When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{1}: Add {R}, {W}, or {B}. Activate only once each turn.
Whenever a creature you control dies while this card is in your graveyard, you may pay {1}{W}. If you do, return this card from your graveyard to your hand.
Flash
Flying
When this creature enters, return up to one other target nonland permanent you control to its owner's hand. If it was a token, draw a card.
When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
When this creature enters, create a 1/1 red Goblin creature token.
{1}, {T}: Target creature you control with power 2 or less can't be blocked this turn.
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Attacking tokens you control have deathtouch.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You draw two cards and you lose 2 life.
II, III — Whenever a creature you control enters this turn, each opponent loses 1 life and you gain 1 life.
Creatures you control get +1/+0.
Whenever you attack, create a 1/1 red Warrior creature token that's tapped and attacking. Sacrifice it at the beginning of the next end step.
Choose one —
• Coordinated Maneuver deals damage equal to the number of creatures you control to target creature or planeswalker.
• Destroy target enchantment.
Put a +1/+1 counter on target creature. It gains flying and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Choose one —
• Create two 1/1 red Goblin creature tokens.
• Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
Choose one —
• Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
• Up to two target creatures each get +2/+1 until end of turn.
Target creature gets +3/+0 and gains haste until end of turn.
Harmonize {4}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Flurry — Whenever you cast your second spell each turn, this creature gets +1/+1 until end of turn.
{1}: Add {U}, {R}, or {W}. Activate only once each turn.
Choose one —
• Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
• Up to two target creatures each get +2/+1 until end of turn.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
When this creature enters, draw a card if you control a creature with a counter on it. If you don't draw a card this way, put a +1/+1 counter on this creature.
Vigilance
Menace (This creature can't be blocked except by two or more creatures.)
This creature enters with two +1/+1 counters on it if you've cast two or more spells this turn.
This land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}.
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