"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO "I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
_Magic 2013_ Frequently Asked Questions
Compiled by Matt Tabak, with contributions from Laurie Cheers, Eli Shiffrin, and Thijs van Ommen
Document last modified June 15, 2012
An FAQ is a collection of clarifications and rulings involving the cards in a new _Magic: The Gathering_(R) set. It's intended to make playing with these new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated. If you can't find the answer you're looking for here, please contact us at <www.wizards.com/customerservice>.
This FAQ has two sections, each of which serves a different purpose.
The first section ("General Notes") explains the mechanics and concepts in the set.
The second section ("Card-Specific Notes") contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed.
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GENERAL NOTES
***Release Information***
The _Magic 2013_ core set contains 249 cards (101 common, 60 uncommon, 53 rare, 15 mythic rare, and 20 basic land).
Prerelease events: July 7-8, 2012
Launch Weekend: July 13-15, 2012
Game Day: August 4-5, 2012
The _Magic 2013_ core set becomes legal for sanctioned Constructed play on its official release date: Friday, July 13, 2012.
At that time, the following card sets will be permitted in the Standard format: _Scars of Mirrodin_(TM), _Mirrodin Besieged_(TM), _New Phyrexia_(R), _Magic 2012_, _Innistrad_(TM), _Dark Ascension_(TM), _Avacyn Restored_(TM), and _Magic 2013_.
Exalted is an ability that makes a creature even more fearsome if it's brave enough to attack alone. It originally appeared in the _Shards of Alara_(R) set.
Duskmantle Prowler
{3}{B}
Creature -- Vampire Rogue
2/2
Haste (This creature can attack and {T} as soon as it comes under your control.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
The official rules for exalted are as follows:
702.81. Exalted
702.81a Exalted is a triggered ability. "Exalted" means "Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn."
702.81b A creature "attacks alone" if it's the only creature declared as an attacker in a given combat phase. See rule 506.5.
* If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger. The bonuses are given to the attacking creature, not to the permanent with exalted. Ultimately, the attacking creature will wind up with +1/+1 for each of your exalted abilities.
* You must attack with exactly one creature in order for exalted abilities to trigger. Exalted abilities won't trigger if you attack a player with one creature and a planeswalker with another, for example.
* Some cards with exalted abilities have other abilities that also trigger when a creature you control attacks alone. Each time a creature you control attacks alone, both the exalted ability and the other ability will trigger.
* If you attack with multiple creatures, but then all but one are removed from combat, your exalted abilities won't trigger.
* Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
* Exalted abilities resolve before blockers are declared.
* Exalted bonuses last until end of turn. If an effect creates an additional combat phase during your turn, a creature that attacked alone during the first combat phase will still have its exalted bonuses in that new phase. If a creature attacks alone during the second combat phase, all your exalted abilities will trigger again.
* In a Two-Headed Giant game, a creature "attacks alone" if it's the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate's exalted abilities won't.
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***Cycle: "The Rings of Shandalar"***
The _Magic 2013_ core set has a cycle of Equipment that, in addition to giving the equipped creature another bonus, puts a +1/+1 counter on the equipped creature on each of your turns if it's a specific color. Each is named for a particular kingdom, country, or location on the plane of Shandalar.
Ring of Thune
{2}
Artifact -- Equipment
Equipped creature has vigilance. (Attacking doesn't cause it to tap.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
* The first bonus (in Ring of Thune's case, vigilance) is given to the equipped creature no matter what color it is.
* The ability that may put a +1/+1 counter on the equipped creature triggers even if the equipped creature isn't the specified color (or if it isn't equipped to a creature). You can respond to this ability with a spell or ability that changes the equipped creature's color to get the +1/+1 counter.
* An equipped multicolored creature will get the +1/+1 counter if one of its colors is the specified color.
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***Theme: Basic Land Types***
Several cards in the _Magic 2013_ core set care about one or more of the five basic land types: Plains, Island, Swamp, Mountain, and Forest. The set also has a cycle of nonbasic lands that produce two colors of mana and that enter the battlefield tapped unless you control a land of a certain type.
Crimson Muckwader
{1}{R}
Creature -- Lizard
2/1
Crimson Muckwader gets +1/+1 as long as you control a Swamp.
{2}{B}: Regenerate Crimson Muckwader. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Dragonskull Summit
Land
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R} to your mana pool.
* Effects that care about a basic land type are looking for lands that have that land type, not just lands with that name. For example, islandwalk cares if the defending player controls a land with the land type Island, not just lands named Island. (The _Magic 2013_ core set doesn't have any nonbasic lands with basic land types, but some other sets do.)
* The _Magic 2013_ "dual lands" check for lands you control with either of the two listed land types, not either of the two listed names. The lands they check for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter the battlefield untapped.
* These dual lands don't have any land types themselves. For example, Dragonskull Summit isn't a Swamp and controlling one won't cause Crimson Muckwader to get +1/+1.
* As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Primeval Titan's ability, for example).
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***Returning Card Type: Planeswalker***
A planeswalker is a powerful ally that fights by your side. The rules for the planeswalker card type haven't changed with this release.
Jace, Memory Adept
{3}{U}{U}
Planeswalker -- Jace
4
[+1]: Draw a card. Target player puts the top card of his or her library into his or her graveyard.
[0]: Target player puts the top ten cards of his or her library into his or her graveyard.
[-7]: Any number of target players each draw twenty cards.
* Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
* Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
* If two or more planeswalkers that share a subtype (such as "Jace") are on the battlefield, they're all put into their owners' graveyards as a state-based action.
* Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
* Planeswalkers each have a number of activated abilities called "loyalty abilities." You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
* The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as "+1"; this means "Put one loyalty counter on this planeswalker." Down-arrows contain negative numbers, such as "-7"; this means "Remove seven loyalty counters from this planeswalker." A symbol with a "0" means "Put zero loyalty counters on this planeswalker."
* Activating a loyalty ability with a cost of 0 will leave the number of loyalty counters on that planeswalker unchanged.
* You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
* Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
* If your planeswalkers are being attacked, you can block the attackers as normal.
* If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
* If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Searing Spear, you can target your opponent with Searing Spear, and then as Searing Spear resolves, choose to have Searing Spear deal its 3 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Searing Spear deal its damage to a planeswalker, three loyalty counters are removed from it.
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CARD-SPECIFIC NOTES
Ajani, Caller of the Pride
{1}{W}{W}
Planeswalker -- Ajani
4
[+1]: Put a +1/+1 counter on up to one target creature.
[-3]: Target creature gains flying and double strike until end of turn.
[-8]: Put X 2/2 white Cat creature tokens onto the battlefield, where X is your life total.
* You can activate the first ability without a target. You'll still put one loyalty counter on Ajani when you activate the ability.
* The number of Cat tokens you put onto the battlefield is equal to your life total when the third ability resolves.
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Angelic Benediction
{3}{W}
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may tap target creature.
* The creature you target with the last ability will become tapped before blockers are declared.
* See also "Returning Keyword: Exalted" in the General Notes section above.
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Archaeomancer
{2}{U}{U}
Creature -- Human Wizard
1/2
When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
* If an instant or sorcery spell puts Archaeomancer onto the battlefield, you can return that card to your hand.
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Arctic Aven
{2}{U}
Creature -- Bird Wizard
2/1
Flying
Arctic Aven gets +1/+1 as long as you control a Plains.
{W}: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
* Multiple instances of lifelink aren't cumulative. Activating Arctic Aven's ability more than once during a single turn won't cause you to gain more life.
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Arms Dealer
{2}{R}
Creature -- Goblin Rogue
1/1
{1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.
* You can sacrifice Arms Dealer to activate its own ability.
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Augur of Bolas
{1}{U}
Creature -- Merfolk Wizard
1/3
When Augur of Bolas enters the battlefield, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
* You don't reveal the other two cards, nor do you reveal their order on the bottom of the library.
* If there are fewer that three cards in your library when Augur of Bolas's ability resolves, you'll look at the remaining cards. This won't cause you to lose the game as you haven't drawn from an empty library.
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Battle of Wits
{3}{U}{U}
Enchantment
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
* Battle of Wits has an "intervening 'if' clause." This means that if you don't have 200 or more cards in your library at the beginning of your upkeep, the ability won't trigger. If the ability does trigger, but you have fewer than 200 cards in your library when the ability resolves, the ability will do nothing.
* In tournaments, you must be able to shuffle your entire deck within a reasonable amount of time.
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Battleflight Eagle
{4}{W}
Creature -- Bird
2/2
Flying
When Battleflight Eagle enters the battlefield, target creature gets +2/+2 and gains flying until end of turn.
* Battleflight Eagle's ability is mandatory, although you can choose Battleflight Eagle as the target.
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Blood Reckoning
{3}{B}
Enchantment
Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.
* Blood Reckoning will trigger once for each creature that attacks you or a planeswalker you control.
* Creatures that are put onto the battlefield attacking were never declared as attackers and won't cause Blood Reckoning to trigger.
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Bloodthrone Vampire
{1}{B}
Creature -- Vampire
1/1
Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.
* You can sacrifice Bloodthrone Vampire to activate its own ability, but it won't be on the battlefield to get the bonus.
* If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but the creature you wish to sacrifice is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.
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Bond Beetle
{G}
Creature -- Insect
0/1
When Bond Beetle enters the battlefield, put a +1/+1 counter on target creature.
* You can choose Bond Beetle as the target of its own ability.
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Boundless Realms
{6}{G}
Sorcery
Search your library for up to X basic land cards, where X is the number of lands you control, and put them onto the battlefield tapped. Then shuffle your library.
* The number of basic land cards you put onto the battlefield is equal to the number of lands you control when Boundless Realms begins resolving.
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Captain of the Watch
{4}{W}{W}
Creature -- Human Soldier
3/3
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield.
* Captain of the Watch grants +1/+1 and vigilance to all other Soldier creatures you control, not just the ones its ability puts onto the battlefield.
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Chandra, the Firebrand
{3}{R}
Planeswalker -- Chandra
3
[+1]: Chandra, the Firebrand deals 1 damage to target creature or player.
[-2]: When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
[-6]: Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players.
* Chandra's second ability creates a delayed triggered ability that will copy the next instant or sorcery spell you cast that turn, regardless of whether that spell has targets.
* When the delayed triggered ability resolves, it creates a copy of the spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.
* The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
* If the spell Chandra copies is modal (that is, it says "Choose one --" or the like), the copy will have the same mode. You can't choose a different one.
* If the spell Chandra copies has an X whose value was determined as it was cast (like Magmaquake), the copy has the same value of X.
* You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if you sacrifice a 3/3 creature to cast Fling after activating Chandra's second ability, the copy of Fling will also deal 3 damage.
* When you activate Chandra's last ability, you choose up to six target creatures and/or players. No damage is divided, and Chandra can't deal more than 6 damage to any one target. Chandra deals 6 damage to each target that is still legal when the ability resolves.
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Chandra's Fury
{4}{R}
Instant
Chandra's Fury deals 4 damage to target player and 1 damage to each creature that player controls.
* Chandra's Fury targets only the player, not any creature. Chandra's Fury will deal 1 damage to a creature with hexproof, for example.
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Cleaver Riot
{4}{R}
Sorcery
Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
* Cleaver Riot affects only creatures you control at the time it resolves. It won't affect creatures that come under your control later in the turn.
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Clone
{3}{U}
Creature -- Shapeshifter
0/0
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
* Clone's ability doesn't target the chosen creature.
* Clone copies exactly what was printed on the original creature and nothing more (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
* If the chosen creature has {X} in its mana cost (such as Primordial Hydra), X is 0.
* If the chosen creature is copying something else (for example, if the chosen creature is another Clone), then Clone enters the battlefield as whatever the chosen creature is copying.
* If the chosen creature is a token, Clone copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. Clone is not a token, even when copying one.
* Any enters-the-battlefield abilities of the copied creature will trigger when Clone enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
* If Clone somehow enters the battlefield at the same time as another creature, Clone can't become a copy of that creature. You may only choose a creature that's already on the battlefield.
* You can choose not to copy anything. In that case, Clone enters the battlefield as a 0/0 Shapeshifter creature, and is probably put into the graveyard immediately.
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Courtly Provocateur
{2}{U}
Creature -- Human Wizard
1/1
{T}: Target creature attacks this turn if able.
{T}: Target creature blocks this turn if able.
* After the first ability resolves, the creature attacks only if it's able to do so as the declare attackers step begins. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having the creature attack, the player isn't forced to pay that cost, so it doesn't attack in that case either.
* The controller of the creature targeted by the first ability chooses which player or planeswalker that creature attacks.
* After the second ability resolves, the creature blocks only if it's able to do so as the declare blockers step begins. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't block, or no creatures are attacking that player or a planeswalker controlled by that player, then it doesn't block. If there's a cost associated with having the creature block, the player isn't forced to pay that cost, so it doesn't block in that case either.
* The controller of the creature targeted by the second ability chooses which attacking creature that creature blocks.
* If there are multiple combat phases in a turn, the creature must attack or block only in the first one in which it's able to.
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Cower in Fear
{1}{B}{B}
Instant
Creatures your opponents control get -1/-1 until end of turn.
* Cower in Fear affects only creatures your opponents control at the time it resolves. It won't affect creatures that come under their control later in the turn.
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Crusader of Odric
{2}{W}
Creature -- Human Soldier
*/*
Crusader of Odric's power and toughness are each equal to the number of creatures you control.
* The ability that defines Crusader of Odric's power and toughness works in all zones, not just the battlefield.
* As long as Crusader of Odric is on the battlefield, its ability will count itself.
