Control a permanent with storied. Count your artifacts, legendary permanents and Sagas. Each permanent counts once, even if it fits more than one category.
As soon as at least three qualify, you have an enduring story. There is no trigger to wait for or respond to.
Keep the enduring-story marker for the rest of the game, even after those permanents leave.
Rare · Legendary Creature — Dwarf Warrior · A bonus that moves with the Equipment
Dwalin enters while you control Goblin Plate Mail. Its trigger puts a hone counter on the Equipment.
The creature wearing it gets an extra +1/+0 from that counter. If you later equip a different creature, that creature gets the counter’s bonus instead.
Common · Creature — Goblin Soldier · One Army, then a larger Army
You have no Army creature. Goblin-town Flunkies enters; amass Goblins 1 makes a 1/1 Army. The Flunkies has haste, but the new Army does not.
Later, resolve Rage into the Valley: draw a card, lose 1 life, then amass Goblins 2. Put two more counters on that Army; with no other changes, it is now 3/3.
If the first Army was already gone, Rage instead makes a new 2/2 Army.
Uncommon · Creature — Goblin Soldier · An attack trigger happens after attackers are chosen
Declare at least one of your creatures as an attacker. Your Misty Mountains Raider triggers even if the Raider stays back.
When amass resolves, an existing attacking Army can grow before blockers. A newly created Army is not attacking.
Watch out
Amassing twice normally grows the same Army; it does not promise two tokens.
If you control several Army creatures, choose one to receive the counters.
A new Army does not inherit haste from the card that made it, and an Army created after attackers are declared cannot join that attack.
In Two-Headed Giant: Only your Army creatures count. Your teammate’s Army does not prevent you from making your own, and you cannot put your amass counters on theirs.
From your hand, choose the permanent or its Adventure, and pay that spell’s own cost. Use the chosen part’s timing and targets.
If the Adventure resolves, exile the card as it finishes resolving.
While it remains exiled this way, you may cast the permanent. Pay its cost and follow its normal timing; this permission does not let you cast the Adventure again.
An Adventure is not a free permanent. You pay separately for each spell.
If the Adventure is countered or all its targets are illegal, it does not resolve and does not create this exile permission.
Exiling the card some other way does not automatically give you Adventure permission.
In your hand, graveyard or library, use the card’s normal permanent characteristics unless a rule or effect specifically says otherwise.
In Two-Headed Giant: The player who controlled the resolving Adventure gets permission to cast its permanent from exile. Sharing a team does not transfer that permission to the other player.
One card can give you two spells, paid for at different times.
How it works
Before combat, pay {1}{W} for Gaze in Wonder and target one or two opposing creatures.
If it resolves, tap the legal targets and exile the card. You can then continue your turn.
Later, when you could normally cast a creature, pay {2}{W} to cast Velvetwing Butterflies from exile. The earlier Adventure being an instant does not give the creature flash.
With two targets, the spell can still resolve if at least one remains legal; it affects only its legal targets.
If every target is illegal, the spell does not resolve. It goes to the graveyard instead of receiving Adventure’s exile permission.
You can start with the creature
You may cast Velvetwing Butterflies directly from your hand for {2}{W}. You do not have to send it on an Adventure first. Once it is a creature on the battlefield, its Adventure is not an ability you can activate.
A +1/+1 counter adds one power and one toughness; a −1/−1 counter subtracts one of each. These counters stay until removed or the object changes zones.
Watch out: If a permanent has both kinds, matching pairs are removed as a state-based action. A temporary +1/+1 effect is not a counter.
You may cast the Adventure half instead of the permanent half. If the Adventure resolves, exile the card; you may later play its permanent half from there, paying the normal cost and following its timing.
Watch out: If the Adventure is countered or all its targets become illegal, it does not resolve and normally goes to the graveyard. You can also cast the permanent half directly.
If you have no Army creature, create the specified 0/0 Army token. Then choose an Army you control, add the stated number of +1/+1 counters, and give it the named creature type if needed.
Watch out: Amass Goblins normally grows one Army. It does not make that many separate Goblins.
