First strike, haste
Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target this creature cost {3} less to activate.
When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
{1}{W}: Another target creature gains lifelink until end of turn.
Anax's power is equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
Vigilance, protection from multicolored
When this creature enters, put a +1/+1 counter on target creature you control.
Whenever this creature or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.
Affinity for Knights (This spell costs {1} less to cast for each Knight you control.)
Creatures you control get +1/+1.
Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance.
{3}{W}, {T}: Create a 2/2 white Knight creature token with vigilance.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of target creature for as long as this Saga remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
+1: Put a +1/+1 counter on up to one target creature. It gains indestructible until end of turn.
−2: Whenever one or more nontoken creatures attack this turn, create that many 1/1 white Soldier creature tokens that are tapped and attacking.
−6: You get an emblem with "At the beginning of combat on your turn, create a 1/1 white Soldier creature token, then put a +1/+1 counter on each creature you control."
−1: Up to two target creatures you control each get +2/+1 until end of turn.
−2: Create two 1/1 white Human Soldier creature tokens.
−3: You gain 5 life.
Escape—{4}{W}{W}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
+1: Discard your hand, then exile the top three cards of your library. Until end of turn, you may play cards exiled this way.
+1: Chandra deals 2 damage to any target.
−9: Search your graveyard and library for any number of red instant and/or sorcery cards, exile them, then shuffle. You may cast them this turn. Add six {R}.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {R} or {W}.
Total Cards: 60
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