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Dark Favor
{1}{B}
Enchantment -- Aura
Enchant creature
When Dark Favor enters the battlefield, you lose 1 life.
Enchanted creature gets +3/+1.
* If the creature targeted by Dark Favor is an illegal target when Dark Favor tries to resolve, Dark Favor will be countered. It won't enter the battlefield and its enters-the-battlefield ability won't trigger.
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Disciple of Bolas
{3}{B}
Creature -- Human Wizard
2/1
When Disciple of Bolas enters the battlefield, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
* You can't sacrifice Disciple of Bolas to its own ability, because it says "another."
* You can't sacrifice more than one creature this way.
* The ability is mandatory. If you control at least one other creature when the ability resolves, you must sacrifice one. If you don't control any other creatures at that time, the ability won't do anything.
* The creature's power when it was last on the battlefield is the amount of life you gain and the number of cards you draw.
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Divine Favor
{1}{W}
Enchantment -- Aura
Enchant creature
When Divine Favor enters the battlefield, you gain 3 life.
Enchanted creature gets +1/+3.
* If the creature targeted by Divine Favor is an illegal target when Divine Favor tries to resolve, Divine Favor will be countered. It won't enter the battlefield and its enters-the-battlefield ability won't trigger.
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Divine Verdict
{3}{W}
Instant
Destroy target attacking or blocking creature.
* Destroying a blocking creature won't cause any of the creatures it was blocking to become unblocked. They won't deal combat damage to the defending player or planeswalker (unless they have trample).
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Downpour
{1}{U}
Instant
Tap up to three target creatures.
* If Downpour targets more than one creature, and some but not all of the creatures are illegal targets by the time Downpour resolves, the remaining legal targets will be tapped.
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Elderscale Wurm
{4}{G}{G}{G}
Creature -- Wurm
7/7
Trample
When Elderscale Wurm enters the battlefield, if your life total is less than 7, your life total becomes 7.
As long as you have 7 or more life, damage that would reduce your life total to less than 7 reduces it to 7 instead.
* Elderscale Wurm's last ability doesn't prevent damage. It only changes the result of damage dealt to you. For example, a creature with lifelink that deals damage to you will still cause its controller to gain life, even if that damage would reduce your life total to less than 7.
* Elderscale Wurm's last ability doesn't affect the loss or payment of life.
* If you have less than 7 life, damage dealt to you reduces your life total as normal.
* If damage is dealt to you and Elderscale Wurm at the same time, and that damage is enough to destroy Elderscale Wurm and reduce your life total to 7 or less, Elderscale Wurm's ability will still apply. For example, if you have 10 life and a spell deals 10 damage to you and 10 damage to Elderscale Wurm, you'll end up at 7 life and Elderscale Wurm will be destroyed.
* In a Commander game, combat damage you're dealt by a commander is still tracked, even if it doesn't change your life total.
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Elixir of Immortality
{1}
Artifact
{2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.
* Activating Elixir of Immortality's ability doesn't cause it to immediately leave the battlefield. If you can untap it, you can activate its ability again in response.
* As the ability resolves, you'll shuffle Elixir of Immortality into its owner's library from the battlefield if it's still there.
* If you gain control of another player's Elixir of Immortality and activate it, the Elixir of Immortality will be shuffled into its owner's library and the cards in your graveyard will be shuffled into your library. You are considered to have shuffled each affected library (even if, as a shortcut, each player physically shuffles his or her own library).
* If Elixir of Immortality is in your graveyard at the time the ability resolves, you'll still wind up shuffling it into your library because you shuffle your entire graveyard into your library. If it's anywhere else by that time, including in another player's graveyard (because that player owns it but you controlled it), it remains where it is and you shuffle just your graveyard into your library.
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Elvish Archdruid
{1}{G}{G}
Creature -- Elf Druid
2/2
Other Elf creatures you control get +1/+1.
{T}: Add {G} to your mana pool for each Elf you control.
* Elvish Archdruid's first ability affects only other Elf creatures you control. However, Elvish Archdruid's second ability counts all Elves you control, including itself.
* Elvish Archdruid's activated ability is a mana ability. It doesn't use the stack and players can't respond to it.
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Encrust
{1}{U}{U}
Enchantment -- Aura
Enchant artifact or creature
Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.
* An activated ability is one with a cost and effect separated with a colon (:). Some keywords like equip are also activated abilities.
* The permanent's static and triggered abilities will still work.
* The permanent can be untapped by other spells and abilities.
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Essence Drain
{4}{B}
Sorcery
Essence Drain deals 3 damage to target creature or player and you gain 3 life.
* If the target creature or player is an illegal target when Essence Drain tries to resolve, it will be countered and none of its effects will happen. You won't gain 3 life.
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Faith's Reward
{3}{W}
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
* A permanent card is a card that could be put onto the battlefield. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card. (Instant and sorcery cards aren't permanent cards.)
* Permanent cards that were put into your graveyard from anywhere else, such as a card that was discarded, stay in the graveyard. Permanent cards that you gained control of and went to another player's graveyard from the battlefield will likewise stay in the graveyard.
* You choose what an Aura card put onto the battlefield this way will enchant. You can't choose any permanent cards entering the battlefield at the same time as that Aura. If there's nothing legal for the Aura to enchant, it stays in the graveyard.
* Permanent spells that were countered earlier in the turn never entered the battlefield, so they won't return to the battlefield because of Faith's Reward.
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Farseek
{1}{G}
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card and put it onto the battlefield tapped. Then shuffle your library.
* The card can have other land types, including Forest, as long as it also has one of the listed land types.
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Fervor
{2}{R}
Enchantment
Creatures you control have haste. (They can attack and {T} as soon as they come under your control.)
* If an attacking creature loses haste, perhaps because Fervor leaves the battlefield after attackers have been declared, it won't be removed from combat.
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Firewing Phoenix
{3}{R}
Creature -- Phoenix
4/2
Flying
{1}{R}{R}{R}: Return Firewing Phoenix from your graveyard to your hand.
* Firewing Phoenix's ability can be activated only if Firewing Phoenix is in your graveyard.
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Flames of the Firebrand
{2}{R}
Sorcery
Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
* You divide the damage as you cast Flames of the Firebrand, not as it resolves. Each target must be assigned at least 1 damage. (In other words, as you put the spell on the stack, you choose whether to have it deal 3 damage to a single target, 2 damage to one target and 1 damage to another target, or 1 damage to each of three targets.)
* You can't deal damage to both a player and a planeswalker controlled by that player with Flames of the Firebrand. (See also "Returning Card Type: Planeswalker" in the General Notes section above.)
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Fog Bank
{1}{U}
Creature -- Wall
0/2
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by Fog Bank.
* If Fog Bank blocks a creature with trample, that creature's controller must assign 2 damage to Fog Bank (assuming it's blocking no other creatures, there was no damage marked on it, and nothing has changed its toughness). The remainder can be assigned to the defending player or planeswalker.
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Fungal Sprouting
{3}{G}
Sorcery
Put X 1/1 green Saproling creature tokens onto the battlefield, where X is the greatest power among creatures you control.
* Fungal Sprouting doesn't target any creature. The greatest power among creatures you control is determined when Fungal Sprouting resolves.
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Garruk, Primal Hunter
{2}{G}{G}{G}
Planeswalker -- Garruk
3
[+1]: Put a 3/3 green Beast creature token onto the battlefield.
[-3]: Draw cards equal to the greatest power among creatures you control.
[-6]: Put a 6/6 green Wurm creature token onto the battlefield for each land you control.
* For Garruk's second ability, the greatest power among creatures you control is determined when that ability begins resolving.
* If the greatest power among creatures you control is 0 or less, you'll draw no cards. You won't discard any cards this way.
* For Garruk's third ability, the number of Wurm tokens you put onto the battlefield is determined when that ability begins resolving.
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Garruk's Packleader
{4}{G}
Creature -- Beast
4/4
Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card.
* The ability checks the power of each creature as it enters the battlefield. It will take into account counters the permanent enters the battlefield with and static abilities that affect its power (such as Flinthoof Boar's ability). After the creature is on the battlefield, raising its power with a spell (such as Titanic Growth), an activated ability, or a triggered ability won't cause this ability to retroactively trigger.
* The creature's power is checked only to see if the ability triggers. It doesn't matter what the creature's power is when the ability resolves.
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Gem of Becoming
{3}
Artifact
{3}, {T}, Sacrifice Gem of Becoming: Search your library for an Island card, a Swamp card, and a Mountain card. Reveal those cards and put them into your hand. Then shuffle your library.
* You don't have to find all three cards, even if they're present in your library. For example, you can activate the ability just to find an Island card and a Swamp card.
* See also "Theme: Basic Land Types" in the General Notes section above.
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Glorious Charge
{1}{W}
Instant
Creatures you control get +1/+1 until end of turn.
* Glorious Charge affects only creatures you control when it resolves. It won't affect creatures that come under your control later in the turn.
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Griffin Protector
{3}{W}
Creature -- Griffin
2/3
Flying
Whenever another creature enters the battlefield under your control, Griffin Protector gets +1/+1 until end of turn.
* If Griffin Protector enters the battlefield under your control at the same time as other creatures, its ability will trigger once for each of those creatures.
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Ground Seal
{1}{G}
Enchantment
When Ground Seal enters the battlefield, draw a card.
Cards in graveyards can't be the targets of spells or abilities.
* The last ability only works when Ground Seal is on the battlefield.
* Only spells and abilities that target cards in graveyards will be affected. Abilities that don't target cards in graveyards (like the one Tormod's Crypt has) can still affect those cards.
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Hamletback Goliath
{6}{R}
Creature -- Giant Warrior
6/6
Whenever another creature enters the battlefield, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.
* The value of X is determined as the ability begins resolving. If the other creature is no longer on the battlefield, its last known existence on the battlefield is checked to determine its power.
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Harbor Bandit
{2}{B}
Creature -- Human Rogue
2/2
Harbor Bandit gets +1/+1 as long as you control an Island.
{1}{U}: Harbor Bandit is unblockable this turn.
* Making Harbor Bandit unblockable after it's been blocked won't cause it to become unblocked.
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Harbor Serpent
{4}{U}{U}
Creature -- Serpent
5/5
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Harbor Serpent can't attack unless there are five or more Islands on the battlefield.
* The second ability checks how many Islands are on the battlefield (regardless of who controls them) only as attackers are declared. Once Harbor Serpent is declared as an attacker, it will continue to attack even if the number of Islands on the battlefield falls below five.
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Healer of the Pride
{3}{W}
Creature -- Cat Cleric
2/3
Whenever another creature enters the battlefield under your control, you gain 2 life.
* If Healer of the Pride enters the battlefield under your control at the same time as other creatures, its ability will trigger once for each of those creatures.
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Intrepid Hero
{2}{W}
Creature -- Human Soldier
1/1
{T}: Destroy target creature with power 4 or greater.
* The power of the creature is checked both when the ability is activated and when it tries to resolve. If the creature is an illegal target when the ability tries to resolve, the ability will be countered and its effect won't happen.
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Jace, Memory Adept
{3}{U}{U}
Planeswalker -- Jace
4
[+1]: Draw a card. Target player puts the top card of his or her library into his or her graveyard.
[0]: Target player puts the top ten cards of his or her library into his or her graveyard.
[-7]: Any number of target players each draw twenty cards.
* If you target yourself with Jace's first ability, you'll draw a card first, then put the top card of your library into your graveyard.
* If you activate Jace's first ability and the player is an illegal target when the ability tries to resolve, it will be countered and none of its effects will happen. You won't draw a card.
* If Jace's third ability causes a player to draw more cards than are left in his or her library, that player loses the game as a state-based action. If this ability causes all players to do this, the game is a draw.
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Jace's Phantasm
{U}
Creature -- Illusion
1/1
Flying
Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard.
* The last ability constantly monitors each opponent's graveyard to see if the bonus applies. If the stated condition becomes no longer true, the bonus immediately stops applying.
* In a multiplayer game, a single opponent must have ten or more cards in his or her graveyard for the bonus to apply, although this opponent may change over the course of the game. You don't have to pick a single opponent; the ability will monitor each opponent's graveyard.
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Kindled Fury
{R}
Instant
Target creature gets +1/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
* Giving a creature first strike after creatures with first strike deal combat damage doesn't prevent that creature from dealing combat damage.
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Krenko, Mob Boss
{2}{R}{R}
Legendary Creature -- Goblin Warrior
3/3
{T}: Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.
* The ability counts each Goblin you control, including Krenko itself, not just the tokens it creates.
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"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO "I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
Liliana of the Dark Realms
{2}{B}{B}
Planeswalker -- Liliana
3
[+1]: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.
[-3]: Target creature gets +X/+X or -X/-X until end of turn, where X is the number of Swamps you control.
[-6]: You get an emblem with "Swamps you control have '{T}: Add {B}{B}{B}{B} to your mana pool.'"
* You can activate Liliana's first ability even if your library contains no Swamp cards (or you don't want to find one). You'll still search your library and shuffle it.
* When you activate Liliana's second ability, you choose only the target creature. You choose whether that creature gets +X/+X or -X/-X when the ability resolves. The value of X is determined by the number of Swamps you control when the ability resolves.
* Liliana's emblem doesn't remove any other abilities of Swamps you control.
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Magmaquake
{X}{R}{R}
Instant
Magmaquake deals X damage to each creature without flying and each planeswalker.
* Magmaquake doesn't target any creature or planeswalker. For example, it will deal damage to a creature without flying that has hexproof.
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Mark of Mutiny
{2}{R}
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and {T} this turn.)
