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Commander
As long as there are four or more lore counters among Sagas you control, Tom Bombadil has hexproof and indestructible. Whenever the final chapter ability of a Saga you control resolves, reveal cards from the top of your library until you reveal a Saga card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This ability triggers only once each turn.

Commander
Instant
Instant
Land
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

This land enters tapped. {T}: Add {G}. As long as you control six or more lands, lands you control have "{T}: Add one mana of any color." {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga gains "{T}: Add {C}." II — This Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Land
Creature
At the beginning of your upkeep, 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.) Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by {4}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)

Menace Other enchantment creatures you control have menace. Whenever Anikthea enters or attacks, exile up to one target non-Aura enchantment card from your graveyard. Create a token that's a copy of that card, except it's a 3/3 black Zombie creature in addition to its other types.

During your turn, each non-Equipment artifact and non-Aura enchantment you control with mana value 4 or greater is a 4/4 Elemental creature in addition to its other types and has indestructible, haste, and "Whenever this creature deals combat damage to a player, draw a card."

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.)

This creature enters with a +1/+1 counter on it. {T}, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.

Vigilance, trample, lifelink Boast — {1}: Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.) Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.

Those Who Came Before — This spell costs {1} less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.) Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."

Trample Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, 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.)

{T}, Remove a counter from another permanent you control: Populate. Activate only as a sorcery. (Create a token that's a copy of a creature token you control.) {T}, Sacrifice another creature: Proliferate. Activate only as a sorcery. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Creature
Sorcery
Suspend 2—{1}{W} (Rather than cast this card from your hand, pay {1}{W} and exile it with two 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.) Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)

Sorcery
Enchantment
Affinity for historic permanents (This spell costs {1} less to cast for each artifact, legendary, and/or Saga permanent you control.) When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

Enchantment
Sideboard
(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add {R}. Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target nonland permanent. II — Mill three cards. III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Mill three cards. You may put a historic card from among them into your hand. (Artifacts, legendaries, and Sagas are historic.) IV — Historic spells you cast this turn cost {2} less to cast.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — For each player, exile up to one target non-Saga, nonland permanent that player controls until this Saga leaves the battlefield. III — Create Avacyn, a legendary 8/8 white Angel creature token with flying, vigilance, and indestructible.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga deals 4 damage to each non-Giant creature and each planeswalker. II — Scry 3. III — Whenever you cast a spell with mana value 5 or greater this turn, draw two cards, then discard a card.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target nonland permanent an opponent controls. II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle. III — Creatures you control gain deathtouch until end of turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have. II — Each opponent sacrifices a creature of their choice. III — Draw two cards for each opponent who controls fewer creatures than you.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, III — Choose target creature. Its owner shuffles it into their library, then investigates. (They create a Clue token.) II, IV — Create a 2/2 black Alien Angel artifact creature token with first strike, vigilance, and "Whenever an opponent casts a creature spell, this token isn't a creature until end of turn."

(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.

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 may sacrifice a creature. If you do, each opponent discards a card. II — Return target creature card from your graveyard to your hand. III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — This Saga deals 2 damage to each opponent and you gain 2 life. III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose a creature card name, then goad all creatures with a name chosen for this enchantment. (Until your next turn, they attack each combat if able and attack a player other than you if able.)

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Target player mills two cards, then exiles their graveyard. III — Put all creature cards exiled with this enchantment onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.

(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 {2} 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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target creature an opponent controls with power 2 or less. II — Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card. III — Exile target opponent's graveyard.

(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.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 4/4 white Angel Warrior creature token with flying and vigilance. II — Until end of turn, Angels you control gain "{T}: Destroy target creature with power less than this creature's power." III — Angels you control gain double strike until end of turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a Treasure token. III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.

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 may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost. II — Target player mills four cards. III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.

(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 {2} 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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a Cursed Role token attached to up to one target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.) II — Scry 2. III — When you next cast an instant or sorcery spell with mana value 3 or less this turn, copy that spell. You may choose new targets for the copy.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Dalek artifact creature token with menace for each lore counter on Genesis of the Daleks. IV — Target opponent faces a villainous choice — Destroy all Dalek creatures and each of your opponents loses life equal to the total power of Daleks that died this turn, or destroy all non-Dalek creatures.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) As an additional cost to cast this spell, exile five instant and/or sorcery cards you own with the same artist and different names from outside the game. I, II, III — Choose one of the exiled cards at random. You may cast it without paying its mana cost.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Investigate. III — This Saga deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile this Saga and you may cast it this turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you. IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Draw a card. Then you may reveal a Giant card from your hand. When you do, this Saga deals 2 damage to target opponent or planeswalker. III — The next Giant spell you cast this turn costs {2} less to cast.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player mills four cards. Then you may exile a creature or planeswalker card from each graveyard. II, III — Until end of turn, you may cast spells from among cards exiled with this Saga, and you may spend mana as though it were mana of any color to cast those spells.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") III — Exile the top three cards of target opponent's library. You may play those cards this turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I, II, III, IV, V, VI — Note a creature type that hasn't been noted for this Saga. When you next cast a creature spell of that type this turn, that creature enters with an additional +1/+1 counter on it.

