Enchant creature When enchanted creature dies, you draw X cards, where X is its toughness. Then you may put a land card from your hand onto the battlefield.
From the creators came the world, and to the creators it shall return.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Target opponent mills three cards. III — You may cast target nonland card from a graveyard this turn and you may spend blue mana as though it were mana of any color to cast it.
His own endeavors changing naught, he turned to what his betters thought.
Enchant land When Pilgrim's Vantage enters, you may put a +1/+1 counter on target creature. Enchanted land has “{T}: Add two mana of different colors.”
When Piruz, the Fourth Shah enters, discard your hand. For each creature card discarded this way, create a 3/3 black Demon creature token with flying. For each other card discarded this way, you gain 3 life. Monument {5}{B}{B}(You may cast this transformed from your graveyard for its monument cost. Exile it if it would leave the battlefield or not resolve.)
Enchant player Whenever one or more creatures attack enchanted player, their controller may sacrifice a creature. If they do, enchanted player loses 3 life, sacrifices a nonland permanent, and discards a card.
Enchant creature Enchanted creature is a Horror with base power and toughness 3/3 and loses all other creature types and abilities. Whenever enchanted creature deals combat damage to a creature, create a token that's a copy of Plagas Infestation and attach it to the damaged creature.
Primal—{W}, Exile a creature you control. (During your turn, you may cast this spell by paying {W} and exiling a creature you control instead of playing a land.) When Planar Eviction enters, exile another target nonland permanent until Planar Eviction leaves the battlefield.
“In what unshrouded glimpses I have seen of the multiverse, there was more in that fractal myriad than mortal philosophers could ever dare dream.” —Lettie Wormwood
First strike, haste Whenever you cast an enchantment, instant, or sorcery spell, put a +1/+1 counter on Plasma Blader. {2}{R}{R}, Sacrifice Plasma Blader: It deals damage equal to its power to any target.
(Add a quest counter as this enters. Sacrifice after 3.) Whenever an opponent loses 3 or more life, add a quest counter. 1 — Destroy up to one target creature with power or toughness 2 or less. 2 — Create Sir Jasper Reborn, a legendary 3/1 black Zombie Mouse Knight creature token with menace. 3 — Search your library for a card, reveal it, put it into your hand, then shuffle. If you revealed a card named Karoa's Downfall this way, you may cast it without paying its mana cost.
Enchant creature Enchanted creature has infiltrate. (Whenever one or more attacking creatures you control aren't blocked, enchanted creature gets +1/+1 until end of turn.) Whenever enchanted creature deals combat damage to a player, draw a card.
[+1]: Create a white enchantment token named Intangible Virtue. It has “Creature tokens you control get +1/+1 and have vigilance.” [–3]: Create a 4/4 white Angel creature token with flying. You gain life equal to the number of tokens you control. [–5]: Exile all other nonland, nontoken permanents.
When Polytheism enters, return up to four target permanent cards not named Polytheism from your graveyard to the battlefield. They become 4/4 God creatures in addition to their other types. Gods you control have indestructible.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast an instant or sorcery spell, up to one other target creature has base power and toughness 0/2 until end of turn.
Whenever a creature you control leaves the battlefield, you may pay {1}. If you do, scry 1. {3}{U}, Return a creature you control to its owner's hand: Draw a card.
There are insights that can only be gleaned in the fleeting moments of departure.
[+1]: Create a 1/1 green Merfolk creature token. [0]: Target artifact or creature loses all abilities and becomes a green Seal creature with base power and toughness 3/3. [–6]: Up to five target noncreature permanents lose all abilities and become green Merfolk creatures with base power and toughness 1/1.
(Activate each submodule once as a sorcery. When this enters, activate one submodule for free.) {B}{B}{B}: Ambitous Search your library for a card, put it into your hand, then shuffle. You lose 3 life. {B}{B}{B}: Ruthless Destroy target creature or planeswalker. {B}{B}{B}: Determined Power Module gains “At the beginning of your upkeep, you draw a card and you lose 1 life.”
{2}{G}{G}, Sacrifice a creature: You gain life equal to the sacrificed creature's power or toughness, whichever is greater. Then draw cards equal to the sacrificed creature's power or toughness, whichever is lower. (If the sacrificed creature's power and toughness are equal, the amount of life you gain and cards you draw is equal.)