
Anowon, the Ruin Sage
( 5)
Legendary Creature — Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a nonVampire creature.



Athreos, God of Passage
( 3)
Legendary Enchantment Creature — God
(5/4)
Indestructible As long as your devotion to white and black is less than seven, Athreos isn't a creature. Whenever another creature you own dies, return it to your hand unless target opponent pays 3 life.



Bower Passage
( 2)
Enchantment
Creatures with flying can't block creatures you control.



Broken Visage
( 5)
Instant
Destroy target nonartifact attacking creature. It can't be regenerated. Create a black Spirit creature token. Its power is equal to that creature's power and its toughness is equal to that creature's toughness. Sacrifice the token at the beginning of the next end step.



Cephalid Sage
( 4)
Creature — Cephalid
(2/3)
Threshold — As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage enters the battlefield, draw three cards, then discard two cards."



Consult the Necrosages
( 3)
Sorcery
Choose one — • Target player draws two cards. • Target player discards two cards.



Damia, Sage of Stone
( 7)
Legendary Creature — Gorgon Wizard
(4/4)
Deathtouch Skip your draw step. At the beginning of your upkeep, if you have fewer than seven cards in hand, draw cards equal to the difference.



Evolution Sage
( 3)
Creature — Elf Druid
(3/2)
Whenever a land enters the battlefield under your control, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)



Fabled Passage
( 0)
Land
, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.



Fallowsage
( 4)
Creature — Merfolk Wizard
(2/2)
Whenever Fallowsage becomes tapped, you may draw a card.



Filigree Sages
( 4)
Artifact Creature — Vedalken Wizard
(2/3)
: Untap target artifact.



Firmament Sage
( 4)
Creature — Human Wizard
(2/3)
If it's neither day nor night, it becomes day as Firmament Sage enters the battlefield. Whenever day becomes night or night becomes day, draw a card.



Frontline Sage
( 3)
Creature — Human Wizard
(0/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) , : Draw a card, then discard a card.



Gnarled Sage
( 5)
Creature — Treefolk Druid
(4/4)
Reach (This creature can block creatures with flying.) As long as you've drawn two or more cards this turn, Gnarled Sage gets +0/+2 and has vigilance. (Attacking doesn't cause it to tap.)



Guided Passage
( 3)
Sorcery
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle.



Gyre Sage
( 2)
Creature — Elf Druid
(1/2)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) : Add for each +1/+1 counter on Gyre Sage.



Hideous Visage
( 3)
Sorcery
Creatures you control gain intimidate until end of turn. (Each of those creatures can't be blocked except by artifact creatures and/or creatures that share a color with it.)



Hollowsage
( 4)
Creature — Merfolk Wizard
(2/2)
Whenever Hollowsage becomes untapped, you may have target player discard a card.



Honorable Passage
( 2)
Instant
The next time a source of your choice would deal damage to any target this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller.



Imposing Visage
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has menace. (It can't be blocked except by two or more creatures.)



Jeskai Sage
( 2)
Creature — Human Monk
(1/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Jeskai Sage dies, draw a card.



Kasmina, Enigma Sage
( 3)
Legendary Planeswalker — Kasmina
(2)
Each other planeswalker you control has the loyalty abilities of Kasmina, Enigma Sage. +2: Scry 1. −X: Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it. −8: Search your library for an instant or sorcery card that shares a color with this planeswalker, exile that card, then shuffle. You may cast that card without paying its mana cost.



Keruga, the Macrosage
( 5)
Legendary Creature — Dinosaur Hippo
(5/4)
Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) When Keruga, the Macrosage enters the battlefield, draw a card for each other permanent you control with mana value 3 or greater.



Kitsune Mystic
( 4)
Creature — Fox Wizard
(2/3)
At the beginning of the end step, if Kitsune Mystic is enchanted by two or more Auras, flip it.



Manifestation Sage
( 4)
Creature — Human Wizard
(2/2)
When Manifestation Sage enters the battlefield, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.



Nissa, Sage Animist
( 0)
Legendary Planeswalker — Nissa
(3)
+1: Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put it into your hand. −2: Create Ashaya, the Awoken World, a legendary 4/4 green Elemental creature token. −7: Untap up to six target lands. They become 6/6 Elemental creatures. They're still lands.



Novijen Sages
( 6)
Creature — Human Advisor Mutant
(0/0)
Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) , Remove two +1/+1 counters from among creatures you control: Draw a card.



Primordial Sage
( 6)
Creature — Spirit
(4/5)
Whenever you cast a creature spell, you may draw a card.



Reclamation Sage
( 3)
Creature — Elf Shaman
(2/1)
When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.



