When Lumen Cell enters, create two 1/1 white Human creature tokens and you gain 2 life. {1}{W}: Search your library for a card named Lumen Cell, reveal it, put it into your hand, then shuffle. Activate only as a sorcery. {6}{W}{W}{W}: You win the game. Activate only as a sorcery and only if you control four or more permanents named Lumen Cell.
Your opponents can't cast more than one spell each turn. Identity — Lumi Orthodox gets +1/+2 as long as you control at least two other creatures that share a creature type with it.
When Luna enters, you may put a +1/+1 counter or loyalty counter on target creature or planeswalker. Whenever another creature or planeswalker enters, you may exile Luna. Return her to the battlefield at the beginning of the next end step.
Flying Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.) Lunar Flock has vigilance as long as you're in a renaissance.
Flying When Lustrous Devout enters, choose one — • Put a +1/+1 counter on Lustrous Devout. • Create a colorless artifact token named Lotus Petal with “{T}, Sacrifice this artifact: Add one mana of any color.”
When Lysander Jal enters, create a token that's a copy of another target noncreature permanent you control. Whenever you cast a spell from your graveyard, return target permanent card from your graveyard to your hand.
He died knowing no one would save him. He rose knowing he'd be alright.
First mate—Each nonland card in your starting deck is an instant or has flash. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.) Flash When Mable enters, you gain 2 life and draw a card.
Disgraced 2 (This enters with two -1/-1 counters. Whenever it deals combat damage to a player, remove all -1/-1 counters from it.) Whenever Madame Deficit attacks, you may tap target creature.
“You have proven again that this station cannot be held by mere mortals—yet it must be held.” —Absari, Chiresian Herald
Players can't sacrifice creatures to cast spells or activate abilities unless that player sacrifices an additional creature. The same is true for discarding cards and paying life.
Haste Whenever you cast a spell, if you spent mana to cast it, draw a card. Then you may cast a card with mana value less than that spell's mana value from your hand without paying its mana cost.
Protection from sorceries Whenever Magdel, Caller of Souls attacks, create a 1/1 white Spirit creature token with flying that's tapped and attacking for each storied permanent you control. Exile the tokens at end of combat. (Enchantments and legendary permanents are storied.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) Exile up to one target creature you control. At the beginning of your next end step, return it to the battlefield. Until end of turn, if a creature entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may put a creature or planeswalker card from your hand onto the battlefield. If it's a creature, it gains haste and indestructible. Return it to your hand at the beginning of your next end step.
“Anne and Lady Mari await in Izumito. Let's make this a day to remember!”
Whenever Mahara Vanguard attacks, Soldiers you control get +1/+0 and gain menace until end of turn.
“The battles today mean more than just a single victory. With each conflict, Mahara grows stronger and peace can come to Kaneh.” —Siaveed, Commander of Armies
Choose two — • Return up to two target creature cards from your graveyard to your hand. • Return up to two target enchantment cards from your graveyard to your hand. • Return up to two target artifact cards from your graveyard to your hand. • Target player may put a permanent card from their hand onto the battlefield.