Spells you cast have trial 2. (As you cast them, an opponent of your choice may pay 2 life. If they don't, they fail the trial.) Whenever an opponent fails a trial of a creature spell, that creature enters with an additional +1/+1 counter on it. Whenever an opponent fails a trial of a noncreature spell, create a tapped Treasure token.
Deception {U}{B}({U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Pay 1 life, Choose a creature card name you haven't chosen for Suzume Oshiruko this turn: Return another creature you control with the chosen name to its owner's hand.
Each other Rogue creature you control enters with an additional +1/+1 counter on it. Remove a +1/+1 counter from a creature you control: That creature can't be blocked this turn.
“Fellow hand of the Oshiruko, I am honored to assist you. Simply tell me what you need to accomplish your mission, and it will be arranged.”
Primal {1}{G}{G}(During your turn, you may cast this spell for {1}{G}{G} instead of playing a land.) When Swampedge Sentinel dies, return another creature card from your graveyard to your hand.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) Create two 1/1 colorless Construct Actor creature tokens. Creatures you control gain flying until end of turn. Whenever one or more of them deals combat damage to a player this turn, draw a card.
At the beginning of each end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of nontoken creatures that died this turn.
“The dead still wander these halls, chained to the house through its malevolent will.” —“The House on the Hill”
Flying At the beginning of your upkeep, you may pay {1}. If you do, put a +1/+1 counter on Swarm of the Dispossessed. Sacrifice Swarm of the Dispossessed: Counter target spell with mana value X, where X is the number of +1/+1 counters on Swarm of the Dispossessed.
Swarming Midden enters tapped unless you control a basic Swamp. {T}: Add {B}. {1}{B}{B}: Swarming Midden becomes a 2/3 black Rat creature with menace until end of turn. It's still a land. Whenever it attacks this turn, create a 1/1 black Rat creature token with “This creature can't block.”
At the beginning of combat, each player chooses a creature. Those creatures attack or block this turn if able. Whenever one of those creatures dies this turn, Sweep Stakes deals 3 damage to that creature's controller.
At the beginning of your upkeep, put a charge counter on Swell of Birth, then create a 1/1 colorless Elemental creature token for each charge counter on it.
“These unnatural Newborn will rise until we are ousted from our own land.” —Soini, Elama fearmonger
At the beginning of your end step, put a flood counter on Swelling Sea, then return each nonland permanent with mana value less than or equal to the number of flood counters on Swelling Sea to its owner's hand.
Reach {G}, {T}: Swiftshot Sniper deals damage equal to its power to each creature with flying. {2}{G}: Swiftshot Sniper gets +2/+2 until end of turn. Activate no more than twice each turn.
Whenever you cast a red spell, create a 2/1 red Merfolk creature token. Whenever you cast a green spell, target creature gets +2/+2 and gains trample until end of turn.
Equipped creature gets +2/+2 and has protection from blue and from black. (It can't be targeted, dealt damage, enchanted, or equipped by anything blue or black.) Whenever equipped creature deals combat damage to a player, Sword of Fanaticism deals 3 damage to up to one target creature and you gain 3 life. Equip {R}{W}
Equipped creature gets +2/+2 and has protection from mana value 2 or less and from mana value 6 or greater. Whenever equipped creature deals combat damage to a player, create a Food token and two Treasure tokens. Equip {2}
Equipped creature gets +2/+2 and protection from blue and from black. Whenever equipped creature deals combat damage to a player, return up to one target creature card and up to one target instant or sorcery card from your graveyard to your hand. Equip {2}
Equipped creature gets +2/+1. Whenever a creature you control enters, you may have equipped creature gain your choice of flying, vigilance, first strike or trample until end of turn. Equip {3}({3}: Attach to target creature you control. Equip only as a sorcery.)