A body is a creature on the battlefield. Your board is the permanents you have in play. Your draft pool is all the cards you have picked; your final deck uses only some of them.
Return a permanent to its owner’s hand. Bouncing your own card may let you reuse its enters-the-battlefield ability, but you must spend mana casting it again.
Casting a creature spell and having a creature enter are different events. Creating a creature token does not cast a spell. A noncreature spell excludes creature spells.
This creature deals combat damage in the first-strike damage step and again in the normal damage step if it is still in combat.
Watch out: If its blocker dies in the first step, a blocked attacker does not hit the player in the second step unless an ability such as trample allows it.
Your normal draw-step draw usually counts as your first; you might have drawn earlier that turn. One extra draw can trigger a second-draw reward then. On an opponent’s turn you normally need two draws. A third draw does not trigger that same second-draw ability again. The reward must already be on the battlefield when the second draw happens.
A card you can realistically use on the first few turns to develop or defend your battlefield. Cheap creatures count; a trick with no creature to target does not.
Cards that repeatedly help one another work, such as extra draws plus a creature that grows on your second draw. Having only the reward is not a working engine.
Pay the equip cost to attach this Equipment to a target creature you control. Normally, activate equip only in your main phase when the stack is empty.
Watch out: The Equipment usually stays on the battlefield when the creature leaves. Moving it to another creature normally costs another equip activation.
Each split mana symbol can be paid using either half. For example, {W/U} costs one white or one blue mana; {2/B} costs two mana of any type or one black mana.
Watch out: Choose separately for each symbol. A {W/U} card is both white and blue even if you use only one color to cast it.
Lands or effects that help produce the colors your spells require. A third color still has a cost: its sources can make your main colors less reliable.
The numbers at the bottom right of a creature are power, then toughness. Power is the damage it normally deals. Toughness is how much damage it can take in one turn before being destroyed.
Produce extra mana earlier than one land per turn normally allows. Check restrictions: mana that can cast only Elves cannot cast an expensive non-Elf spell.
A way to answer an opponent’s card. Destroying or exiling a creature can remove it permanently; returning it to hand usually buys time. Read restrictions and mana costs.
Move a permanent you control from the battlefield to its owner’s graveyard.
Watch out: Sacrifice is not destruction: indestructible does not stop it. You cannot sacrifice a teammate’s permanent unless an effect specifically permits it.
A Saga normally enters with a lore counter and gains another as your first main phase begins. Reaching chapter numbers triggers those chapter abilities.
Watch out: The new lore counter is not added during upkeep. When its final chapter ability is no longer on the stack, you normally sacrifice the Saga.
While you control a permanent with storied, controlling three permanents that are artifacts, legendary, or Sagas gives you an enduring story for the rest of the game.
Watch out: Count permanents, not categories: a legendary artifact is only one permanent. You do not need one of each category.
Tap means turn a permanent sideways; untap means return it upright. A tap symbol in a cost means you must tap that permanent to pay.
Watch out: Being tapped by another effect does not activate an ability or produce mana. Creatures normally cannot pay their own tap-symbol costs until you have controlled them since your turn began.
A token is a game piece created by an effect. It is a creature if the effect says so, but it is not a nontoken creature. That distinction matters for Fíli and other entry rewards.
A trade usually means both players lose a creature in combat or exchange a removal spell for a threat. Stabilizing means reaching a position where you can hold off attacks and start carrying out your own plan.
An attacking creature can assign excess combat damage to what it is attacking after assigning lethal damage to every blocker.
Watch out: It does not automatically send all damage past a small blocker. Trample on a blocking creature does not send damage to the attacking player.
From your hand, pay the listed cost and discard the card. Search your library for the named kind of card, reveal it, put it into your hand, then shuffle.
Watch out: Basic landcycling finds a basic land. Mountaincycling finds a Mountain card; Halflingcycling finds a Halfling card. This does not put the found card onto the battlefield.
Getting more useful resources from your cards over time: extra draws, recovering creatures, or one card making multiple useful pieces. It does not help if you lose before using them.
A pack returns to you after the other players have picked. In a four-player paper Pick-Two pod, a 14-card pack returns with six cards. Arena pod size may differ.