Worldwake FAQ

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_Worldwake_(TM) Frequently Asked Questions


Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen


Document last modified January 14, 2010


 


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 As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated.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 .


 


This FAQ has two sections, each of which serves a different purpose.


 


The first section ("General Notes") explains the new mechanics and concepts in the set.


 


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


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GENERAL NOTES


 


***Release Information***


 


The _Worldwake_ set contains 145 cards (60 common, 40 uncommon, 35 rare, 10 mythic rare).


 


Prerelease tournaments: January 30-31, 2010


Launch Parties: February 5-7, 2010


 


The _Worldwake_ set becomes legal for sanctioned Constructed play on its official release date: Friday, February 5, 2010.


-- At that time, the following card sets will be permitted in the Standard format: _Shards of Alara_(R), _Conflux_(R), _Alara Reborn_(TM), _Magic 2010_, _Zendikar_(R), and _Worldwake_.


-- At that time, the following card sets will be permitted in the _Zendikar_ Block Constructed format: _Zendikar_ and _Worldwake_.


 


Go to to find an event or store near you.


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***Variant Keyword Ability: Multikicker***


 


Multikicker is a variant of the kicker ability, which was last seen in the _Zendikar_ set. Kicker represents an additional cost that may be paid just once while the spell that has it is being cast. Multikicker represents an additional cost that may be paid any number of times while the spell that has it is being cast.


 


Gnarlid Pack


{1}{G}


Creature -- Beast


2/2


Multikicker {1}{G} (You may pay an additional {1}{G} any number of times as you cast this spell.)


Gnarlid Pack enters the battlefield with a +1/+1 counter on it for each time it was kicked.


 


The official rules for the kicker and multikicker abilities are as follows:


 


702.30. Kicker


 


702.30a Kicker is a static ability that functions while the spell is on the stack. "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell." Paying a spell's kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2e-g.


 


702.30b The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]."


 


702.30c Multikicker is a variant of the kicker ability. "Multikicker [cost]" means "You may pay an additional [cost] any number of times as you cast this spell." A multikicker cost is a kicker cost.


 


702.30d If a spell's controller declares the intention to pay any of that spell's kicker costs, that spell has been "kicked." If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.


 


702.30e Objects with kicker or multikicker have additional abilities that specify what happens if they are kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, "Linked Abilities."


 


702.30f Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases "if it was kicked with its [A] kicker" and "if it was kicked with its [b] kicker," where [A] and [b] are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.


 


702.30g If part of a spell's ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell's controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.


 


* You kick a spell as you cast it. You declare how many times you're going to pay a multikicker cost (if any) at the same time you'd choose a spell's mode, and then you actually pay it at the same time you pay the spell's mana cost. Kicking a spell is always optional.


 


* If an effect checks to see whether a spell has been kicked, it will get either a "yes" or "no" answer, even if that spell has been kicked multiple times. If the effect checks how many times the spell has been kicked, it counts the number of times its controller chose to pay any of that spell's kicker costs.


 


* A kicked spell is still just a single spell. Even if kicked, the entire spell can be countered with just one Cancel, for example.


 


* Some permanents with multikicker enter the battlefield with a number of counters on them equal to the number of times they were kicked. If such a permanent is put onto the battlefield without being cast (as the result of a spell or ability), there's no opportunity to kick it.


 


* Other permanents with multikicker have "enters the battlefield" triggered abilities that do something based on the number of times they were kicked. These look at how many times (if any) they were kicked when cast as a spell. If they weren't kicked, these abilities will still trigger and resolve, but their effects won't do anything. If such a permanent is put onto the battlefield without being cast (as the result of a spell or ability), there's no opportunity to kick it.


 


* If a permanent has a targeted "enters the battlefield" ability that checks how many times it was kicked, the target or targets aren't chosen until the permanent enters the battlefield and the ability triggers (as opposed to when that permanent was cast).


 


* Kicker costs don't change a spell's mana cost or converted mana cost.


 


* If a kicked spell is copied, the copy is also kicked. It's been kicked the same number of times as the original.


 


* One older card, Saproling Infestation, has an ability that triggers "Whenever a player kicks a spell." The number of times this ability triggers is equal to the number of times the spell's controller choose to pay any of that spell's kicker costs.


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***Theme: Animated Lands***


 


The _Worldwake_ set has a few different ways of turning lands into creatures. Some lands animate themselves.


 


Celestial Colonnade


Land


Celestial Colonnade enters the battlefield tapped.


{T}: Add {W} or {U} to your mana pool.


{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.


 


Some creatures animate lands.


 


Vastwood Animist


{2}{G}


Creature -- Elf Shaman Ally


1/1


{T}: Target land you control becomes an X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land.


 


And there's a cycle of Auras called Zendikons that animate the lands they enchant.


 


Wind Zendikon


{U}


Enchantment -- Aura


Enchant land


Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.


When enchanted land is put into a graveyard, return that card to its owner's hand.


 


* In all of these cases, the resulting permanent is both a land and a creature and can be affected by anything that affects either a land or a creature.


 


* A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its {T} abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature.


 


* When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.


 


* An attacking or blocking creature that stops being a creature is removed from combat. This can happen if a Zendikon enchanting an attacking or blocking creature leaves the battlefield, for example. The permanent that was removed from combat neither deals nor is dealt combat damage. Any attacking creature that the land creature was blocking remains blocked, however.


 


* An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (due to a Zendikon already enchanting it or its animation ability resolving earlier in the turn, for example), this will overwrite the previous effect that set its power and toughness. Effects that modified its power or toughness, such as the effects of Disfigure or Glorious Anthem, will continue to apply, no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.


 


* The _Worldwake_ animation effects give the affected lands creature types such as Elemental or Ooze. Since each of these effects lets the lands retain its previous types, it gains the new creature type in addition to any creature types it may have (if it was already a creature). It also retains all its land types. Each subtype is correlated to the proper card type. For example, if a Forest land becomes an Elemental creature, it'll be both a Forest and an Elemental -- but Forest is just a land type (not a creature type) and Elemental is just a creature type (not a land type).


 


* Most _Worldwake_ animation effects give the affected land a color or colors. This overwrites any colors the land may have (if it was already enchanted by a Zendikon, for example). Note that lands are colorless unless an effect states otherwise.


 


* The _Worldwake_ animation effects don't remove any abilities the affected lands may have. They'll keep the abilities they already had, and may gain new ones. For example, if a land enchanted with Wind Zendikon is later enchanted with Corrupted Zendikon, it'll be a 3/3 black Elemental Ooze creature land that still has flying.


 


* To recap the last few points with a couple of specific examples:


-- If two Zendikons are enchanting the same land, the one that became attached to that land last determines the land's color, power, and toughness. The land has all creature types and all abilities granted to it by either Zendikon.


