Codex — Leyran Alpha; Fungal Whomper; Plated Crusher; Towering Hydraffe; The Terror of Shady Cove. (As this enters, conjure its contents into a shuffled face-up additional library.) When Mother of Monsters enters, you gain 6 life. When Mother of Monsters dies, draw a card.
Flying Whenever Spellgorger Elemental attacks, discard a card at random. If an instant or sorcery card is discarded this way, Spellgorger Elemental deals 3 damage to any target. Otherwise, draw a card.
Vigilance {T}: Target instant or sorcery card in your graveyard with mana value 3 or less gains flashback {0} until end of turn. Activate only as a sorcery. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
At the beginning of each player's draw step, that player draws an additional card. Spells cost {1} less to cast. Players may spend mana as though it were mana of any color.
Bulwark — Whenever Soulstone Servant attacks, if you control a creature with toughness 4 or greater, Soulstone Servant gets +2/+2 and gains flying until end of turn.
Spirits redeemed through Soulstones are left in Prosanian garrisons to protect them from their evil counterparts.
For each creature target player controls, that player flips a coin. If the coin comes up tails, that player shuffles that creature into its owner's library.
Kellythross embraced madness as a resource in his war against Sibreena.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a tapped colorless Powercell artifact token with “{T}: Add {C}.” IV — Sacrifice three artifacts.
As Fortified Village enters, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters tapped. {T}: Add {G} or {W}.
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.) {2}{B}, Sacrifice Sluiceway Shrieker: Put the bottom card of your library into your hand.
The forgotten dwarven sewers are often filled with the screams of experiments old and new.
When Chimera Graft dies, manifest the bottom card of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
(Add a quest counter as this enters. Sacrifice after 3.) Whenever you cast your second spell each turn, add a quest counter. 1 — Exile the top card of your library. You may play that card until the end of your next turn. 2 — The second spell you cast during your next turn cost {1} less to cast. 3 — You may cast target instant or sorcery card from your graveyard this turn. When you do, copy it. You may choose new targets for the copy.
When Into the Unknown enters, create two 1/1 Scout creature tokens that are all colors. Whenever a land you control enters, if it doesn't have the same name as another land you control, put a +1/+1 counter on each creature you control.