
First strike
Glory Kill — Whenever a creature dealt damage by UAC Security Officer this turn dies, create a 1/1 white Human Soldier creature token.

First strike
Glory Kill — Whenever a creature dealt damage by UAC Security Officer this turn dies, create a 1/1 white Human Soldier creature token.

Glory Kill — Whenever a creature dealt damage by Praetor-Clad Veteran this turn dies, put a +1/+1 counter on Praetor-Clad Veteran.
When Argent Medic enters, you gain 3 life.

Create two 1/1 white Human Soldier creature tokens.

Target creature you control gets +2/+2 until end of turn. You gain 2 life.

Exile target creature. Its controller gains 3 life. (The Lazarus wave gives; the Slayer takes away.)

Target creature gets +0/+3 until end of turn. Untap it.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Put a +1/+1 counter on target creature you control.
III — Target creature you control gains double strike and indestructible until end of turn.

Exile target creature with power 4 or greater.

Vigilance

When Olivia Pierce, Lazarus Director enters, create two 1/1 white Human Cultist creature tokens. (They signed the waivers willingly.)

Other Soldier creatures you control get +1/+1.
Create a 1/1 white Human Soldier creature token. You gain 1 life.

Destroy target creature with power 4 or greater.

Enchant creature
Enchanted creature gets +0/+3 and has vigilance.

Haste
When Leaping Imp enters, it deals 1 damage to any target. (It throws fire mid-jump.)

When Possessed Soldier enters, it deals 1 damage to target creature an opponent controls. (The plasma rifle still works.)

When Possessed Engineer dies, it deals 1 damage to any target. (The tank on its back was never OSHA compliant.)

Unwilling attacks each combat if able.

Whenever Hell Razer attacks, it deals 1 damage to any target. (The beam arrives before the body.)
Trample
Charging Pinky can't block.
Whenever Charging Pinky attacks, target creature can't block this turn.

Flying
Screeching Lost Soul can't block.
When Screeching Lost Soul dies, it deals 2 damage to any target.

Menace
Whenever Shimmering Spectre becomes blocked, it deals 2 damage to target creature defending player controls.

Flying, haste
Whenever Jetpack Revenant attacks, it deals 1 damage to each of up to two targets. (Twin launchers, zero remorse.)

Whenever Frontline Mancubus attacks, it deals 1 damage to each creature defending player controls. (The flame wave clears the room.)

When Cyber-Mancubus enters, it deals 2 damage to each creature target opponent controls. (Bile under pressure.)

Trample, menace
Glory Kill — Whenever a creature dealt damage by Baron of the Breach this turn dies, Baron of the Breach deals 3 damage to any target.

Ward
Whenever Hell Guard attacks or blocks, it deals 2 damage to any target. (The wielder is a parasite; the armor is the point.)

Trample, menace
When Argent-Fused Cyberdemon enters, it deals 3 damage to each opponent. (The accumulator screams when it walks.)

Glory Kill — Whenever a creature dealt damage by Hellified Soldier this turn dies, you gain 2 life.

Target creature you control deals damage equal to its power to target creature you don't control. (No bullets. No mercy. No leftovers.)

Argent Overload deals X damage to any target.

Creatures you control get +2/+0 and gain first strike and deathtouch until end of turn.

Gore Nest Purge deals 4 damage to target creature. Create a 1/1 red Zombie creature token named Possessed.

Pit Hell Knight can't block.
Glory Kill — Whenever a creature dealt damage by Pit Hell Knight this turn dies, put two +1/+1 counters on Pit Hell Knight.

At the beginning of your end step, create a 1/1 red Zombie creature token named Possessed. (The arena stocks itself.)

Glory Kill — Whenever a creature dealt damage by Hellified Security this turn dies, you gain 1 life.

Argent Barrage deals 3 damage divided as you choose among one or two targets.

Target creature you control gets +1/+0 and gains deathtouch until end of turn. Draw a card.

Target creature gets +2/+0 and gains haste until end of turn.

Argent Cascade deals 4 damage to each creature you don't control.

First strike, trample, ward
: Attach all Equipment you control to The Doom Slayer.
Glory Kill — Whenever a creature dealt damage by The Doom Slayer this turn dies, put two +1/+1 counters on The Doom Slayer. You gain 2 life.

Destroy target creature that was dealt damage this turn. You gain 3 life.

Target creature gets +3/+3 and gains indestructible until end of turn.

Glory Kill — Whenever a creature an opponent controls dies during your turn, put a +1/+1 counter on target creature you control. You gain 1 life.

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 1 damage to target creature defending player controls.
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 2 damage to any target.
Equip

Equipped creature gets +1/+1 and has deathtouch.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip

Equipped creature gets +3/+0.
Whenever equipped creature attacks, it deals 2 damage divided as you choose among one or two target creatures defending player controls.
Equip

Equipped creature gets +3/+0.
Whenever equipped creature attacks, it deals 3 damage to target creature defending player controls.
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 1 damage to each of up to two target creatures defending player controls.
Equip

Equipped creature gets +3/+0 and has first strike.
Whenever equipped creature attacks, destroy target creature defending player controls.
Equip

Equipped creature gets +1/+3 and has vigilance.
Equip

: Add
or
.

When Argent Accumulator enters, draw a card.
: Add
or
.

Flying
When Field Drone enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.

: Add
. Spend this mana only to cast artifact spells or activate abilities of artifacts.

At the beginning of your upkeep, scry 1.
: Add one mana of any color.

, Sacrifice Decoy Hologram: Prevent all damage that would be dealt to you this turn.

When Supply Cache enters, draw a card.
: Add
.

Flying
: Add
.

: Add
or
.
,
, Sacrifice Argent Conduit: Return target creature card from your graveyard to the battlefield tapped.

When Vitality Rune enters, you gain 2 life.
: Add
.

, Sacrifice Weapon Mod Station: Draw a card. If you control an Equipment, draw two cards instead.

, Sacrifice Combat Rating Monitor: Draw a card.
Draw a card. You gain 2 life.

Target creature gets +1/+1 until end of turn. Draw a card.

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

When Auto-Mapper enters, draw two cards.

Resource Operations enters tapped.
: Add
or
.

: Add
.
,
: Add
or
.

Argent Tower enters tapped.
: Add
or
.
,
: Each opponent loses 1 life. (The signal goes both ways.)

Kadingir Sanctum enters tapped unless an opponent lost life this turn.
: Add
or
.

Titan's Realm enters tapped.
: Add
or
.
When Titan's Realm enters, scry 1.

The Necropolis enters tapped.
: Add
or
.
,
, Sacrifice The Necropolis: Return target Equipment card from your graveyard to your hand.

Lazarus Labs enters tapped.
: Add
or
.
,
, Sacrifice Lazarus Labs: Create two 1/1 white Human Cultist creature tokens.

The Argent Facility enters tapped.
: Add
or
.

VEGA Central Processing enters tapped.
: Add
or
.
When VEGA Central Processing enters, scry 1.

Advanced Research Complex enters tapped.
: Add
or
.