-- If a land such as Celestial Colonnade is enchanted by a Zendikon, then that land's animation ability is activated, the activated ability determines the land's color, power, and toughness. The land has all creature types and all abilities granted to it by the Zendikon and by the activated ability.


 


* If a land enchanted with a Zendikon is put into a graveyard, the Zendikon's last ability triggers. When it resolves, the land card is returned to its owner's hand. The Zendikon card stays in the graveyard.


 


* If a Zendikon and the land it's enchanting are destroyed at the same time (due to Akroma's Vengeance, for example), the Zendikon's last ability will still trigger.


 


* If a Zendikon's last ability triggers, but the land card it refers to leaves the graveyard before it resolves, it will resolve but do nothing.


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***Returning Ability Word: Landfall***


 


Landfall is an ability word. (An ability word has no rules meaning.) On permanents, it appears in italics at the beginning of an ability that triggers whenever a land enters the battlefield under your control.


 


* A landfall ability on a permanent triggers whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).


 


* When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.


 


In the _Worldwake_ set, "landfall" also appears on a cycle of instants. It indicates that the instant has a better effect if you had a land enter the battlefield under your control that turn.


 


Tomb Hex


{2}{B}


Instant


Target creature gets -2/-2 until end of turn.


Landfall -- If you had a land enter the battlefield under your control this turn, that creature gets -4/-4 until end of turn instead.


 


* Whether you had a land enter the battlefield under your control this turn is checked as the instant resolves, not as you cast it.


 


* Having more than one land enter the battlefield under your control this turn provides no additional bonus for these instants. They either get their bonus or they don't.


 


* Landfall abilities on instant spells check for an action that has happened in the past. It doesn't matter if a land that entered the battlefield under your control previously in the turn is still on the battlefield, is still under your control, or is still a land.


 


* Once the spell resolves, having a land enter the battlefield under your control provides no further benefit.


 


* The effect of these spells' landfall abilities replaces their normal effect. If you had a land enter the battlefield under your control this turn, only the better effect happens.


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***Theme: Caring about Basic Land Types***


 


Like the _Zendikar_ set, the _Worldwake_ set contains a number of cards that refer to Plains, Islands, Swamps, Mountains, and/or Forests.


 


Loam Lion


{W}


Creature -- Cat


1/1


Loam Lion gets +1/+2 as long as you control a Forest.


 


* If a spell or ability refers to a specific basic land type (that is, it says "Plains," "Island," "Swamp," "Mountain," or "Forest"), it's referring to lands with those land types, not necessarily lands with those names. For example, Loam Lion gets +1/+2 if you control a Forest, a Stomping Ground, or any other card with the Forest land type.


 


* Lands that tap for colored mana don't necessarily have the corresponding basic land type. For example, Karplusan Forest and Oran-Rief, the Vastwood are not Forests, even though they can produce green mana. Make sure to check each land's type line to see its land type, if any.


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***Other Returning Mechanics***


 


Many abilities and mechanics introduced in the _Zendikar_ set appear in the _Worldwake_ set. For more information about kicker, Allies, Traps, quests, and bloodthirsty Vampires, see the _Zendikar_ FAQ at .


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CARD-SPECIFIC NOTES


 


Abyssal Persecutor


{2}{B}{B}


Creature -- Demon


6/6


Flying, trample


You can't win the game and your opponents can't lose the game.


 


* No game effect can cause you to win the game or cause any opponent to lose the game while you control Abyssal Persecutor. It doesn't matter whether an opponent has 0 or less life, an opponent is forced to draw a card while his or her library is empty, an opponent has ten or more poison counters, an opponent is dealt combat damage by Phage the Untouchable, you control Felidar Sovereign and have 40 or more life, or so on. You keep playing.


 


* Other circumstances can still cause an opponent to lose the game, however. An opponent will lose a game if he or she concedes, if that player is penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if that player's _Magic Online_(R) game clock runs out of time.


 


* Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Abyssal Persecutor.


 


* Abyssal Persecutor won't preclude an opponent's life total from reaching 0 or less. It will just preclude that player from losing the game as a result.


 


* If Abyssal Persecutor leaves the battlefield while an opponent has 0 or less life, that opponent will lose the game as a state-based action. No player can respond between the time Abyssal Persecutor leaves the battlefield and the time that player loses the game.


 


* Even though your opponents can't lose the game, a player can't pay an amount of life that's greater than his or her life total. If a player's life total is 0 or less, that player can't pay life at all, with one exception: a player may always pay 0 life.


 


* If you control Abyssal Persecutor in a Two-Headed Giant game, your team can't win the game and the opposing team can't lose the game.


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Admonition Angel


{3}{W}{W}{W}


Creature -- Angel


6/6


Flying


Landfall -- Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.


When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.


 


* Admonition Angel's landfall ability and its last ability are linked. The last ability refers only to cards exiled with its landfall ability.


 


* If Admonition Angel's landfall ability triggers, but the Angel leaves the battlefield before it resolves, its last ability will trigger and resolve first. All previously exiled cards will be returned to the battlefield. Then the landfall ability will resolve and exile the targeted permanent forever.


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Agadeem Occultist


{2}{B}


Creature -- Human Shaman Ally


0/2


{T}: Put target creature card from an opponent's graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of Allies you control.


 


* You may target any creature card in an opponent's graveyard with Agadeem Occultist's ability. You check whether the targeted card's converted mana cost is less than or equal to the number of Allies you control when the ability resolves. If you control too few Allies at that point, the ability does nothing.


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Amulet of Vigor


{1}


Artifact


Whenever a permanent enters the battlefield tapped and under your control, untap it.


 


* If you control more than one Amulet of Vigor, each Amulet's ability triggers when a permanent enters the battlefield tapped and under your control. The first ability that resolves will untap that permanent. If the permanent somehow becomes tapped again before the next ability resolves, the next ability will untap it as well (and so on).


 


* For Amulet of Vigor's ability to trigger, a permanent must enter the battlefield tapped due to an effect that says "put [the permanent] onto the battlefield tapped," "[this permanent] enters the battlefield tapped," or the like. If it enters the battlefield untapped, the ability won't trigger, even if you tap that permanent afterward.


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Anowon, the Ruin Sage


{3}{B}{B}


Legendary Creature -- Vampire Shaman


4/3


At the beginning of your upkeep, each player sacrifices a non-Vampire creature.


 


* When the triggered ability resolves, first you choose which creature you'll sacrifice (if you control any non-Vampire creatures), then each other player in turn order does the same, then all chosen creatures are sacrificed at the same time.


 


* If a player controls no creatures, or if all creatures a player controls are Vampires, that player simply doesn't sacrifice anything.


