MTG Copilot
← Back to search
History of Benalia

History of Benalia

Enchantment — Saga

mythic

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 white Knight creature token with vigilance. III — Knights you control get +2/+1 until end of turn.

$1.21 ✦ $2.66View on Scryfall →
Buy / view on

Semantic Tags

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Broadly benefits from sacrificing permanents — overlaps aristocrats but includes non-creature sacrifice.

Creates creature tokens, Treasure tokens, Food tokens, Clue tokens, or other token types.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

Loading price history…

Printings (6)

SetRarityTCGplayerCard KingdomCardmarket
Magic Online Promos#99669mythic···
Alchemy: The Brothers' War#31mythic···
The List#DOM-21mythic···
Dominaria#21mythic···
Dominaria Promos#21smythic···
Dominaria Promos#21pmythic···

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2018-04-27

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.

2018-04-27

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.

2018-04-27

Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—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.

2018-04-27

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.

2018-04-27

The final chapter ability of History of Benalia affects only Knights you control at the time it resolves. Creatures you begin to control later in the turn or that become Knights later in the turn won’t get +2/+1.

2018-04-27

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.

2018-04-27

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

2018-04-27

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.