Scars of Mirrodin FAQ

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_Scars of Mirrodin_(TM) Frequently Asked Questions Compiled by Matt Tabak and Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen Document last modified September 23, 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 As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated.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. -----   GENERAL NOTES   ***Release Information***   The _Scars of Mirrodin_ set contains 249 cards (101 common, 60 uncommon, 53 rare, 15 mythic rare, and 20 basic land).   Prerelease events: September 25-26, 2010 Launch Parties: October 1-3, 2010   The _Scars of Mirrodin_ set becomes legal for sanctioned Constructed play on its official release date: Friday, October 1, 2010.   -- At that time, the following card sets will be permitted in the Standard format: _Zendikar_(TM), _Worldwake_(TM), _Rise of the Eldrazi_(TM), _Magic 2011_, and _Scars of Mirrodin_.   Go to to find an event or store near you.   Go to for a complete list of formats and permitted card sets. -----   ***Mirran and Phyrexian Factions***   The native Mirrans and the invading Phyrexians are battling for control of Mirrodin. Each _Scars of Mirrodin_ card (except planeswalkers and basic lands) has an identifying insignia in its text box that shows which of these two factions it belongs to. (The Mirran insignia looks like a segmented ring. The Phyrexian insignia looks like a circle with a slash through it.) Faction insignias have no effect on game play.   ***Returning Theme: -1/-1 Counters***   Many cards in the _Scars of Mirrodin_ set put -1/-1 counters on creatures or care about -1/-1 counters in other ways. Infect appears only on cards from the Phyrexian faction.   Carnifex Demon {4}{B}{B}
Creature -- Demon
6/6
Flying
Carnifex Demon enters the battlefield with two -1/-1 counters on it.
{B}, Remove a -1/-1 counter from Carnifex Demon: Put a -1/-1 counter on each other creature.   For the most part, -1/-1 counters work a lot like +1/+1 counters. For example, Carnifex Demon enters the battlefield as a 4/4 creature, because it's a 6/6 creature with two -1/-1 counters on it. Working with negative numbers can have some tricky ramifications, though.   * A creature with -1/-1 counters on it may have 0 or less toughness. That creature is put into its owner's graveyard as a state-based action. Regeneration can't prevent this. This happens even if the creature is indestructible.   * A creature with -1/-1 counters on it may have 0 or less power. If so, it deals no damage in combat. If the effect of a spell or ability would change that creature's power, its actual negative power is used in the calculation. For example, a -2/2 creature that gets +3/+3 will end up as a 1/5 creature.   * If an effect of a spell or ability would do something else based on the power of a creature with 0 or less power (such as allows a player to draw that many cards), the effect will use 0 instead.   * If a permanent has at least one +1/+1 counter and at least one -1/-1 counter on it, remove as many pairs of +1/+1 and -1/-1 counters from it as you can. This is done as a state-based action.   ***Returning Theme: Poison Counters***   Although a small number cards in previous _Magic_ sets have used poison counters, the _Scars of Mirrodin_ set features poison counters as a prominent Phyrexian strategy.   Relic Putrescence
{2}{B}
Enchantment -- Aura
Enchant artifact
Whenever enchanted artifact becomes tapped, its controller gets a poison counter.   * Poison counters are the only kind of counters that a player can get. (Usually, counters are put on permanents.) Keep careful track of how many poison counters each player has. You may do so by keeping a running count on paper, by using a die, by having that player accumulate a number of items that represent poison counters (such as the poison counters found in many _Scars of Mirrodin_ booster packs), or by any other clear and mutually agreeable method.   * A player who has ten or more poison counters loses the game. This is a state-based action.   * No _Scars of Mirrodin_ cards enable a player to lose poison counters. (Only one card in the entire game -- the _Homelands_(TM) card Leeches -- allows this to happen.) Unless you're playing a format in which Leeches is legal, once a player gets a poison counter, he or she will have it for the rest of the game.   ***New Keyword Ability: Infect***   Infect is an ability that changes the nature of damage dealt to players and creatures. Only cards from the Phyrexian faction have infect.   Blight Mamba {1}{G} Creature –- Snake 1/1 Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {1}{G}: Regenerate Blight Mamba   The official rules for damage dealt to players and creatures are as follows:   119.3a Damage dealt to a player by a source without infect causes that player to lose that much life.   119.3b Damage dealt to a player by a source with infect causes that player to get that many poison counters.   119.3d Damage dealt to a creature by a source with wither and/or infect causes that many -1/-1 counters to be put on that creature.   119.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.   The official rules for infect are as follows:   702.87. Infect   702.87a Infect is a static ability.   702.87b Damage dealt to a creature by a source with infect isn't marked on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule 119.3.   702.87c Damage dealt to a player by a source with infect doesn't cause that player to lose life. Rather, it causes the player to get that many poison counters. See rule 119.3.   702.87d If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had infect.   702.87e The infect rules function no matter what zone an object with infect deals damage from.   702.87f Multiple instances of infect on the same object are redundant.   * Infect's effect applies to any damage, not just combat damage.   * The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.   * Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.   * If damage from a source with infect that would be dealt to a player is prevented, that player doesn't get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.   * Damage from a source with infect affects planeswalkers normally.   ***Returning Ability Word: Imprint***   Though originally printed in the _Mirrodin_ block as a keyword, imprint is now an ability word. It appears in italics at the beginning of abilities, calling attention to permanents that exile other cards and then use the exiled cards' characteristics to define their other abilities. (An ability word has no rules meaning.) Imprint appears only on cards from the Mirran faction.   Semblance Anvil {3} Artifact Imprint -- When Semblance Anvil enters the battlefield, you may exile a nonland card from your hand.
