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1 – 20 of 146 cards where the card types include “saga”

The Mending of Dominaria (Outlaws of Thunder Junction Commander #197)

The Mending of Dominaria {3}{G}{G}

Enchantment — Saga

(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.

Illustrated by Adam Paquette

Standard
Alchemy
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Modern
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Vault 112: Sadistic Simulation (Fallout #123)

Vault 112: Sadistic Simulation {2}{U}{R}

Enchantment — Saga

(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.

Illustrated by Anton Solovianchyk

Standard
Alchemy
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Modern
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Vault 87: Forced Evolution (Fallout #122)

Vault 87: Forced Evolution {3}{G}{U}

Enchantment — Saga

(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 Vault 87.

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.

Illustrated by Nicholas Gregory

Standard
Alchemy
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Modern
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Vault 11: Voter's Dilemma (Fallout #121)

Vault 11: Voter's Dilemma {2}{W}{B}

Enchantment — Saga

(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.

Illustrated by Kieran Yanner

Standard
Alchemy
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Modern
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Vault 21: House Gambit (Fallout #69)

Vault 21: House Gambit {1}{R}

Enchantment — Saga

(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.

Illustrated by Kieran Yanner

Standard
Alchemy
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Modern
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Vault 12: The Necropolis (Fallout #51)

Vault 12: The Necropolis {4}{B}{B}

Enchantment — Saga

(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.

Illustrated by Nicholas Gregory

Standard
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Vault 101: Birthday Party (Fallout #28)

Vault 101: Birthday Party {3}{W}

Enchantment — Saga

(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 artifact: 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.

Illustrated by Andrea Piparo

Standard
Alchemy
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Modern
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Vault 75: Middle School (Fallout #27)

Vault 75: Middle School {2}{W}{W}

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Exile all creatures with power 4 or greater.

II, III — Put a +1/+1 counter on each creature you control.

Illustrated by Victor Harmatiuk

Standard
Alchemy
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Modern
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Vault 13: Dweller's Journey (Fallout #26)

Vault 13: Dweller's Journey {3}{W}

Enchantment — Saga

(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 Vault 13 leaves the battlefield.

II — You gain 2 life and scry 2.

III — Return two cards exiled with Vault 13 to the battlefield under their owners’ control and put the rest on the bottom of their owners’ libraries.

Illustrated by Gaboleps

Standard
Alchemy
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Welcome to . . . // Jurassic Park (Jurassic World Collection #7)
Welcome to . . . // Jurassic Park (Jurassic World Collection #7)

Welcome to . . . {1}{G}{G}

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter.)

I — For each opponent, up to one target noncreature artifact they control becomes a 0/4 Wall artifact creature with defender for as long as you control this Saga.

II — Create a 3/3 green Dinosaur creature token with trample. It gains haste until end of turn.

III — Destroy all Walls. Exile this Saga, then return it to the battlefield transformed under your control.

Jurassic Park

Legendary Land

(Transforms from Welcome to ….)

Each Dinosaur card in your graveyard has escape. The escape cost is equal to the card’s mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)

{T}: Add {G} for each Dinosaur you control.

Illustrated by Villarrte

Standard
Alchemy
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Modern
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Huatli, Poet of Unity // Roar of the Fifth People (The Lost Caverns of Ixalan #189)
Huatli, Poet of Unity // Roar of the Fifth People (The Lost Caverns of Ixalan #189)

Huatli, Poet of Unity {2}{G}

Legendary Creature — Human Warrior Bard

When Huatli, Poet of Unity enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.

{3}{R/W}{R/W}: Exile Huatli, then return her to the battlefield transformed under her owner’s control. Activate only as a sorcery.

2/3

Roar of the Fifth People

Color Indicator: White, Red, and Green Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)

I — Create two 3/3 green Dinosaur creature tokens.

II — Roar of the Fifth People gains “Creatures you control have ‘{T}: Add {R}, {G}, or {W}.’”

III — Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle.

IV — Dinosaurs you control gain double strike and trample until end of turn.

Watermark: Desparked

Illustrated by Tyler Jacobson

Standard
Alchemy
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Modern
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King Narfi's Betrayal (The Lost Caverns of Ixalan Commander #272)

King Narfi's Betrayal {1}{U}{B}

Enchantment — Saga

(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 King Narfi’s Betrayal, and you may spend mana as though it were mana of any color to cast those spells.

Illustrated by Chase Stone

Standard
Alchemy
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Modern
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Heaven Sent (Doctor Who #134)

Heaven Sent {U}{R}

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Investigate.

III — Heaven Sent deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile Heaven Sent and you may cast it this turn.

Illustrated by BBC Studios & Robert Cornelius

Standard
Alchemy
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Modern
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The Day of the Doctor (Doctor Who #121)

The Day of the Doctor {3}{R}{W}

Enchantment — Saga

(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 The Day of the Doctor 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, The Day of the Doctor deals 13 damage to you.

Illustrated by Eddie Schillo

Standard
Alchemy
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Modern
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The Curse of Fenric (Doctor Who #118)

The Curse of Fenric {2}{G}{W}

Enchantment — Saga

(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.

Illustrated by Tatiana Veryayskaya

Standard
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Blink (Doctor Who #116)

Blink {2}{U}{B}

Enchantment — Saga

(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 permanent isn’t a creature until end of turn.”

Illustrated by Colin Boyer

Standard
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The Sea Devils (Doctor Who #108)

The Sea Devils {2}{G}

Enchantment — Saga

(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.

Illustrated by Miklós Ligeti

Standard
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Modern
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Fugitive of the Judoon (Doctor Who #103)

Fugitive of the Judoon {4}{G}

Enchantment — Saga

(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.

Illustrated by Lie Setiawan

Standard
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City of Death (Doctor Who #99)

City of Death {2}{G}

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)

I — Create a Treasure token.

II, III, IV, V, VI — Create a token that’s a copy of target non-Saga token you control.

Illustrated by Miklós Ligeti

Standard
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The Parting of the Ways (Doctor Who #91)

The Parting of the Ways {4}{R}{R}

Enchantment — Saga

(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.

Illustrated by Syd Mills

Standard
Alchemy
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Modern
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