* You may target a creature you already control or one that is untapped.
* The +1/+1 counter remains on the creature after the control-changing effect ends.
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Mark of the Vampire
{3}{B}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
* Multiple instances of lifelink are redundant. If Mark of the Vampire enchants a creature that already has lifelink, damage that creature deals won't cause you to gain additional life.
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Mind Sculpt
{1}{U}
Sorcery
Target opponent puts the top seven cards of his or her library into his or her graveyard.
* You can cast Mind Sculpt no matter how many cards are in the opponent's library. If there are fewer than seven, the opponent will put all of them into his or her graveyard.
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Mindclaw Shaman
{4}{R}
Creature -- Viashino Shaman
2/2
When Mindclaw Shaman enters the battlefield, target opponent reveals his or her hand. You may cast an instant or sorcery card from it without paying its mana cost.
* Any player can respond to Mindclaw Shaman's triggered ability. However, once that ability starts resolving and the target opponent reveals his or her hand, players can't respond until after the ability finishes resolving. For example, the opponent can't cast the instant or sorcery card you choose to cast in order to stop you from casting it.
* You cast the card from the opponent's hand immediately. Ignore timing restrictions based on the card's type. Other timing restrictions, such as "Cast [this card] only during combat," must be followed.
* The card goes to its owner's graveyard after it resolves (or otherwise leaves the stack), not yours.
* If you can't cast any instant or sorcery card (perhaps because there are no legal targets available) or if you choose not to cast one, then Mindclaw Shaman's ability finishes resolving and the game moves on.
* If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
* If the card has X in its mana cost, you must choose 0 as its value.
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* Mogg Flunkies can be declared as an attacker only if another creature is declared as an attacker at the same time. Similarly, Mogg Flunkies can be declared as a blocker only if another creature is declared as a blocker at the same time.
* Two or more Mogg Flunkies can attack or block together.
* Although Mogg Flunkies can't attack alone, the other attacking creature(s) doesn't have to attack the same player or planeswalker. For example, Mogg Flunkies could attack an opponent and another creature could attack a planeswalker that opponent controls.
* In a Two-Headed Giant game (or in another format using the shared team turns option), Mogg Flunkies can attack or block with a creature controlled by your teammate, even if no other creatures you control are attacking or blocking.
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Mutilate
{2}{B}{B}
Sorcery
All creatures get -1/-1 until end of turn for each Swamp you control.
* The effect is based on the number of Swamps you control when Mutilate resolves. Only creatures on the battlefield at that time will be affected. The effect won't change later in the turn, even if the number of Swamps you control changes.
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Mwonvuli Beast Tracker
{1}{G}{G}
Creature -- Human Scout
2/1
When Mwonvuli Beast Tracker enters the battlefield, search your library for a creature card with deathtouch, hexproof, reach, or trample and reveal it. Shuffle your library and put that card on top of it.
* The creature card must have one of the listed abilities, not an ability that grants one of the listed abilities to the creature. For example, you couldn't put Prized Elephant, which has "{G}: Prized Elephant gains trample until end of turn," on top of your library this way.
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Nefarox, Overlord of Grixis
{4}{B}{B}
Legendary Creature -- Demon
5/5
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever Nefarox, Overlord of Grixis attacks alone, defending player sacrifices a creature.
* Nefarox's last ability will trigger and resolve before blockers are declared.
* In a Two-Headed Giant game, you'll choose one player on the defending team to sacrifice a creature.
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Nicol Bolas, Planeswalker
{4}{U}{B}{B}{R}
Planeswalker -- Bolas
5
[+3]: Destroy target noncreature permanent.
[-2]: Gain control of target creature.
[-9]: Nicol Bolas, Planeswalker deals 7 damage to target player. That player discards seven cards, then sacrifices seven permanents.
* The control-change effect has no duration. It will last until the affected creature leaves the battlefield or another player gains control of it.
* If the damage from Nicol Bolas's third ability is prevented or redirected, the rest of the effect will still happen. Specifically, the number of cards discarded and permanents sacrificed isn't tied to the amount of damage dealt.
* For the third ability, if the player is an illegal target when the ability tries to resolve, the ability is countered and none of its effects will happen. No damage will be dealt, no cards will be discarded, and no permanents will be sacrificed.
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Oblivion Ring
{2}{W}
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
* Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
* If Oblivion Ring leaves the battlefield before the first ability has resolved, the second ability will trigger and resolve while the first ability is still on the stack. The second ability won't do anything because there isn't an "exiled card" yet. Then, when the first ability resolves, it will exile the nonland permanent. Oblivion Ring has already left the battlefield at this point, so the nonland permanent card will have no way to return.
* If the exiled card is an Aura, that card's owner chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn't target anything, but the Aura's enchant ability defines what it can be attached to. If the Aura can't legally be attached to anything, it remains exiled.
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Odric, Master Tactician
{2}{W}{W}
Legendary Creature -- Human Soldier
3/4
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric, Master Tactician and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
* You can decide that a creature won't block.
* All blocking declarations must still be legal.
* If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player decides to not pay that cost, you must propose a new set of blocking creatures.
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Omniscience
{7}{U}{U}{U}
Enchantment
You may cast nonland cards from your hand without paying their mana costs.
* You must follow the normal timing restrictions of each nonland card you cast.
* If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
* If the card has X in its mana cost, you must choose 0 as its value.
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Phylactery Lich
{B}{B}{B}
Creature -- Zombie
5/5
As Phylactery Lich enters the battlefield, put a phylactery counter on an artifact you control.
Phylactery Lich is indestructible.
When you control no permanents with phylactery counters on them, sacrifice Phylactery Lich.
* Lethal damage, damage from a source with deathtouch, and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of reasons. The most likely reasons Phylactery Lich would be put into a graveyard are if it's sacrificed (perhaps due to its last ability), or if its toughness is 0 or less.
* Phylactery Lich's first ability doesn't target the artifact.
* If you control no artifacts as Phylactery Lich enters the battlefield, its first ability won't do anything. As soon as it enters the battlefield, its last ability will trigger (unless you control some other permanent with a phylactery counter on it) and you'll have to sacrifice it.
* If Phylactery Lich and an artifact are entering the battlefield under your control at the same time, you can't put a phylactery counter on that artifact. You must choose an artifact you control that's already on the battlefield.
* Phylactery Lich's last ability is a "state trigger." Once a state trigger triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.
* Phylactery Lich's last ability checks whether you control any permanents with phylactery counters on them, not whether you control any artifacts with phylactery counters on them. If an artifact with a phylactery counter on it somehow ceases to be an artifact, Phylactery Lich doesn't care.
* Phylactery Lich's last ability checks your permanents for any phylactery counters, not just the specific one that it caused you to put on an artifact. For example, say you put a phylactery counter on a Staff of Nin as Phylactery Lich enters the battlefield. Then you put a phylactery counter on a Jayemdae Tome as another Phylactery Lich enters the battlefield. Then Jayemdae Tome is destroyed. Since you still control the Staff of Nin, the last ability of neither Phylactery Lich triggers.
* The game continually checks whether you control a permanent with a phylactery counter on it. The moment you don't, Phylactery Lich's last ability triggers. The ability doesn't check again, so you'll have to sacrifice Phylactery Lich when it resolves even if you wind up controlling a permanent with a phylactery counter on it by then.
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Predatory Rampage
{3}{G}{G}
Sorcery
Creatures you control get +3/+3 until end of turn. Each creature your opponents control blocks this turn if able.
* Only creatures you control when Predatory Rampage resolves will get +3/+3. Creatures that enter the battlefield or that you gain control of later in the turn are unaffected.
* On the other hand, each creature your opponents control blocks if able, even if that creature wasn't on the battlefield or wasn't controlled by an opponent when Predatory Rampage resolved.
* Predatory Rampage doesn't force any creature to attack.
* Each creature controlled by an opponent blocks only if it's able to do so as the declare blockers step begins. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't block, or no creatures are attacking that player or a planeswalker controlled by that player, then it doesn't block. If there's a cost associated with having the creature block, the player isn't forced to pay that cost, so it doesn't block in that case either.
* Your opponent still chooses which attacking creature each creature he or she controls blocks.
* If there are multiple combat phases in a turn, each affected creature must block only in the first one in which it's able to.
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Prey Upon
{G}
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
* If either or both targets are illegal when Prey Upon tries to resolve, no creature will deal or be dealt damage.
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Primal Clay
{4}
Artifact Creature -- Shapeshifter
*/*
As Primal Clay enters the battlefield, it becomes your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Wall artifact creature with defender in addition to its other types. (A creature with defender can't attack.)
* In zones other than the battlefield, Primal Clay is 0/0.
* If another permanent enters the battlefield as a copy of Primal Clay, the controller of that permanent will get to make a new choice. The copy won't necessarily have the same power, toughness, and abilities as the original.
* If a creature that's already on the battlefield becomes a copy of Primal Clay, it copies the power, toughness, and abilities that were chosen for Primal Clay when it entered the battlefield.
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Primordial Hydra
{X}{G}{G}
Creature -- Hydra
0/0
Primordial Hydra enters the battlefield with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra.
Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it.
* Consider only the number of +1/+1 counters on Primordial Hydra when determining if it has trample, not its power and toughness. For example, a Primordial Hydra with six +1/+1 counters on it that's been the target of Titanic Growth (giving it +4/+4) would not have trample.
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Public Execution
{5}{B}
Instant
Destroy target creature an opponent controls. Each other creature that player controls gets -2/-0 until end of turn.
* Only creatures controlled by the player when Public Execution resolves will get -2/-0. Creatures that enter the battlefield under that player's control or that the player gains control of later in the turn are unaffected.
* Public Execution targets only the creature it destroys. If that creature is an illegal target when Public Execution tries to resolve, it will be countered and none of its effects will happen. No creature will get -2/-0.
* If the target creature regenerates or is indestructible, each other creature controlled by that creature's controller will still get -2/-0.
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Quirion Dryad
{1}{G}
Creature -- Dryad
1/1
Whenever you cast a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad.
* Quirion Dryad's ability will trigger only once per spell you cast, as long as that spell is at least one of the listed colors.
* Quirion Dryad's ability will trigger if you cast a spell that's green and at least one of the listed colors.
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Rancor
{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
* If the target of Rancor when it's cast as a spell is an illegal target when Rancor tries to resolve, Rancor will be countered and put into its owner's graveyard. It won't return to its owner's hand.
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Reckless Brute
{2}{R}
Creature -- Ogre Warrior
3/1
Haste (This creature can attack and {T} as soon as it comes under your control.)
Reckless Brute attacks each turn if able.
* Reckless Brute attacks only if it's able to do so as the declare attackers step begins. If, at that time, it's tapped, it's affected by a spell or ability that says it can't attack, then it doesn't attack. If there's a cost associated with having it attack, you're not forced to pay that cost, so it doesn't attack in that case either.
* You choose which player or planeswalker Reckless Brute attacks.
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Redirect
{U}{U}
Instant
You may choose new targets for target spell.
* You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
* If the targeted spell is modal (that is, it says "Choose one --" or the like), you can't choose a different mode.
* If you cast Redirect targeting a spell that targets a spell on the stack (like Negate does, for example), you can't change that spell's target to itself. You can, however, change that spell's target to Redirect. If you do, that spell will be countered when it tries to resolve because Redirect will have left the stack by then.
* Redirect can target any spell, not just an instant or sorcery spell. For example, you could use it to change the target of an Aura spell. However, if the targeted spell has no targets (for example, if it's an instant or sorcery spell that doesn't specifically use the word "target," or if it's a creature spell), Redirect won't have any effect on it.
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Reliquary Tower
Land
You have no maximum hand size.
{T}: Add {1} to your mana pool.
* If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter the battlefield in the opposite order, your maximum hand size would be two.
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Reverberate
{R}{R}
Instant
Copy target instant or sorcery spell. You may choose new targets for the copy.
* Reverberate can target (and copy) any instant or sorcery spell, not just one with targets. It doesn't matter who controls it.
* When Reverberate resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities. The copy resolves before the original spell.
* The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
* If the spell Reverberate copies is modal (that is, it says "Choose one --" or the like), the copy will have the same mode. You can't choose a different one.
* If the spell Reverberate copies has an X whose value was determined as it was cast (like Magmaquake does), the copy has the same value of X.
* You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if a player sacrifices a 3/3 creature to cast Fling, and you copy it with Reverberate, the copy of Fling will also deal 3 damage to its target.
* If the copy says that it affects "you," it affects the controller of the copy, not the controller of the original spell. Similarly, if the copy says that it affects an "opponent," it affects an opponent of the copy's controller, not an opponent of the original spell's controller.
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Rewind
{2}{U}{U}
Instant
Counter target spell. Untap up to four lands.
* Rewind targets only a spell. It doesn't target any lands. The lands are chosen on resolution. It doesn't matter who controls the lands.
* When Rewind resolves, you choose up to four lands and those lands untap once. You can't choose one land and have it untap four times, for example.
* If the spell is an illegal target when Rewind tries to resolve, perhaps because it was countered by another spell or ability, Rewind will be countered and none of its effects will happen. You won't untap any lands.
* If Rewind resolves but the target spell can't be countered, you'll still untap lands.
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Rhox Faithmender
{3}{W}
Creature -- Rhino Monk
1/5
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
If you would gain life, you gain twice that much life instead.
* If you control two Rhox Faithmenders, life you gain will be multiplied by four. Three Rhox Faithmenders will multiply any life gain by eight, and so on.