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Archon of Redemption


{3}{W}{W}


Creature -- Archon


3/4


Flying


Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.


 


* The creature's power is determined as the triggered ability resolves, so it will take into account any effects that modify it. If the creature has left the battlefield by the time the triggered ability resolves, its last existence on the battlefield is checked to determine its power.


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Bazaar Trader


{1}{R}


Creature -- Goblin


1/1


{T}: Target player gains control of target artifact, creature, or land you control.


 


* This effect has no duration. The targeted player retains control of the targeted permanent until the game ends, the permanent leaves the battlefield, or an effect causes someone else to gain control of it.


 


* If either the targeted player or the targeted permanent is an illegal target by the time the ability resolves, the ability does nothing. The player won't gain control of the permanent.


 


* You may target yourself with Bazaar Trader's ability. Normally, this won't have any visible effect. However, the ability would override an effect with a limited duration that gave you control of a permanent. For example, if you temporarily gained control of a creature with Act of Treason, targeting yourself and that creature with Bazaar Trader's ability would then cause you to gain control of the creature indefinitely.


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Brink of Disaster


{2}{B}{B}


Enchantment -- Aura


Enchant creature or land


When enchanted permanent becomes tapped, destroy it.


 


* Brink of Disaster may target and may enchant a permanent that's already tapped. It won't do anything until the enchanted permanent changes from being untapped to being tapped.


 


* When the enchanted permanent becomes tapped, Brink of Disaster's ability triggers. That permanent will be destroyed when the ability resolves, even if Brink of Disaster has left the battlefield or is somehow enchanting a different permanent by then.


 


* If the enchanted permanent is tapped as a cost to activate a mana ability, the mana ability resolves immediately, then Brink of Disaster's ability goes on the stack.


 


* If the enchanted permanent is tapped as a cost to activate an ability that's not a mana ability, Brink of Disaster's ability will go on the stack on top of that activated ability. Brink of Disaster's ability resolves first (destroying that permanent), then the permanent's activated ability resolves.


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Butcher of Malakir


{5}{B}{B}


Creature -- Vampire Warrior


5/4


Flying


Whenever Butcher of Malakir or another creature you control is put into a graveyard from the battlefield, each opponent sacrifices a creature.


 


* When the triggered ability resolves, first the player whose turn it is (if that player is an opponent) chooses which creature he or she will sacrifice, then each other opponent in turn order does the same, then all chosen creatures are sacrificed at the same time.


 


* If multiple creatures you control (possibly including Butcher of Malakir itself) are put into their owners' graveyards at the same time, Butcher of Malakir's triggered ability will trigger that many times.


 


* If you control more than one Butcher of Malakir and a creature you control is put into a graveyard, each of those Butchers' abilities will trigger. Each opponent will sacrifice a creature each time one of those abilities resolves.


 


* If you and an opponent each control a Butcher of Malakir and a creature is put into a graveyard, a chain reaction happens. First the ability of one player's Butcher will trigger, causing each opponent to sacrifice a creature. That sacrifice causes the ability of the other player's Butcher to trigger, and so on.


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Calcite Snapper


{1}{U}{U}


Creature -- Turtle


1/4


Shroud (This creature can't be the target of spells or abilities.)


Landfall -- Whenever a land enters the battlefield under your control, you may switch Calcite Snapper's power and toughness until end of turn.


 


* Effects that switch a creature's power and toughness are applied after every other effect that modifies that creature's power and toughness, no matter when they started to take effect. For example, if Calcite Snapper's power and toughness are switched, then it gets +2/+0 until end of turn, it will be 4/3 that turn.


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Chain Reaction


{2}{R}{R}


Sorcery


Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.


 


* The value of X is determined as Chain Reaction resolves.


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Comet Storm


{X}{R}{R}


Instant


Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.)


Choose target creature or player, then choose another target creature or player for each time Comet Storm was kicked. Comet Storm deals X damage to each of them.


 


* The number of targets you choose for Comet Storm is one more than the number of times it's kicked. First you declare how many times you're going to kick the spell (at the same time you declare the value of X), then you choose the targets accordingly, then you pay the costs. No player can respond between the time you declare how many times you'll kick the spell and the time you choose the targets.


 


* Each target you choose must be different.


 


* For example, if you want Comet Storm to deal 4 damage to each of three different targets, that means X is 4 and you're kicking the spell twice. You'll pay a mana cost of {4}{R}{R}, plus a kicker cost of {1}, plus another kicker cost of {1}, for a total of {6}{R}{R}.


 


* As long as any of its targets are legal at the time Comet Storm resolves, Comet Storm will deal X damage to each of those legal targets.


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Dead Reckoning


{1}{B}{B}


Sorcery


You may put target creature card from your graveyard on top of your library. If you do, Dead Reckoning deals damage equal to that card's power to target creature.


 


* You must choose two targets as you cast Dead Reckoning: a creature card in your graveyard and a creature on the battlefield. If you can't, then you can't cast the spell.


 


* If the targeted creature card is an illegal target as Dead Reckoning resolves (because it's no longer in your graveyard, perhaps), you can't choose to put it on top of your library. No damage will be dealt.


 


* If the targeted creature is an illegal target as Dead Reckoning resolves (because it's no longer on the battlefield, perhaps), you may still put the targeted creature card from your graveyard on top of your library. No damage will be dealt.


 


* Dead Reckoning deals damage equal to the power the creature card had while it was in your graveyard. This could matter if that card is something like Lord of Extinction or Tarmogoyf whose power is determined by a characteristic-defining ability that checks the contents of your graveyard.


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Death's Shadow


{B}


Creature -- Avatar


13/13


Death's Shadow gets -X/-X, where X is your life total.


 


* Death's Shadow's ability applies only while Death's Shadow is on the battlefield. In all other zones, its power and toughness are 13.


 


* The value of X changes as you gain and lose life. It's not locked in as Death's Shadow enters the battlefield.


 


* If your life total is 13 or greater (and nothing else is boosting Death's Shadow's toughness), Death's Shadow is put into its owner's graveyard as a state-based action.


 


* If your life total is less than 0 and an effect (such as the one from an opponent's Abyssal Persecutor) is keeping you from losing the game, Death's Shadow's ability will actually increase its power and toughness. For example, if your life total is -2, Death's Shadow gets +2/+2.


 


* In a Two-Headed Giant game, your life total is half of your team's life total, rounded up.


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Everflowing Chalice


{0}


Artifact


Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)


Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.


{T}: Add {1} to your mana pool for each charge counter on Everflowing Chalice.


 


* If Everflowing Chalice has no charge counters on it, you can still activate its last ability. That ability is still a mana ability, even though it produces no mana as it resolves.