Spells you cast that share a card type with the exiled card cost {2} less to cast.   * Each permanent with an imprint ability also has an ability that refers to the "exiled card(s)." These two abilities are linked. The second ability refers only to cards exiled as a result of the imprint ability, not by any other ability.   * A permanent with an imprint ability might not have an exiled card for its linked ability to refer to. This might happen if all cards exiled by the imprint ability have left the exile zone, if you chose not to exile a card with an optional imprint ability, or if the imprint ability failed to exile a card because it was countered, among other reasons. In such a case, the values of the exiled card called for by the linked ability are undefined. That ability has as much of its effect as possible, but may be unable to have any effect at all.   * If a permanent with an imprint ability leaves the battlefield and then returns to the battlefield, it is a new object. It has no association with any cards it exiled during its previous existence.   ***New Ability Word: Metalcraft***   Metalcraft is an ability word. It appears in italics at the beginning of abilities that improve if you control three or more artifacts. (An ability word has no rules meaning.) Metalcraft appears only on cards from the Mirran faction.   Galvanic Blast
{R}
Instant
Galvanic Blast deals 2 damage to target creature or player.
Metalcraft -- Galvanic Blast deals 4 damage to that creature or player instead if you control three or more artifacts.   Auriok Sunchaser {1}{W} Creature –- Human Soldier 1/1 Metalcraft -– As long as you control three or more artifacts, Auriok Sunchaser gets +2/+2 and has flying.   * Some metalcraft abilities that appear on instants and sorceries use the word "instead." These spells have an upgraded effect if you control three or more artifacts at the time they resolve. For these, you only get the upgraded effect, not both effects.   * Metalcraft abilities of instants and sorceries that don't use the word "instead" will provide an additional effect if you control three or more artifacts at the time they resolve.   * Some metalcraft abilities are activated abilities of permanents. To activate such an ability, you must control three or more artifacts at the time of the activation. The ability will resolve as normal even if you no longer control three or more artifacts as it resolves.   * Some metalcraft abilities are static abilities. These abilities constantly check whether or not you control three or more artifacts to see if the bonus applies. With one exception (see the "Stoic Rebuttal" entry in the Card-Specific Notes section), these abilities function only on the battlefield.   * A creature with a static metalcraft ability that increases its toughness, such as Auriok Sunchaser, loses that bonus as soon as its controller controls fewer than three artifacts. If damage marked on that creature is greater than or equal to its toughness after the metalcraft ability stops applying, the creature is destroyed and put into its owner's graveyard as a state-based action.   * Triggered metalcraft abilities include an intervening "if" clause. You must control three or more artifacts at the appropriate time in order for these abilities to trigger, otherwise they do nothing. The game will check again as these abilities resolve. If you don't control three or more artifacts at that time, these abilities will do nothing.   * Some metalcraft abilities appear on artifacts. Since you already control that artifact, you need to control only two others for the ability to work.   ***New Keyword Action: Proliferate***   Proliferate is a keyword action that appears on Phyrexian cards. It allows you to add another counter to each player and/or permanent that already has one.   Throne of Geth
{2}
Artifact
{T}, Sacrifice an artifact: Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)   The official rules for proliferate are as follows:   701.23. Proliferate   701.23a To proliferate, choose any number of permanents with one or more counters on them, and choose any number of players with one or more counters. For each permanent chosen this way, choose a counter on that permanent, then put another of those counters on it. For each player chosen this way, choose a counter that player has, then he or she gets another of those counters.   * You can choose any player that has a counter, including yourself.   * You can choose any permanent that has a counter, including ones controlled by opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them, such as suspended cards or a Lightning Storm on the stack.   * You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.   * If a permanent chosen this way has multiple kinds of counters on it, only a single new counter is put on that permanent.   * Players can respond to the spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.   ***Emblems and the Command Zone***   An emblem is a new type of object that exists in the command zone. The command zone is a game area reserved for certain specialized objects, such as nontraditional _Magic_ cards (vanguard, plane, and scheme cards). Like all objects in the command zone, emblems aren't permanents and can't be destroyed.   Venser, the Sojourner
Planeswalker -- Venser
3
+2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
-1: Creatures are unblockable this turn.
