2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Leaving out information
    The topic is fine, but it's turning into story-time, so I'm going to lock it before anyone dives into wild spam. :/
    Posted in: Magic Rulings Archives
  • posted a message on M13 FAQ & Update Bulletin
    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. (C)2012 Wizards.
    Posted in: FAQ & Guidelines
  • posted a message on M13 FAQ & Update Bulletin
    _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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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).
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.)
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----

    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.
    -----
    Posted in: FAQ & Guidelines
  • posted a message on M13 FAQ & Update Bulletin
    Update bulletin: Here!

    The FAQ appears below.
    Posted in: FAQ & Guidelines
  • posted a message on blood moon for novices
    And with that bit of "hey, random thing I know!" spam out of the way, lock time. :/
    Posted in: Magic Rulings Archives
  • posted a message on Pillar of Flame vs Regeneration
    The Bats will regenerate. Replacement effects are not triggers. Destruction and the result of destruction are not the same thing anymore than damage and the result of damage are. Thread closed.

    Quote from Atreides
    If we apply fisrt the regeneration replacement effect, then pillar of flames replacement effect is no longer applicable.

    But if we apply pillar of flames replacement effect first, then regeneration is still applicable (since the creature is still being destroyed).


    This is the correct answer and for the correct reason. "Wrapper theory" for those who care.
    Posted in: Magic Rulings Archives
  • posted a message on Closure of the Gutter
    Quote from Leyasu
    Again, ive provided the gurantee that it will not used as a weapon as long as everyone works in good faith, and those who do not are dealt with professionally.

    You can't make that guarantee for everyone.
    Posted in: Community Discussion
  • posted a message on Closure of the Gutter
    Quote from YamahaR1
    I did suspect, as alot of times I have to refresh the page 4-5 times to get past advertisements but who knows. I'll assume its just my browser. lolol.


    I get that on my phone, but not the desktop (logged in as me on both) - our advertisers just really, really suck with "hey let's put some malware in our ads!" :/
    Posted in: Community Discussion
  • posted a message on Cards that elude you
    When I started playing, I bought far too many 5ED packs in search of the last rare to complete my set: Lhurgoyf! Took a lot of packs, but finally got one, and happy day.

    Then I realized 5ED all sucks. ;/
    Posted in: Magic General
  • posted a message on Planechase 2012 FAQ
    _Planechase_(TM) (2012 Edition) Frequently Asked Questions
    Compiled by Matt Tabak, with contributions from Laurie Cheers, Eli Shiffrin, and Thijs van Ommen
    Document last modified May 21, 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 this release, including an overview of the Planechase variant and notes on returning keyword mechanics. Players familiar with Planechase may not need to read this section in its entirety.

    The second section ("Card-Specific Notes") contains answers to the most important, most common, and most confusing questions players might ask about the new cards in this set, including the new traditional _Magic_ cards, the new plane cards, and the phenomenon cards. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed.
    -----

    GENERAL NOTES

    ***Release Information***

    The _Planechase_ (2012 Edition) release consists of four different game packs: "Chaos Reigns," "Night of the Ninja," "Primordial Hunger," and "Savage Auras." Each game pack contains a 60-card traditional _Magic_ deck, a 10-card planar deck consisting of 8 plane cards and 2 phenomenon cards, and a six-sided planar die.

    The planar die is a specialized six-sided die. One side features the planeswalker symbol {PW}. One side features the chaos symbol {C}. The other four sides are blank.

    The _Planechase_ (2012 Edition) release contains a total of 32 different plane cards and 8 different phenomenon cards. In addition, a promotional plane card (Stairs to Infinity) will be distributed at events in local stores (while supplies last); this card is not found in any game pack. Go to <www.wizards.com/locator> to find an event or store near you.

    There are also 21 new traditional _Magic_ cards found in the _Planechase_ (2012 Edition) release. Each game pack has six new cards by name, although some new cards may appear more than once in the game pack. These cards are legal for play in the Vintage and Legacy formats. They aren't legal for play in the Standard, Modern, or Extended formats.

    The other traditional cards in the _Planechase_ decks are legal for play in any format that already allows those cards. That is, appearing in this product doesn't change a card's legality in any format.

    For more information on _Magic_ formats, please visit <www.wizards.com/MagicFormats>. For information about the format legality of a specific card, please visit <http://gatherer.wizards.com>, search for the card, then check the "Legality" tab.
    -----

    ***Planechase***

    Planechase is a casual variant in which plane cards and new phenomenon cards add additional abilities and excitement to the game. A Planechase game is best as a Free-for-All multiplayer game with 3-6 people, although it can be enjoyed as a two-player game as well. You win the game when all of your opponents have been eliminated!

    Plane cards and phenomenon cards are oversized _Magic_ cards that feature the "Planechase" back (as opposed to the "Deckmaster" back). Each plane card represents a place in the _Magic_ Multiverse, and each phenomenon card represents a hazard one may encounter when traveling between them.

    You can play with your planar deck right out of the box. If you choose to customize your planar deck, you'll need to follow these three rules:
    -- Your planar deck must have at least 10 cards in it, including plane cards and phenomenon cards.
    -- No more than two cards in your planar deck can be phenomenon cards.
    -- No two cards in your planar deck can have the same name.

    _Planechase_ (2009 Edition) plane cards and older promotional planes are compatible with this new release.

    ***Setup***

    Each player will need a traditional deck (made of normal _Magic_ cards), as well as a planar deck (made of plane cards and phenomenon cards). Each player should shuffle his or her traditional deck (as usual), as well as his or her planar deck. The game also needs one planar die. If each player has a Planechase game pack, you're good to go!

    After you randomly decide who will go first, each player draws a hand of seven cards like normal. Players may take mulligans. In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of seven cards rather than six cards. Subsequent hands decrease by one card as normal.

    Once everyone has kept an opening hand, the player who will go first turns the top card of his or her planar deck face up. If it's a phenomenon card, that player should put it on the bottom of his or her planar deck and try again. (It will have no effect because the first turn hasn't started yet.) Once a plane card is turned face up, that's the starting plane. Any abilities
    that trigger "when you planeswalk to" that plane won't trigger. Then the first turn begins.

    ***Using Your Planar Deck***

    Planar decks start the game in the command zone, a game zone used for objects that affect the game but aren't permanents. They remain there throughout the game. Nothing can destroy or otherwise affect them. Keep your planar deck in its own face-down pile. Planar decks are shuffled at the beginning of the game, then you can't look at or rearrange the cards in them (unless an effect allows you to do so).

    At any given time, the game has one face-up plane whose abilities affect the game or one face-up phenomenon that's being encountered. If an ability of the plane or phenomenon says "you" on it, "you" refers to the player who's taking the current turn. The player who's taking the current turn is considered to be the controller of that face-up card, regardless of who owns it.

