By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this creature dies, create a 1/1 colorless Servo artifact creature token.
Max speed — This creature gets +1/+0.
Menace
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
{2}: This creature gets +1/+0 until end of turn.
Max speed — This creature has double strike.
Enchantment spells you cast have convoke.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, conjure a card named Mothlight Processionist into your hand. Discard that card at the beginning of the next end step.
Double strike (This creature deals both first-strike and regular combat damage.)
Vigilance (Attacking doesn't cause this creature to tap.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Double strike
Start your engines!
Whenever Tsagan attacks, creatures you control get +1/+0 until end of turn for each creature you control with first strike or double strike.
Max speed — Tsagan has deathtouch. Other creatures you control have first strike.
Indestructible, haste
At the beginning of combat on your turn, put a +1/+1 counter on Tajic, Legion's Valor. Then conjure a card with mana value equal to the number of +1/+1 counters on it from Tajic, Legion's Valor's spellbook onto the battlefield. It gains haste until end of turn and attacks this combat if able.
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward {2}.
(As this Saga enters and after your draw step add a lore counter. Sacrifice after III.)
I — All creature cards you own with mana value 2 or less perpetually get +1/+0.
II — Seek a creature card with mana value 2 or less and put it onto the battlefield.
III — Creatures you control with mana value 2 or less gain flying until end of turn.
This land enters tapped.
{T}: Add {W} or {B}.
{2}{W}{B}: This land becomes a 1/4 white and black Nightmare creature until end of turn. It's still a land.
Whenever this land attacks, defending player loses 2 life and you gain 2 life.
This land enters tapped.
{T}: Add {B} or {R}.
{1}{B}{R}: Until end of turn, this land becomes a 2/3 black and red Insect creature with menace. It's still a land.
Whenever this land attacks, you may discard a card. If you do, draw a card.
This land enters tapped.
{T}: Add {R} or {W}.
{1}{R}{W}: This land becomes a 2/2 red and white Ox creature until end of turn. It's still a land.
Whenever this land attacks, put a +1/+1 counter on target creature you control.
During your first three turns of the game, Captivating Crossroads enters tapped if you were the starting player.
As Captivating Crossroads enters, choose a color.
{T}: Add one mana of the chosen color.