-8: You get an emblem with "Whenever you cast a spell, exile target permanent."   The official rules for emblems are as follows:   113. Emblems   113.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics.   113.2. An effect that creates an emblem is written "[Player] gets an emblem with [ability]." This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.   113.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no name, no types, no mana cost, no color, and no expansion symbol.   113.4. Abilities of emblems function in the command zone.   113.5. An emblem is neither a card nor a permanent. Emblem isn't a card type.   * To date, only three cards have abilities that create emblems. Two are the _Scars of Mirrodin_ planeswalkers Koth of the Hammer and Venser, the Sojourner. The third is the planeswalker Elspeth, Knight-Errant, whose wording was recently updated.   * Emblems behave similarly to enchantments: They have an ability that, in a general sense, continually affects the game. The primary difference between them is that emblems aren't permanents and don't exist on the battlefield. Nothing in the game can remove an emblem, simply because no other spell or ability references them. Once you get an emblem, you keep it for the rest of the game.   ***Cycle: Spellbombs***   The _Scars of Mirrodin_ set includes a cycle of five Spellbombs, a variation of a cycle originally seen in the _Mirrodin(R)_ set.   Horizon Spellbomb {1} Artifact {2}, {T}, Sacrifice Horizon Spellbomb: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. When Horizon Spellbomb is put into a graveyard from the battlefield, you may pay {G}. If you do, draw a card.   * The second ability triggers when the Spellbomb is put into a graveyard from the battlefield for any reason, not just as a result of sacrificing it to activate its first ability.   * You choose whether or not to pay the triggered ability's cost as it resolves. By this time, it's too late for players to respond. You may pay only once and draw only one card.   * If you activate the first ability, the second ability will trigger and resolve before the first ability does. For example, if you activate Horizon Spellbomb's first ability, you'll choose whether to pay {G} and draw a card before you search your library for a basic land card.   ***Cycle: Smiths***   The _Scars of Mirrodin_ set includes a cycle of five Smiths, each of which is a creature with an ability that triggers whenever you cast an artifact spell.   Lifesmith
{1}{G}
Creature -- Human Artificer
2/1
Whenever you cast an artifact spell, you may pay {1}. If you do, you gain 3 life.   * Whenever you cast an artifact spell, the ability of each Smith you control triggers. You can put the abilities on the stack in any order, keeping in mind that the one you put on the stack last will resolve first. All of the abilities will resolve before the artifact spell does.   * A Smith's ability will resolve even if the artifact spell that caused it to trigger is countered.   * Putting an artifact token onto the battlefield will not cause a Smith's ability to trigger.   * Three of the Smiths (Embersmith, Lifesmith, and Myrsmith) require a payment of {1} to get the bonus. You choose whether to pay {1} as the ability resolves. Although players may respond to a Smith's ability, once it begins to resolve and you decide whether to pay, it's too late for players to respond.   * As a Smith's ability resolves, you can pay {1} only once and get the bonus only once.   ***Cycle: _Scars of Mirrodin_ Tap Lands***   The _Scars of Mirrodin_ set includes a cycle of five lands that produce two colors of mana and enter the battlefield tapped unless you control two or fewer other lands.   Blackcleave Cliffs
Land
Blackcleave Cliffs enters the battlefield tapped unless you control two or fewer other lands.
{T}: Add {B} or {R} to your mana pool.   * If one of these lands is your first, second, or third land, it enters the battlefield untapped. If you control three or more other lands, however, it enters the battlefield tapped.   * If one of these lands enters the battlefield at the same time as one or more other lands (due to Scapeshift or Warp World, perhaps), it doesn’t take those lands into consideration when determining how many other lands you control.   ***Rules Note: Targeted Spells and Abilities***   Arc Trail
{1}{R}
Sorcery
Arc Trail deals 2 damage to target creature or player and 1 damage to another target creature or player.   * If a spell or ability requires more than one target, like Arc Trail, you must be able to choose that many targets. If you can't, you can't cast the spell or activate the ability.   * If a spell or ability has multiple targets, and all targets are illegal by the time it would resolve, the spell or ability is countered. However, if at least one of those targets is still legal, the spell or ability will resolve. It can't perform actions on illegal targets, nor can it make illegal targets perform actions.   Twisted Image {U} Instant Switch target creature's power and toughness until end of turn. Draw a card.   * If a spell or ability requires a target, and all targets of the spell or ability are illegal targets by the time the spell or ability resolves, the spell or ability is countered. None of its effects, including the untargeted effects (like Twisted Image's "Draw a card"), will happen. -----   CARD-SPECIFIC NOTES   Argent Sphinx
{2}{U}{U}
Creature -- Sphinx
4/3
Flying
Metalcraft -- {U}: Exile Argent Sphinx. Return it to the battlefield under your control at the beginning of the next end step. Activate this ability only if you control three or more artifacts.   * If you activate Argent Sphinx's metalcraft ability, Argent Sphinx will return to the battlefield at the beginning of the next end step no matter how many artifacts you control at that time.   * If you activate Argent Sphinx's metalcraft ability during a turn's end step, Argent Sphinx will return to the battlefield at the beginning of the following turn's end step.   * If you control an Argent Sphinx owned by another player and activate its ability, Argent Sphinx will return to the battlefield under your control at the beginning of the next end step. You'll retain control of it indefinitely. -----   Argentum Armor
{6}
Artifact -- Equipment
Equipped creature gets +6/+6.
Whenever equipped creature attacks, destroy target permanent.
Equip {6}   * The second ability triggers and resolves during the declare attackers step. The target permanent will be destroyed before blockers are declared.   * You may target any permanent with the triggered ability, not just one controlled by the defending player. If no other player controls a permanent, you must target one of your own. -----   Asceticism
{3}{G}{G}
Enchantment
Creatures you control can't be the targets of spells or abilities your opponents control.
