The First Iroan Games is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Create a 1/1 white Human Soldier creature token. II — Put three +1/+1 counters on target creature you control. III — If you control a creature with power 4 or greater, draw two cards. IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
Complete guide
The First Iroan Games is a versatile green Saga that guides you through the stages of building a champion and reaping the rewards of victory. From recruiting a soldier to amassing wealth, this card provides a consistent stream of value over four turns.
Building Your Champion
This Saga operates on a four-turn cycle. When it enters, you create a 1/1 Human Soldier token. The second chapter allows you to place three +1/+1 counters on a target creature, which can immediately turn that 1/1 into a 4/4 threat. The third chapter rewards you with two cards if you control a creature with power 4 or greater, and the final chapter provides a Gold token for mana acceleration before the Saga is sacrificed.
Lore Counters and Timing
A lore counter is added when the Saga enters and immediately after your draw step each turn. These counters trigger the corresponding chapter ability. If a chapter ability like Chapter II requires a target, you must choose a creature you control as the ability is put on the stack. Note that for Chapter III, the 'power 4 or greater' condition is checked only as the ability resolves, not when it triggers.
Sacrificing the Saga
The First Iroan Games stays on the battlefield until the final chapter ability (Chapter IV) has left the stack. This happens either because the ability resolved or was countered. Once that ability is no longer on the stack and the Saga has four or more counters, it is sacrificed as a state-based action.
Strategic Tips
To maximize Chapter III, ensure your creature survives or has its power boosted before the ability resolves. Since Gold tokens can be sacrificed for mana of any color without tapping, they are excellent for fixing your mana or enabling explosive turns later in the game.
Interaction examples
If you have Garruk's Uprising on the battlefield when Chapter II of The First Iroan Games resolves, putting counters on your Human Soldier makes it a 4/4. Later, when Chapter III resolves, you satisfy the requirement for 'power 4 or greater' to draw two cards. Additionally, Garruk's Uprising grants that now-buffed creature trample.
During your draw step, Sylvan Library triggers first. After you complete the Sylvan Library process and the draw step ends, the precombat main phase begins and The First Iroan Games receives a lore counter. This timing ensures you have seen your extra cards before deciding how to use the Saga's next chapter ability.
When Chapter IV resolves, you create a Gold token. Unlike Treasure tokens, Gold tokens do not require you to tap them to activate their ability. You can immediately sacrifice the Gold token to add one mana of any color to your mana pool, helping you cast another spell in the same turn the Saga is sacrificed.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : The First Iroan Games
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
A Gold token is a colorless Gold artifact token with "Sacrifice this artifact: Add one mana of any color."
Card named in this ruling
- #2· 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.
No other card is named in this ruling.
- #3· 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.
No other card is named in this ruling.
- #4· 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.
No other card is named in this ruling.
- #5· 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.
No other card is named in this ruling.
- #6· 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.
No other card is named in this ruling.
- #7· 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.
No other card is named in this ruling.
- #8· 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.
No other card is named in this ruling.
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Meta decks with The First Iroan Games
No archived Top 8 deck with this card yet.



Garruk's Uprising
Sylvan Library
Gold