* If an effect sets your life total to a specific number, and that number is higher than your current life total, the effect will cause you to gain life equal to the difference. Rhox Faithmender will then double that number. For example, if you have 3 life and an effect says that your life total "becomes 10," your life total will actually become 17.
* In a Two-Headed Giant game, only Rhox Faithmender's controller is affected by it. If that player's teammate gains life, Rhox Faithmender will have no effect, even when that life gain is applied to the shared team life total.
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Rise from the Grave
{4}{B}
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
* Rise from the Grave doesn't overwrite any existing colors or types. If the creature was colorless, it will become black.
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Roaring Primadox
{3}{G}
Creature -- Beast
4/4
At the beginning of your upkeep, return a creature you control to its owner's hand.
* Roaring Primadox's ability is mandatory. When it resolves, if Roaring Primadox is the only creature you control, you must return it to its owner's hand.
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Rummaging Goblin
{2}{R}
Creature -- Goblin Rogue
1/1
{T}, Discard a card: Draw a card.
* Discarding a card is part of the cost to activate Rummaging Goblin's ability. If you don't have a card in your hand, you can't pay this part of the cost and you can't activate the ability.
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Safe Passage
{2}{W}
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
* Safe Passage prevents all damage, not just combat damage.
* Safe Passage will prevent damage dealt to creatures that weren't on the battlefield or weren't under your control when Safe Passage resolved.
* Safe Passage doesn't prevent damage that would be dealt to planeswalkers you control. Although it can't prevent combat damage that would be dealt to your planeswalkers, it can still prevent noncombat damage that your opponent could redirect from you to one of your planeswalkers. If you apply Safe Passage's prevention effect first, there won't be any damage to redirect.
* Safe Passage has no effect on damage that's already been dealt.
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Sands of Delirium
{3}
Artifact
{X}, {T}: Target player puts the top X cards of his or her library into his or her graveyard.
* If the player has fewer than X cards in his or her library, he or she puts all of them into his or her graveyard.
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Scroll Thief
{2}{U}
Creature -- Merfolk Rogue
1/3
Whenever Scroll Thief deals combat damage to a player, draw a card.
* The ability triggers just once each time Scroll Thief deals combat damage to a player, regardless of how much damage it deals.
* The ability is mandatory. You must draw a card when it resolves.
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Serra Avatar
{4}{W}{W}{W}
Creature -- Avatar
*/*
Serra Avatar's power and toughness are each equal to your life total.
When Serra Avatar is put into a graveyard from anywhere, shuffle it into its owner's library.
* Serra Avatar's power and toughness are constantly updated as your life total changes.
* The ability that defines Serra Avatar's power and toughness works in all zones, not just the battlefield.
* If Serra Avatar is no longer in your graveyard when its triggered ability resolves, you won't shuffle your library.
-----
Serra Avenger
{W}{W}
Creature -- Angel
3/3
You can't cast Serra Avenger during your first, second, or third turns of the game.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
* You can cast Serra Avenger during your opponent's first, second, or third turns of the game if another effect (such as Alchemist's Refuge) allows that.
* Serra Avenger cares about how many turns you have taken, not necessarily how many turns the game has had, in case you take an extra turn.
* If the game is restarted (by Karn Liberated), you can't cast Serra Avenger in your first, second, or third turn in the new game.
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Shimian Specter
{2}{B}{B}
Creature -- Specter
2/2
Flying
Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles his or her library.
* The cards you're searching for must be found and exiled if they're in the graveyard because it's a public zone. Finding those cards in the hand and library is optional, because those zones are hidden (even if the hand is temporarily revealed).
* If the player has no nonland cards in his or her hand, you can still search that player's library and have him or her shuffle it.
-----
Sleep
{2}{U}{U}
Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
* The second part of Sleep's effect affects all creatures the targeted player controls as Sleep resolves, not just the ones that Sleep actually caused to become tapped.
* Sleep tracks both the player and the creatures. If one of the creatures controlled by the targeted player as Sleep resolves changes controllers, the creature will untap as normal during its new controller's next untap step.
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Slumbering Dragon
{R}
Creature -- Dragon
3/3
Flying
Slumbering Dragon can't attack or block unless it has five or more +1/+1 counters on it.
Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on Slumbering Dragon.
* Slumbering Dragon's second ability counts all +1/+1 counters on it, not just the ones added by its third ability.
* The +1/+1 counter is put on Slumbering Dragon before blockers are declared. This may allow Slumbering Dragon to "wake up" and block the creature that attacked and caused its ability to trigger.
* Slumbering Dragon's third ability will trigger once for each creature that attacks you or a planeswalker you control.
-----
Spelltwine
{5}{U}
Sorcery
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
* Spelltwine has two targets: the instant or sorcery card in your graveyard and the one in an opponent's graveyard. You can't cast Spelltwine unless you can choose both legal targets.
* If one of Spelltwine's targets is illegal when Spelltwine tries to resolve, you'll still exile and copy the remaining legal target.
* The copies are created in exile and cast from exile. The cards remain exiled.
* You can cast the copies in either order.
* The copy you cast first will already be on the stack when you cast the other copy. If that spell targets a spell, you may choose the first copy as a legal target.
* If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
* If the card has X in its mana cost, you must choose 0 as its value.
-----
Sphinx of Uthuun
{5}{U}{U}
Creature -- Sphinx
5/6
Flying
When Sphinx of Uthuun enters the battlefield, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
* You (not your opponent) choose which pile to put into your hand and which to put into your graveyard.
* A pile can have no cards in it. In this case, you'll choose whether to put all the revealed cards into your hand or into your graveyard.
* If your library has fewer than five cards, you'll reveal all the cards in it, then your opponent will separate them into two piles.
* In multiplayer games, you choose an opponent to separate the cards when the ability resolves. This doesn't target that opponent. Because the cards are revealed, all players may see the cards and offer opinions.
-----
Stormtide Leviathan
{5}{U}{U}{U}
Creature -- Leviathan
8/8
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can't attack.
* Stormtide Leviathan's second ability causes each land on the battlefield to have the land type Island. Each land has the ability to tap to add {U} to its controller's mana pool. This effect doesn't change anything else about those lands, including their names, other subtypes, other abilities, or whether they're legendary, basic, or snow.
* Stormtide Leviathan's third ability affects all creatures with neither flying nor islandwalk, regardless of who controls them. They can't attack any player or planeswalker.
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Sublime Archangel
{2}{W}{W}
Creature -- Angel
4/3
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
* Whenever a creature you control attacks alone, count the number of instances of exalted among permanents you control. After those abilities resolve, that's how many times the creature will get +1/+1.
-----
Switcheroo
{4}{U}
Sorcery
Exchange control of two target creatures.
* If one of the target creatures is an illegal target when Switcheroo resolves, the exchange won't happen. If both creatures are illegal targets, Switcheroo will be countered.
* You don't have to control either target.
* If the same player controls both creatures when Switcheroo resolves, nothing happens.
-----
Talrand, Sky Summoner
{2}{U}{U}
Legendary Creature -- Merfolk Wizard
2/2
Whenever you cast an instant or sorcery spell, put a 2/2 blue Drake creature token with flying onto the battlefield.
* You'll put the Drake token onto the battlefield before the spell that caused the ability to trigger resolves. However, that Drake token isn't on the battlefield when you choose targets for that spell.
* The ability will still resolve if the instant or sorcery spell gets countered.
-----
Thragtusk
{4}{G}
Creature -- Beast
5/3
When Thragtusk enters the battlefield, you gain 5 life.
When Thragtusk leaves the battlefield, put a 3/3 green Beast creature token onto the battlefield.
* Thragtusk's second ability will trigger no matter what zone Thragtusk goes to.
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Thundermaw Hellkite
{3}{R}{R}
Creature -- Dragon
5/5
Flying
Haste (This creature can attack and {T} as soon as it comes under your control.)
When Thundermaw Hellkite enters the battlefield, it deals 1 damage to each creature with flying your opponents control. Tap those creatures.
* Thundermaw Hellkite will deal 1 damage to each creature with flying your opponents control whether those creatures are tapped or untapped.
* If the damage that would be dealt to a creature with flying is prevented, that creature will still be tapped. If that damage is redirected to another creature, the creature with flying will be tapped, not necessarily the creature that ultimately was dealt damage.
-----
Touch of the Eternal
{5}{W}{W}
Enchantment
At the beginning of your upkeep, count the number of permanents you control. Your life total becomes that number.
* This change of life total counts as life gain or life loss, as appropriate. Other effects that interact with life gain or life loss will interact with this effect accordingly.
-----
Turn to Slag
{3}{R}{R}
Sorcery
Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature.
* You may target any creature, not just one with Equipment attached to it. The target creature will still be dealt damage even if no Equipment is attached to it.
* If the target creature is an illegal target when Turn to Slag tries to resolve, Turn to Slag will be countered and none of its effects will happen. No damage will be dealt and no Equipment will be destroyed.
-----
Vampire Nocturnus
{1}{B}{B}{B}
Creature -- Vampire
3/3
Play with the top card of your library revealed.
As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control get +2/+1 and have flying.
* If an effect tells you to draw several cards, reveal each one before you draw it.
* If the top card of your library changes during the process of casting a spell or activating an ability, the new top card won't be revealed until the process of casting the spell or activating the ability ends (all targets are chosen, all costs are paid, and so on).
* To work as an evasion ability, an attacking creature must already have flying when the declare blockers step begins. Once a creature has become blocked, giving it flying won't change that.
-----
Veilborn Ghoul
{4}{B}
Creature -- Zombie
4/1
Veilborn Ghoul can't block.
Whenever a Swamp enters the battlefield under your control, you may return Veilborn Ghoul from your graveyard to your hand.
* Veilborn Ghoul's ability triggers only if it's in your graveyard at the moment the Swamp enters the battlefield.
-----
Vile Rebirth
{B}
Instant
Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield.
* If the creature card is an illegal target when Vile Rebirth tries to resolve, it will be countered and none of its effects will happen. You won't put a Zombie token onto the battlefield.
-----
Void Stalker
{1}{U}
Creature -- Elemental
2/1
{2}{U}, {T}: Put Void Stalker and target creature on top of their owners' libraries, then those players shuffle their libraries.
* You can activate Void Stalker's ability targeting a creature you control, including Void Stalker itself. In that case, only you will shuffle your library.
* If the target creature is an illegal target when the ability tries to resolve, it will be countered and none of its effects will happen. No creature will leave the battlefield and no library will be shuffled.
* If Void Stalker leaves the battlefield before its ability resolves, the target creature will be shuffled into its owner's library but Void Stalker will remain wherever it is.
-----
War Falcon
{W}
Creature -- Bird
2/1
Flying
War Falcon can't attack unless you control a Knight or a Soldier.
* To attack with War Falcon, you must control a Knight or a Soldier when you declare attackers. Once War Falcon is attacking, it won't be removed from combat if at any point you no longer control a Knight or Soldier.
* If an effect makes War Falcon a Knight or a Soldier, it will be able to attack even if it's the only creature you control.
-----
War Priest of Thune
{1}{W}
Creature -- Human Cleric
2/2
When War Priest of Thune enters the battlefield, you may destroy target enchantment.
* Unlike Acidic Slime's ability, War Priest of Thune's ability is not mandatory. If you're the only player who controls an enchantment, you must target one of them, but you don't have to destroy it.
-----
Wild Guess
{R}{R}
Sorcery
As an additional cost to cast Wild Guess, discard a card.
Draw two cards.
* Because discarding a card is an additional cost, you can't cast Wild Guess if you have no other cards in hand.
-----
Worldfire
{6}{R}{R}{R}
Sorcery
Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
* These actions are performed in order, but no triggered abilities resolve in between them and no player may cast spells or activate abilities in between them. This means that if a permanent's ability triggers on a player losing life, that permanent will be exiled first and won't be on the battlefield when your life total becomes 1. Leaves-the-battlefield triggers won't resolve until you're done resolving Worldfire entirely.
* If your life total is greater than 1 when Worldfire resolves, the change in life total will count as life loss. Other effects that interact with life loss will interact with this effect accordingly.
* Worldfire won't be exiled. It will go to your graveyard as the final part of its resolution.
-----
Xathrid Gorgon
{5}{B}
Creature -- Gorgon
3/6
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
{2}{B}, {T}: Put a petrification counter on target creature. It gains defender and becomes a colorless artifact in addition to its other types. Its activated abilities can't be activated. (A creature with defender can't attack.)
* The effects of Xathrid Gorgon's ability don't depend on the petrification counter. If that counter is removed, the creature remains a colorless artifact with defender, and so on.
* An activated ability is one with a cost and effect separated with a colon (:). Some keywords are also activated abilities.
-----
Yeva, Nature's Herald
{2}{G}{G}
Legendary Creature -- Elf Shaman
4/4
Flash (You may cast this spell any time you could cast an instant.)
You may cast green creature cards as though they had flash.
* You still pay the costs for green creature cards you cast.
* Yeva's ability applies to green creature cards in any zone, provided something is allowing you to cast them. For example, if the top card of your library is a green creature card and you control Garruk's Horde, you can cast that card as though it had flash.
-----
Yeva's Forcemage
{2}{G}
Creature -- Elf Shaman
2/2
When Yeva's Forcemage enters the battlefield, target creature gets +2/+2 until end of turn.
* Yeva's Forcemage's ability is mandatory, although you can choose Yeva's Forcemage as the target.
-----
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"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO "I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
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The FAQ appears below.
"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO
"I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
Compiled by Matt Tabak, with contributions from Laurie Cheers, Eli Shiffrin, and Thijs van Ommen
Document last modified June 15, 2012
An FAQ is a collection of clarifications and rulings involving the cards in a new _Magic: The Gathering_(R) set. It's intended to make playing with these new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated. If you can't find the answer you're looking for here, please contact us at <www.wizards.com/customerservice>.