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Explore


{1}{G}


Sorcery


You may play an additional land this turn.


Draw a card.


 


* Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves (and you'll draw a card, perhaps a land you'll play later) first.


 


* The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Oracle of Mul Daya.


 


* If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.


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Eye of Ugin


Legendary Land


Colorless Eldrazi spells you cast cost {2} less to cast.


{7}, {T}: Search your library for a colorless creature card, reveal it, and put it into your hand. Then shuffle your library.


 


* Eye of Ugin doesn't have a mana ability.


 


* Eldrazi is a creature type that, as of the _Worldwake_ release, has not yet been printed on any creatures.


 


* Currently, only Mistform Ultimus and creatures with changeling are Eldrazi. If they become colorless, possibly due to Mycosynth Lattice, Eye of Ugin would reduce the cost to cast them by {2}.


 


* Eye of Ugin's second ability lets you find any colorless creature card in your deck, such as an artifact creature card that has no colored mana symbols in its mana cost, or a creature card that's become colorless due to Mycosynth Lattice.


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Feral Contest


{3}{G}


Sorcery


Put a +1/+1 counter on target creature you control. Another target creature blocks it this turn if able.


 


* You must choose two targets as you cast Feral Contest: a creature you control and any other creature. If you can't (because there's only one creature on the battlefield, perhaps), then you can't cast the spell. Note that the second target may also be a creature you control.


 


* If just the first targeted creature is an illegal target by the time Feral Contest resolves, it won't get a +1/+1 counter. However, the second targeted creature is still affected by the blocking restriction the spell imposes, so it'll have to block the first targeted creature that turn if able.


 


* If just the second targeted creature is an illegal target by the time Feral Contest resolves, the first targeted creature will get a +1/+1 counter, but the second targeted creature won't have to block it that turn.


 


* Casting Feral Contest doesn't force you to attack with the first targeted creature that turn. If that creature doesn't attack, the second targeted creature is free to block whichever creature its controller chooses, or block no creatures at all.


 


* If you attack with the first targeted creature but the second targeted creature isn't able to block it (for example, because the first targeted creature has flying and the second one doesn't), the requirement to block does nothing. The second targeted creature is free to block whichever creature its controller chooses, or block no creatures at all.


 


* Tapped creatures, creatures that can't block as the result of an effect, creatures with unpaid costs to block (such as those from War Cadence), and creatures that aren't controlled by the defending player are exempt from effects that would require them to block. Such creatures can be targeted by Feral Contest, but the requirement to block does nothing.


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Grotag Thrasher


{4}{R}


Creature -- Lizard


3/3


Whenever Grotag Thrasher attacks, target creature can't block this turn.


 


* The targeted creature is prohibited from blocking any creature this turn, not just Grotag Thrasher.


 


* Grotag Thrasher's ability can target any creature, not just one the defending player controls. For example, if you want that player's creatures to be able to block this turn, you can target Grotag Thrasher with its own ability.


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Harabaz Druid


{1}{G}


Creature -- Human Druid Ally


0/1


{T}: Add X mana of any one color to your mana pool, where X is the number of Allies you control.


 


* Harabaz Druid's activated ability is a mana ability, so it doesn't use the stack and players can't respond to it.


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Horizon Drake


{1}{U}{U}


Creature -- Drake


3/1


Flying, protection from lands


 


* Protection from lands works like any other protection ability. Horizon Drake can't be blocked by land creatures, all damage that would be dealt to it by lands (including combat damage from land creatures) is prevented, and it can't be the target of activated or triggered abilities from lands (including your own Teetering Peaks, for example).


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Jace, the Mind Sculptor


{2}{U}{U}


Planeswalker -- Jace


3


[+2]: Look at the top card of target player's library. You may put that card on the bottom of that player's library.


[0]: Draw three cards, then put two cards from your hand on top of your library in any order.


[-1]: Return target creature to its owner's hand.


[-12]: Exile all cards from target player's library, then that player shuffles his or her hand into his or her library.


 


* Jace, the Mind Sculptor is the first planeswalker with a loyalty ability that costs [0]. Activating this ability follows the same rules as activating any other planeswalker ability, though you'll neither put loyalty counters on Jace nor remove loyalty counters from Jace to do so.


 


* If you activate Jace's second ability, the two cards you put on top of your library may be any two cards from your hand. They don't have to be cards you drew with the ability.


 


* If two or more planeswalkers on the battlefield share a planeswalker subtype, all are put into their owners' graveyards. This means that if Jace Beleren and Jace, the Mind Sculptor are on the battlefield, both are put into their owners' graveyards.


-----


 


Join the Ranks


{3}{W}


Instant


Put two 1/1 white Soldier Ally creature tokens onto the battlefield.


 


* When a Join the Ranks you control resolves, each ability that triggers whenever an Ally enters the battlefield under your control will trigger twice.


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Joraga Warcaller


{G}


Creature -- Elf Warrior


1/1


Multikicker {1}{G} (You may pay an additional {1}{G} any number of times as you cast this spell.)


Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked.


Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller.


 


* The last ability counts the total number of +1/+1 counters on Joraga Warcaller, not just the ones placed on it as a result of its enters-the-battlefield ability.


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Jwari Shapeshifter


{1}{U}


Creature -- Shapeshifter Ally


0/0


You may have Jwari Shapeshifter enter the battlefield as a copy of any Ally creature on the battlefield.


 


* Jwari Shapeshifter 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 is copying something else (for example, if the chosen creature is another Jwari Shapeshifter), then your Jwari Shapeshifter enters the battlefield as whatever the chosen creature copied.


 


* If the chosen creature is a token, your Jwari Shapeshifter copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. Your Jwari Shapeshifter is not a token.


 


* Any enters-the-battlefield abilities of the copied creature will trigger when Jwari Shapeshifter enters the battlefield.


 


* You can choose not to copy anything. In that case, Jwari Shapeshifter enters the battlefield as a 0/0 creature, and is probably put into the graveyard immediately.


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DCI Level 2 Judge

Questions don't have to make sense, but answers do.

Kalastria Highborn


{B}{B}


Creature -- Vampire Shaman


2/2


Whenever Kalastria Highborn or another Vampire you control is put into a graveyard from the battlefield, you may pay {B}. If you do, target player loses 2 life and you gain 2 life.


 


* If multiple Vampires you control (possibly including Kalastria Highborn itself) are put into their owners' graveyards at the same time, Kalastria Highborn's ability triggers that many times.


 


* You target a player when the ability triggers. You choose whether to pay {B} as the ability resolves. You may pay {B} only once per resolution.


 


* If the targeted player is an illegal target by the time the ability resolves (for example, if that player has left a multiplayer game), the entire ability is countered. You can't pay {B} and you don't gain life.