{1}{G}: Regenerate target creature.   * You may target any creature with the regeneration ability, not just one you control. -----   Auriok Edgewright
{W}{W} Creature -- Human Soldier
2/2
Metalcraft -- Auriok Edgewright has double strike as long as you control three or more artifacts.   * If Auriok Edgewright has double strike as the combat damage step begins, there will be a second combat damage step. As that second combat damage step begins, if Auriok Edgewright no longer has double strike (perhaps because an artifact creature you controlled was destroyed), Auriok Edgewright will not assign combat damage a second time. -----   Auriok Replica
{3}
Artifact Creature -- Cleric
2/2
{W}, Sacrifice Auriok Replica: Prevent all damage a source of your choice would deal to you this turn.   * You choose a source of damage as the ability resolves. Since the ability doesn't target the source, you could choose a source with protection from artifacts, for example.   * If the chosen source would deal damage to you and to other creatures, players, and/or planeswalkers, only the damage that would be dealt to you is prevented. -----   Auriok Sunchaser
{1}{W}
Creature -- Human Soldier
1/1
Metalcraft -- As long as you control three or more artifacts, Auriok Sunchaser gets +2/+2 and has flying.   * For the purposes of blocking (either because Auriok Sunchaser is attacking or because a creature with flying is attacking Auriok Sunchaser's controller), whether Auriok Sunchaser has flying is checked only as the declare blockers step begins.   * If Auriok Sunchaser blocks a creature with flying, causing it to lose flying (by destroying an artifact its controller controls, for example) won't change that. -----   Blade-Tribe Berserkers
{3}{R}
Creature -- Human Berserker
3/3
Metalcraft -- When Blade-Tribe Berserkers enters the battlefield, if you control three or more artifacts, Blade-Tribe Berserkers gets +3/+3 and gains haste until end of turn.   * Once the metalcraft ability resolves, Blade-Tribe Berserkers retains its bonuses for the rest of the turn, even if you cease to control three or more artifacts for some reason. -----   Bloodshot Trainee
{3}{R}
Creature -- Goblin Warrior
2/3
{T}: Bloodshot Trainee deals 4 damage to target creature. Activate this ability only if Bloodshot Trainee's power is 4 or greater.   * Once Bloodshot Trainee's ability is activated, it will resolve as normal even if Bloodshot Trainee's power is less than 4 by the time the ability resolves. -----   Blunt the Assault
{3}{G}
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn.   * You gain 1 life for each creature on the battlefield, not just for each attacking and blocking creature. -----   Bonds of Quicksilver
{3}{U}
Enchantment -- Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.   * Bonds of Quicksilver may target and may enchant an untapped creature. -----   Carnifex Demon {4}{B}{B}
Creature -- Demon
6/6
Flying
Carnifex Demon enters the battlefield with two -1/-1 counters on it.
{B}, Remove a -1/-1 counter from Carnifex Demon: Put a -1/-1 counter on each other creature.   * As Carnifex Demon's last ability resolves, you'll put a -1/-1 counter on each creature on the battlefield -- including creatures you control -- except for that Carnifex Demon. -----   Cerebral Eruption
{2}{R}{R}
Sorcery
Target opponent reveals the top card of his or her library. Cerebral Eruption deals damage equal to the revealed card's converted mana cost to that player and each creature he or she controls. If a land card is revealed this way, return Cerebral Eruption to its owner's hand.   * If the targeted opponent is an illegal target by the time Cerebral Eruption resolves, the spell is countered. No cards will be revealed and no damage will be dealt.   * Once the card is revealed, it's too late for players to respond. The targeted opponent can't, for example, see how much damage will be dealt, then cast a damage prevention spell or activate a regeneration ability. All such actions must be done before Cerebral Eruption starts to resolve.   * The converted mana cost of the revealed card is determined solely by the mana symbols printed in its upper right corner. The converted mana cost is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5.   * If the mana cost of the revealed card includes {X}, X is considered to be 0.   * If the revealed card has no mana symbols in its upper right corner (because it's a land card, for example), its converted mana cost is 0.   * If a land card is revealed this way, Cerebral Eruption is returned to its owner's hand from the stack. It finishes resolving, but it isn't put into the graveyard. -----   Chimeric Mass
{X}
Artifact
Chimeric Mass enters the battlefield with X charge counters on it.
{1}: Until end of turn, Chimeric Mass becomes a Construct artifact creature with "This creature's power and toughness are each equal to the number of charge counters on it."   * If the number of charge counters on Chimeric Mass changes while it is a creature, its power and toughness will change accordingly.   * If you activate Chimeric Mass's last ability while it has no charge counters on it, it will become a 0/0 creature and be put into its owner's graveyard as a state-based action.   * Activating the last ability while Chimeric Mass is a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.   * For example, say you activate the last ability of a Chimeric Mass with three charge counters on it. After it resolves, you cast Giant Growth targeting it. It's now 6/6. Then Diminish ("Target creature becomes 1/1 until end of turn") is cast targeting it. Once Diminish resolves, Chimeric Mass would be 4/4. Activating Chimeric Mass's last ability a second time would make it 6/6 again until end of turn. -----   Clone Shell
{5}
Artifact Creature -- Shapeshifter
2/2
Imprint -- When Clone Shell enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order.
When Clone Shell is put into a graveyard from the battlefield, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.   * If you have fewer than four cards in your library as Clone Shell's first ability resolves, you'll look at all of them.   * As Clone Shell's first ability resolves, you must exile one of the cards you look at, even if none of them is a creature card.   * As Clone Shell's second ability resolves, if the exiled card is not a creature card, it simply remains in exile face up.   * If you gain control of another player's Clone Shell, you won't be able to look at the face-down exiled card. However, if Clone Shell is put into a graveyard, you will turn that card face up as the ability resolves and, if it's a creature card, you will put it onto the battlefield under your control (even if you don't want to). -----   Contagion Clasp
{2}
Artifact
When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature.
