Card Codex

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17 May 2024: Card library updated.

Tales of Master Seshiro

4G · Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter.) I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn. III — Exile this Saga, then return it to the battlefield transformed under your control.

Similar cards

Color identity:
NameManaTypeText
Setessan Oathsworn 1GGCreature — Satyr Warrior Heroic — Whenever you cast a spell that targets Setessan Oathsworn, put two +1/+1 counters on Setessan Oathsworn. 1/1
Revelsong Horn 2Artifact {1}, {T}, Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.
Emrakul, the World Anew 12Legendary Creature — Eldrazi When you cast this spell, gain control of all creatures target player controls. Flying, protection from spells and from permanents that were cast this turn When Emrakul, the World Anew leaves the battlefield, sacrifice all creatures you control. Madness—Pay six {C}. 12/12
Don't Blink 1UInstant Until end of turn, if one or more creatures would enter the battlefield from exile or after being cast from exile, their owners shuffle them into their libraries instead. Cycling {2} ({2}, Discard this card: Draw a card.)
Alpha Kavu 2GCreature — Kavu {1}{G}: Target Kavu creature gets -1/+1 until end of turn. 2/2
Pheres-Band Thunderhoof 4GCreature — Centaur Warrior Heroic — Whenever you cast a spell that targets Pheres-Band Thunderhoof, put two +1/+1 counters on Pheres-Band Thunderhoof. 3/4
Slith Bloodletter BBCreature — Slith Whenever Slith Bloodletter deals combat damage to a player, put a +1/+1 counter on it. {1}{B}: Regenerate Slith Bloodletter. 1/1
Llanowar Augur GCreature — Elf Shaman Sacrifice Llanowar Augur: Target creature gets +3/+3 and gains trample until end of turn. Activate only during your upkeep. 0/3
Circle of Confinement 1WEnchantment When Circle of Confinement enters the battlefield, exile target creature an opponent controls with mana value 3 or less until Circle of Confinement leaves the battlefield. Whenever an opponent casts a Vampire spell with the same name as a card exiled with Circle of Confinement, you gain 2 life.
GO TO JAIL WEnchantment When GO TO JAIL enters the battlefield, exile target creature an opponent controls until GO TO JAIL leaves the battlefield. At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice GO TO JAIL.
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