    The controller of a face-up plane or phenomenon card is the player designated as the "planar controller." Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until he or she leaves the game or a different player becomes the active player, whichever comes first.

    If the planar controller leaves the game while the ability of a phenomenon is on the stack, the new planar controller will gain control of that ability.

    * Control of the face-up plane will rotate around the table. If an ability of a plane refers to "you," it's referring to whoever the plane's controller is at the time, not to the player that started the game with that plane card in his or her deck. Many abilities of plane cards affect all players, while many others affect only the planar controller, so read each ability carefully.

    During your turn, any time you could cast a sorcery, you may roll the planar die. You can do this multiple times in the same turn. To roll the die, you must pay an amount of mana equal to the number of times you've already rolled the die this turn. So the first roll is free, the second roll costs {1}, the third roll costs {2}, and so on. Rolling the planar die doesn't use the stack. It just happens. However, any abilities that trigger due to the roll's results do use the stack.

    Rolling the planar die could have three results:
    -- If you roll a blank face, nothing happens.
    -- If you roll the chaos symbol ({C}), the face-up plane card's chaos ability triggers; it's the ability that starts "Whenever you roll {C}." Players may cast instants and activate abilities before it resolves.
    -- If you roll the Planeswalker symbol ({PW}), the face-up planar card's unwritten "planeswalking ability" triggers: a plane card is treated as if its text box included "When you roll {PW}, put this card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up." Players may cast instants and activate abilities before the planeswalking ability resolves. When it resolves, the face-up plane card is put on the bottom of its owner's planar deck, then you turn the top card of your planar deck face up. What happens next depends on whether the card is a plane or a phenomenon.

    ***Planeswalking to a Plane***

    After the game has started, any time a player turns the top card of his or her planar deck face up, that player has "planeswalked." This could be as the result of a "planeswalking ability," the result of encountering a phenomenon, or because the owner of the face-up plane card left the game. Effects that last until a player planeswalks end. Abilities that trigger whenever a player planeswalks trigger.

    A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

    Some abilities of plane cards refer to the plane a player planeswalks to or from. A plane card that's turned face up is the plane the player planeswalks to. A plane card that's turned face down, or that left the game, is the plane the player planeswalks away from.

    Plane cards have no mana cost. They can't be cast as spells. They're all colorless.

    ***Encountering a Phenomenon***

    Each phenomenon card has a triggered ability that triggers when you "encounter" it, meaning when you move that card off the planar deck and turn it face up. When such an ability triggers, it's put on the stack, then players may respond by casting spells and activating abilities.

    To resolve the triggered ability of a phenomenon card, the player who encountered that phenomenon performs its instructions and then planeswalks. To planeswalk, the player puts the face-up phenomenon card on the bottom of its owner's planar deck face down, then moves the top card of his or her planar deck off that planar deck and turns it face up. Planeswalking after encountering a phenomenon works the same way as planeswalking by rolling the planar die.

    If a face-up phenomenon card's "When you encounter" ability is neither on the stack nor waiting to be put on the stack (because it's been countered or otherwise left the stack without resolving), the planar controller planeswalks. This is a state-based action.

    Phenomenon cards have no mana cost. They can't be cast as spells. They're all colorless.

    ***Additional Triggered Abilities***

    Any abilities that trigger "when you planeswalk to" or "when you planeswalk away from" a plane are both put on the stack after you finish planeswalking. Similarly, abilities that trigger when you encounter a phenomenon are put on the stack after you finish planeswalking. If there are multiple such abilities, the planar controller determines the order in which they are put onto the stack. For example, say the game is on Norn's Dominion and you (the planar controller) planeswalk to Reality Shaping. The abilities of both those cards will be put on the stack in an order of your choice after you finish planeswalking to Reality Shaping. If you resolve Reality Shaping's ability first, you will planeswalk to the next card in the planar deck. If that card is a phenomenon, its encounter ability will trigger and resolve before the ability of Norn's Dominion ability. If it's a plane card, the game will be on that plane when Norn's Dominion’s ability resolves.

    ***Leaving the Game***

    Unlike in a two-player game, a multiplayer game continues after a player leaves the game (because that player lost the game or conceded).

    * When a player leaves the game, all objects owned by that player leave the game. If that includes the face-up plane or phenomenon card, the planar controller turns the top card of his or her planar deck face up immediately.

    * If that player controlled any abilities or copies of spells that were waiting to resolve, they cease to exist. If there's a "planeswalking ability" from the previous plane card on the stack, that ability ceases to exist. (If there's a {C} ability from the previous plane card or an ability from a phenomenon card on the stack, that ability will resolve as normal.)

    * If that player controlled any permanents owned by another player, the effects that gave control of them to the player who left end. If that doesn't give control of them to a different player (perhaps because they entered the battlefield under the control of the player who left), they're exiled.

    * If the player who left was taking his or her turn, that turn continues to its completion even though that player is now gone.
    -----

    ***Optional Rule: Single Planar Deck***

    As an alternative option, a Planechase game may be played with just a single communal planar deck.

    * The number of cards in a single planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can't contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.

    * In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all the plane cards. That means ownership of the planes changes each turn just like control does. That also means that no plane cards will leave the game when a player leaves the game.

    * If any rule or ability refers to a player's planar deck, the communal planar deck is used.
    -----

    ***Returning Keyword: Cascade***

    Cascade is a keyword that sometimes allows you to cast a bonus spell. Cascade originally appeared in the _Alara Reborn_(R) set.

    Shardless Agent
    {1}{G}{U}
    Artifact Creature -- Human Rogue
    2/2
    Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

    The official rules for cascade are as follows:

    702.83. Cascade

    702.83a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. "Cascade" means "When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell's converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren't cast on the bottom of your library in a random order."

    702.83b If a spell has multiple instances of cascade, each triggers separately.

    * Cascade triggers when the spell is cast, not when it resolves.

    * Here's the timing for cascade:
    1) You cast a spell with cascade.
    2) The cascade ability triggers and goes on the stack on top of the original spell.
    3) The cascade ability resolves. If you find an applicable card that you'd like to cast, you do so.
    4) The spell you cast as a result of the cascade ability resolves.
    5) The original spell resolves.

    * Most of cascade is mandatory. You must exile cards from the top of your library, even if you know that you won't exile anything you want to cast. Whether or not to cast the last card you exile is optional.

    * The spell you cast as a result of the cascade ability resolves before the original spell. If you cast a creature spell with cascade and then cast an Aura as the result of the cascade ability, you can't enchant that creature with it because the creature spell hasn't resolved yet.

    * Cascade won't trigger if you copy a spell with cascade on the stack (due to Twincast, for example). That's because you didn't cast the copy.