{4}, {T}: Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)   * Contagion Clasp's first ability is mandatory. If you're the only player who controls a creature, you must target one of them. -----   Contagion Engine
{6}
Artifact
When Contagion Engine enters the battlefield, put a -1/-1 counter on each creature target player controls.
{4}, {T}: Proliferate, then proliferate again. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there. Then do it again.)   * As Contagion Engine's activated ability resolves, you'll complete an entire proliferate action, then you'll complete a second proliferate action. You may choose different players and/or permanents, or different counters on those permanents, when you proliferate the second time.   * Players can't respond between the first and the second proliferate actions. -----   Copperhorn Scout {G}
Creature -- Elf Scout
1/1
Whenever Copperhorn Scout attacks, untap each other creature you control.   * As Copperhorn Scout's ability resolves, you'll untap each other creature you control regardless of whether that creature was attacking.   * Untapping an attacking creature doesn't cause it to stop attacking. -----   Corrupted Harvester
{4}{B}{B}
Creature -- Horror
6/3
{B}, Sacrifice a creature: Regenerate Corrupted Harvester.   * You may sacrifice Corrupted Harvester to pay for its own regeneration ability. If you do, however, it won't regenerate. It'll just end up in its owner's graveyard as a result of the sacrifice. -----   Culling Dais
{2}
Artifact
{T}, Sacrifice a creature: Put a charge counter on Culling Dais.
{1}, Sacrifice Culling Dais: Draw a card for each charge counter on Culling Dais.   * As Culling Dais's last ability resolves, its last existence on the battlefield is checked to determine how many charge counters were on it. -----   Darksteel Axe
{1}
Artifact -- Equipment
Darksteel Axe is indestructible. (Effects that say "destroy" don't destroy it.)
Equipped creature gets +2/+0.
Equip {2}   * Darksteel Axe itself is indestructible, not the creature it's equipping.   * Although Darksteel Axe is indestructible, it can still be put into the graveyard for other reasons. The most likely reason is if it's sacrificed. -----   Darksteel Juggernaut
{5}
Artifact Creature -- Juggernaut
*/*
Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control.
Darksteel Juggernaut is indestructible and attacks each turn if able.   * The first ability works in all zones.   * Since Darksteel Juggernaut is itself an artifact, its power and toughness will always be at least 1 while it's on the battlefield (unless a spell or ability somehow changes its card type).   * Lethal damage and effects that say "destroy" won't cause Darksteel Juggernaut to be put into the graveyard. However, it can be put into the graveyard for a number of other reasons. The most likely reasons are if its toughness is 0 or less or it's sacrificed.   * If, during your declare attackers step, Darksteel Juggernaut is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Darksteel Juggernaut attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.   * If there are multiple combat phases in a turn, Darksteel Juggernaut must attack only in the first one in which it's able to. -----   Dispense Justice
{2}{W}
Instant
Target player sacrifices an attacking creature.
Metalcraft -- That player sacrifices two attacking creatures instead if you control three or more artifacts.   * The targeted player chooses which attacking creature(s) to sacrifice as Dispense Justice resolves. -----   Dissipation Field
{2}{U}{U}
Enchantment
Whenever a permanent deals damage to you, return it to its owner's hand.   * The ability triggers whenever you're dealt any damage (not just combat damage) by any permanent (not just creatures). This includes permanents you control. -----   Dross Hopper
{1}{B}
Creature -- Insect Horror
2/1
Sacrifice a creature: Dross Hopper gains flying until end of turn.   * You may sacrifice Dross Hopper to pay for its own ability. If you do, however, it won't gain flying because it won't be on the battlefield by the time the ability resolves. -----   Echo Circlet
{2}
Artifact -- Equipment
Equipped creature can block an additional creature.
Equip {1}   * Destroying or unequipping the Echo Circlet after blockers have been declared will not undo any blocks made by the equipped creature.   * Echo Circlet's effect is cumulative. If it equips a creature that can already block an additional creature, now it can block three creatures. The same is true if two Echo Circlets equip the same creature, for example. -----   Elspeth Tirel
{3}{W}{W}
Planeswalker -- Elspeth
4
[+2]: You gain 1 life for each creature you control.
[-2]: Put three 1/1 white Soldier creature tokens onto the battlefield.
[-5]: Destroy all other permanents except for lands and tokens.   * As Elspeth Tirel's last ability resolves, each permanent that isn't a token, a land, or Elspeth Tirel herself is destroyed. -----   Engulfing Slagwurm
{5}{G}{G} Creature -- Wurm
7/7
Whenever Engulfing Slagwurm blocks or becomes blocked by a creature, destroy that creature. You gain life equal to that creature's toughness.   * Engulfing Slagwurm's ability triggers and resolves during the declare blockers step. Creatures destroyed this way will not deal combat damage.   * If your Engulfing Slagwurm blocks or becomes blocked by multiple creatures, its ability triggers that many times. Each trigger will be associated with a specific creature. You choose which order to have the abilities resolve.   * If Engulfing Slagwurm's ability resolves and the other creature is not destroyed (perhaps because it has already left the battlefield or it regenerates), you'll still gain life equal to that creature's toughness.   * As each ability resolves, the amount of life you gain is equal to the appropriate creature's current toughness (if it's somehow still on the battlefield), or its toughness as it last existed on the battlefield (in all other cases).   * Even if the ability of an attacking Engulfing Slagwurm destroys each creature blocking it, Engulfing Slagwurm won't deal combat damage to the player or planeswalker it's attacking unless it somehow gains trample. -----   Etched Champion
{3}
Artifact Creature -- Soldier
2/2
Metalcraft -- Etched Champion has protection from all colors as long as you control three or more artifacts.   * "Protection from all colors" means protection from white, from blue, from black, from red, and from green. (In other words, it doesn't just mean "protection from objects that have all five colors.") -----   Exsanguinate
{X}{B}{B}
Sorcery
Each opponent loses X life. You gain life equal to the life lost this way.   * Players can lose more life than they have. For example, say you're playing a multiplayer game in which one of your opponents has 3 life and your other opponent has 10 life. If you cast Exsanguinate with X of 4, your opponents will wind up at -1 life and 6 life, respectively. You'll gain 8 life. -----   Ezuri, Renegade Leader
{1}{G}{G}
Legendary Creature -- Elf Warrior
2/2
{G}: Regenerate another target Elf.