This FAQ has two sections, each of which serves a different purpose.
The first section ("General Notes") explains the mechanics and concepts in the set.
The second section ("Card-Specific Notes") contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed.
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GENERAL NOTES
***Release Information***
The _Magic 2013_ core set contains 249 cards (101 common, 60 uncommon, 53 rare, 15 mythic rare, and 20 basic land).
Prerelease events: July 7-8, 2012
Launch Weekend: July 13-15, 2012
Game Day: August 4-5, 2012
The _Magic 2013_ core set becomes legal for sanctioned Constructed play on its official release date: Friday, July 13, 2012.
At that time, the following card sets will be permitted in the Standard format: _Scars of Mirrodin_(TM), _Mirrodin Besieged_(TM), _New Phyrexia_(R), _Magic 2012_, _Innistrad_(TM), _Dark Ascension_(TM), _Avacyn Restored_(TM), and _Magic 2013_.
Go to <www.wizards.com/locator> to find an event or store near you.
Go to <www.wizards.com/MagicFormats> for a complete list of formats and permitted card sets.
-----
***Returning Keyword: Exalted***
Exalted is an ability that makes a creature even more fearsome if it's brave enough to attack alone. It originally appeared in the _Shards of Alara_(R) set.
Duskmantle Prowler
{3}{B}
Creature -- Vampire Rogue
2/2
Haste (This creature can attack and {T} as soon as it comes under your control.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
The official rules for exalted are as follows:
702.81. Exalted
702.81a Exalted is a triggered ability. "Exalted" means "Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn."
702.81b A creature "attacks alone" if it's the only creature declared as an attacker in a given combat phase. See rule 506.5.
* If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger. The bonuses are given to the attacking creature, not to the permanent with exalted. Ultimately, the attacking creature will wind up with +1/+1 for each of your exalted abilities.
* You must attack with exactly one creature in order for exalted abilities to trigger. Exalted abilities won't trigger if you attack a player with one creature and a planeswalker with another, for example.
* Some cards with exalted abilities have other abilities that also trigger when a creature you control attacks alone. Each time a creature you control attacks alone, both the exalted ability and the other ability will trigger.
* If you attack with multiple creatures, but then all but one are removed from combat, your exalted abilities won't trigger.
* Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
* Exalted abilities resolve before blockers are declared.
* Exalted bonuses last until end of turn. If an effect creates an additional combat phase during your turn, a creature that attacked alone during the first combat phase will still have its exalted bonuses in that new phase. If a creature attacks alone during the second combat phase, all your exalted abilities will trigger again.
* In a Two-Headed Giant game, a creature "attacks alone" if it's the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate's exalted abilities won't.
-----
***Cycle: "The Rings of Shandalar"***
The _Magic 2013_ core set has a cycle of Equipment that, in addition to giving the equipped creature another bonus, puts a +1/+1 counter on the equipped creature on each of your turns if it's a specific color. Each is named for a particular kingdom, country, or location on the plane of Shandalar.
Ring of Thune
{2}
Artifact -- Equipment
Equipped creature has vigilance. (Attacking doesn't cause it to tap.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
* The first bonus (in Ring of Thune's case, vigilance) is given to the equipped creature no matter what color it is.
* The ability that may put a +1/+1 counter on the equipped creature triggers even if the equipped creature isn't the specified color (or if it isn't equipped to a creature). You can respond to this ability with a spell or ability that changes the equipped creature's color to get the +1/+1 counter.
* An equipped multicolored creature will get the +1/+1 counter if one of its colors is the specified color.
-----
***Theme: Basic Land Types***
Several cards in the _Magic 2013_ core set care about one or more of the five basic land types: Plains, Island, Swamp, Mountain, and Forest. The set also has a cycle of nonbasic lands that produce two colors of mana and that enter the battlefield tapped unless you control a land of a certain type.
Crimson Muckwader
{1}{R}
Creature -- Lizard
2/1
Crimson Muckwader gets +1/+1 as long as you control a Swamp.
{2}{B}: Regenerate Crimson Muckwader. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Dragonskull Summit
Land
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R} to your mana pool.
* Effects that care about a basic land type are looking for lands that have that land type, not just lands with that name. For example, islandwalk cares if the defending player controls a land with the land type Island, not just lands named Island. (The _Magic 2013_ core set doesn't have any nonbasic lands with basic land types, but some other sets do.)
* The _Magic 2013_ "dual lands" check for lands you control with either of the two listed land types, not either of the two listed names. The lands they check for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter the battlefield untapped.
* These dual lands don't have any land types themselves. For example, Dragonskull Summit isn't a Swamp and controlling one won't cause Crimson Muckwader to get +1/+1.
* As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Primeval Titan's ability, for example).
-----
***Returning Card Type: Planeswalker***
A planeswalker is a powerful ally that fights by your side. The rules for the planeswalker card type haven't changed with this release.
Jace, Memory Adept
{3}{U}{U}
Planeswalker -- Jace
4
[+1]: Draw a card. Target player puts the top card of his or her library into his or her graveyard.
[0]: Target player puts the top ten cards of his or her library into his or her graveyard.
[-7]: Any number of target players each draw twenty cards.
* Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
* Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
* If two or more planeswalkers that share a subtype (such as "Jace") are on the battlefield, they're all put into their owners' graveyards as a state-based action.
* Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
* Planeswalkers each have a number of activated abilities called "loyalty abilities." You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
* The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as "+1"; this means "Put one loyalty counter on this planeswalker." Down-arrows contain negative numbers, such as "-7"; this means "Remove seven loyalty counters from this planeswalker." A symbol with a "0" means "Put zero loyalty counters on this planeswalker."
* Activating a loyalty ability with a cost of 0 will leave the number of loyalty counters on that planeswalker unchanged.
* You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
* Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
* If your planeswalkers are being attacked, you can block the attackers as normal.
* If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
* If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Searing Spear, you can target your opponent with Searing Spear, and then as Searing Spear resolves, choose to have Searing Spear deal its 3 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Searing Spear deal its damage to a planeswalker, three loyalty counters are removed from it.
-----
CARD-SPECIFIC NOTES
Ajani, Caller of the Pride
{1}{W}{W}
Planeswalker -- Ajani
4
[+1]: Put a +1/+1 counter on up to one target creature.
[-3]: Target creature gains flying and double strike until end of turn.
[-8]: Put X 2/2 white Cat creature tokens onto the battlefield, where X is your life total.
* You can activate the first ability without a target. You'll still put one loyalty counter on Ajani when you activate the ability.
* The number of Cat tokens you put onto the battlefield is equal to your life total when the third ability resolves.
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Angelic Benediction
{3}{W}
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may tap target creature.
* The creature you target with the last ability will become tapped before blockers are declared.
* See also "Returning Keyword: Exalted" in the General Notes section above.
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Archaeomancer
{2}{U}{U}
Creature -- Human Wizard
1/2
When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
* If an instant or sorcery spell puts Archaeomancer onto the battlefield, you can return that card to your hand.
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Arctic Aven
{2}{U}
Creature -- Bird Wizard
2/1
Flying
Arctic Aven gets +1/+1 as long as you control a Plains.
{W}: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
* Multiple instances of lifelink aren't cumulative. Activating Arctic Aven's ability more than once during a single turn won't cause you to gain more life.
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Arms Dealer
{2}{R}
Creature -- Goblin Rogue
1/1
{1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.
* You can sacrifice Arms Dealer to activate its own ability.
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Augur of Bolas
{1}{U}
Creature -- Merfolk Wizard
1/3
When Augur of Bolas enters the battlefield, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
* You don't reveal the other two cards, nor do you reveal their order on the bottom of the library.
* If there are fewer that three cards in your library when Augur of Bolas's ability resolves, you'll look at the remaining cards. This won't cause you to lose the game as you haven't drawn from an empty library.
-----
Battle of Wits
{3}{U}{U}
Enchantment
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
* Battle of Wits has an "intervening 'if' clause." This means that if you don't have 200 or more cards in your library at the beginning of your upkeep, the ability won't trigger. If the ability does trigger, but you have fewer than 200 cards in your library when the ability resolves, the ability will do nothing.
* In tournaments, you must be able to shuffle your entire deck within a reasonable amount of time.
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Battleflight Eagle
{4}{W}
Creature -- Bird
2/2
Flying
When Battleflight Eagle enters the battlefield, target creature gets +2/+2 and gains flying until end of turn.
* Battleflight Eagle's ability is mandatory, although you can choose Battleflight Eagle as the target.
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Blood Reckoning
{3}{B}
Enchantment
Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.
* Blood Reckoning will trigger once for each creature that attacks you or a planeswalker you control.
* Creatures that are put onto the battlefield attacking were never declared as attackers and won't cause Blood Reckoning to trigger.
-----
Bloodthrone Vampire
{1}{B}
Creature -- Vampire
1/1
Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.
* You can sacrifice Bloodthrone Vampire to activate its own ability, but it won't be on the battlefield to get the bonus.
* If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but the creature you wish to sacrifice is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.
-----
Bond Beetle
{G}
Creature -- Insect
0/1
When Bond Beetle enters the battlefield, put a +1/+1 counter on target creature.
* You can choose Bond Beetle as the target of its own ability.
-----
Boundless Realms
{6}{G}
Sorcery
Search your library for up to X basic land cards, where X is the number of lands you control, and put them onto the battlefield tapped. Then shuffle your library.
* The number of basic land cards you put onto the battlefield is equal to the number of lands you control when Boundless Realms begins resolving.
-----
Captain of the Watch
{4}{W}{W}
Creature -- Human Soldier
3/3
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield.
* Captain of the Watch grants +1/+1 and vigilance to all other Soldier creatures you control, not just the ones its ability puts onto the battlefield.
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Chandra, the Firebrand
{3}{R}
Planeswalker -- Chandra
3
[+1]: Chandra, the Firebrand deals 1 damage to target creature or player.
[-2]: When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
[-6]: Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players.
* Chandra's second ability creates a delayed triggered ability that will copy the next instant or sorcery spell you cast that turn, regardless of whether that spell has targets.
* When the delayed triggered ability resolves, it creates a copy of the spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.
* The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
* If the spell Chandra copies is modal (that is, it says "Choose one --" or the like), the copy will have the same mode. You can't choose a different one.
* If the spell Chandra copies has an X whose value was determined as it was cast (like Magmaquake), the copy has the same value of X.
* You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if you sacrifice a 3/3 creature to cast Fling after activating Chandra's second ability, the copy of Fling will also deal 3 damage.
* When you activate Chandra's last ability, you choose up to six target creatures and/or players. No damage is divided, and Chandra can't deal more than 6 damage to any one target. Chandra deals 6 damage to each target that is still legal when the ability resolves.
-----
Chandra's Fury
{4}{R}
Instant
Chandra's Fury deals 4 damage to target player and 1 damage to each creature that player controls.
* Chandra's Fury targets only the player, not any creature. Chandra's Fury will deal 1 damage to a creature with hexproof, for example.
-----
Cleaver Riot
{4}{R}
Sorcery
Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
* Cleaver Riot affects only creatures you control at the time it resolves. It won't affect creatures that come under your control later in the turn.
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Clone
{3}{U}
Creature -- Shapeshifter
0/0
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
* Clone's ability doesn't target the chosen creature.
* Clone copies exactly what was printed on the original creature and nothing more (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
* If the chosen creature has {X} in its mana cost (such as Primordial Hydra), X is 0.
* If the chosen creature is copying something else (for example, if the chosen creature is another Clone), then Clone enters the battlefield as whatever the chosen creature is copying.
* If the chosen creature is a token, Clone copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. Clone is not a token, even when copying one.
* Any enters-the-battlefield abilities of the copied creature will trigger when Clone enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
* If Clone somehow enters the battlefield at the same time as another creature, Clone can't become a copy of that creature. You may only choose a creature that's already on the battlefield.
* You can choose not to copy anything. In that case, Clone enters the battlefield as a 0/0 Shapeshifter creature, and is probably put into the graveyard immediately.
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Courtly Provocateur
{2}{U}
Creature -- Human Wizard
1/1
{T}: Target creature attacks this turn if able.
{T}: Target creature blocks this turn if able.
* After the first ability resolves, the creature attacks only if it's able to do so as the declare attackers step begins. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having the creature attack, the player isn't forced to pay that cost, so it doesn't attack in that case either.
* The controller of the creature targeted by the first ability chooses which player or planeswalker that creature attacks.
* After the second ability resolves, the creature blocks only if it's able to do so as the declare blockers step begins. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't block, or no creatures are attacking that player or a planeswalker controlled by that player, then it doesn't block. If there's a cost associated with having the creature block, the player isn't forced to pay that cost, so it doesn't block in that case either.
* The controller of the creature targeted by the second ability chooses which attacking creature that creature blocks.
* If there are multiple combat phases in a turn, the creature must attack or block only in the first one in which it's able to.
-----
Cower in Fear
{1}{B}{B}
Instant
Creatures your opponents control get -1/-1 until end of turn.
* Cower in Fear affects only creatures your opponents control at the time it resolves. It won't affect creatures that come under their control later in the turn.
-----
Crusader of Odric
{2}{W}
Creature -- Human Soldier
*/*
Crusader of Odric's power and toughness are each equal to the number of creatures you control.
* The ability that defines Crusader of Odric's power and toughness works in all zones, not just the battlefield.
* As long as Crusader of Odric is on the battlefield, its ability will count itself.