    * Countering the original spell doesn't counter the cascade ability.

    * Since cascade is a triggered ability, anything that interacts with a triggered ability (such as Stifle) will interact with cascade.

    * All players can see the cards you exile as the cascade ability resolves.

    * If you exile a split card this way, check if at least one half of that split card has a converted mana cost that's less than the converted mana cost of the spell with cascade. If so, you can cast either half of that split card.

    * If you cast a card this way, you cast it as part of the resolution of the cascade ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other restrictions (such as "Cast [this card] only before attackers are declared") are not.

    * A spell cast as part of the resolution of cascade is cast from exile, not from your library.

    * If you cast a card "without paying its mana cost," you can't pay any alternative costs, such as evoke or the alternative cost provided by the morph ability. If it has {X} in its mana cost, X must be 0. However, you can pay optional additional costs, such as kicker, and you must still pay mandatory additional costs, such as the one on Fling.

    * If you cast a card this way, you're casting it as a spell. It can be countered. If you cast another card with cascade this way, the new spell's cascade ability will trigger, and you'll repeat the process for the new spell.

    * After you cast an applicable card, you randomly rearrange the other cards exiled this way and put them on the bottom of your library. Neither you nor any other player sees the order of those cards.

    * If you don't want to cast the applicable card you exile with the cascade ability, you don't have to. Include it with the other cards exiled this way when you randomly rearrange them and put them on the bottom of your library. The same is true for an applicable card that you can't cast (because there are no legal targets, for example).

    * If you cast a spell with cascade and there are no nonland cards in your library with a converted mana cost that's less than that spell's converted mana cost, you'll exile your entire library. Then you'll randomly rearrange those cards and put them back as your library. Although you're essentially shuffling those cards, you're not technically doing so; abilities that trigger whenever you shuffle your library won't trigger.
    -----

    ***Returning Keyword: Devour***

    Devour is a keyword that allows predators to grow in size by preying upon other creatures. Devour originally appeared in the _Shards of Alara_(R) block.

    Thorn-Thrash Viashino
    {3}{R}
    Creature -- Viashino Warrior
    2/2
    Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.)
    {G}: Thorn-Thrash Viashino gains trample until end of turn.

    The official rules for devour are as follows:

    702.80. Devour

    702.80a Devour is a static ability. "Devour N" means "As this object enters the battlefield, you may sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters on it for each creature sacrificed this way."

    702.80b Some objects have abilities that refer to the number of creatures the permanent devoured. "It devoured" means "sacrificed as a result of its devour ability as it entered the battlefield."

    * Devour appears only on creature cards.

    * A creature with devour can devour other creatures no matter how it enters the battlefield.

    * You may choose to not sacrifice any creatures.

    * If you cast a creature with devour as a spell, you choose how many and which creatures to devour as part of the resolution of that spell. (It can't be countered at this point.) The same is true of a spell or ability that lets you put a creature with devour onto the battlefield.

    * You may sacrifice only creatures that are already on the battlefield. If a creature with devour and another creature are entering the battlefield under your control at the same time, the creature with devour can't devour that other creature. A creature with devour also can't devour itself.

    * If multiple creatures with devour are entering the battlefield under your control at the same time, you may use each one's devour ability. A creature you already control can be devoured by only one of them, however. (In other words, you can't sacrifice the same creature to satisfy multiple devour abilities.) All creatures devoured this way are sacrificed at the same time.
    -----

    ***Returning Keyword: Ninjutsu***

    The deadly Ninja practice the art of ninjutsu, appearing as from thin air to land a devastating attack. Ninjutsu originally appeared in the _Betrayers of Kamigawa_(TM) set.

    Ninja of the Deep Hours
    {3}{U}
    Creature -- Human Ninja
    2/2
    Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
    Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card.

    The official rules for ninjutsu are as follows:

    702.47. Ninjutsu

    702.47a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player's hand. "Ninjutsu [cost]" means "[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner's hand: Put this card onto the battlefield from your hand tapped and attacking."

    702.47b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.

    702.47c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player or planeswalker as the creature that was returned to its owner's hand.

    * The ninjutsu ability can be activated during the declare blockers, combat damage, or end of combat steps if you have an unblocked attacking creature.

    * Activating the ninjutsu ability during the declare blockers step allows the Ninja to deal combat damage. Using ninjutsu during the combat damage or end of combat steps will mean the unblocked attacking creature is dealing combat damage.

    * The Ninja will be attacking the same player or planeswalker the original attacking creature was attacking. This is a rule specific to ninjutsu; in other cases, the controller of a creature put onto the battlefield attacking chooses which player or planeswalker it attacks.

    * Although the Ninja is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).

    * The Ninja should be revealed while announcing the ability, but it doesn't leave your hand until the ability resolves.
    -----

    ***Returning Keyword: Totem Armor***

    Totem armor is a keyword found on Auras that can save the permanents they're enchanting from being destroyed. Totem armor originally appeared in the _Rise of the Eldrazi_(R) set.

    Indrik Umbra
    {4}{G}{W}
    Enchantment -- Aura
    Enchant creature
    Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so.
    Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

    The official rules for totem armor are as follows:

    702.86. Totem armor

    702.86a Totem armor is a static ability that appears on some Auras. "Totem armor" means "If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura."

    702.86b Multiple instances of totem armor on the same permanent are redundant.

    * Totem armor's effect is mandatory. If the enchanted permanent would be destroyed, you must remove all damage from it and destroy the Aura that has totem armor instead.

    * Totem armor's effect is applied no matter why the enchanted permanent would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Doom Blade). In either case, all damage is removed from the permanent and the Aura is destroyed instead.

    * Totem armor has no effect if the enchanted permanent is put into a graveyard for any other reason, such as if it's sacrificed, if it's legendary and another legendary permanent with the same name is on the battlefield, or if its toughness is 0 or less.

    * If a permanent you control is enchanted with multiple Auras that have totem armor, and the enchanted permanent would be destroyed, one of those Auras is destroyed instead -- but only one of them. You choose which one because you control the enchanted permanent.

    * If a creature enchanted with an Aura that has totem armor is indestructible, lethal damage and effects that try to destroy it simply have no effect. Totem armor won't do anything because it won't have to.

    * If a creature enchanted with an Aura that has totem armor would be destroyed by multiple state-based actions at the same time (because it's been dealt lethal damage and been dealt damage by a source with deathtouch, for example), the totem armor's effect will replace all of them and save the creature.

    * If a spell or ability (such as Planar Cleansing) would destroy both an Aura with totem armor and the permanent it's enchanting at the same time, totem armor's effect will save the enchanted permanent from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.

    * Totem armor's effect is not regeneration. Specifically, if totem armor's effect is applied, the enchanted permanent does not become tapped and is not removed from combat as a result. Effects that say the enchanted permanent can't be regenerated (as Vendetta does) won't prevent totem armor's effect from being applied.

