Chronicle (As this enters and after your draw step, add a lore counter. Stop after III.) [Lore I-II] Until your next turn, up to one target creature can't attack or block and its activated abilities can't be activated. [Lore III] Target opponent skips their next combat phase.
Creatures you control have haste. {4}{R}: Until end of turn, gain control of target creature an opponent controls without a vision counter on it. Untap that creature and put a vision counter on it. Activate only as a sorcery.
Keranos' followers preach in thundering voices to the believers—and fistfuls of lightning to the ignorant.
Lifelink Frenzied Watchkeeper enters with six -1/-1 counters on it. At the beginning of each end step, if an opponent lost life this turn, remove a -1/-1 counter from Frenzied Watchkeeper.
Return to your hand target creature card in your graveyard that was put there from anywhere this turn. Create a 2/1 black Spirit creature token with “This creature can't block.”
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.) Sacrifice a creature: Shinrei of the Ghosting Way can't be blocked this turn. Whenever one or more Rogues you control deal combat damage to a player, return a creature card from your graveyard to your hand.
Exsanguinator enters with X pain counters on it. Whenever equipped creature attacks, each opponent loses X life and you gain X life, where X is the number of pain counters on Exsanguinator. Equip {4}
Crumbling Shrine 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 {G}. {2}{G}{G}: Crumbling Shrine becomes a Nymph creature. (This effect lasts indefinitely.)
Until end of turn, you may cast creature spells as though they had flash. Creatures you control can't be the targets of spells or abilities your opponents control this turn.
Create X 1/1 white Spirit creature tokens with flying, where X is two plus the number of cards named Wandering Souls in your graveyard. Conjure three cards named Wandering Souls and shuffle them into your main library.
“The Reaper went walking, ignoring her duties, letting people see what life was like without her.” —Azamir, “A New Reaper”
Enchant creature you control Enchanted creature gets +2/+2. When enchanted creature dies, return Alabaster Halo to the battlefield transformed under your control.
Whenever one or more creatures you control attack, you may post a bounty on target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
You may discard a card. If you do, draw two cards. Type leitmotif (If you cast this spell from your hand, exile it as it resolves. When you cast your next spell that shares a type with this card, you may cast this from exile without paying its mana cost.)
Flying You may look at the top card of your library any time.
Situated at the peak of Mount Meridia, the aptly-named Temple Highpoint is said to have perches that can see all the way to the outer edge of Bleakrealm.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Put a prowess counter on target creature you control. That creature deals 2 damage to each opponent. II — Scry 3. III — Until end of turn, if you casting an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Target creature gets +2/+2 until end of turn. If you cast this spell from exile, that creature gets +4/+4 and gains trample until end of turn instead. Prophecy {G}(Once each turn, you may exile a card with prophecy as you reveal it. When you do, you may cast it for its prophecy cost as long as it's exiled.)