You control equipped creature. Equipped creature has hexproof and can't attack or block. {3}: Attach Aetherite Shackles to target creature. Activate only as a sorcery.
Flash Enchant permanent or spell Whenever enchanted permanent or spell deals damage to a creature, return that creature to its owner's hand (if it's still on the battlefield).
Return target spell or creature to its owner's hand. Quickdraw {U}(When a creature you control blocks or becomes blocked, you may cast this spell for {U}.)
A rare danger of the frontier is the windstorms reaching the aether veins.
Target creature you control fights target creature you don't control. You may discard a card. If you do, draw a card.
No seconds, no alternatives—the moment that Xenocrata planeswalked ashore to take command of the landed army, she found herself in a surprise duel with Cathette.
When Aftermath of the Surge enters, create two Treasure tokens. {1}{U}, Sacrifice two artifacts: Draw two cards. {3}{U}, Sacrifice four artifacts: Create an 8/8 blue Kraken creature token. It can't block this turn.
Target player mills X cards, where X is the number of cards named Against the Waves in your graveyard. Draw a card, then conjure three cards named Against the Waves and shuffle them into your main library.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Draw two cards. III — Spells you cast this turn cost {2} less to cast.
As an additional cost to cast this spell, sacrifice a creature. Torment target player three times. (They lose 3 life unless they discard a card or sacrifice a nonland permanent.)
At the beginning of your first main phase, exile target card in a graveyard. If it's a creature card, put a +1/+1 counter on target creature you control. If it's a land card, add {C}. If it's a noncreature, nonland card, you gain 3 life.
[+2]: Create a 1/1 blue Bird creature token with flying. [–2]: Reveal the top card of your library. If it's an enchantment or land card, put it onto the battlefield. Otherwise, put it in your hand. [–7]: Draw seven cards.
Enchant land When Aid from Martoob enters, recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.) When enchanted land is tapped for mana, add one mana of any color.
Cast this spell only if creatures you control have a total power of 10 or greater or you control six or more lands. Create two 6/6 green and white Elk creature tokens.