-----
Dark Favor
{1}{B}
Enchantment -- Aura
Enchant creature
When Dark Favor enters the battlefield, you lose 1 life.
Enchanted creature gets +3/+1.
* If the creature targeted by Dark Favor is an illegal target when Dark Favor tries to resolve, Dark Favor will be countered. It won't enter the battlefield and its enters-the-battlefield ability won't trigger.
-----
Disciple of Bolas
{3}{B}
Creature -- Human Wizard
2/1
When Disciple of Bolas enters the battlefield, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
* You can't sacrifice Disciple of Bolas to its own ability, because it says "another."
* You can't sacrifice more than one creature this way.
* The ability is mandatory. If you control at least one other creature when the ability resolves, you must sacrifice one. If you don't control any other creatures at that time, the ability won't do anything.
* The creature's power when it was last on the battlefield is the amount of life you gain and the number of cards you draw.
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Divine Favor
{1}{W}
Enchantment -- Aura
Enchant creature
When Divine Favor enters the battlefield, you gain 3 life.
Enchanted creature gets +1/+3.
* If the creature targeted by Divine Favor is an illegal target when Divine Favor tries to resolve, Divine Favor will be countered. It won't enter the battlefield and its enters-the-battlefield ability won't trigger.
-----
Divine Verdict
{3}{W}
Instant
Destroy target attacking or blocking creature.
* Destroying a blocking creature won't cause any of the creatures it was blocking to become unblocked. They won't deal combat damage to the defending player or planeswalker (unless they have trample).
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Downpour
{1}{U}
Instant
Tap up to three target creatures.
* If Downpour targets more than one creature, and some but not all of the creatures are illegal targets by the time Downpour resolves, the remaining legal targets will be tapped.
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Elderscale Wurm
{4}{G}{G}{G}
Creature -- Wurm
7/7
Trample
When Elderscale Wurm enters the battlefield, if your life total is less than 7, your life total becomes 7.
As long as you have 7 or more life, damage that would reduce your life total to less than 7 reduces it to 7 instead.
* Elderscale Wurm's last ability doesn't prevent damage. It only changes the result of damage dealt to you. For example, a creature with lifelink that deals damage to you will still cause its controller to gain life, even if that damage would reduce your life total to less than 7.
* Elderscale Wurm's last ability doesn't affect the loss or payment of life.
* If you have less than 7 life, damage dealt to you reduces your life total as normal.
* If damage is dealt to you and Elderscale Wurm at the same time, and that damage is enough to destroy Elderscale Wurm and reduce your life total to 7 or less, Elderscale Wurm's ability will still apply. For example, if you have 10 life and a spell deals 10 damage to you and 10 damage to Elderscale Wurm, you'll end up at 7 life and Elderscale Wurm will be destroyed.
* In a Commander game, combat damage you're dealt by a commander is still tracked, even if it doesn't change your life total.
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Elixir of Immortality
{1}
Artifact
{2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.
* Activating Elixir of Immortality's ability doesn't cause it to immediately leave the battlefield. If you can untap it, you can activate its ability again in response.
* As the ability resolves, you'll shuffle Elixir of Immortality into its owner's library from the battlefield if it's still there.
* If you gain control of another player's Elixir of Immortality and activate it, the Elixir of Immortality will be shuffled into its owner's library and the cards in your graveyard will be shuffled into your library. You are considered to have shuffled each affected library (even if, as a shortcut, each player physically shuffles his or her own library).
* If Elixir of Immortality is in your graveyard at the time the ability resolves, you'll still wind up shuffling it into your library because you shuffle your entire graveyard into your library. If it's anywhere else by that time, including in another player's graveyard (because that player owns it but you controlled it), it remains where it is and you shuffle just your graveyard into your library.
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Elvish Archdruid
{1}{G}{G}
Creature -- Elf Druid
2/2
Other Elf creatures you control get +1/+1.
{T}: Add {G} to your mana pool for each Elf you control.
* Elvish Archdruid's first ability affects only other Elf creatures you control. However, Elvish Archdruid's second ability counts all Elves you control, including itself.
* Elvish Archdruid's activated ability is a mana ability. It doesn't use the stack and players can't respond to it.
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Encrust
{1}{U}{U}
Enchantment -- Aura
Enchant artifact or creature
Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.
* An activated ability is one with a cost and effect separated with a colon (:). Some keywords like equip are also activated abilities.
* The permanent's static and triggered abilities will still work.
* The permanent can be untapped by other spells and abilities.
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Essence Drain
{4}{B}
Sorcery
Essence Drain deals 3 damage to target creature or player and you gain 3 life.
* If the target creature or player is an illegal target when Essence Drain tries to resolve, it will be countered and none of its effects will happen. You won't gain 3 life.
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Faith's Reward
{3}{W}
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
* A permanent card is a card that could be put onto the battlefield. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card. (Instant and sorcery cards aren't permanent cards.)
* Permanent cards that were put into your graveyard from anywhere else, such as a card that was discarded, stay in the graveyard. Permanent cards that you gained control of and went to another player's graveyard from the battlefield will likewise stay in the graveyard.
* You choose what an Aura card put onto the battlefield this way will enchant. You can't choose any permanent cards entering the battlefield at the same time as that Aura. If there's nothing legal for the Aura to enchant, it stays in the graveyard.
* Permanent spells that were countered earlier in the turn never entered the battlefield, so they won't return to the battlefield because of Faith's Reward.
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Farseek
{1}{G}
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card and put it onto the battlefield tapped. Then shuffle your library.
* The card can have other land types, including Forest, as long as it also has one of the listed land types.
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Fervor
{2}{R}
Enchantment
Creatures you control have haste. (They can attack and {T} as soon as they come under your control.)
* If an attacking creature loses haste, perhaps because Fervor leaves the battlefield after attackers have been declared, it won't be removed from combat.
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Firewing Phoenix
{3}{R}
Creature -- Phoenix
4/2
Flying
{1}{R}{R}{R}: Return Firewing Phoenix from your graveyard to your hand.
* Firewing Phoenix's ability can be activated only if Firewing Phoenix is in your graveyard.
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Flames of the Firebrand
{2}{R}
Sorcery
Flames of the Firebrand deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
* You divide the damage as you cast Flames of the Firebrand, not as it resolves. Each target must be assigned at least 1 damage. (In other words, as you put the spell on the stack, you choose whether to have it deal 3 damage to a single target, 2 damage to one target and 1 damage to another target, or 1 damage to each of three targets.)
* You can't deal damage to both a player and a planeswalker controlled by that player with Flames of the Firebrand. (See also "Returning Card Type: Planeswalker" in the General Notes section above.)
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Fog Bank
{1}{U}
Creature -- Wall
0/2
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by Fog Bank.
* If Fog Bank blocks a creature with trample, that creature's controller must assign 2 damage to Fog Bank (assuming it's blocking no other creatures, there was no damage marked on it, and nothing has changed its toughness). The remainder can be assigned to the defending player or planeswalker.
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Fungal Sprouting
{3}{G}
Sorcery
Put X 1/1 green Saproling creature tokens onto the battlefield, where X is the greatest power among creatures you control.
* Fungal Sprouting doesn't target any creature. The greatest power among creatures you control is determined when Fungal Sprouting resolves.
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Garruk, Primal Hunter
{2}{G}{G}{G}
Planeswalker -- Garruk
3
[+1]: Put a 3/3 green Beast creature token onto the battlefield.
[-3]: Draw cards equal to the greatest power among creatures you control.
[-6]: Put a 6/6 green Wurm creature token onto the battlefield for each land you control.
* For Garruk's second ability, the greatest power among creatures you control is determined when that ability begins resolving.
* If the greatest power among creatures you control is 0 or less, you'll draw no cards. You won't discard any cards this way.
* For Garruk's third ability, the number of Wurm tokens you put onto the battlefield is determined when that ability begins resolving.
-----
Garruk's Packleader
{4}{G}
Creature -- Beast
4/4
Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card.
* The ability checks the power of each creature as it enters the battlefield. It will take into account counters the permanent enters the battlefield with and static abilities that affect its power (such as Flinthoof Boar's ability). After the creature is on the battlefield, raising its power with a spell (such as Titanic Growth), an activated ability, or a triggered ability won't cause this ability to retroactively trigger.
* The creature's power is checked only to see if the ability triggers. It doesn't matter what the creature's power is when the ability resolves.
-----
Gem of Becoming
{3}
Artifact
{3}, {T}, Sacrifice Gem of Becoming: Search your library for an Island card, a Swamp card, and a Mountain card. Reveal those cards and put them into your hand. Then shuffle your library.
* You don't have to find all three cards, even if they're present in your library. For example, you can activate the ability just to find an Island card and a Swamp card.
* See also "Theme: Basic Land Types" in the General Notes section above.
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Glorious Charge
{1}{W}
Instant
Creatures you control get +1/+1 until end of turn.
* Glorious Charge affects only creatures you control when it resolves. It won't affect creatures that come under your control later in the turn.
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Griffin Protector
{3}{W}
Creature -- Griffin
2/3
Flying
Whenever another creature enters the battlefield under your control, Griffin Protector gets +1/+1 until end of turn.
* If Griffin Protector enters the battlefield under your control at the same time as other creatures, its ability will trigger once for each of those creatures.
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Ground Seal
{1}{G}
Enchantment
When Ground Seal enters the battlefield, draw a card.
Cards in graveyards can't be the targets of spells or abilities.
* The last ability only works when Ground Seal is on the battlefield.
* Only spells and abilities that target cards in graveyards will be affected. Abilities that don't target cards in graveyards (like the one Tormod's Crypt has) can still affect those cards.
-----
Hamletback Goliath
{6}{R}
Creature -- Giant Warrior
6/6
Whenever another creature enters the battlefield, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.
* The value of X is determined as the ability begins resolving. If the other creature is no longer on the battlefield, its last known existence on the battlefield is checked to determine its power.
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Harbor Bandit
{2}{B}
Creature -- Human Rogue
2/2
Harbor Bandit gets +1/+1 as long as you control an Island.
{1}{U}: Harbor Bandit is unblockable this turn.
* Making Harbor Bandit unblockable after it's been blocked won't cause it to become unblocked.
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Harbor Serpent
{4}{U}{U}
Creature -- Serpent
5/5
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Harbor Serpent can't attack unless there are five or more Islands on the battlefield.
* The second ability checks how many Islands are on the battlefield (regardless of who controls them) only as attackers are declared. Once Harbor Serpent is declared as an attacker, it will continue to attack even if the number of Islands on the battlefield falls below five.
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Healer of the Pride
{3}{W}
Creature -- Cat Cleric
2/3
Whenever another creature enters the battlefield under your control, you gain 2 life.
* If Healer of the Pride enters the battlefield under your control at the same time as other creatures, its ability will trigger once for each of those creatures.
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Intrepid Hero
{2}{W}
Creature -- Human Soldier
1/1
{T}: Destroy target creature with power 4 or greater.
* The power of the creature is checked both when the ability is activated and when it tries to resolve. If the creature is an illegal target when the ability tries to resolve, the ability will be countered and its effect won't happen.
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Jace, Memory Adept
{3}{U}{U}
Planeswalker -- Jace
4
[+1]: Draw a card. Target player puts the top card of his or her library into his or her graveyard.
[0]: Target player puts the top ten cards of his or her library into his or her graveyard.
[-7]: Any number of target players each draw twenty cards.
* If you target yourself with Jace's first ability, you'll draw a card first, then put the top card of your library into your graveyard.
* If you activate Jace's first ability and the player is an illegal target when the ability tries to resolve, it will be countered and none of its effects will happen. You won't draw a card.
* If Jace's third ability causes a player to draw more cards than are left in his or her library, that player loses the game as a state-based action. If this ability causes all players to do this, the game is a draw.
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Jace's Phantasm
{U}
Creature -- Illusion
1/1
Flying
Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard.
* The last ability constantly monitors each opponent's graveyard to see if the bonus applies. If the stated condition becomes no longer true, the bonus immediately stops applying.
* In a multiplayer game, a single opponent must have ten or more cards in his or her graveyard for the bonus to apply, although this opponent may change over the course of the game. You don't have to pick a single opponent; the ability will monitor each opponent's graveyard.
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Kindled Fury
{R}
Instant
Target creature gets +1/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
* Giving a creature first strike after creatures with first strike deal combat damage doesn't prevent that creature from dealing combat damage.
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Krenko, Mob Boss
{2}{R}{R}
Legendary Creature -- Goblin Warrior
3/3
{T}: Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.
* The ability counts each Goblin you control, including Krenko itself, not just the tokens it creates.
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"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO
"I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
{2}{B}{B}
Planeswalker -- Liliana
3
[+1]: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.
[-3]: Target creature gets +X/+X or -X/-X until end of turn, where X is the number of Swamps you control.
[-6]: You get an emblem with "Swamps you control have '{T}: Add {B}{B}{B}{B} to your mana pool.'"
* You can activate Liliana's first ability even if your library contains no Swamp cards (or you don't want to find one). You'll still search your library and shuffle it.
* When you activate Liliana's second ability, you choose only the target creature. You choose whether that creature gets +X/+X or -X/-X when the ability resolves. The value of X is determined by the number of Swamps you control when the ability resolves.
* Liliana's emblem doesn't remove any other abilities of Swamps you control.
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Magmaquake
{X}{R}{R}
Instant
Magmaquake deals X damage to each creature without flying and each planeswalker.
* Magmaquake doesn't target any creature or planeswalker. For example, it will deal damage to a creature without flying that has hexproof.