{2}{G}{G}{G}: Elf creatures you control get +3/+3 and gain trample until end of turn.   * Ezuri's first ability can't affect itself, but its second ability does.   * Only Elf creatures you control when the last ability resolves will get +3/+3 and gain trample until end of turn. Non-Elf creatures that become Elves or Elf creatures that enter the battlefield under your control later in the turn won't get the bonuses. -----   Ezuri's Archers
{G}
Creature -- Elf Archer
1/2
Reach (This creature can block creatures with flying.)
Whenever Ezuri's Archers blocks a creature with flying, Ezuri's Archers gets +3/+0 until end of turn.   * If Ezuri's Archers somehow blocks multiple creatures with flying (perhaps because it's equipped by Echo Circlet), its ability triggers that many times. -----   Flameborn Hellion
{5}{R}
Creature -- Hellion
5/4
Haste
Flameborn Hellion attacks each turn if able.   * If, during your declare attackers step, Flameborn Hellion is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Flameborn Hellion attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.   * If there are multiple combat phases in a turn, Flameborn Hellion must attack only in the first one in which it's able to. -----   Flesh Allergy
{2}{B}{B}
Sorcery
As an additional cost to cast Flesh Allergy, sacrifice a creature.
Destroy target creature. Its controller loses life equal to the number of creatures put into all graveyards from the battlefield this turn.   * Flesh Allergy counts each creature put into a graveyard from the battlefield that turn, including token creatures, the creature sacrificed to cast the spell, and the targeted creature (if it is destroyed).   * If the targeted creature is an illegal target by the time Flesh Allergy resolves, the spell is countered. No player will lose life.   * If Flesh Allergy resolves but the targeted creature is not destroyed (because it's indestructible or enchanted by an Aura with totem armor, for example), its controller will still lose life.   * You can target a creature you control, then sacrifice that creature to pay the additional cost. However, if you do, Flesh Allergy will be countered for having an illegal target. You won't lose any life. -----   Flight Spellbomb
{1}
Artifact
{T}, Sacrifice Flight Spellbomb: Target creature gains flying until end of turn.
When Flight Spellbomb is put into a graveyard from the battlefield, you may pay {U}. If you do, draw a card.   * For flying to work as an evasion ability, an attacking creature must be granted flying before the declare blockers step begins. Once an attacking creature has become blocked, giving it flying won't change that. -----   Fulgent Distraction
{2}{W}
Instant
Choose two target creatures. Tap those creatures, then unattach all Equipment from them.   * You must target two creatures as you cast Fulgent Distraction. If you can't (because there's just one creature on the battlefield, perhaps), you can't cast the spell.   * Fulgent Distraction can target tapped and/or unequipped creatures.   * If one of the targeted creatures is an illegal target by the time Fulgent Distraction resolves, that creature won't become tapped and no Equipment will be unattached from it. The other creature will still be affected. If both of the targeted creatures are illegal targets by the time Fulgent Distraction resolves, the spell is countered. -----   Fume Spitter
{B}
Creature -- Horror
1/1
Sacrifice Fume Spitter: Put a -1/-1 counter on target creature.   * You may target Fume Spitter with its own ability. However, if you do, the ability will be countered for having an illegal target. -----   Furnace Celebration
{1}{R}{R}
Enchantment
Whenever you sacrifice another permanent, you may pay {2}. If you do, Furnace Celebration deals 2 damage to target creature or player.   * Furnace Celebration itself doesn't allow you to sacrifice any permanents. Its ability triggers whenever you sacrifice a permanent because some other spell, ability, or cost instructed you to.   * You choose the target when the ability triggers. You choose whether or not to pay {2} as the ability resolves. You can't pay {2} more than once for a single sacrificed permanent.   * Although players may respond to the ability, once it starts to resolve and you decide to pay {2}, it's too late for players to respond.   * Sacrificing a Furnace Celebration will cause the abilities of other Furnace Celebrations to trigger, but not its own ability. -----   Genesis Wave {X}{G}{G}{G}
Sorcery
Reveal the top X cards of your library. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.   * If you have fewer than X cards in your library, you reveal all of them.   * A permanent card is an artifact, creature, enchantment, land, or planeswalker card.   * The converted mana cost of a card in your library is determined solely by the mana symbols printed in its upper right corner. The converted mana cost is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5.   * If the mana cost of a card in your library includes {X}, X is considered to be 0.   * If a card in your library has no mana symbols in its upper right corner (because it's a land card, for example), its converted mana cost is 0. Such cards can always be put onto the battlefield with Genesis Wave.   * You don't have to put permanent cards revealed this way onto the battlefield if you choose not to, regardless of their converted mana costs. -----   Geth, Lord of the Vault
{4}{B}{B}
Legendary Creature -- Zombie
5/5
Intimidate