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Kazuul, Tyrant of the Cliffs


{3}{R}{R}


Legendary Creature -- Ogre Warrior


5/4


Whenever a creature an opponent controls attacks, if you're the defending player, put a 3/3 red Ogre creature token onto the battlefield unless that creature's controller pays {3}.


 


* You're the defending player if a creature is attacking you or a planeswalker you control.


 


* If you're the defending player, Kazuul's ability triggers once for each creature that attacks, not just once per combat. The attacking player chooses whether to pay {3} or let you have an Ogre token each time one of those abilities resolves.


 


* As the ability resolves, you can't put the Ogre token onto the battlefield without explicitly giving the attacking player the option to pay {3}, even if the attacking player has forgotten about this ability.


 


* The ability triggers and resolves during the declare attackers step. If you put an Ogre token onto the battlefield as a result, you may block with it during that combat phase.


 


* If an attacking creature has a "Whenever this creature attacks" ability, that ability is put on the stack first, then Kazuul's ability is put on the stack. Although Kazuul's ability will resolve first, and potentially create an Ogre token, any target of the other ability will already have been chosen at this point, and thus could not have been the new Ogre token.


 


* In a multiplayer game, the ability checks whether you're the defending player for each individual attacking creature. For example, if one creature attacks you and two creatures attack another player, Kazuul's ability triggers just once.


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Loam Lion


{W}


Creature -- Cat


1/1


Loam Lion gets +1/+2 as long as you control a Forest.


 


* Loam Lion either gets +1/+2 or it doesn't. It doesn't get the bonus for each Forest you control.


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Lodestone Golem


{4}


Artifact Creature -- Golem


5/3


Nonartifact spells cost {1} more to cast.


 


* The ability affects each spell that's not an artifact spell, including your own.


 


* The ability affects the total cost of each nonartifact spell, but it doesn't change that spell's mana cost or converted mana cost. The extra mana also doesn't change how many times you kicked the spell or what the value of X is (if applicable).


 


* When determining a spell's total cost, effects that increase the cost are applied before effects that reduce the cost.


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Mire's Toll


{B}


Sorcery


Target player reveals a number of cards from his or her hand equal to the number of Swamps you control. You choose one of them. That player discards that card.


 


* If the number of Swamps you control exceeds the number of cards in the targeted player's hand, that player reveals all the cards in his or her hand.


-----


 


Nature's Claim


{G}


Instant


Destroy target artifact or enchantment. Its controller gains 4 life.


 


* If the targeted artifact or enchantment is an illegal target by the time Nature's Claim resolves, the entire spell is countered. No one gains any life.


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Nemesis Trap


{4}{B}{B}


Instant -- Trap


If a white creature is attacking, you may pay {B}{B} rather than pay Nemesis Trap's mana cost.


Exile target attacking creature. Put a token that's a copy of that creature onto the battlefield. Exile it at the beginning of the next end step.


 


* If you cast Nemesis Trap for {B}{B}, you may still target any attacking creature, not just the white attacking creature.


 


* An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature for the rest of the combat phase, including the end of combat step.


 


* If you cast Nemesis Trap during your opponent's declare attackers step, you'll put the token onto the battlefield before the declare blockers step begins and you can block with it this combat. If you cast Nemesis Trap later in the combat phase a, you won't be able to block with the token.


 


* The token you put onto the battlefield copies exactly what was printed on the exiled creature and nothing more (unless it was copying something else or it was a token; see below). It doesn't copy whether the exiled creature was tapped or untapped, whether it had any counters on it or Auras attached to it, or any non-copy effects that changed its power, toughness, types, color, or so on. For example, if Nemesis Trap targets an animated Celestial Colonnade, the token you put onto the battlefield will be a Celestial Colonnade that's just a land. (Because of this, Nemesis Trap has received minor errata to specify that you put a token, not a "creature token," onto the battlefield.)


 


* If the exiled creature was copying something else (for example, if it was a Jwari Shapeshifter), then your token enters the battlefield as a copy of whatever the exiled creature was copying.


 


* If the exiled creature was a token, your token copies the original characteristics of that token as stated by the effect that put it onto the battlefield.


 


* If the exiled creature has {X} in its mana cost (such as Protean Hydra), X is considered to be zero.


 


* Any enters-the-battlefield abilities of the exiled creature will trigger when the token is put onto 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 the targeted creature is an illegal target by the time Nemesis Trap resolves, the entire spell is countered. You won't get a token.


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Novablast Wurm


{3}{G}{G}{W}{W}


Creature -- Wurm


7/7


Whenever Novablast Wurm attacks, destroy all other creatures.


 


* Novablast Wurm's ability triggers and resolves during the declare attackers step, before blockers can be declared.


 


* Novablast Wurm's ability destroys all players' creatures (except Novablast Wurm), including yours.


 


* If two Novablast Wurms attack, they'll destroy each other. This happens before they can deal combat damage.


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Omnath, Locus of Mana


{2}{G}


Legendary Creature -- Elemental


1/1


Green mana doesn't empty from your mana pool as steps and phases end.


Omnath, Locus of Mana gets +1/+1 for each green mana in your mana pool.


 


* You can keep green mana in your mana pool indefinitely while Omnath is on the battlefield. That means if you add a green mana to your mana pool during one step or phase, you can spend it during a later step or phase, or even a later turn. Other types of mana will continue to empty from your mana pool as each step and phase ends.


 


* If a green mana you add to your mana pool has certain restrictions or riders associated with it (for example, if it was produced by Ancient Ziggurat), they'll apply to that mana no matter when you spend it.


 


* Once Omnath leaves the battlefield, you have until the end of the current step or phase to spend whatever green mana is in your mana pool before it too empties as normal. There is no penalty associated with this other than the loss of the mana.


-----


 


Permafrost Trap


{2}{U}{U}


Instant -- Trap


If an opponent had a green creature enter the battlefield under his or her control this turn, you may pay {U} rather than pay Permafrost Trap's mana cost.


Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.


 


* You may target any two (or fewer) creatures. It's okay if any of them are already tapped. If you cast Permafrost Trap for {U}, you don't have to target the green creature that entered the battlefield under an opponent's control.


 


* If a targeted creature is untapped at the time its controller's next untap step begins, the second part of the ability has no effect on it.


 


* If an affected creature changes controllers before its previous controller's next untap step, this ability will prevent it from untapping during its new controller's next untap step.


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Quest for Renewal


{1}{G}


Enchantment


Whenever a creature you control becomes tapped, you may put a quest counter on Quest for Renewal.


As long as there are four or more quest counters on Quest for Renewal, untap all creatures you control during each other player's untap step.


 


* Creatures put onto the battlefield tapped don't cause Quest for Renewal's first ability to trigger.