    * Say you control a permanent enchanted with an Aura that has totem armor, and the enchanted permanent has gained a regeneration shield. The next time it would be destroyed, you choose whether to apply the regeneration effect or the totem armor effect. The other effect is unused and remains, in case the permanent would be destroyed again.

    * Say you control a permanent enchanted with an Aura that has totem armor, and that Aura has gained a regeneration shield. The next time the enchanted permanent would be destroyed, the Aura would be destroyed instead -- but it regenerates, so nothing is destroyed at all. Alternately, if that Aura somehow becomes indestructible, the enchanted permanent is effectively indestructible as well.

    * If a spell or ability says that it would "destroy" a permanent enchanted with an Aura that has totem armor, that spell or ability causes the Aura to be destroyed instead. (This matters for cards such as Karmic Justice.) Totem armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability that would destroy the permanent the Aura is enchanting. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has totem armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
    -----

    CARD-SPECIFIC NOTES

    ***Phenomenon Cards***

    Chaotic AEther
    Phenomenon
    When you encounter Chaotic AEther, each blank roll of the planar die is a {C} roll until a player planeswalks away from a plane. (Then planeswalk away from this phenomenon.)

    * While Chaotic AEther's effect applies, rolling any blank face of the planar die will cause chaos abilities to trigger.

    * Planeswalking away from a phenomenon (as you do when resolving Chaotic AEther's ability) doesn't cause Chaotic AEther's effect to expire.
    -----

    Interplanar Tunnel
    Phenomenon
    When you encounter Interplanar Tunnel, reveal cards from the top of your planar deck until you reveal five plane cards. Put a plane card from among them on top of your planar deck, then put the rest of the revealed cards on the bottom in a random order. (Then planeswalk away from this phenomenon.)

    * The plane card you put on top of your planar deck is the one you'll planeswalk to after planeswalking away from Interplanar Tunnel.
    -----

    Morphic Tide
    Phenomenon
    When you encounter Morphic Tide, each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, land, and planeswalker cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library in any order. (Then planeswalk away from this phenomenon.)

    * This ability is very similar to that of Warp World, but note that planeswalkers are put onto the battlefield.

    * Taking it slowly, here's what happens when Morphic Tide's ability resolves: 1) Each player counts the number of permanents he or she owns.
    2) Each player shuffles those permanents into his or her library.
    3) Each player reveals cards from the top of his or her library equal to the number that player counted.
    4) Each player puts all artifact, creature, land, and planeswalker cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time.
    5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, creature, land, or planeswalker that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time.
    6) Each player puts all of his or her other revealed cards (instants, sorceries, and Auras that can't enchant anything) on the bottom of his or her library in any order.

    * Cards such as Sakashima's Student that can enter the battlefield as a copy of another permanent won't be able to enter the battlefield as a copy of a permanent that's entering the battlefield at the same time.

    * After all permanents are put onto the battlefield and you planeswalk away from Morphic Tide, any abilities that triggered from those permanents entering the battlefield, from the previous generation of permanents leaving the battlefield, and from the new plane or phenomenon will be put onto the stack. You'll put all of your triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)

    * The permanents will enter the battlefield while Morphic Tide is face up. This means the game won't be on any plane when determining if any abilities trigger because those permanents entered the battlefield, for example. However, you'll planeswalk away from Morphic Tide before any such abilities are put on the stack. After you turn the next card of the planar deck face up, any abilities that triggered during the resolution of Morphic Tide (including any abilities that triggered because you encountered another phenomenon or planeswalked to the next plane) will be put on the stack. The planar controller will put his or her abilities on the stack in any order, followed by each other player in turn order. The last ability put on the stack will be the first one to resolve.

    * Token permanents a player owns will count toward the number of cards that player reveals. They'll be shuffled into that player's library and subsequently cease to exist. A token's owner is the player under whose control it first entered the battlefield.
    -----

    Reality Shaping
    Phenomenon
    When you encounter Reality Shaping, starting with you, each player may put a permanent card from his or her hand onto the battlefield. (Then planeswalk away from this phenomenon.)

    * First, you may put a permanent card onto the battlefield, then each other player in turn order may do the same. Cards such as Sakashima's Student that can enter the battlefield as a copy of another creature could copy a creature put onto the battlefield earlier in the resolution of the ability.

    * Each player will know what permanent cards were put onto the battlefield earlier in the ability's resolution.

    * This process is not repeated. Go around the table only once.

    * After all permanents are put onto the battlefield and you planeswalk away from Reality Shaping, any abilities that triggered from those permanents entering the battlefield will be put onto the stack. You'll put all of your triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
    -----

    Spatial Merging
    Phenomenon
    When you encounter Spatial Merging, reveal cards from the top of your planar deck until you reveal two plane cards. Simultaneously planeswalk to both of them. Put all other cards revealed this way on the bottom of your planar deck in any order.

    * Until a player planeswalks, the game will exist on both planes. The abilities of both plane cards can affect the game.

    * If a player rolls {C}, both chaos abilities will trigger. The player may put those abilities on the stack in any order.

    * The next time a player planeswalks, he or she planeswalks away from both planes. Their owner puts them on the bottom of his or her planar deck in an order of his or her choice. This order isn't revealed to other players.
    -----

    Time Distortion
    Phenomenon
    When you encounter Time Distortion, reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise. Then planeswalk away from this phenomenon.)

    * This effect reverses the turn order established at the beginning of the game. While the order is reversed, anything that cares about this order (such as determining in what order choices are made) will use the new reversed order.

    * If the game's turn order is reversed again, it will return to the default order used at the beginning of the game.
    -----

    ***Plane Cards***

    Akoum
    Plane -- Zendikar
    Players may cast enchantment cards as though they had flash.
    Whenever you roll {C}, destroy target creature that isn't enchanted.

    * A creature that's enchanted can't be chosen as the target of the chaos ability.

    * If a creature that isn't enchanted is targeted by the chaos ability, but that creature is enchanted when that ability tries to resolve, the ability will be countered for having an illegal target.
    -----

    Aretopolis
    Plane -- Kephalai
    When you planeswalk to Aretopolis or at the beginning of your upkeep, put a scroll counter on Aretopolis, then you gain life equal to the number of scroll counters on it.
    When Aretopolis has ten or more scroll counters on it, planeswalk.
    Whenever you roll {C}, put a scroll counter on Aretopolis, then draw cards equal to the number of scroll counters on it.

    * For both abilities that count the number of scroll counters on Aretopolis, count all scroll counters on it, not just ones you put there.
    -----

    Astral Arena
    Plane -- Kolbahan
    No more than one creature can attack each combat.
    No more than one creature can block each combat.
    Whenever you roll {C}, Astral Arena deals 2 damage to each creature.

