({T}: Add {G}.) As Ancestral Glade enters, you may pay 1 life. If you don't, Ancestral Glade enters tapped. Basic lands you control have “{T}: Add {G}.”
You may put a green creature card with mana value 4 or less from your hand onto the battlefield. Ferocious — If you control a creature with power 4 or greater, that creature enters with two +1/+1 counters on it.
Vanishing 3 (This permanent enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Hundred Years of Solitude enters, exile another target nonland permanent until Hundred Years of Solitude leaves the battlefield.
Create a 1/1 red Dwarf creature token and a 1/1 green Elf creature token. If this spell was foretold, Dwarves and Elves you control get +1/+1 and gain haste until end of turn. Foretell {2}{G}(During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever a creature dies, you may put a progress counter on Unorthodox Methods. [progress 2-6] Whenever you cast a noncreature spell, Unorthodox Methods deals 2 damage to any target and you gain 2 life. [progress 7+] Whenever you cast a noncreature spell, Unorthodox Methods deals 4 damage to any target and you gain 4 life. Whenever you cast a noncreature spell, CARDNAME deals 4 damage to any target and you gain 4 life.
Enchant creature Enchanted creature gets +2/+2 and has flying and haste. When enchanted creature dies, return it to the battlefield under its owner's control.
Reveal the top five cards of your library. You may put a creature card, enchantment card, or a card with fabled from among them into your hand. Put the rest on the bottom of your library in any order.
When Spellslinger's Gauntlet enters, exile an instant or sorcery card with mana value 3 or less from your hand. Whenever equipped creature attacks, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost. Equip {3}
Whenever Thundering Towershell attacks, return a creature card with mana value 5 or less from a graveyard to the battlefield under your control. Trigger a death knell of that creature.
The movement of Usona's greatest beasts is momentous enough to wake the dead.
Voracious 2 (As this enters, you may sacrifice up to two artifacts and/or creatures. This creature enters with that many +1/+1 counters on it.) Trample At the beginning of your end step, if a creature died under your control this turn, create a 1/1 green Saproling creature token.
Trample When Rallios's Champion enters, look at the top six cards of your library. You may put a Warrior card with lesser mana value from among them onto the battlefield. Put the rest on the bottom of your library in a random order. Other Warriors you control get +1/+1.
At the beginning of each end step, you may exile target creature card with mana value X or less from your graveyard, where X is the amount of life you gained this turn. If you do, create a token that's a copy of it.
“The Rose Order never stood for war. It stood for peace — between all our kingdoms.” —Queen Asamund
Snow Drift enters tapped. When it does, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this, then you may put that card into your graveyard.) {T}: Add {U}. {4}{U}: Snow Drift becomes an Elemental creature. (This effect lasts indefinitely.)
When Bird Call enters, search your library for a creature card, reveal it, shuffle, then put that card on top. {2}, {T}: Target creature gets +1/+1 until end of turn.
When Incense Stoker enters, you may return target instant or sorcery card with mana value less than or equal to the number of differently named lands you control from your graveyard to your hand.
“With the right aroma, I can help you remember what you never knew.”
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each opponent discards a card and loses 2 life. II — Exile target card from a graveyard. If a creature card was exiled this way, you gain 2 life. III — At the beginning of the next end step, you gain 3 life if an opponent lost life this turn and each opponent loses 3 life if you've gained life this turn.