Champion a Merfolk Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
Flying When Wanted Griffin dies, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Many a would-be captor has gotten close enough to count its feathers, only to be left behind with nothing but regret and a dangling rope.
{3}: Target creature gains islandwalk until end of turn. When War Barge leaves the battlefield this turn, destroy that creature. A creature destroyed this way can't be regenerated.
When War Elemental enters, sacrifice it unless an opponent was dealt damage this turn. Whenever an opponent is dealt damage, put that many +1/+1 counters on War Elemental.
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. III — Creatures you control gain double strike until end of turn. The Ring tempts you.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player may put a planeswalker or Zombie card from War of the Spark from their hand or graveyard onto the battlefield. II — Sacrifice any number of creatures and/or planeswalkers. Each opponent sacrifices that many creatures and/or planeswalkers. III — Exile up to one target Bolas. Proliferate three times.
Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
Razia, archangel of war, demands total commitment.
Raid — War-Name Aspirant enters with a +1/+1 counter on it if you attacked this turn. War-Name Aspirant can't be blocked by creatures with power 1 or less.
No battle means more to a Mardu warrior than the one that earns her war name.