The Akroan War
Enchantment — Saga
$0.29
Market price
$0.43
Foil
2
Public decks
Rules Text
Card Facts
Legality
Brawl
LegalCommander
LegalCompetitive Brawl
LegalDuel Commander
LegalGladiator
LegalHistoric
LegalLegacy
LegalModern
LegalOathbreaker
LegalPenny Dreadful
LegalPioneer
LegalTimeless
LegalVintage
LegalAlchemy
Not legalFuture
Not legalOld School
Not legalPauper
Not legalPauper Commander
Not legalPreDH
Not legalPremodern
Not legalStandard
Not legalStandard Brawl
Not legalTLR
Not legalRulings
- Jan 24, 2020 · Wizards of the Coast
If The Akroan War leaves the battlefield before its first ability resolves, you won't gain control of the creature at all.
- Jan 24, 2020 · Wizards of the Coast
If a creature can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
- Jan 24, 2020 · Wizards of the Coast
Because a Saga isn't sacrificed until after its last ability has resolved, you still control the creature you took with The Akroan War's first ability while the last ability is resolving.
- Jan 24, 2020 · Wizards of the Coast
If the creature you took with The Akroan War's first ability has an ability that triggers when you sacrifice The Akroan War, you control the resulting trigger. If it has an ability that triggers when The Akroan War is put into a graveyard "from anywhere," check whether that ability should trigger only after the creature's former controller has regained control of it.
- Jan 24, 2020 · Wizards of the Coast
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.
- Jan 24, 2020 · 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.
- Jan 24, 2020 · 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 III chapter ability to trigger, but I and II won't trigger again.
- Jan 24, 2020 · 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.
- Jan 24, 2020 · 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.
- Jan 24, 2020 · 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 lore counters.
- Jan 24, 2020 · 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.
Every version
Each printing we have of this card; pick one to see its price and set.
Decks using this card
2 public decks run The Akroan War.