Rite of Passage
( 3)
Enchantment
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)



Safe Passage
( 3)
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.



Sage Aven
( 4)
Creature — Bird Wizard
(1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Aven enters the battlefield, look at the top four cards of your library, then put them back in any order.



Sage of Ancient Lore
( 5)
Creature — Human Shaman Werewolf
(*/*)
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand. When Sage of Ancient Lore enters the battlefield, draw a card. At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.



Sage of Epityr
( 1)
Creature — Human Wizard
(1/1)
When Sage of Epityr enters the battlefield, look at the top four cards of your library, then put them back in any order.



Sage of Fables
( 3)
Creature — Merfolk Wizard
(2/2)
Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it. , Remove a +1/+1 counter from a creature you control: Draw a card.



Sage of Hours
( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it. Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.



Sage of LatNam
( 2)
Creature — Human Artificer
(1/2)
, Sacrifice an artifact: Draw a card.



Sage of Mysteries
( 1)
Creature — Human Wizard
(0/2)
Constellation — Whenever an enchantment enters the battlefield under your control, target player mills two cards.



Sage of the Beyond
( 7)
Creature — Spirit Giant
(5/5)
Flying Spells you cast from anywhere other than your hand cost less to cast. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)



Sage of the Falls
( 5)
Creature — Merfolk Wizard
(2/5)
Whenever Sage of the Falls or another nonHuman creature enters the battlefield under your control, you may draw a card. If you do, discard a card.



Sage of the Inward Eye
( 5)
Creature — Djinn Wizard
(3/4)
Flying Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn.



Sage Owl
( 2)
Creature — Bird
(1/1)
Flying When Sage Owl enters the battlefield, look at the top four cards of your library, then put them back in any order.



SageEye Avengers
( 6)
Creature — Djinn Monk
(4/5)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever SageEye Avengers attacks, you may return target creature to its owner's hand if its power is less than SageEye Avengers's power.



SageEye Harrier
( 5)
Creature — Bird Warrior
(1/5)
Flying Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)



Sage's Dousing
( 3)
Tribal Instant — Wizard
Counter target spell unless its controller pays . If you control a Wizard, draw a card.



Sage's Knowledge
( 3)
Sorcery
Return target sorcery card from your graveyard to your hand.



Sages of the Anima
( 5)
Creature — Elf Wizard
(3/4)
If you would draw a card, instead reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.



Sage's Reverie
( 4)
Enchantment — Aura
Enchant creature When Sage's Reverie enters the battlefield, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.



Sage's Row Denizen
( 3)
Creature — Vedalken Wizard
(2/3)
Whenever another blue creature enters the battlefield under your control, target player mills two cards.



Sage's Row Savant
( 2)
Creature — Vedalken Wizard
(2/1)
When Sage's Row Savant enters the battlefield, scry 2.



Savannah Sage
( 2)
Creature — Cat Cleric
(2/2)
When Savannah Sage enters the battlefield, you gain 2 life.



Shielded Passage
( 1)
Instant
Prevent all damage that would be dealt to target creature this turn.



Skemfar Shadowsage
( 4)
Creature — Elf Cleric
(2/5)
When Skemfar Shadowsage enters the battlefield, choose one — • Each opponent loses X life, where X is the greatest number of creatures you control that have a creature type in common. • You gain X life, where X is the greatest number of creatures you control that have a creature type in common.



Soldevi Sage
( 2)
Creature — Human Wizard
(1/1)
, Sacrifice two lands: Draw three cards, then discard one of them.



Somberwald Sage
( 3)
Creature — Human Druid
(0/1)
: Add three mana of any one color. Spend this mana only to cast creature spells.



Springsage Ritual
( 4)
Instant
Destroy target artifact or enchantment. You gain 4 life.



Symmetry Sage
( 1)
Creature — Human Wizard
(0/2)
Flying Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature you control has base power 2 until end of turn.



Tamiyo, the Moon Sage
( 5)
Legendary Planeswalker — Tamiyo
(4)
+1: Tap target permanent. It doesn't untap during its controller's next untap step. −2: Draw a card for each tapped creature target player controls. −8: You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand."



Wood Sage
( 2)
Creature — Human Druid
(1/1)
: Choose a creature card name. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.



Writ of Passage
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, if its power is 2 or less, it can't be blocked this turn. Forecast — , Reveal Writ of Passage from your hand: Target creature with power 2 or less can't be blocked this turn. (Activate only during your upkeep and only once each turn.)



Zuo Ci, the Mocking Sage
( 3)
Legendary Creature — Human Advisor
(1/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Zuo Ci, the Mocking Sage can't be blocked by creatures with horsemanship.