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Mark of Mutiny
{2}{R}
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and {T} this turn.)
* You may target a creature you already control or one that is untapped.
* The +1/+1 counter remains on the creature after the control-changing effect ends.
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Mark of the Vampire
{3}{B}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
* Multiple instances of lifelink are redundant. If Mark of the Vampire enchants a creature that already has lifelink, damage that creature deals won't cause you to gain additional life.
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Mind Sculpt
{1}{U}
Sorcery
Target opponent puts the top seven cards of his or her library into his or her graveyard.
* You can cast Mind Sculpt no matter how many cards are in the opponent's library. If there are fewer than seven, the opponent will put all of them into his or her graveyard.
-----
Mindclaw Shaman
{4}{R}
Creature -- Viashino Shaman
2/2
When Mindclaw Shaman enters the battlefield, target opponent reveals his or her hand. You may cast an instant or sorcery card from it without paying its mana cost.
* Any player can respond to Mindclaw Shaman's triggered ability. However, once that ability starts resolving and the target opponent reveals his or her hand, players can't respond until after the ability finishes resolving. For example, the opponent can't cast the instant or sorcery card you choose to cast in order to stop you from casting it.
* You cast the card from the opponent's hand immediately. Ignore timing restrictions based on the card's type. Other timing restrictions, such as "Cast [this card] only during combat," must be followed.
* The card goes to its owner's graveyard after it resolves (or otherwise leaves the stack), not yours.
* If you can't cast any instant or sorcery card (perhaps because there are no legal targets available) or if you choose not to cast one, then Mindclaw Shaman's ability finishes resolving and the game moves on.
* If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
* If the card has X in its mana cost, you must choose 0 as its value.
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Mogg Flunkies
{1}{R}
Creature -- Goblin
3/3
Mogg Flunkies can't attack or block alone.
* Mogg Flunkies can be declared as an attacker only if another creature is declared as an attacker at the same time. Similarly, Mogg Flunkies can be declared as a blocker only if another creature is declared as a blocker at the same time.
* Two or more Mogg Flunkies can attack or block together.
* Although Mogg Flunkies can't attack alone, the other attacking creature(s) doesn't have to attack the same player or planeswalker. For example, Mogg Flunkies could attack an opponent and another creature could attack a planeswalker that opponent controls.
* In a Two-Headed Giant game (or in another format using the shared team turns option), Mogg Flunkies can attack or block with a creature controlled by your teammate, even if no other creatures you control are attacking or blocking.
-----
Mutilate
{2}{B}{B}
Sorcery
All creatures get -1/-1 until end of turn for each Swamp you control.
* The effect is based on the number of Swamps you control when Mutilate resolves. Only creatures on the battlefield at that time will be affected. The effect won't change later in the turn, even if the number of Swamps you control changes.
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Mwonvuli Beast Tracker
{1}{G}{G}
Creature -- Human Scout
2/1
When Mwonvuli Beast Tracker enters the battlefield, search your library for a creature card with deathtouch, hexproof, reach, or trample and reveal it. Shuffle your library and put that card on top of it.
* The creature card must have one of the listed abilities, not an ability that grants one of the listed abilities to the creature. For example, you couldn't put Prized Elephant, which has "{G}: Prized Elephant gains trample until end of turn," on top of your library this way.
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Nefarox, Overlord of Grixis
{4}{B}{B}
Legendary Creature -- Demon
5/5
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever Nefarox, Overlord of Grixis attacks alone, defending player sacrifices a creature.
* Nefarox's last ability will trigger and resolve before blockers are declared.
* In a Two-Headed Giant game, you'll choose one player on the defending team to sacrifice a creature.
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Nicol Bolas, Planeswalker
{4}{U}{B}{B}{R}
Planeswalker -- Bolas
5
[+3]: Destroy target noncreature permanent.
[-2]: Gain control of target creature.
[-9]: Nicol Bolas, Planeswalker deals 7 damage to target player. That player discards seven cards, then sacrifices seven permanents.
* The control-change effect has no duration. It will last until the affected creature leaves the battlefield or another player gains control of it.
* If the damage from Nicol Bolas's third ability is prevented or redirected, the rest of the effect will still happen. Specifically, the number of cards discarded and permanents sacrificed isn't tied to the amount of damage dealt.
* For the third ability, if the player is an illegal target when the ability tries to resolve, the ability is countered and none of its effects will happen. No damage will be dealt, no cards will be discarded, and no permanents will be sacrificed.
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Oblivion Ring
{2}{W}
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
* Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
* If Oblivion Ring leaves the battlefield before the first ability has resolved, the second ability will trigger and resolve while the first ability is still on the stack. The second ability won't do anything because there isn't an "exiled card" yet. Then, when the first ability resolves, it will exile the nonland permanent. Oblivion Ring has already left the battlefield at this point, so the nonland permanent card will have no way to return.
* If the exiled card is an Aura, that card's owner chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn't target anything, but the Aura's enchant ability defines what it can be attached to. If the Aura can't legally be attached to anything, it remains exiled.
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Odric, Master Tactician
{2}{W}{W}
Legendary Creature -- Human Soldier
3/4
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric, Master Tactician and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
* You can decide that a creature won't block.
* All blocking declarations must still be legal.
* If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player decides to not pay that cost, you must propose a new set of blocking creatures.
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Omniscience
{7}{U}{U}{U}
Enchantment
You may cast nonland cards from your hand without paying their mana costs.
* You must follow the normal timing restrictions of each nonland card you cast.
* If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
* If the card has X in its mana cost, you must choose 0 as its value.
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Phylactery Lich
{B}{B}{B}
Creature -- Zombie
5/5
As Phylactery Lich enters the battlefield, put a phylactery counter on an artifact you control.
Phylactery Lich is indestructible.
When you control no permanents with phylactery counters on them, sacrifice Phylactery Lich.
* Lethal damage, damage from a source with deathtouch, and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of reasons. The most likely reasons Phylactery Lich would be put into a graveyard are if it's sacrificed (perhaps due to its last ability), or if its toughness is 0 or less.
* Phylactery Lich's first ability doesn't target the artifact.
* If you control no artifacts as Phylactery Lich enters the battlefield, its first ability won't do anything. As soon as it enters the battlefield, its last ability will trigger (unless you control some other permanent with a phylactery counter on it) and you'll have to sacrifice it.
* If Phylactery Lich and an artifact are entering the battlefield under your control at the same time, you can't put a phylactery counter on that artifact. You must choose an artifact you control that's already on the battlefield.
* Phylactery Lich's last ability is a "state trigger." Once a state trigger triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.
* Phylactery Lich's last ability checks whether you control any permanents with phylactery counters on them, not whether you control any artifacts with phylactery counters on them. If an artifact with a phylactery counter on it somehow ceases to be an artifact, Phylactery Lich doesn't care.
* Phylactery Lich's last ability checks your permanents for any phylactery counters, not just the specific one that it caused you to put on an artifact. For example, say you put a phylactery counter on a Staff of Nin as Phylactery Lich enters the battlefield. Then you put a phylactery counter on a Jayemdae Tome as another Phylactery Lich enters the battlefield. Then Jayemdae Tome is destroyed. Since you still control the Staff of Nin, the last ability of neither Phylactery Lich triggers.
* The game continually checks whether you control a permanent with a phylactery counter on it. The moment you don't, Phylactery Lich's last ability triggers. The ability doesn't check again, so you'll have to sacrifice Phylactery Lich when it resolves even if you wind up controlling a permanent with a phylactery counter on it by then.
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Predatory Rampage
{3}{G}{G}
Sorcery
Creatures you control get +3/+3 until end of turn. Each creature your opponents control blocks this turn if able.
* Only creatures you control when Predatory Rampage resolves will get +3/+3. Creatures that enter the battlefield or that you gain control of later in the turn are unaffected.
* On the other hand, each creature your opponents control blocks if able, even if that creature wasn't on the battlefield or wasn't controlled by an opponent when Predatory Rampage resolved.
* Predatory Rampage doesn't force any creature to attack.
* Each creature controlled by an opponent blocks only if it's able to do so as the declare blockers step begins. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't block, or no creatures are attacking that player or a planeswalker controlled by that player, then it doesn't block. If there's a cost associated with having the creature block, the player isn't forced to pay that cost, so it doesn't block in that case either.
* Your opponent still chooses which attacking creature each creature he or she controls blocks.
* If there are multiple combat phases in a turn, each affected creature must block only in the first one in which it's able to.
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Prey Upon
{G}
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
* If either or both targets are illegal when Prey Upon tries to resolve, no creature will deal or be dealt damage.
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Primal Clay
{4}
Artifact Creature -- Shapeshifter
*/*
As Primal Clay enters the battlefield, it becomes your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Wall artifact creature with defender in addition to its other types. (A creature with defender can't attack.)
* In zones other than the battlefield, Primal Clay is 0/0.
* If another permanent enters the battlefield as a copy of Primal Clay, the controller of that permanent will get to make a new choice. The copy won't necessarily have the same power, toughness, and abilities as the original.
* If a creature that's already on the battlefield becomes a copy of Primal Clay, it copies the power, toughness, and abilities that were chosen for Primal Clay when it entered the battlefield.
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Primordial Hydra
{X}{G}{G}
Creature -- Hydra
0/0
Primordial Hydra enters the battlefield with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Primordial Hydra.
Primordial Hydra has trample as long as it has ten or more +1/+1 counters on it.
* Consider only the number of +1/+1 counters on Primordial Hydra when determining if it has trample, not its power and toughness. For example, a Primordial Hydra with six +1/+1 counters on it that's been the target of Titanic Growth (giving it +4/+4) would not have trample.
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Public Execution
{5}{B}
Instant
Destroy target creature an opponent controls. Each other creature that player controls gets -2/-0 until end of turn.
* Only creatures controlled by the player when Public Execution resolves will get -2/-0. Creatures that enter the battlefield under that player's control or that the player gains control of later in the turn are unaffected.
* Public Execution targets only the creature it destroys. If that creature is an illegal target when Public Execution tries to resolve, it will be countered and none of its effects will happen. No creature will get -2/-0.
* If the target creature regenerates or is indestructible, each other creature controlled by that creature's controller will still get -2/-0.
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Quirion Dryad
{1}{G}
Creature -- Dryad
1/1
Whenever you cast a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad.
* Quirion Dryad's ability will trigger only once per spell you cast, as long as that spell is at least one of the listed colors.
* Quirion Dryad's ability will trigger if you cast a spell that's green and at least one of the listed colors.
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Rancor
{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
* If the target of Rancor when it's cast as a spell is an illegal target when Rancor tries to resolve, Rancor will be countered and put into its owner's graveyard. It won't return to its owner's hand.
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Reckless Brute
{2}{R}
Creature -- Ogre Warrior
3/1
Haste (This creature can attack and {T} as soon as it comes under your control.)
Reckless Brute attacks each turn if able.
* Reckless Brute attacks only if it's able to do so as the declare attackers step begins. If, at that time, it's tapped, it's affected by a spell or ability that says it can't attack, then it doesn't attack. If there's a cost associated with having it attack, you're not forced to pay that cost, so it doesn't attack in that case either.
* You choose which player or planeswalker Reckless Brute attacks.
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Redirect
{U}{U}
Instant
You may choose new targets for target spell.
* You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
* If the targeted spell is modal (that is, it says "Choose one --" or the like), you can't choose a different mode.
* If you cast Redirect targeting a spell that targets a spell on the stack (like Negate does, for example), you can't change that spell's target to itself. You can, however, change that spell's target to Redirect. If you do, that spell will be countered when it tries to resolve because Redirect will have left the stack by then.
* Redirect can target any spell, not just an instant or sorcery spell. For example, you could use it to change the target of an Aura spell. However, if the targeted spell has no targets (for example, if it's an instant or sorcery spell that doesn't specifically use the word "target," or if it's a creature spell), Redirect won't have any effect on it.
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Reliquary Tower
Land
You have no maximum hand size.
{T}: Add {1} to your mana pool.
* If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter the battlefield in the opposite order, your maximum hand size would be two.
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Reverberate
{R}{R}
Instant
Copy target instant or sorcery spell. You may choose new targets for the copy.
* Reverberate can target (and copy) any instant or sorcery spell, not just one with targets. It doesn't matter who controls it.
* When Reverberate resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities. The copy resolves before the original spell.
* The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
* If the spell Reverberate copies is modal (that is, it says "Choose one --" or the like), the copy will have the same mode. You can't choose a different one.
* If the spell Reverberate copies has an X whose value was determined as it was cast (like Magmaquake does), the copy has the same value of X.
* You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if a player sacrifices a 3/3 creature to cast Fling, and you copy it with Reverberate, the copy of Fling will also deal 3 damage to its target.
* If the copy says that it affects "you," it affects the controller of the copy, not the controller of the original spell. Similarly, if the copy says that it affects an "opponent," it affects an opponent of the copy's controller, not an opponent of the original spell's controller.
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Rewind
{2}{U}{U}
Instant
Counter target spell. Untap up to four lands.
* Rewind targets only a spell. It doesn't target any lands. The lands are chosen on resolution. It doesn't matter who controls the lands.
* When Rewind resolves, you choose up to four lands and those lands untap once. You can't choose one land and have it untap four times, for example.
* If the spell is an illegal target when Rewind tries to resolve, perhaps because it was countered by another spell or ability, Rewind will be countered and none of its effects will happen. You won't untap any lands.
* If Rewind resolves but the target spell can't be countered, you'll still untap lands.
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Rhox Faithmender
{3}{W}
Creature -- Rhino Monk
1/5
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
If you would gain life, you gain twice that much life instead.