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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Scry 2. II — Choose a card name. III — When you cast a spell with the chosen name for the first time this turn, draw two cards. IV — Look at the top card of each player's library.

Bedtime story (Don't put a lore counter on this Saga as it enters. Put a lore counter on it at the beginning of your end step rather than your main phase. Sacrifice after III.) I — Create two 1/1 blue Merfolk creature tokens. II — Put a flying counter on each tapped creature you control. III — Draw a card for each creature you control that dealt combat damage to a player this turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You gain 2 life for each foretold card you own in exile. II — Add {W}{U}. Spend this mana only to foretell cards or cast spells that have foretell. III — Return target card with foretell from your graveyard to your hand.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two 1/1 white Human Soldier creature tokens. II — Create two 2/2 red Human Knight creature tokens with trample and haste. III — Put an indestructible counter on up to one target Human. You become the monarch.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each create a Food token. II — Each opponent loses 3 life. Create a Treasure token. III — Create three tapped 1/1 white Spirit creature tokens with flying.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The Ring tempts you, then each player mills cards equal to your Ring-bearer's power. II — Destroy all nonlegendary creatures. III — Each opponent loses 1 life for each creature card in that player's graveyard.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga deals 4 damage to any target. II — Create two 1/1 black Assassin creature tokens with menace. III — Whenever an Assassin you control attacks this turn, create a 1/1 black Assassin creature token with menace that's tapped and attacking.

(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. That creature becomes an artifact in addition to its other types. II — Destroy all nonartifact creatures. III — Exile all opponents' graveyards.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga deals 2 damage to each creature and planeswalker your opponents control. II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn. III — Create a Spellgorger Weird token. (It's a {2}{R} 2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. III — Whenever you cast a noncreature spell this turn, target creature you control gains double strike until end of turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create two 0/1 black Cleric creature tokens. III — Create a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this token deals 6 damage to you."

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control this Saga. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards. II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2, then draw two cards. II — Create a Treasure token and a 2/2 blue Bird creature token with flying. III — Put a flying counter on each creature you control without flying.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Until your next turn, creatures you control gain "{T}: Add one mana of any color." III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Heavenly Strike — Tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) III — Diamond Dust — Draw a card for each tapped creature your opponents control.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Until your next turn, whenever a creature attacks you or a planeswalker you control, it gets -2/-0 until end of turn. II — Discard any number of cards, then investigate twice for each card discarded this way. III — Shuffle up to three target cards from your graveyard into your library.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target creature for as long as this Saga remains on the battlefield. II — Until your next turn, creatures your opponents control attack each combat if able. III — Each tapped creature deals damage to itself equal to its power.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose target nontoken creature you control that doesn't have the same name as a token you control. Create a token that's a copy of it, except it isn't legendary, is a Reflection in addition to its other types, and has haste. III — Sacrifice all Reflections you control.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/2 blue Shapeshifter creature token with changeling. II — Any number of target Shapeshifter creatures you control have base power and toughness 4/4. III — Choose up to one target creature or planeswalker. Each creature with power 4 or greater you control deals damage equal to its power to that permanent.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player mills three cards. II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life. III — Return target creature or land card from your graveyard to your hand.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/3 red Demon Berserker creature token with menace. II — Whenever a Berserker attacks this turn, you draw a card and you lose 1 life. III — Add {R} for each Berserker you control. Until end of turn, you don't lose this mana as steps and phases end.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two tapped Powerstone tokens. II — Choose two target players. Until your next turn, each creature they control attacks the other chosen player each combat if able. III — This Saga deals X damage to any target and X damage to any other target, where X is the number of artifacts you control.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Search your library for a card, exile it face down, then shuffle. II — Turn the exiled card face up. If it's a creature card, you lose life equal to its mana value. III — You may put the exiled card onto the battlefield if it's a creature card. If you don't put it onto the battlefield, put it into its owner's hand.

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 — Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card. II — Search your library for a card, put that card into your hand, then shuffle. You lose 3 life. III — Put target creature card from a graveyard onto the battlefield under your control.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Exile cards from the top of your library until you exile a legendary card. You may play that card for as long as this Saga remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order. IV — Choose up to three Doctors. You may exile all other creatures. If you do, this Saga deals 13 damage to you.

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 — This Saga deals 2 damage to each creature and each opponent. II — Discard any number of cards, then draw that many cards. III — Create a 4/4 red Dragon creature token with flying.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each opponent sacrifices a creature or planeswalker of their choice. II — Each opponent discards a card. III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Search your library for a Doctor card, reveal it, put it into your hand, then shuffle. II — Create a Food token and a 1/1 white Human creature token with "Doctor spells you cast cost {1} less to cast." III — Create a token that's a copy of target creature, except it's a legendary Alien named Prisoner Zero.

