[+2]: Until end of turn, you may spend mana as though it were mana of any type. [0]: For each color, put a +1/+1 counter on a creature you control of that color. [–7]: For each color, search your library for up to one creature card of that color. Put those cards onto the battlefield, then shuffle.
[+1]: Add two mana of any one color. [0]: Put two +1/+1 counters on target creature you control. Then put your choice of a reach, vigilance, or trample counter on it. If you have an insight counter, you may put all of those counters on that creature instead. [0]: You get an insight counter. [–2]: Destroy target noncreature, nonland permanent.
(As an Encounter enters, choose an opponent to protect it. You and others can attack it. When defense counters are removed, create a 0/0 Army token if you don't control one, then put that many +1/+1 counters on a Army you control.) When Dawn Over Danaj enters or is defeated, draw cards equal to the greatest power among creatures you control.
Choose one — • Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. • Destroy target creature with flying.
You can always find what you need at a Danaj market. Sometimes that's a nice bite to eat, and sometimes that's distilled manticore poison.
Archive 5 (As this enters, shuffle the top five cards of your main library into a new face up library. Sacrifice this after the archived library is empty.) Whenever you draw a permanent card from the archived library, you may have Defect's Study become a copy of it until end of turn.
Target creature gets +5/+5 until end of turn. Fabled {4}{G}(Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
Whenever you draw your second card each turn, create a 1/1 blue Tentacle creature token. {3}{G}, Sacrifice two creatures: You gain 1 life and draw a card. Activate only during your turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 3/3 green Elk creature token. III — Scry X, where X is the number of Elk you control, then draw a card. Revive {6}{G}({6}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it has no mana cost. Revive only as a sorcery.)
Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
Walk far into the Wiedfree, away from human miseries.
Target creature you control gets +5/+5 until end of turn. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, destroy up to one target artifact.
Until end of turn, target blocked creature you control gains trample and “Whenever this creature deals combat damage to a player, draw that many cards.”
A rare few devisers work flesh, not steel, as their medium.
Elf creatures you control get +2/+2 and gain trample until end of turn. Elfcycling {2}{G}({2}{G}, Discard this card: Search your library for an Elf card, reveal it, and put it into your hand, then shuffle.)
Target creature you control deals damage equal to its power to target creature you don't control. Create a Treasure token. (It's an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)