* If you control two Rhox Faithmenders, life you gain will be multiplied by four. Three Rhox Faithmenders will multiply any life gain by eight, and so on.
* If an effect sets your life total to a specific number, and that number is higher than your current life total, the effect will cause you to gain life equal to the difference. Rhox Faithmender will then double that number. For example, if you have 3 life and an effect says that your life total "becomes 10," your life total will actually become 17.
* In a Two-Headed Giant game, only Rhox Faithmender's controller is affected by it. If that player's teammate gains life, Rhox Faithmender will have no effect, even when that life gain is applied to the shared team life total.
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Rise from the Grave
{4}{B}
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
* Rise from the Grave doesn't overwrite any existing colors or types. If the creature was colorless, it will become black.
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Roaring Primadox
{3}{G}
Creature -- Beast
4/4
At the beginning of your upkeep, return a creature you control to its owner's hand.
* Roaring Primadox's ability is mandatory. When it resolves, if Roaring Primadox is the only creature you control, you must return it to its owner's hand.
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Rummaging Goblin
{2}{R}
Creature -- Goblin Rogue
1/1
{T}, Discard a card: Draw a card.
* Discarding a card is part of the cost to activate Rummaging Goblin's ability. If you don't have a card in your hand, you can't pay this part of the cost and you can't activate the ability.
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Safe Passage
{2}{W}
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
* Safe Passage prevents all damage, not just combat damage.
* Safe Passage will prevent damage dealt to creatures that weren't on the battlefield or weren't under your control when Safe Passage resolved.
* Safe Passage doesn't prevent damage that would be dealt to planeswalkers you control. Although it can't prevent combat damage that would be dealt to your planeswalkers, it can still prevent noncombat damage that your opponent could redirect from you to one of your planeswalkers. If you apply Safe Passage's prevention effect first, there won't be any damage to redirect.
* Safe Passage has no effect on damage that's already been dealt.
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Sands of Delirium
{3}
Artifact
{X}, {T}: Target player puts the top X cards of his or her library into his or her graveyard.
* If the player has fewer than X cards in his or her library, he or she puts all of them into his or her graveyard.
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Scroll Thief
{2}{U}
Creature -- Merfolk Rogue
1/3
Whenever Scroll Thief deals combat damage to a player, draw a card.
* The ability triggers just once each time Scroll Thief deals combat damage to a player, regardless of how much damage it deals.
* The ability is mandatory. You must draw a card when it resolves.
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Serra Avatar
{4}{W}{W}{W}
Creature -- Avatar
*/*
Serra Avatar's power and toughness are each equal to your life total.
When Serra Avatar is put into a graveyard from anywhere, shuffle it into its owner's library.
* Serra Avatar's power and toughness are constantly updated as your life total changes.
* The ability that defines Serra Avatar's power and toughness works in all zones, not just the battlefield.
* If Serra Avatar is no longer in your graveyard when its triggered ability resolves, you won't shuffle your library.
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Serra Avenger
{W}{W}
Creature -- Angel
3/3
You can't cast Serra Avenger during your first, second, or third turns of the game.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
* You can cast Serra Avenger during your opponent's first, second, or third turns of the game if another effect (such as Alchemist's Refuge) allows that.
* Serra Avenger cares about how many turns you have taken, not necessarily how many turns the game has had, in case you take an extra turn.
* If the game is restarted (by Karn Liberated), you can't cast Serra Avenger in your first, second, or third turn in the new game.
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Shimian Specter
{2}{B}{B}
Creature -- Specter
2/2
Flying
Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles his or her library.
* The cards you're searching for must be found and exiled if they're in the graveyard because it's a public zone. Finding those cards in the hand and library is optional, because those zones are hidden (even if the hand is temporarily revealed).
* If the player has no nonland cards in his or her hand, you can still search that player's library and have him or her shuffle it.
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Sleep
{2}{U}{U}
Sorcery
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
* The second part of Sleep's effect affects all creatures the targeted player controls as Sleep resolves, not just the ones that Sleep actually caused to become tapped.
* Sleep tracks both the player and the creatures. If one of the creatures controlled by the targeted player as Sleep resolves changes controllers, the creature will untap as normal during its new controller's next untap step.
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Slumbering Dragon
{R}
Creature -- Dragon
3/3
Flying
Slumbering Dragon can't attack or block unless it has five or more +1/+1 counters on it.
Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on Slumbering Dragon.
* Slumbering Dragon's second ability counts all +1/+1 counters on it, not just the ones added by its third ability.
* The +1/+1 counter is put on Slumbering Dragon before blockers are declared. This may allow Slumbering Dragon to "wake up" and block the creature that attacked and caused its ability to trigger.
* Slumbering Dragon's third ability will trigger once for each creature that attacks you or a planeswalker you control.
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Spelltwine
{5}{U}
Sorcery
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
* Spelltwine has two targets: the instant or sorcery card in your graveyard and the one in an opponent's graveyard. You can't cast Spelltwine unless you can choose both legal targets.
* If one of Spelltwine's targets is illegal when Spelltwine tries to resolve, you'll still exile and copy the remaining legal target.
* The copies are created in exile and cast from exile. The cards remain exiled.
* You can cast the copies in either order.
* The copy you cast first will already be on the stack when you cast the other copy. If that spell targets a spell, you may choose the first copy as a legal target.
* If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
* If the card has X in its mana cost, you must choose 0 as its value.
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Sphinx of Uthuun
{5}{U}{U}
Creature -- Sphinx
5/6
Flying
When Sphinx of Uthuun enters the battlefield, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
* You (not your opponent) choose which pile to put into your hand and which to put into your graveyard.
* A pile can have no cards in it. In this case, you'll choose whether to put all the revealed cards into your hand or into your graveyard.
* If your library has fewer than five cards, you'll reveal all the cards in it, then your opponent will separate them into two piles.
* In multiplayer games, you choose an opponent to separate the cards when the ability resolves. This doesn't target that opponent. Because the cards are revealed, all players may see the cards and offer opinions.
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Stormtide Leviathan
{5}{U}{U}{U}
Creature -- Leviathan
8/8
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can't attack.
* Stormtide Leviathan's second ability causes each land on the battlefield to have the land type Island. Each land has the ability to tap to add {U} to its controller's mana pool. This effect doesn't change anything else about those lands, including their names, other subtypes, other abilities, or whether they're legendary, basic, or snow.
* Stormtide Leviathan's third ability affects all creatures with neither flying nor islandwalk, regardless of who controls them. They can't attack any player or planeswalker.
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Sublime Archangel
{2}{W}{W}
Creature -- Angel
4/3
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
* Whenever a creature you control attacks alone, count the number of instances of exalted among permanents you control. After those abilities resolve, that's how many times the creature will get +1/+1.
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Switcheroo
{4}{U}
Sorcery
Exchange control of two target creatures.
* If one of the target creatures is an illegal target when Switcheroo resolves, the exchange won't happen. If both creatures are illegal targets, Switcheroo will be countered.
* You don't have to control either target.
* If the same player controls both creatures when Switcheroo resolves, nothing happens.
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Talrand, Sky Summoner
{2}{U}{U}
Legendary Creature -- Merfolk Wizard
2/2
Whenever you cast an instant or sorcery spell, put a 2/2 blue Drake creature token with flying onto the battlefield.
* You'll put the Drake token onto the battlefield before the spell that caused the ability to trigger resolves. However, that Drake token isn't on the battlefield when you choose targets for that spell.
* The ability will still resolve if the instant or sorcery spell gets countered.
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Thragtusk
{4}{G}
Creature -- Beast
5/3
When Thragtusk enters the battlefield, you gain 5 life.
When Thragtusk leaves the battlefield, put a 3/3 green Beast creature token onto the battlefield.
* Thragtusk's second ability will trigger no matter what zone Thragtusk goes to.
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Thundermaw Hellkite
{3}{R}{R}
Creature -- Dragon
5/5
Flying
Haste (This creature can attack and {T} as soon as it comes under your control.)
When Thundermaw Hellkite enters the battlefield, it deals 1 damage to each creature with flying your opponents control. Tap those creatures.
* Thundermaw Hellkite will deal 1 damage to each creature with flying your opponents control whether those creatures are tapped or untapped.
* If the damage that would be dealt to a creature with flying is prevented, that creature will still be tapped. If that damage is redirected to another creature, the creature with flying will be tapped, not necessarily the creature that ultimately was dealt damage.
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Touch of the Eternal
{5}{W}{W}
Enchantment
At the beginning of your upkeep, count the number of permanents you control. Your life total becomes that number.
* This change of life total counts as life gain or life loss, as appropriate. Other effects that interact with life gain or life loss will interact with this effect accordingly.
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Turn to Slag
{3}{R}{R}
Sorcery
Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature.
* You may target any creature, not just one with Equipment attached to it. The target creature will still be dealt damage even if no Equipment is attached to it.
* If the target creature is an illegal target when Turn to Slag tries to resolve, Turn to Slag will be countered and none of its effects will happen. No damage will be dealt and no Equipment will be destroyed.
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Vampire Nocturnus
{1}{B}{B}{B}
Creature -- Vampire
3/3
Play with the top card of your library revealed.
As long as the top card of your library is black, Vampire Nocturnus and other Vampire creatures you control get +2/+1 and have flying.
* If an effect tells you to draw several cards, reveal each one before you draw it.
* If the top card of your library changes during the process of casting a spell or activating an ability, the new top card won't be revealed until the process of casting the spell or activating the ability ends (all targets are chosen, all costs are paid, and so on).
* To work as an evasion ability, an attacking creature must already have flying when the declare blockers step begins. Once a creature has become blocked, giving it flying won't change that.
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Veilborn Ghoul
{4}{B}
Creature -- Zombie
4/1
Veilborn Ghoul can't block.
Whenever a Swamp enters the battlefield under your control, you may return Veilborn Ghoul from your graveyard to your hand.
* Veilborn Ghoul's ability triggers only if it's in your graveyard at the moment the Swamp enters the battlefield.
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Vile Rebirth
{B}
Instant
Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield.
* If the creature card is an illegal target when Vile Rebirth tries to resolve, it will be countered and none of its effects will happen. You won't put a Zombie token onto the battlefield.
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Void Stalker
{1}{U}
Creature -- Elemental
2/1
{2}{U}, {T}: Put Void Stalker and target creature on top of their owners' libraries, then those players shuffle their libraries.
* You can activate Void Stalker's ability targeting a creature you control, including Void Stalker itself. In that case, only you will shuffle your library.
* If the target creature is an illegal target when the ability tries to resolve, it will be countered and none of its effects will happen. No creature will leave the battlefield and no library will be shuffled.
* If Void Stalker leaves the battlefield before its ability resolves, the target creature will be shuffled into its owner's library but Void Stalker will remain wherever it is.
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War Falcon
{W}
Creature -- Bird
2/1
Flying
War Falcon can't attack unless you control a Knight or a Soldier.
* To attack with War Falcon, you must control a Knight or a Soldier when you declare attackers. Once War Falcon is attacking, it won't be removed from combat if at any point you no longer control a Knight or Soldier.
* If an effect makes War Falcon a Knight or a Soldier, it will be able to attack even if it's the only creature you control.
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War Priest of Thune
{1}{W}
Creature -- Human Cleric
2/2
When War Priest of Thune enters the battlefield, you may destroy target enchantment.
* Unlike Acidic Slime's ability, War Priest of Thune's ability is not mandatory. If you're the only player who controls an enchantment, you must target one of them, but you don't have to destroy it.
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Wild Guess
{R}{R}
Sorcery
As an additional cost to cast Wild Guess, discard a card.
Draw two cards.
* Because discarding a card is an additional cost, you can't cast Wild Guess if you have no other cards in hand.
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Worldfire
{6}{R}{R}{R}
Sorcery
Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
* These actions are performed in order, but no triggered abilities resolve in between them and no player may cast spells or activate abilities in between them. This means that if a permanent's ability triggers on a player losing life, that permanent will be exiled first and won't be on the battlefield when your life total becomes 1. Leaves-the-battlefield triggers won't resolve until you're done resolving Worldfire entirely.
* If your life total is greater than 1 when Worldfire resolves, the change in life total will count as life loss. Other effects that interact with life loss will interact with this effect accordingly.
* Worldfire won't be exiled. It will go to your graveyard as the final part of its resolution.
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Xathrid Gorgon
{5}{B}
Creature -- Gorgon
3/6
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
{2}{B}, {T}: Put a petrification counter on target creature. It gains defender and becomes a colorless artifact in addition to its other types. Its activated abilities can't be activated. (A creature with defender can't attack.)
* The effects of Xathrid Gorgon's ability don't depend on the petrification counter. If that counter is removed, the creature remains a colorless artifact with defender, and so on.
* An activated ability is one with a cost and effect separated with a colon (:). Some keywords are also activated abilities.
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Yeva, Nature's Herald
{2}{G}{G}
Legendary Creature -- Elf Shaman
4/4
Flash (You may cast this spell any time you could cast an instant.)
You may cast green creature cards as though they had flash.
* You still pay the costs for green creature cards you cast.
* Yeva's ability applies to green creature cards in any zone, provided something is allowing you to cast them. For example, if the top card of your library is a green creature card and you control Garruk's Horde, you can cast that card as though it had flash.
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Yeva's Forcemage
{2}{G}
Creature -- Elf Shaman
2/2
When Yeva's Forcemage enters the battlefield, target creature gets +2/+2 until end of turn.
* Yeva's Forcemage's ability is mandatory, although you can choose Yeva's Forcemage as the target.
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"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO
"I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.