Lista de cartas
R 0210 – KHM


(En cuanto esta Saga entre y después de tu paso de robar, agrega un contador de sabiduría. Sacrifícala después de III.)
I — Crea una ficha de criatura Guerrero Ángel blanca 4/4 con las habilidades de volar y vigilancia.
II — Hasta el final del turno, los Ángeles que controlas ganan ": Destruye la criatura objetivo con fuerza menor que la fuerza de esta criatura".
III — Los Ángeles que controlas ganan la habilidad de dañar dos veces hasta el final del turno.
Encantamiento
- Only Angels you control as the chapter II ability resolves will gain the activated ability. Similarly, only Angels you control as the chapter III ability resolves will gain double strike. In both cases, Angels that come under your control later in the turn won't gain the ability.
- The power of the target creature must be less than the power of the Angel as you activate the ability. As the ability tries to resolve, the powers are compared again. If the power of the target creature is no longer less than the power of the Angel, the ability won't resolve. If the Angel is no longer on the battlefield at that time, use its power as it last existed on the battlefield to determine if the ability resolves.
- As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.