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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.
{X}{B}, {T}, Pay X life: This creature endures X. Activate only as a sorcery. (Put X +1/+1 counters on it or create an X/X white Spirit creature token.)
Flying
Whenever this creature deals combat damage to a player, you may search your library for a card named Tempest Hawk, reveal it, put it into your hand, then shuffle.
A deck can have any number of cards named Tempest Hawk.
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Untapped Dragons you control have hexproof.
Deathtouch
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Flying
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
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.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
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.
Flying
Whenever one or more cards leave your graveyard during your turn, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Renew — {2}{B}{G}{U}, Exile this card from your graveyard: Put two +1/+1 counters and a flying counter on target creature. Activate only as a sorcery.
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Renew — {2}{U}, Exile this card from your graveyard: Tap target creature an opponent controls and put a stun counter on it. Activate only as a sorcery.
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
When this creature enters, target creature gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Flying, vigilance, trample
This creature has hexproof if it hasn't dealt damage yet. (It can't be the target of spells or abilities your opponents control.)
Equipped creature gets +3/+0.
Whenever equipped creature attacks, draw a card if you control three or more attacking creatures.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{T}, Tap an untapped creature you control: Add one mana of any color.
{3}{W}{U}{B}{R}{G}, Sacrifice this artifact: Create a 4/4 Dragon creature token named Reliquary Dragon that's all colors. It has flying, lifelink, and "When this token enters, it deals 3 damage to any target." Activate only as a sorcery.
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{T}: Create a 2/2 black Zombie Druid creature token. Activate only during your turn and only if a card left your graveyard this turn.
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create three 1/1 white Spirit creature tokens.
II — Distribute three +1/+1 counters among one, two, or three target creatures you control.
III — Creatures you control gain trample and lifelink until end of turn.
As an additional cost to cast this spell, sacrifice a creature.
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each creature you control. (Damage and effects that say "destroy" don't destroy those creatures.)
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 —
• 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.
Choose one —
• The owner of target nonland permanent puts it on their choice of the top or bottom of their library.
• Counter target noncreature spell.
The next time a source of your choice would deal damage to you this turn, prevent that damage. When damage is prevented this way, New Way Forward deals that much damage to that source's controller and you draw that many cards.
Draw a card.
Harmonize {5}{U} (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.)
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.)
You may cast this spell as though it had flash if you behold a Dragon as an additional cost to cast it. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Molten Exhale deals 4 damage to target creature or planeswalker.
Distribute two +1/+1 counters among one or two target creatures you control. Creatures you control with counters on them gain vigilance and trample until end of turn.
Harmonize {4}{G} (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.)
Look at the top seven cards of your library. Put up to two noncreature, nonland permanent cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Destroy target creature. Create two 1/1 red Warrior creature tokens. They gain haste until end of turn. Sacrifice them at the beginning of the next end step.
Double the power and toughness of target creature you control until end of turn. Then it fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Tap target creature. Put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Dragon spell or an Omen spell.
{4}, {T}, Sacrifice this land: Search your library for a Dragon card, reveal it, put it into your hand, then shuffle.