    * Astral Arena's abilities stop more than one creature from being declared as an attacker or as a blocker each combat. However, it doesn't affect creatures that are put onto the battlefield attacking or blocking.

    * If a turn has multiple combat phases, either a different creature or the same one can attack or block in each of them.
    -----

    Bloodhill Bastion
    Plane -- Equilor
    Whenever a creature enters the battlefield, it gains double strike and haste until end of turn.
    Whenever you roll {C}, exile target nontoken creature you control, then return it to the battlefield under your control.

    * If a creature you've gained control of temporarily (because of Act of Treason, for example) is exiled and returns to the battlefield under your control, you will control that creature indefinitely.
    -----

    Edge of Malacol
    Plane -- Belenon
    If a creature you control would untap during your untap step, put two +1/+1 counters on it instead.
    Whenever you roll {C}, untap each creature you control.

    * While Edge of Malacol is face up, the normal turn-based action of untapping your creatures is replaced. Those creatures won't untap. Other tapped permanents you control will untap as normal.

    * Other spells and abilities can untap creatures as normal. In that case, they'll just untap. You won't put any +1/+1 counters on them.

    * If you untap a creature you control during another player's untap step (perhaps due to Seedborn Muse's ability), that creature will untap normally. You won't put any +1/+1 counters on it.
    -----

    Furnace Layer
    Plane -- New Phyrexia
    When you planeswalk to Furnace Layer or at the beginning of your upkeep, select target player at random. That player discards a card. If that player discards a land card this way, he or she loses 3 life.
    Whenever you roll {C}, you may destroy target nonland permanent.

    * You can be selected as the target of the first ability, not just your opponents.

    * If the target player has no cards in his or her hand when the ability resolves, nothing happens. That player won't lose any life.
    -----

    Gavony
    Plane -- Innistrad
    All creatures have vigilance.
    Whenever you roll {C}, creatures you control are indestructible this turn.

    * The chaos ability doesn't lock in what it applies to when it resolves. Creatures that you gain control of later in the turn will be indestructible.

    * If another player gains control of one of your creatures after the chaos ability resolves, that creature will no longer be indestructible. If it had lethal damage marked on it, it'll be destroyed the next time state-based actions are performed.
    -----

    Glen Elendra
    Plane -- Lorwyn
    At end of combat, you may exchange control of target creature you control that dealt combat damage to a player this combat and target creature that player controls.
    Whenever you roll {C}, gain control of target creature you own.

    * If either target is no longer on the battlefield or is otherwise an illegal target when the chaos ability resolves, the exchange won't happen. No creatures will change controllers. If both targets are illegal, the ability will be countered.
    -----

    Grand Ossuary
    Plane -- Ravnica
    Whenever a creature dies, its controller distributes a number of +1/+1 counters equal to its power among any number of target creatures he or she controls.
    Whenever you roll {C}, each player exiles all creatures he or she controls and puts X 1/1 green Saproling creature tokens onto the battlefield, where X is the total power of the creatures he or she exiled this way. Then planeswalk.

    * You choose the number of target creatures and declare how you are distributing the counters as you put the first ability on the stack. Each target must receive at least one +1/+1 counter.

    * Any target that is illegal when the first ability resolves won't get any +1/+1 counters. Those counters are essentially lost; you won't get to put them on another creature.

    * For the chaos ability, the total power of the creatures a player exiled is the total power of those creatures as they last existed on the battlefield, including any bonuses from +1/+1 counters, Auras, Equipment, and other applicable effects.
    -----

    Grove of the Dreampods
    Plane -- Fabacin
    When you planeswalk to Grove of the Dreampods or at the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
    Whenever you roll {C}, return target creature card from your graveyard to the battlefield.

    * Both abilities are mandatory. You must put the creature card onto the battlefield, even if you don't want to.

    * If you don't reveal any creature cards from your library, you'll put the cards from your library on the bottom of your library in a random order. Essentially, this will shuffle your library, although you are not shuffling it for purposes of effects that care about a player shuffling a library.
    -----

    Hedron Fields of Agadeem
    Plane -- Zendikar
    Creatures with power 7 or greater can't attack or block.
    Whenever you roll {C}, put a 7/7 colorless Eldrazi creature token with annihilator 1 onto the battlefield. (Whenever it attacks, defending player sacrifices a permanent.)

    * A creature's power is checked when attackers or blockers are declared. Increasing the power of an attacking or blocking creature to 7 or greater won't remove that creature from combat.
    -----

    Jund
    Plane -- Alara
    Whenever a player casts a black, red, or green creature spell, it gains devour 5. (As the creature enters the battlefield, its controller may sacrifice any number of creatures. The creature enters the battlefield with five times that many +1/+1 counters on it.)
    Whenever you roll {C}, put two 1/1 red Goblin creature tokens onto the battlefield.

    * Casting a multicolor spell will cause the first ability to trigger as long as that spell is black, red, or green. It can be other colors as well.

    * If the creature spell already has devour, you may sacrifice creatures using either ability. Each creature you sacrifice counts for only one devour ability. Under most circumstances, you'll pick the devour ability that gives the greatest number of +1/+1 counters.
    -----

    Kessig
    Plane -- Innistrad
    Prevent all combat damage that would be dealt by non-Werewolf creatures.
    Whenever you roll {C}, each creature you control gets +2/+2, gains trample, and becomes a Werewolf in addition to its other types until end of turn.

    * A "non-Werewolf creature" is a creature that doesn't have the Werewolf creature type. A creature with additional types, such as a Human Werewolf, is not a non-Werewolf creature.

    * Creatures that you gain control of after the chaos ability resolves won't get any of that ability's bonuses.
    -----

    Kharasha Foothills
    Plane -- Mongseng
    Whenever a creature you control attacks a player, for each other opponent, you may put a token that's a copy of that creature onto the battlefield tapped and attacking that opponent. Exile those tokens at the beginning of the next end step.
    Whenever you roll {C}, you may sacrifice any number of creatures. If you do, Kharasha Foothills deals that much damage to target creature.

    * The first ability doesn't trigger when a creature attacks a planeswalker, and the token copies can't be put onto the battlefield attacking a planeswalker.

    * As each token is created, it checks the printed values of the creature it's copying, as well as any copy effects that have been applied to it.

    * The copiable values of each token's characteristics are the same as the copiable values of the characteristics of the creature it's copying.

    * You choose the target of the chaos ability as you put that ability on the stack. You don't sacrifice any creatures until that ability resolves.
    -----

    Kilnspire District
    Plane -- Ravnica
    When you planeswalk to Kilnspire District or at the beginning of your precombat main phase, put a charge counter on Kilnspire District, then add {R} to your mana pool for each charge counter on it.
    Whenever you roll {C}, you may pay {X}. If you do, Kilnspire District deals X damage to target creature or player.

