Halvar, God of Battle // Sword of the Realms

Creatures you control that are enchanted or equipped have double strike.
At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.

The Raven’s Warning

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 blue Bird creature token with flying. You gain 2 life.
II — Whenever one or more creatures you control with flying deal combat damage to a player this turn, look at that player’s hand and draw a card.
III — You may put a card you own from outside the game on top of your library.

Ascendant Spirit

: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.
: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains “Whenever this creature deals combat damage to a player, draw a card.”

Rally the Ranks

As Rally the Ranks enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1.

Ascendant Spirit

: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.
: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains “Whenever this creature deals combat damage to a player, draw a card.”

Ascendant Spirit

: Ascendant Spirit becomes a Spirit Warrior with base power and toughness 2/3.
: If Ascendant Spirit is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
: If Ascendant Spirit is an Angel, put two +1/+1 counters on it and it gains “Whenever this creature deals combat damage to a player, draw a card.”

Halvar, God of Battle // Sword of the Realms

Creatures you control that are enchanted or equipped have double strike.
At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.

Rally the Ranks

As Rally the Ranks enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1.

Rootweaver Druid

When Rootweaver Druid enters the battlefield, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles it.

Amareth, the Lustrous

Flying
Whenever another permanent enters the battlefield under your control, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.

Exquisite Huntmaster

When Exquisite Huntmaster dies, create a 1/1 green Elf Warrior creature token.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Rootweaver Druid

When Rootweaver Druid enters the battlefield, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles it.

Amareth, the Lustrous

Flying
Whenever another permanent enters the battlefield under your control, look at the top card of your library. If it shares a card type with that permanent, you may reveal that card and put it into your hand.

Fireblade Charger

As long as Fireblade Charger is equipped, it has haste.
When Fireblade Charger dies, it deals damage equal to its power to any target.

Soaring Thought-Thief

Flash
Flying
As long as an opponent has eight or more cards in their graveyard, Rogues you control get +1/+0.
Whenever one or more Rogues you control attack, each opponent mills two cards.

Ardent Electromancer

When Ardent Electromancer enters the battlefield, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)

Coralhelm Chronicler

Whenever you cast a kicked spell, draw a card, then discard a card.
When Coralhelm Chronicler enters the battlefield, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Might of Murasa

Kicker (You may pay an additional as you cast this spell.)
Target creature gets +3/+3 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.

Coveted Prize

This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Search your library for a card, put it into your hand, then shuffle your library. If you have a full party, you may cast a spell with converted mana cost 4 or less from your hand without paying its mana cost.

Coralhelm Chronicler

Whenever you cast a kicked spell, draw a card, then discard a card.
When Coralhelm Chronicler enters the battlefield, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Coveted Prize

This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Search your library for a card, put it into your hand, then shuffle your library. If you have a full party, you may cast a spell with converted mana cost 4 or less from your hand without paying its mana cost.

Coralhelm Chronicler

Whenever you cast a kicked spell, draw a card, then discard a card.
When Coralhelm Chronicler enters the battlefield, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.