{X}{B}: Put target artifact or creature card with converted mana cost X from an opponent's graveyard onto the battlefield under your control tapped. Then that player puts the top X cards of his or her library into his or her graveyard.   * The converted mana cost of a card in a graveyard is determined solely by the mana symbols printed in its upper right corner. The converted mana cost is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5. If the mana cost of a card in a graveyard includes {X}, X is considered to be 0.   * The X in Geth's activation cost must be exactly the converted mana cost of the targeted artifact or creature card. You can't pay more than X to put more cards from the opponent's library into his or her graveyard.   * If the targeted artifact or creature card leaves the graveyard by the time the ability resolves, the ability is countered. The player won't put any cards into his graveyard.   * If the player has fewer than X cards in his or her library, he or she puts all cards from his or her library into his or her graveyard. -----   Glimmerpoint Stag
{2}{W}{W}
Creature -- Elk
3/3
Vigilance
When Glimmerpoint Stag enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.   * If a token is exiled this way, it will cease to exist and will not return to the battlefield.   * 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 (so it could be attached to a permanent with shroud, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains exiled.   * The exiled card will be returned to the battlefield at the beginning of the next end step even if Glimmerpoint Stag is no longer on the battlefield at that time.   * If Glimmerpoint Stag somehow enters the battlefield during a turn's end step, the exiled card won't be returned to the battlefield until the beginning of the following turn's end step. -----   Glimmerpost
Land -- Locus
When Glimmerpost enters the battlefield, you gain 1 life for each Locus on the battlefield.
{T}: Add {1} to your mana pool.   * As the triggered ability resolves, count each Locus on the battlefield regardless of who controls it. -----   Glint Hawk
{W}
Creature -- Bird
2/2
Flying
When Glint Hawk enters the battlefield, sacrifice it unless you return an artifact you control to its owner's hand.   * You may choose to sacrifice Glint Hawk as its triggered ability resolves even if you control an artifact.   * You choose which artifact to return to its owner's hand as the triggered ability resolves. If you control no artifacts at that time, you must sacrifice Glint Hawk. Although players can respond to the ability, once it starts to resolve and you choose an artifact you control to return to its owner’s hand, it's too late for players to respond. -----   Glint Hawk Idol
{2}
Artifact
Whenever another artifact enters the battlefield under your control, you may have Glint Hawk Idol become a 2/2 Bird artifact creature with flying until end of turn.
{W}: Glint Hawk Idol becomes a 2/2 Bird artifact creature with flying until end of turn.   * The creature type "Bird" was inadvertently omitted from each of Glint Hawk Idol's abilities. It has received errata to correct this omission; when either of its abilities resolves, it will become a Bird artifact creature.   * If Glint Hawk Idol becomes a creature before you begin a turn with it under your control, it will be affected by "summoning sickness."   * If Glint Hawk Idol and another artifact enter the battlefield under your control at the same time, Glint Hawk Idol's first ability will trigger. You may have it become a creature, but since it will be affected by "summoning sickness," it won't be able to attack that turn.   * If either of Glint Hawk Idol's two abilities resolve while it's a creature, that ability will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.   * For example, say one of Glint Hawk Idol's abilities has resolved and it's a 2/2 creature. You cast Giant Growth targeting it. It's now 5/5. Then Diminish ("Target creature becomes 1/1 until end of turn") is cast targeting it. Once Diminish resolves, Glint Hawk Idol would be 4/4. Activating Glint Hawk Idol's last ability at this point would make it 5/5 again until end of turn. -----   Goblin Gaveleer
{R}
Creature -- Goblin Warrior
1/1
Trample
Goblin Gaveleer gets +2/+0 for each Equipment attached to it.

* Goblin Gaveleer's bonus is in addition to whatever bonus the Equipment gives it. -----

Golden Urn
{1}
Artifact
At the beginning of your upkeep, you may put a charge counter on Golden Urn.
{T}, Sacrifice Golden Urn: You gain life equal to the number of charge counters on Golden Urn.

* As Golden Urn's last ability resolves, its last existence on the battlefield is checked to determine how many charge counters were on it. -----   Golem Artisan
{5}
Artifact Creature -- Golem
3/3
{2}: Target artifact creature gets +1/+1 until end of turn.
{2}: Target artifact creature gains your choice of flying, trample, or haste until end of turn.   * Both of Golem Artisan's abilities may target any artifact creature, including itself.   * You don't choose whether the targeted artifact creature gains flying, trample, or haste until Golem Artisan's second ability resolves. -----   Golem Foundry
{3}
Artifact
Whenever you cast an artifact spell, you may put a charge counter on Golem Foundry.
Remove three charge counters from Golem Foundry: Put a 3/3 colorless Golem artifact creature token onto the battlefield.

* Whenever you cast an artifact spell, Golem Foundry's first ability triggers and goes on the stack on top of it. It will resolve before the artifact spell does. -----

Golem's Heart
{2}
Artifact
Whenever a player casts an artifact spell, you may gain 1 life.