 


* As another player's untap step begins, if there are four or more quest counters on Quest for Renewal, all your creatures untap during that untap step. You have no choice about what untaps. Those creatures untap at the same time as the active player's permanents.


 


* During another player's untap step, effects that would otherwise cause your creatures to stay tapped don't apply because they apply only during *your* untap step. For example, if you control a Quest for Renewal with four or more quest counters on it and a Deep-Slumber Titan (a creature that says "Deep-Slumber Titan doesn't untap during your untap step"), you untap Deep-Slumber Titan during each other player's untap step.


 


* Controlling more than one Quest for Renewal with four or more quest counters on it is redundant. You can't untap your permanents more than once in a single untap step.


-----


 


Quest for the Nihil Stone


{B}


Enchantment


Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone.


At the beginning of each opponent's upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, you may have that player lose 5 life.


 


* The second ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless, as an opponent's upkeep starts, that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, and (2) the ability will do nothing if that player has at least one card in hand and/or Quest for the Nihil Stone has fewer than two quest counters on it by the time it resolves. (If Quest for the Nihil Stone is no longer on the battlefield by that point, its last existence on the battlefield is checked to see how many quest counters were on it.)


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Quest for Ula's Temple


{U}


Enchantment


At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a quest counter on Quest for Ula's Temple.


At the beginning of each end step, if there are three or more quest counters on Quest for Ula's Temple, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.


 


* When the first ability resolves, you may look at the top card of your library. If you don't, nothing happens. If you look at it and it's not a creature card, it simply stays hidden. If you look at it and it is a creature card, you may reveal it and put a quest counter on Quest for Ula's Temple, or you may choose to leave it hidden. In all cases, the card remains on top of your library.


 


* If an ability (from Future Sight or Oracle of Mul Daya, for example) causes you to play with the top card of your library revealed, you may still put a quest counter on Quest for Ula's Temple when the first ability resolves if the top card of your library is a creature card.


 


* Although the first ability triggers only on your turn, the second ability may trigger each turn.


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Raging Ravine


Land


Raging Ravine enters the battlefield tapped.


{T}: Add {R} or {G} to your mana pool.


{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.


 


* Each time you activate Raging Ravine's last ability, it gains an instance of the triggered ability "Whenever this creature attacks, put a +1/+1 counter on it." For example, if you activate the last ability twice and then attack with Raging Ravine, both of the triggered abilities it gained will trigger. It will get a total of two +1/+1 counters.


 


* Any +1/+1 counters put on Raging Ravine remain on it even after it stops being a creature. They'll have no effect until it becomes a creature again.


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Razor Boomerang


{3}


Artifact -- Equipment


Equipped creature has "{T}, Unattach Razor Boomerang: Razor Boomerang deals 1 damage to target creature or player. Return Razor Boomerang to its owner's hand."


Equip {2}


 


* The source of the damage is Razor Boomerang, not the equipped creature. However, the equipped creature's ability is what targets the creature or player. If Razor Boomerang is equipped to a red creature, for example, the ability couldn't target a creature with protection from red. It could target a creature with protection from artifacts, but all the damage would be prevented.


 


* Unattaching Razor Boomerang is a cost to activate the equipped creature's ability.


 


* If Razor Boomerang is no longer on the battlefield by time the equipped creature's ability resolves, it's not returned to its owner's hand. The rest of the ability resolves as normal, so Razor Boomerang will still deal damage to the targeted creature.


 


* If the targeted creature is an illegal target by the time the equipped creature's ability resolves, the entire ability is countered. Razor Boomerang remains on the battlefield unattached.


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Refraction Trap


{3}{W}


Instant -- Trap


If an opponent cast a red instant or sorcery spell this turn, you may pay {W} rather than pay Refraction Trap's mana cost.


Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to target creature or player.


 


* Refraction Trap's only target is the creature or player it may deal damage to. You choose that target as you cast Refraction Trap, not at the time it prevents damage.


 


* Refraction Trap doesn't target the source of the damage it prevents. You choose that source as Refraction Trap resolves. If you cast Refraction Trap for {W}, the source you choose doesn't have to be the red instant or sorcery spell an opponent cast.


 


* If the targeted creature or player is an illegal target by the time Refraction Trap resolves, the entire spell is countered. No damage will be prevented.


 


* Refraction Trap can prevent damage that would be dealt to you, one or more creatures you control, and/or one or more planeswalkers you control.


 


* If the chosen source would simultaneously deal damage to multiple permanents you control, or would simultaneously deal damage to you and at least one permanent you control, you choose which of that damage to prevent. For example, if the chosen source is Earthquake, you might choose to prevent the next 2 damage it would deal to you and the next 1 damage it would deal to a creature you control. You don't decide until the point at which the source would deal its damage.


 


* Refraction Trap's effect is not a redirection effect. If it prevents damage, Refraction Trap (not the chosen source) deals damage to the targeted creature or player as part of that prevention effect. Refraction Trap is the source of the new damage, so the characteristics of the original source (such as its color, or whether it had lifelink or deathtouch) don't affect this damage. The new damage is not combat damage, even if the prevented damage was. Since you control the source of the new damage, if you targeted an opponent with Refraction Trap, you may have Refraction Trap deal its damage to a planeswalker that opponent controls.


 


* If the chosen source would deal damage, Refraction Trap prevents 3 of that source's damage and the source deals its excess damage (if any) at the same time. Immediately afterward, as part of that same prevention effect, Refraction Trap deals its damage. This happens before state-based actions are checked, and before the spell or ability that caused damage to be dealt resumes its resolution.


 


* Whether the targeted creature or player is still a legal target is no longer checked after Refraction Trap resolves. For example, if a creature targeted by Refraction Trap gains shroud after Refraction Trap resolves but before it prevents damage, Refraction Trap will still prevent damage and still deal damage to that creature. If Refraction Trap can't deal damage to the targeted creature or player (because the creature has gained protection from white, is no longer on the battlefield, or is no longer a creature, or the player is no longer in the game, for example), it will still prevent damage. It just won't deal any damage itself.


 


* If Refraction Trap doesn't prevent any damage (perhaps because a different prevention effect is applied to the damage the source would deal, or because the damage is unpreventable), Refraction Trap won't deal any damage itself.


-----


 


Ricochet Trap


{3}{R}


Instant -- Trap


If an opponent cast a blue spell this turn, you may pay {R} rather than pay Ricochet Trap's mana cost.


Change the target of target spell with a single target.


 


* If you cast Ricochet Trap for {R}, you don't have to target the blue spell an opponent cast.


 


* Ricochet Trap targets only the spell whose target will be changed. It doesn't directly affect the original target of that spell or the new target of that spell.


