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Commander
{R}: All creatures gain trample and haste until end of turn. {1}{G}: Put a +1/+1 counter on target creature. {2}{W}: Target player gains 5 life. {3}{U}: Target player draws a card. {4}{B}: Put target creature card from a graveyard onto the battlefield under its owner's control.

Commander
Anthem
Anthem
Artifact
Artifact
Creature
Flying Whenever you attack with one or more Wraiths, exile the top X cards of your library, where X is their total power. You may play those cards this turn. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

Creature
Discard
Discard
Draw
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) Other Rats you control have toxic 1. When Karumonix enters, look at the top five cards of your library. You may reveal any number of Rat cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.

Draw
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with this enchantment without paying its mana cost.

When this enchantment enters, you become the monarch. At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.

Enchantment
Land
Land
Mill
When this enchantment enters, you become the monarch. At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)

(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.

Mill
Protection
Flying Whenever King of the Oathbreakers or another Spirit you control becomes the target of a spell, it phases out. (Treat it and anything attached to it as though they don't exist until your next turn.) Whenever King of the Oathbreakers or another Spirit you control phases in, create a tapped 1/1 white Spirit creature token with flying.

Protection
Pump
Pump
Ramp
Ramp
Recursion
Recursion
Removal
Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.

Removal
Tokens
Vigilance, trample When this creature enters, if you cast it from your hand, create three Food tokens. (They're artifacts with "{2}, {T}, Sacrifice this token: You gain 3 life.") Sacrifice three Foods: Return this card from your graveyard to the battlefield. Activate only during your turn.

Tokens
Deck Info
Deck stats
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Description
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