    * When you count the number of charge counters on Kilnspire District, count all charge counters on it, not just ones you put there.

    * You choose the target of the chaos ability as you put that ability on the stack. When the ability resolves, you choose a value for X and decide whether to pay {X}. If you do decide to pay {X}, it's too late for any player to respond since the ability is already in the midst of resolving.
    -----

    Lair of the Ashen Idol
    Plane -- Azgol
    At the beginning of your upkeep, sacrifice a creature. If you can't, planeswalk.
    Whenever you roll {C}, any number of target players each put a 2/2 black Zombie creature token onto the battlefield.

    * If you control a creature when the first ability resolves, you must sacrifice it.

    * You can choose to target zero players with the chaos ability.
    -----

    Mount Keralia
    Plane -- Regatha
    At the beginning of your end step, put a pressure counter on Mount Keralia.
    When you planeswalk away from Mount Keralia, it deals damage equal to the number of pressure counters on it to each creature and each planeswalker.
    Whenever you roll {C}, prevent all damage that planes named Mount Keralia would deal this game to permanents you control.

    * If you roll {C}, Mount Keralia's damage-prevention effect will last for the rest of the game. It will apply to damage dealt by any plane named Mount Keralia, regardless of who owns that plane.
    -----

    Nephalia
    Plane -- Innistrad
    At the beginning of your end step, put the top seven cards of your library into your graveyard. Then return a card at random from your graveyard to your hand.
    Whenever you roll {C}, return target card from your graveyard to your hand.

    * Nephalia's first ability doesn't target any card, and players don't get priority to cast spells or activate abilities in between putting cards into your graveyard and choosing a card to return.
    -----

    Norn's Dominion
    Plane -- New Phyrexia
    When you planeswalk away from Norn's Dominion, destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
    Whenever you roll {C}, you may put a fate counter on target permanent.

    * Fate counters put on permanents in other ways (such as with Oblivion Stone) will cause those permanents to not be destroyed and will be removed when the chaos ability resolves.
    -----

    Onakke Catacomb
    Plane -- Shandalar
    All creatures are black and have deathtouch.
    Whenever you roll {C}, creatures you control get +1/+0 and gain first strike until end of turn.

    * Creatures will be only black, not any other color. Creature cards in other zones are not affected.

    * Creatures that you gain control of after the chaos ability resolves won't get any of that ability's bonuses.
    -----

    Prahv
    Plane -- Ravnica
    If you cast a spell this turn, you can't attack with creatures.
    If you attacked with creatures this turn, you can't cast spells.
    Whenever you roll {C}, you gain life equal to the number of cards in your hand.

    * Prahv only cares about the turn-based action of declaring attackers. If an effect allows you to put a creature onto the battlefield attacking, you can cast spells later that turn.
    -----

    Quicksilver Sea
    Plane -- Mirrodin
    When you planeswalk to Quicksilver Sea or at the beginning of your upkeep, scry 4. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
    Whenever you roll {C}, reveal the top card of your library. You may play it without paying its mana cost.

    * You play the card (meaning it play it if it's a land card or cast it if it's a nonland card) as part of the resolution of the chaos ability. Timing restrictions based on the card's type are ignored. Other restrictions, such as "Cast [this card] only during combat," are not.

    * If you reveal a land card when resolving the chaos ability, you may play it only if you haven't played a land yet that turn.

    * If you cast a card without paying its mana cost, you can't pay any alternative costs, such as evoke or the alternative cost provided by the morph ability. If it has {X} in its mana cost, X must be 0. However, you can pay optional additional costs, such as kicker, and you must still pay mandatory additional costs, such as the one on Fling.
    -----

    Selesnya Loft Gardens
    Plane -- Ravnica
    If an effect would put one or more tokens onto the battlefield, it puts twice that many of those tokens onto the battlefield instead.
    If an effect would place one or more counters on a permanent, it places twice that many of those counters on that permanent instead.
    Whenever you roll {C}, until end of turn, whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.

    * Effects that place a counter on a permanent include that permanent entering the battlefield. For example, a creature that normally enters the battlefield with one or more +1/+1 counters will enter with twice that many +1/+1 counters on it. A planeswalker will enter the battlefield with twice its starting loyalty counters.

    * Adding loyalty counters to a planeswalker in order to activate a loyalty ability isn't an effect, so those counters are not doubled.

    * Any -1/-1 counters that are placed on a creature because of wither or infect are also not doubled.

    * The chaos ability is cumulative. For example, if you roll {C} twice in a turn, tapping a land for mana will cause two mana abilities to trigger.
    -----

    Stensia
    Plane -- Innistrad
    Whenever a creature deals damage to one or more players for the first time in a turn, put a +1/+1 counter on it.
    Whenever you roll {C}, each creature you control gains "{T}: This creature deals 1 damage to target player" until end of turn.

    * Each creature can have only one +1/+1 counter put on it this way per turn.

    * Unlike the Vampires in the _Innistrad_(TM) block, Stensia's ability triggers whenever a creature deals any damage, not just combat damage.
    -----

    Talon Gates
    Plane -- Dominaria
    Any time you could cast a sorcery, you may exile a nonland card from your hand with X time counters on it, where X is its converted mana cost. If the exiled card doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, he or she removes a time counter. When the last is removed, the player casts it without paying its mana cost. If it's a creature, it has haste.)
    Whenever you roll {C}, remove two time counters from each suspended card you own.

    * Exiling a nonland card from your hand this way is a special action. It doesn't use the stack and doesn't count as casting a spell or activating an ability. Players can't respond to this action, although they can respond when you cast the spell after the last time counter is removed.

    * The first ability may be used any number of times.

    * Even after the game leaves Talon Gates, each of the suspended cards will continue to have suspend; the owners of those cards will continue to remove a time counter from each during their upkeeps.

    * The official rules for suspend are as follows:

    702.60. Suspend

    702.60a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the exile zone. "Suspend N--[cost]" means "If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's exiled, play it without paying its mana cost if able. If you can't, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes."

    702.60b A card is "suspended" if it's in the exile zone, has suspend, and has a time counter on it.

    702.60c Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.
    -----

    Trail of the Mage-Rings
    Plane -- Vryn
    Instant and sorcery spells have rebound. (The spell's controller exiles the spell as it resolves if he or she cast it from his or her hand. At the beginning of that player's next upkeep, he or she may cast that card from exile without paying its mana cost.)
    Whenever you roll {C}, you may search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle your library.

    * Rebound's delayed triggered ability will let you cast the spell at the beginning of your next upkeep even if the game has left Trail of the Mage-Rings by then.

