Skip to content
← All sets and all cards

Fall of the Impostor

GreenWhite

1 printing listed in our catalog, from newest to oldest.

Fall of the Impostor, Kaldheim printing
Kaldheim KHM · No. 208 2021-02-05

Card text

{1}{G}{W}
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
EDHREC rank #11763 Uncommon Not on the Reserved List
Seen in store
Nobody lists it in Quebec right now.

Run a comparison: we query the stores live, it may have arrived this morning.

Standard ∅ Not legal
Pioneer ✓ Legal
Modern ✓ Legal
Legacy ✓ Legal
Vintage ✓ Legal
Pauper ∅ Not legal
Commander ✓ Legal
Oathbreaker ✓ Legal
Brawl ✓ Legal
Historic ✓ Legal
Timeless ✓ Legal
Alchemy ∅ Not legal
Explorer ∅ Not legal
Gladiator ✓ Legal
Penny ∅ Not legal
Duel ✓ Legal

Official rulings

10 rulings · in English, source Scryfall

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.

2021-02-05 · Wizards of the Coast

Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.

2021-02-05 · Wizards of the Coast

The greatest power among creatures target opponent controls is determined solely by evaluating the creatures that player controls at that time. You won’t consider creatures controlled by any other player.

2021-02-05 · Wizards of the Coast

The chapter III ability doesn’t target any creatures. For example, a creature with protection from white could be exiled this way.

2021-02-05 · Wizards of the Coast

Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.

2021-02-05 · Wizards of the Coast

Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.

2021-02-05 · Wizards of the Coast

A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won’t trigger again.

2021-02-05 · Wizards of the Coast

If the target player controls more than one creature tied for the greatest power among creatures that player controls, you choose which one of them is exiled.

2021-02-05 · Wizards of the Coast

If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.

2021-02-05 · Wizards of the Coast

Removing lore counters won’t cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.

2021-02-05 · Wizards of the Coast

All printings