(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.")

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may put a creature card from your hand onto the battlefield. If its mana cost contains {X}, it enters with a number of +1/+1 counters on it equal to the number of lands you control. II, III — Double the number of each kind of counter on target creature you control.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Discard your hand. II — Draw two cards. III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this token." II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.) III — Whenever a creature you control deals combat damage to a player this turn, time travel.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, gain control of up to one target nonlegendary creature that player controls for as long as this Saga remains on the battlefield. II — Draw a card for each creature you control but don't own. III — Starting with you, each player chooses a creature. Destroy each creature chosen this way.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 1/1 black and green Insect creature token. IV — Sacrifice any number of creatures. Search your library and/or graveyard for a creature card with mana value less than or equal to the number of creatures sacrificed this way and put it onto the battlefield. If you search your library this way, shuffle.

(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.

The Legend of Arena can be your commander. I, II — Create a 2/1 red Human Wizard creature token. Spells you cast this turn cost {1} less to cast for each Wizard you control. III — Search your library for a planeswalker card, put it onto the battlefield, then shuffle your library. It enters with an additional loyalty counter on it for each Wizard you control.

I — Exile up to one target Saga card from a graveyard. Copy its chapter I ability. II — Exile up to one target Saga card from a graveyard. Copy its chapter II ability. III — Exile up to one target Saga card from a graveyard. Copy its chapter III ability.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return target instant card from your graveyard to your hand. II — Return target sorcery card from your graveyard to your hand. III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn't have suspend, it gains suspend. II — Time travel, then time travel. III — For each opponent, destroy up to one target artifact that player controls.

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 — Another target nonland permanent phases out. It can't phase in for as long as you control this Saga. III — Destroy all creatures. For each creature destroyed this way, its controller creates a 2/2 black Phyrexian creature token.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 blue Bird creature token with flying. You gain 2 life. II — Whenever one or more creatures you control with flying deal combat damage to a player this turn, look at that player's hand and draw a card. III — You may put a card you own from outside the game on top of your library.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target tapped creature an opponent controls. II — Whenever an Assassin you control attacks this turn, put a +1/+1 counter on it. III — Return target Assassin creature card from your graveyard to the battlefield with an additional +1/+1 counter on it.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Mill two cards. If two cards that share a card type were milled this way, draw a card and repeat this process. IV — Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard. Copy them. You may cast any number of the copies.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. II — Return up to two target snow permanent cards from your graveyard to your hand. III — Choose three cards in each graveyard. Their owners shuffle those cards into their libraries.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Until end of turn, target creature gains trample and gets +X/+0, where X is the number of lore counters on this Saga. IV — Target creature you control fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You draw three cards and you lose 3 life. II — Mill three cards. III — Choose up to three target creature cards with total mana value 8 or less in your graveyard. Return each of them to the battlefield with a necrodermis counter on it. They're artifacts in addition to their other types.

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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target creature an opponent controls with mana value 2 or less. II — Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") III — Create a Wicked Role token attached to target creature you control.

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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Up to one target creature can't block for as long as you control this Saga. The Ring tempts you. II — Search your library for a Mountain card, put it onto the battlefield, then shuffle. III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When Smaug dies, create fourteen Treasure tokens."

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control this Saga. III — Return all tapped creatures to their owners' hands.

(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.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Mill three cards. Then you may exile a creature or enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token. III — You gain X life and scry X, where X is the number of Zombies you control.

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.

(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 "{2}, {T}, 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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Tap up to one target creature and put a stun counter on it. You get {E}{E} (two energy counters). III — Pay any amount of {E}. If you paid one or more {E} this way, shuffle your library, then exile that many cards from the top. You may play one of those cards without paying its mana cost.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, you create a 1/1 white Human Soldier creature token. II, III — Each player secretly votes for up to one creature, then those votes are revealed. If no creature got votes, each player draws a card. Otherwise, destroy each creature with the most votes or tied for most votes.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player gets three rad counters. II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players. III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Discard a card, then draw a card. III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target non-Mutant creature for as long as you control this Saga. II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types. III — Draw cards equal to the greatest power among Mutants you control.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target land. II — Put target land card from a graveyard onto the battlefield under your control. III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.

(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.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player may put a planeswalker or Zombie card from War of the Spark from their hand or graveyard onto the battlefield. II — Sacrifice any number of creatures and/or planeswalkers. Each opponent sacrifices that many creatures and/or planeswalkers. III — Exile up to one target Bolas. Proliferate three times.

(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.

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 — Create a 0/2 colorless Thopter artifact creature token with flying named Ornithopter. II — Tap any number of untapped artifacts you control. When you do, this Saga deals that much damage to target creature or planeswalker. III — Up to one target artifact you control becomes an artifact creature with base power and toughness 4/4 until end of turn.