    * The official rules for rebound are as follows:

    702.86. Rebound

    702.86a Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. "Rebound" means "If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost."

    702.86b Casting a card without paying its mana cost as the result of a rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.

    702.86c Multiple instances of rebound on the same spell are redundant.
    -----

    Windriddle Palaces
    Plane -- Belenon
    Players play with the top card of their libraries revealed.
    You may play the top card of any player's library.
    Whenever you roll {C}, each player puts the top card of his or her library into his or her graveyard.

    * You can only play the top cards of players' libraries when you are the planar controller. Generally, this means as long as it's your turn. When another player begins his or her turn, that player becomes the planar controller and can play the top card of players' libraries. You won't be able to until you again become the planar controller.

    * You may play the top card of any player's library, including your own. This effect doesn't change when you can play any of these cards (meaning play it if it's a land card or cast it if it's a nonland card). You can still cast creature spells only on your turn during your main phase and so on.

    * If the top card of a player's library is a land card, you may play it only if you haven't played a land yet that turn.

    * As soon as you finish playing the card on top of a player's library, the next card in that library becomes revealed.

    * If a player draws multiple cards at once, he or she reveals each one before drawing it.
    * Other players won't be able to play the top card of their libraries unless another effect allows it. If you and another player can play the top card of that player's library (because of some other effect), you'll be able to in most cases. This is because you have priority first at the beginning of each phase and step and after each spell or ability resolves. Once you play that card, it immediately moves from that library to the appropriate zone (the battlefield if it's a land card or the stack if it's a nonland card). The other player can't respond by playing that card.
    -----

    ***Traditional _Magic_ Cards***

    Dragonlair Spider
    {2}{R}{R}{G}{G}
    Creature -- Spider
    5/6
    Reach
    Whenever an opponent casts a spell, put a 1/1 green Insect creature token onto the battlefield.

    * The triggered ability will resolve and the Insect will be created before the spell that caused it to trigger resolves.

    * The triggered ability won't be affected if the spell that caused it to trigger is countered.
    -----

    Dreampod Druid
    {1}{G}
    Creature -- Human Druid
    2/2
    At the beginning of each upkeep, if Dreampod Druid is enchanted, put a 1/1 green Saproling creature token onto the battlefield.

    * Dreampod Druid's ability checks to see if it's enchanted at the beginning of each upkeep. If it's not, the ability won't trigger. If the ability triggers but Dreampod Druid isn't enchanted when that ability resolves, the ability will do nothing.

    * Notably, if Dreampod Druid leaves the battlefield while its ability is on the stack, that ability will use Dreampod Druid's last known information to determine whether or not it was enchanted. If it was enchanted when it left the battlefield, the ability will resolve and create a Saproling.
    -----

    Elderwood Scion
    {3}{G}{W}
    Creature -- Elemental
    4/4
    Trample, lifelink
    Spells you cast that target Elderwood Scion cost {2} less to cast.
    Spells your opponents cast that target Elderwood Scion cost {2} more to cast.

    * None of Elderwood Scion's abilities affect abilities that target it.

    * Aura spells require a target when they are cast. Elderwood Scion's cost-reduction ability will affect Aura spells cast targeting it.

    * Spells you cast that target Elderwood Scion will cost {2} less to cast even if those spells have additional targets. The same is true for spells your opponents cast costing {2} more.

    * Elderwood Scion's cost-reduction ability can't reduce the colored mana requirement of a spell.

    * Elderwood Scion's cost-reduction ability can apply to any cost of a spell, including additional or alternative costs.
    -----

    Etherium-Horn Sorcerer
    {4}{U}{R}
    Artifact Creature -- Minotaur Wizard
    3/6
    {1}{U}{R}: Return Etherium-Horn Sorcerer to its owner's hand.
    Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

    * Etherium-Horn Sorcerer's first ability can only be activated when it is on the battlefield. If Etherium-Horn Sorcerer isn't on the battlefield when the ability resolves, the ability won't do anything.
    -----

    Felidar Umbra
    {1}{W}
    Enchantment -- Aura
    Enchant creature
    Enchanted creature has lifelink.
    {1}{W}: Attach Felidar Umbra to target creature you control.
    Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

    * If Felidar Umbra is enchanting a creature with first strike, you can activate its ability and attach it to a creature without first strike during the first combat damage step. Each of those creatures will have lifelink when dealing combat damage and you'll gain life accordingly.

    * It's not possible for Felidar Umbra to save two creatures that are being destroyed simultaneously.
    -----

    Fractured Powerstone
    {2}
    Artifact
    {T}: Add {1} to your mana pool.
    {T}: Roll the planar die. Activate this ability only any time you could cast a sorcery.

    * In non-Planechase games, Fractured Powerstone's second ability will have no effect.

    * Rolling the planar die this way doesn't count when determining the cost of the special action of rolling the planar die. For example, if you roll the planar die twice in a turn, then activate Fractured Powerstone to roll it a third time, rolling the planar die again that turn will cost {2}.
    -----

    Illusory Angel
    {2}{U}
    Creature -- Angel Illusion
    4/4
    Flying
    Cast Illusory Angel only if you've cast another spell this turn.

    * Notably, if you exile Illusory Angel because of a cascade ability of a spell with converted mana cost 4 or greater, you'll be able to cast Illusory Angel.
    -----

    Indrik Umbra
    {4}{G}{W}
    Enchantment -- Aura
    Enchant creature
    Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so.
    Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

    * Indrik Umbra does not give any creature the ability to block the enchanted creature. It just forces those creatures which are already able to block that creature to do so.

    * If, during a player's declare blockers step, a creature is tapped or it's affected by a spell or ability that says it can't block, then it doesn't block. If there's a cost associated with having a creature block, its controller isn't forced to pay that cost. The creature doesn't have to block.
    -----

    Krond the Dawn-Clad
    {G}{G}{G}{W}{W}{W}
    Legendary Creature -- Archon
    6/6
    Flying, vigilance
    Whenever Krond the Dawn-Clad attacks, if it's enchanted, exile target permanent.

    * If Krond isn't enchanted when it's declared as an attacking creature, the ability won't trigger. If Krond isn't enchanted when the ability resolves, the ability won't do anything.
    -----

    Maelstrom Wanderer
    {5}{U}{R}{G}
    Legendary Creature -- Elemental
    7/5
    Creatures you control have haste.
    Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)

    * Maelstrom Wanderer gives itself haste.

    * Each instance of cascade triggers and resolves separately. The spell you cast due to the first cascade ability will go on the stack on top of the second cascade ability. That spell will resolve before you exile cards for the second cascade ability. Casting that spell may cause additional cascade abilities to trigger.

    * No matter what spell you cast with the first cascade trigger (or any cascade triggers that result from casting that spell), the second cascade trigger will look for a spell with converted mana cost less than Maelstrom Wanderer's converted mana cost of 8.
    -----

    Mass Mutiny
    {3}{R}{R}
    Sorcery
    For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.