 


* You don't choose the new target for the spell until Ricochet Trap resolves. You must change the target if possible. However, you can't change the target to an illegal target. If there are no legal targets to choose from, the target isn't changed. It doesn't matter if the original target of that spell has somehow become illegal itself.


 


* If you cast Ricochet Trap targeting a spell that targets a spell on the stack (like Cancel does, for example), you can't change that spell's target to itself. You can, however, change that spell's target to Ricochet Trap. If you do, that spell will be countered when it tries to resolve because Ricochet Trap will have left the stack by then.


 


* If a spell targets multiple things, you can't target it with Ricochet Trap, even if all but one of those targets have become illegal.


 


* If a spell targets the same player or object multiple times, you can't target it with Ricochet Trap.


-----


 


Roiling Terrain


{2}{R}{R}


Sorcery


Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard.


 


* If the targeted land is an illegal target by the time Roiling Terrain resolves, the entire spell is countered. No damage will be dealt.


 


* If the targeted land regenerates or is indestructible, Roiling Terrain still deals damage to the targeted land's controller.


 


* The effects of the spell happen in sequence. By the time Roiling Terrain checks how many land cards are in the affected player's graveyard, the land Roiling Terrain destroyed is (most likely) already in that graveyard.


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Ruin Ghost


{1}{W}


Creature -- Spirit


1/1


{W}, {T}: Exile target land you control, then return it to the battlefield under your control.


 


* As Ruin Ghost's ability resolves, the targeted land is exiled, then immediately returned to the battlefield. The land that enters the battlefield is a different permanent from the one that left. Any counters, Auras, and so on that were affecting the old land won't affect the new one. Any spells or abilities that were targeting the old land don't target the new one. Whether the old land was tapped or untapped has no bearing on the new one.


 


* The returned land behaves like any other land that's put onto the battlefield. If it has an ability that says it enters the battlefield tapped, it does so. (Otherwise it enters the battlefield untapped.) If it has an enters-the-battlefield triggered ability, that ability triggers.


 


* The land returns under your control, regardless of who owns it.


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Rumbling Aftershocks


{4}{R}


Enchantment


Whenever you cast a kicked spell, you may have Rumbling Aftershocks deal damage to target creature or player equal to the number of times that spell was kicked.


 


* If you cast a kicked spell, Rumbling Aftershocks's ability triggers and goes on the stack on top of it. The ability will resolve before the spell does.


 


* The ability triggers just once per kicked spell, even if that spell was kicked multiple times.


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Searing Blaze


{R}{R}


Instant


Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.


Landfall -- If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead.


 


* You must choose two targets as you cast Searing Blaze: a player and a creature that player controls. If you can't (because there are no creatures on the battlefield, perhaps), then you can't cast the spell.


 


* If either target is illegal by the time Searing Blaze resolves, it still deals damage to the other target.


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Seer's Sundial


{4}


Artifact


Landfall -- Whenever a land enters the battlefield under your control, you may pay {2}. If you do, draw a card.


 


* You choose whether to pay {2} as the ability resolves. You may pay {2} only once per resolution.


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Slingbow Trap


{3}{G}


Instant -- Trap


If a black creature with flying is attacking, you may pay {G} rather than pay Slingbow Trap's mana cost.


Destroy target attacking creature with flying.


 


* If you cast Slingbow Trap for {G}, you may target any attacking creature with flying, not just a black one.


 


* An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature for the rest of the combat phase, including the end of combat step..


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Smother


{1}{B}


Instant


Destroy target creature with converted mana cost 3 or less. It can't be regenerated.


 


* A creature's converted mana cost is determined solely by the mana symbols printed in its upper right corner (unless that creature is copying something else; see below). If its mana cost includes {X}, X is considered to be 0. If it has no mana symbols in its upper right corner (because it's an animated land, for example), its converted mana cost is 0. Ignore any alternative costs or additional costs (such as kicker) paid when the creature was cast.


 


* A token has a converted mana cost of 0, unless it is copying something else.


 


* If a creature is copying something else, its converted mana cost is the converted mana cost of whatever it's copying.


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Spell Contortion


{2}{U}


Instant


Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.)


Counter target spell unless its controller pays {2}. Draw a card for each time Spell Contortion was kicked.


 


* If the targeted spell is an illegal target by the time Spell Contortion resolves, Spell Contortion is countered. You won't draw any cards.


 


* If Spell Contortion resolves, you draw a card for each time Spell Contortion was kicked, regardless of whether the targeted spell's controller pays {2} or whether the targeted spell is countered this way.


-----


 


Stone Idol Trap


{5}{R}


Instant -- Trap


Stone Idol Trap costs {1} less to cast for each attacking creature.


Put a 6/12 colorless Construct artifact creature token with trample onto the battlefield. Exile it at the beginning of your next end step.


 


* This Trap doesn't work the same way as other Traps. Rather than having an optional alternative cost, Stone Idol Trap has a mandatory cost-reduction ability.


 


* An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature for the rest of the combat phase, including the end of combat step..


 


* If you cast Stone Idol Trap during your opponent's declare attackers step, the Construct token you put onto the battlefield will be able to block that turn.


 


* The Construct token isn't exiled until the beginning of *your* end step. If you cast Stone Idol Trap during another player's turn, the token remains on the battlefield after that player's turn ends. During your next turn, it will no longer have "summoning sickness" and you'll be able to attack with it. Then, at the beginning of that turn's end step, it'll be exiled.


 


* The cost-reduction ability doesn't care who controls the attacking creatures. If you like, you may cast Stone Idol Trap during your own combat phase, in which case it will count your attacking creatures. If you do, however, the token you put onto the battlefield will be unable to attack that combat and will be exiled later that turn.


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Stoneforge Mystic


{1}{W}


Creature -- Kor Artificer


1/2


When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.


{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.


 


* When Stoneforge Mystic's second ability resolves, you may put any Equipment card from your hand onto the battlefield, not just the one you searched for with its first ability. The Equipment is put onto the battlefield unattached.


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Strength of the Tajuru


{X}{G}{G}


Instant


Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.)


Choose target creature, then choose another target creature for each time Strength of the Tajuru was kicked. Put X +1/+1 counters on each of them.


 


* The number of targets you choose for Strength of the Tajuru is one more than the number of times it's kicked. First you declare how many times you're going to kick the spell (at the same time you declare the value of X), then you choose the targets accordingly, then you pay the costs. No player can respond between the time you declare how many times you'll kick the spell and the time you choose the targets.


 


* Each target you choose must be different.


 


* For example, if you want to put four +1/+1 counters on each of three different targets, that means X is 4 and you're kicking the spell twice. You'll pay a mana cost of {4}{G}{G}, plus a kicker cost of {1}, plus another kicker cost of {1}, for a total of {6}{G}{G}.


