(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create four 1/1 colorless Construct Actor creature tokens. II — Each player sacrifices a nontoken creature. III — Each player loses 3 life.
Each other Okus planeswalker you control enters with two additional loyalty counters on it. [–2]: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) Audition for red. (Create a 1/1 Construct Actor creature token, a Warrior Role giving 3/2 and trample, or a Wizard Role giving 2/2 and prowess. Roles replace older ones.) Whenever a creature you control deals damage to an opponent this turn, exile the top card of your library. You may play it this turn.
Flying {1}{W}{U}: Submerge another target creature. When An and En, Destined Souls leaves the battlefield, turn that creature face up. (To submerge a card, exile it, then put it on the battlefield face down under its owner's control as a 2/2 creature.)
I, II — Return target creature card from your graveyard to your hand. Discovery — {2}{B}, Sacrifice a creature: Each opponent loses 2 life and you gain 2 life.
({T}: Add {G}.) As Ancestral Glade enters, you may pay 1 life. If you don't, Ancestral Glade enters tapped. Basic lands you control have “{T}: Add {G}.”
Puzzlebox (Begin the game with this and another card you own from outside the game in the command zone, locked. That card is face down until you unlock this.) {6}: Unlock Ancient Maze. If the revealed card is green, put it into your hand. Otherwise, put it on top of your library.
Draw two cards. Then discard a card unless you control an embattled creature. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
“Ink fades. Stone erodes. Lasting wisdom is etched into flesh and carried by blood.”
When Ancient Tablet enters, scry 2. {2}, Sacrifice Ancient Tablet: You may shuffle any number of target cards from your graveyard into your library. Draw a card.
When Ancient of the Glade enters, put a +1/+1 counter on each other creature you control. {2}, Remove a +1/+1 counter from a creature you control: That creature gains indestructible until end of turn.
At the beginning of your upkeep, judge target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.) Whenever you sacrifice a creature, each opponent loses 1 life.
You may play Anemone Cluster from your graveyard as long as seven or more cards are in your graveyard. Anemone Cluster enters tapped. {T}: Add {G} or {U}. Cycling {1}{G}{U}({1}{G}{U}, Discard this card: Draw a card.)
Flying Ward {2}(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Angel of the Flock's power and toughness are each equal to the number of creatures you control.
Reach Erratic (When this creature dies, reveal the top four cards of your library. Put a creature card that costs less than this revealed this way onto the battlefield and the rest on the bottom of your library in any order.) When Angelbane Spider enters, destroy target creature with flying.
Angelfire deals X damage to up to one target. If only {R} was spent to cast this spell and X is 5 or more, Angelfire deals X damage to each opponent and each creature and planeswalker your opponents control instead.
Whenever Angeltouched Dryad or another permanent you control is turned face up, add {C}{C}. Morph {2}(You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)