    * The phrase "up to one" was inadvertently omitted from Mass Mutiny's rules text. The card has received errata to correct this.

    * You can cast Mass Mutiny even if an opponent doesn't control any creatures. You simply won't choose a target for that opponent.

    * Mass Mutiny can target untapped creatures.

    * Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it. However, if you gain control of a creature enchanted by an Aura with totem armor and that creature would be destroyed that turn, instead the Aura will be destroyed and the creature will survive.
    -----

    Preyseizer Dragon
    {4}{R}{R}
    Creature -- Dragon
    4/4
    Flying
    Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.)
    Whenever Preyseizer Dragon attacks, it deals damage to target creature or player equal to the number of +1/+1 counters on Preyseizer Dragon.

    * Preyseizer Dragon's ability counts the number of +1/+1 counters on it when the ability resolves. It counts any +1/+1 counters, not just ones put on it due to devour.
    -----

    Sai of the Shinobi
    {1}
    Artifact -- Equipment
    Equipped creature gets +1/+1.
    Whenever a creature enters the battlefield under your control, you may attach Sai of the Shinobi to it.
    Equip {2}

    * If you choose not to attach Sai of the Shinobi to the creature, or if you can't (perhaps because the creature has protection from artifacts or has left the battlefield by the time the trigger resolves), Sai of the Shinobi doesn't move.
    -----

    Sakashima's Student
    {2}{U}{U}
    Creature -- Human Ninja
    0/0
    Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
    You may have Sakashima's Student enter the battlefield as a copy of any creature on the battlefield, except it's still a Ninja in addition to its other creature types.

    * Because you return the unblocked attacking creature to its owner's hand while activating the ninjutsu ability, you can't have Sakashima's Student enter the battlefield as a copy of that creature.

    * Sakashima's Student copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below) and it is a Ninja in addition to its other types. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment 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, X is zero.

    * If the chosen creature is copying something else (for example, if the chosen creature is another Sakashima's Student), then your Sakashima's Student enters the battlefield as whatever the chosen creature copied.

    * If the chosen creature is a token, Sakashima's Student copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. Sakashima's Student is not a token.

    * Any enters-the-battlefield abilities of the copied creature will trigger when Sakashima's Student enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature (like devour) will also work.

    * If Sakashima's Student somehow enters the battlefield at the same time as another creature, Sakashima's Student 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, Sakashima's Student enters the battlefield as a 0/0 creature, and is probably put into the graveyard immediately.
    -----

    Silent-Blade Oni
    {3}{U}{U}{B}{B}
    Creature -- Demon Ninja
    6/5
    Ninjutsu {4}{U}{B} ({4}{U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
    Whenever Silent-Blade Oni deals combat damage to a player, look at that player's hand. You may cast a nonland card in it without paying that card's mana cost.

    * If you cast a permanent spell this way, it will enter the battlefield under your control when it resolves. If you cast an instant or sorcery spell this way, that card will be put into its owner's graveyard when it resolves.

    * The nonland card you cast via the triggered ability is cast as part of the resolution of that ability. Timing restrictions based on the card's type are ignored. Other restrictions, such as "Cast [this card] only during an opponent's turn," are not.

    * If you cast a card without paying its mana cost, you can't pay any alternative costs, such as evoke or the alternative cost provided by the morph ability. If it has {X} in its mana cost, X must be 0. However, you can pay optional additional costs, such as kicker, and you must still pay mandatory additional costs, such as the one on Fling.
    -----

    Thromok the Insatiable
    {3}{R}{G}
    Legendary Creature -- Hellion
    0/0
    Devour X, where X is the number of creatures devoured this way (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with X +1/+1 counters on it for each of those creatures.)

    * For example, if Thromok devours one creature, it will enter the battlefield with one +1/+1 counter on it. If it devours two creatures, it will enter with two +1/+1 counters for each of them, for a total of four +1/+1 counters. Devouring three creatures will produce nine +1/+1 counters, and so on.
    -----

    Vela the Night-Clad
    {4}{U}{B}
    Legendary Creature -- Human Wizard
    4/4
    Intimidate
    Other creatures you control have intimidate.
    Whenever Vela the Night-Clad or another creature you control leaves the battlefield, each opponent loses 1 life.

    * If Vela leaves the battlefield at the same time as other creatures you control, its ability will trigger for each of those creatures.
    -----

    All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. (C)2012 Wizards.
    Posted in: FAQ & Guidelines
  • posted a message on Ending turns and priority
    Policy for tournaments is as Artscrafter stated. Policy for your friends is what you guys decide is appropriate. Locking this down before it turns into a crazy semantics argument.
    Posted in: Magic Rulings Archives
  • posted a message on cavern of souls
    [O] from Toby: The Cavern player must clarify that he's using the second ability. If he doesn't, he tapped it for colorless.
    Posted in: Magic Rulings Archives
  • posted a message on Unspoken Cavern
    Quote from epeeguy
    There is really only one answer here: If you are unclear on which ability your opponent activated, or anything your opponent did, you ask him or her to clarify what happened and which ability your opponent activated.

    Do not try to "game" unclear communication about the action your opponent took. Do not take an action if you are unclear on the action your opponent took. Find out what your opponent did/didn't do, and then proceed accordingly.



    Quote from ubernostrum
    So, the thing here is this: we have an unclear situation, and absolutely no policy or rules anywhere which in any way tell us "in absence of clear communication, assume this ability was activated instead of that one".

    And really, you're deeply misinterpreting what you've been told. You're not being told "you're responsible for your opponent's mistakes". You're being told that in a case of unclear communication, "judge, force my opponent to do the thing most beneficial to me" is not how we're going to solve it. Rather, we're going to come in, ask questions to clarify what happened, make a ruling and remind both of you to be more clear in the future, with that situation hopefully serving as a useful lesson to both of you on why it's important (since at least one of you's going to be very unhappy no matter which way the ruling goes).


    Pretty good summaries. Thread locked before this turns into more arguments of "But I want to be shady!" Wink
    Posted in: Magic Rulings Archives
  • posted a message on Getting started with Magic: The Gathering?
    Thread moved over to Magic General for all your general Magic needs. Grin
    Posted in: Magic General
  • posted a message on Pithing Needle - Naming Issue
    This thread is spiraling out of control rapidly, so lock time.

    Lessons to learn:

    1) Trust the L3 judge. You're only making yourself look bad if you argue that he's wrong on policy just because you disagree.

    2) Results may vary. Moral of the story? Don't engage in less-than-sporting behavior and avoid this question entirely.
    Posted in: Magic Rulings Archives
  • To post a comment, please or register a new account.