XII
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create two 1/2 white Moogle creature tokens with lifelink.
II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV — Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
I — Create two 1/2 white Moogle creature tokens with lifelink.
II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV — Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
Creature Enchantment - Saga Moogle

The Sea Devils
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
Enchantment - Saga

The War Games
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Each player creates three tapped 1/1 white Warrior creature tokens. The tokens are goaded for as long as this Saga remains on the battlefield.
II, III — Put a +1/+1 counter on each Warrior creature.
IV — You may exile a nontoken creature you control. When you do, exile all Warriors.
I — Each player creates three tapped 1/1 white Warrior creature tokens. The tokens are goaded for as long as this Saga remains on the battlefield.
II, III — Put a +1/+1 counter on each Warrior creature.
IV — You may exile a nontoken creature you control. When you do, exile all Warriors.
Enchantment - Saga

Three Blind Mice
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
Enchantment - Saga

Welcome to Sweettooth
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human creature token.
II — Create a Food token.
III — Put X +1/+1 counters on target creature you control, where X is one plus the number of Foods you control.
I — Create a 1/1 white Human creature token.
II — Create a Food token.
III — Put X +1/+1 counters on target creature you control, where X is one plus the number of Foods you control.
Enchantment - Saga

Tokens
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Tutor
Fugitive of the Judoon
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human creature token with ward and a 4/4 white Alien Rhino creature token.
II — Investigate.
III — You may exile a Human you control and an artifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
I — Create a 1/1 white Human creature token with ward and a 4/4 white Alien Rhino creature token.
II — Investigate.
III — You may exile a Human you control and an artifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
Enchantment - Saga

The Caves of Androzani
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Put two stun counters on each of up to two target tapped creatures.
II, III — For each non-Saga permanent, choose a counter on it. You may put an additional counter of that kind on that permanent.
IV — Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
I — Put two stun counters on each of up to two target tapped creatures.
II, III — For each non-Saga permanent, choose a counter on it. You may put an additional counter of that kind on that permanent.
IV — Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
Enchantment - Saga

The Huntsman's Redemption
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 3/3 green Beast creature token.
II — You may sacrifice a creature. If you do, search your library for a creature or basic land card, reveal it, put it into your hand, then shuffle.
III — Up to two target creatures each get +2/+2 and gain trample until end of turn.
I — Create a 3/3 green Beast creature token.
II — You may sacrifice a creature. If you do, search your library for a creature or basic land card, reveal it, put it into your hand, then shuffle.
III — Up to two target creatures each get +2/+2 and gain trample until end of turn.
Enchantment - Saga

War of the Last Alliance
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
Enchantment - Saga

Tutor
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Deck Info
Deck stats
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