 


* As long as any of its targets are legal at the time Strength of the Tajuru resolves, you'll put X +1/+1 counters on each of those legal targets.


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Summit Apes


{3}{G}


Creature -- Ape


5/2


As long as you control a Mountain, Summit Apes can't be blocked except by two or more creatures.


 


* Whether you control a Mountain matters only as the defending player declares blockers. Once it's blocked, gaining or losing control of a Mountain won't affect Summit Apes's blockers.


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Talus Paladin


{3}{W}


Creature -- Human Knight Ally


2/3


Whenever Talus Paladin or another Ally enters the battlefield under your control, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1 counter on Talus Paladin.


 


* The choices you make as Talus Paladin's ability resolves are made individually. First you decide whether to have Allies you control gain lifelink until end of turn. Then, regardless of that decision, you decide whether to put a +1/+1 counter on Talus Paladin.


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Tectonic Edge


Land


{T}: Add {1} to your mana pool.


{1}, {T}, Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands.


 


* Tectonic Edge's second ability checks how many lands an opponent controls only at the time you activate the ability.


 


* Assuming you can activate Tectonic Edge's second ability, you can target any nonbasic land with it (not just one controlled by an opponent that controls four or more lands).


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Terastodon


{6}{G}{G}


Creature -- Elephant


9/9


When Terastodon enters the battlefield, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller puts a 3/3 green Elephant creature token onto the battlefield.


 


* The targeted permanents may be controlled by different players.


 


* If a targeted permanent is indestructible or regenerates, its controller won't get an Elephant token for it. Similarly, if the targeted permanent is destroyed but a replacement effect moves it to a different zone instead of its owner's graveyard, its controller won't get an Elephant token for it.


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Terra Eternal


{2}{W}


Enchantment


All lands are indestructible.


 


* Effects that say "destroy" won't cause an indestructible land to be put into its owner's graveyard. If that land is also a creature, lethal damage won't cause it to be put into its owner's graveyard either. However, an indestructible land can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary land with the same name is on the battlefield, or if it's also a creature and its toughness is 0 or less.


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Thada Adel, Acquisitor


{1}{U}{U}


Legendary Creature -- Merfolk Rogue


2/2


Islandwalk


Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles his or her library. Until end of turn, you may play that card.


 


* When the triggered ability resolves, you must search that player's library (and he or she must shuffle it) even if there are no artifact cards in it or you choose not to find one.


 


* The exiled card is played using the normal timing rules for an artifact, as well as any other applicable restrictions. For example, you can't play the card during your combat phase unless it has flash. Similarly, if the exiled card is an artifact land, you can't play it if you've already played a land that turn. If it's a nonland card, you'll have to pay its mana cost. The only thing that's different is you're playing it from the exile zone.


 


* If you don't play the card before the turn ends, it simply remains exiled.


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Treasure Hunt


{1}{U}


Sorcery


Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.


 


* The cards you put into your hand this way include one nonland card, plus all the land cards on top of it in your library (if any). If the top card of your library is a nonland card, you just get that one.


 


* If all the cards left in your library are lands, you'll reveal all of them and put them all into your hand.


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Tuktuk Scrapper


{3}{R}


Creature -- Goblin Artificer Ally


2/2


Whenever Tuktuk Scrapper or another Ally enters the battlefield under your control, you may destroy target artifact. If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage to that artifact's controller equal to the number of Allies you control.


 


* If the targeted artifact is indestructible or regenerates (or you choose not to destroy it), Tuktuk Scrapper doesn't deal damage to that artifact's controller. Similarly, if the targeted artifact is destroyed but a replacement effect moves it to a different zone instead of its owner's graveyard, Tuktuk Scrapper doesn't deal damage to that artifact's controller.


 


* A token permanent that's destroyed is put into its owner's graveyard before it ceases to exist. If a token is destroyed by Tuktuk Scrapper's ability, Tuktuk Scrapper deals damage to that token's controller.


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Twitch


{2}{U}


Instant


You may tap or untap target artifact, creature, or land.


Draw a card.


 


* If the targeted permanent is an illegal target by the time Twitch resolves, the entire spell is countered. You don't draw a card.


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Urge to Feed


{B}{B}


Instant


Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.


 


* You don't choose which untapped Vampire creatures you control to tap (if any) until Urge to Feed resolves.


 


* If you cast Urge to Feed targeting an untapped Vampire creature you control with toughness 3, its toughness will be reduced to 0 by the -3/-3 effect. However, state-based actions aren't checked until the spell has finished resolving. You may then tap that Vampire and put a +1/+1 counter on it, raising its toughness to 1. It will remain on the battlefield.


 


* If the targeted creature is an illegal target by the time Urge to Feed resolves, the entire spell is countered. You can't tap any Vampires.


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Vastwood Animist


{2}{G}


Creature -- Elf Shaman Ally


1/1


{T}: Target land you control becomes an X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land.


 


* The value of X is determined as Vastwood Animist's activated ability resolves. The power and toughness of the Elemental won't change if the number of Allies you control changes later in the turn.


 


* If you control no Allies when the ability resolves, the land becomes a 0/0 creature and is put into its owner's graveyard as a state-based action. However, since Vastwood Animist is itself an Ally, the land will usually be at least a 1/1.


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Walking Atlas


{2}


Artifact Creature -- Construct


1/1


{T}: You may put a land card from your hand onto the battlefield.


 


* The word "artifact" was inadvertently omitted from Walking Atlas's type line. The card has received errata to correct this omission; it is an artifact creature.


 


* Putting a land onto the battlefield as a result of Walking Atlas's ability isn't the same as playing a land. You may do put a land onto the battlefield even if it's an opponent's turn or you've played a land this turn. Similarly, putting a land onto the battlefield during your turn doesn't preclude you from playing a land later in that turn.


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Wrexial, the Risen Deep


{3}{U}{U}{B}


Legendary Creature -- Kraken


5/8


Islandwalk, swampwalk


Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that card would be put into a graveyard this turn, exile it instead.


 


* If you want to cast the targeted card, you cast it as part of the resolution of Wrexial's triggered ability. Timing restrictions based on the card's type are ignored. Other restrictions are not (such as "Cast [this card] only during your end step").


 


* If you are unable to cast the targeted card (there are no legal targets for the spell, for example), nothing happens when the ability resolves, and the card remains in its owner's graveyard.


 


* If you cast a card "without paying its mana cost," you can't pay any alternative costs. On the other hand, if the card has additional costs (such as kicker or multikicker), you may pay those.


 


* If you cast the targeted card and it would be put into its owner's graveyard from the stack for any reason (either because it resolves or because it's countered), that card is exiled instead.


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