* Unlike Golem Foundry and the Smith cycle, Golem's Heart's ability triggers whenever any player casts an artifact spell, not just when you do.   * Whenever a player casts an artifact spell, Golem's Heart's ability triggers and goes on the stack on top of it. It will resolve before the artifact spell does. -----   Grafted Exoskeleton
{4}
Artifact -- Equipment
Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Whenever Grafted Exoskeleton becomes unattached from a permanent, sacrifice that permanent. Equip {2}   * In addition to the effect of its equip ability, Grafted Exoskeleton becomes unattached from the creature it's equipping if a spell or ability (such as Fulgent Distraction) causes it to become unattached, if Grafted Exoskeleton leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Exoskeleton ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won't do anything in that case.)   * If Grafted Exoskeleton's last ability triggers, but you don't control the permanent it became unattached from at the time that ability resolves (perhaps because another player has somehow gained control of it), you won't be able to sacrifice it. -----   Grand Architect
{1}{U}{U}
Creature -- Vedalken Artificer
1/3
Other blue creatures you control get +1/+1.
{U}: Target artifact creature becomes blue until end of turn.
Tap an untapped blue creature you control: Add {2} to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.   * Other blue creatures you control will get +1/+1 whether they are artifacts or not.   * Turning an artifact creature blue with the second ability will override any other color(s) the creature previously had. It will still be an artifact. You may target a blue artifact creature with this ability.   * Since Grand Architect's last ability doesn't have a tap symbol in its cost, you can tap a blue creature (including Grand Architect itself) that hasn't been under your control since your most recent turn began to pay the cost. -----
Grindclock
{2}
Artifact
{T}: Put a charge counter on Grindclock.
{T}: Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of charge counters on Grindclock.   * If Grindclock leaves the battlefield before its last ability resolves, its last existence on the battlefield is checked to determine how many charge counters were on it.
-----

Hand of the Praetors {3}{B}
Creature -- Zombie
3/2
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Other creatures you control with infect get +1/+1.
Whenever you cast a creature spell with infect, target player gets a poison counter.   * Whenever you cast a creature spell with infect, Hand of the Praetors's last ability triggers and goes on the stack on top of it. It will resolve before the creature spell does.   * The last ability triggers only if Hand of the Praetors is already on the battlefield at the time you cast a creature spell with infect. Casting Hand of the Praetors itself will not cause its own last ability to trigger. -----   Heavy Arbalest
{3}
Artifact -- Equipment
Equipped creature doesn't untap during its controller's untap step.
Equipped creature has "{T}: This creature deals 2 damage to target creature or player." Equip {4}   * The controller of the equipped creature may activate the damage ability, not the controller of Heavy Arbalest (if they somehow wind up being different players).   * If the equipped creature's ability is activated, that creature is the source of the damage. It doesn't matter if Heavy Arbalest leaves the battlefield or somehow becomes attached to another creature by that time.   * The equipped creature is the source of both the damage ability and the resultant damage, not Heavy Arbalest. For example, you can activate the ability to target and deal damage to a creature with protection from artifacts (assuming the equipped creature isn't an artifact itself, of course).   * The creature that doesn't untap during its controller's untap step is the one that Heavy Arbalest is equipped to at that time. If a different creature was tapped to activate the ability granted to it by the Arbalest, but the Arbalest is no longer equipping it, it will untap as normal. -----   Hoard-Smelter Dragon {4}{R}{R}
Creature -- Dragon
5/5
Flying
{3}{R}: Destroy target artifact. Hoard-Smelter Dragon gets +X/+0 until end of turn, where X is that artifact's converted mana cost.   * If the targeted artifact is an illegal target by the time the activated ability resolves, the ability is countered. Hoard-Smelter Dragon won't get the bonus.   * If the activated ability resolves but the targeted artifact isn't destroyed (perhaps because it's indestructible or it regenerates), Hoard-Smelter Dragon will still get the bonus.   * If the mana cost of a permanent includes {X}, that X is considered to be 0. -----   Ichor Rats
{1}{B}{B}
Creature -- Rat
2/1
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
When Ichor Rats enters the battlefield, each player gets a poison counter.   * If Ichor Rats's last ability causes each player to have ten poison counters, the game is a draw. -----   Ichorclaw Myr
{2}
Artifact Creature -- Myr
1/1
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Whenever Ichorclaw Myr becomes blocked, it gets +2/+2 until end of turn.   * Whenever Ichorclaw Myr becomes blocked, its last ability triggers just once, no matter how many creatures it became blocked by. It will get just +2/+2. -----   Inexorable Tide
{3}{U}{U}
Enchantment
Whenever you cast a spell, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)   * Whenever you cast a spell, Inexorable Tide's ability triggers and goes on the stack on top of it. It will resolve (and you'll proliferate) before the spell resolves. -----   Infiltration Lens
{1}
Artifact -- Equipment
Whenever equipped creature becomes blocked by a creature, you may draw two cards.   * If the equipped creature becomes blocked by multiple creatures, Infiltration Lens's ability triggers that many times. -----
Kemba, Kha Regent
{1}{W}{W}
Legendary Creature -- Cat Cleric
2/4
At the beginning of your upkeep, put a 2/2 white Cat creature token onto the battlefield for each Equipment attached to Kemba, Kha Regent.   * The number of Equipment attached to Kemba is determined as the ability resolves. If Kemba is no longer on the battlefield at that time, its last existence on the battlefield is checked to determine the number of Equipment attached to it. -----   Koth of the Hammer
{2}{R}{R}
Planeswalker -- Koth
3
[+1]: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land.
[-2]: Add {R} to your mana pool for each Mountain you control.
[-5]:

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