Guildpact FAQ

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_Guildpact_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers,
Dave DeLaney, and Lee Sharpe
Document last modified December 22, 2005

Guildpact Prerelease tournaments: January 21-22, 2006
Guildpact official release date: February 3, 2006
The Guildpact set becomes legal for sanctioned Constructed play February
20, 2006.

Set size: 165 cards (55 common, 55 uncommon, 55 rare)

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 questions players might ask about a given
card.

Items in the "Card-Specific Notes" section include full rules text for
your reference. Not all cards in the set are listed.
-----

GENERAL NOTES

Guilds

Each two-color combination in the _Magic_(TM) game is represented in the
world of Ravnica by a guild -- an organized association of people with
common beliefs. Four of these guilds appeared in the _Ravnica: City of
Guilds_(TM) set, three appear in this set, and the remaining three will
appear in the _Dissension_(TM) set.

You can tell if a card is identified with a guild by the appearance of a
guild symbol in the background of its text box. For example, the symbol
of the white-black Orzhov guild appears on white-black cards, cards with
the haunt mechanic, lands that produce white and black mana, and so on.
The guild symbols have no effect on game play.
-----

Bloodthirst

Bloodthirst is an ability that lets your creatures come into play
pumped-up if an opponent has been dealt damage earlier in the turn. Only
creatures from the Gruul guild (red, green, or red-green) have bloodthirst.

Gristleback
{2}{G}
Creature -- Beast
2/2
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature
comes into play with a +1/+1 counter on it.)
Sacrifice Gristleback: You gain life equal to Gristleback's power.

The official rules for the bloodthirst ability are as follows:

502.50. Bloodthirst

502.50a Bloodthirst is a static ability. "Bloodthirst N" means "If an
opponent was dealt damage this turn, this permanent comes into play with
N +1/+1 counters on it."

502.50b "Bloodthirst X" is a special form of bloodthirst. "Bloodthirst
X" means "This permanent comes into play with X +1/+1 counters on it,
where X is the total damage your opponents have been dealt this turn."

502.50c If an object has multiple instances of bloodthirst, each applies
separately.

* It doesn't matter how an opponent was dealt damage, or even who
controlled the source of the damage. If your opponent was damaged by one
of his or her own painlands, for example, a creature with bloodthirst
you play later that turn will come into play with +1/+1 counters.

* The permanents either come into play with the counters or they don't.
They don't come into play small and then get the counters.
-----

Haunt

Haunt is an ability that lets your creatures and spells have bonus
effects from beyond the grave. Only cards from the Orzhov guild (white,
black, or white-black) have haunt.

Absolver Thrull
{3}{W}
Creature -- Thrull Cleric
2/3
Haunt (When this card is put into a graveyard from play, remove it from
the game haunting target creature.)
When Absolver Thrull comes into play or the creature it haunts is put
into a graveyard, destroy target enchantment.

Benediction of Moons
{W}
Sorcery
You gain 1 life for each player.
Haunt (When this spell card is put into a graveyard after resolving,
remove it from the game haunting target creature.)
When the creature Benediction of Moons haunts is put into a graveyard,
you gain 1 life for each player.

The official rules for the haunt ability are as follows:

502.51. Haunt

502.51a Haunt is a triggered ability that enables other triggered
abilities to work from the removed-from-the-game zone. "Haunt" on a
permanent means "When this permanent is put into a graveyard from play,
remove it from the game. As long as this card remains removed from the
game this way, it haunts target creature." "Haunt" on an instant or
sorcery spell means "When this spell resolves, remove this card from the
game. As long as this card remains removed from the game this way, it
haunts target creature."

502.51b Cards that are in the removed-from-the-game zone as the result
of a haunt ability "haunt" the creature targeted by that ability. When
the creature that's being haunted is put into a graveyard, an ability of
each card in the removed-from-the-game zone that's haunting it will trigger.

502.51c If a creature that's being haunted leaves the in-play zone, it
stops being haunted.

---------------------------------
The above rules are no longer relevant. The current rules for Haunt are:

502.51. Haunt

502.51a Haunt is a triggered ability. "Haunt" on a permanent means "When this permanent is put into a graveyard from play, remove it from the game haunting target creature." "Haunt" on an instant or sorcery spell means "When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature."

502.51b Cards that are in the removed-from-the-game zone as the result of a haunt ability "haunt" the creature targeted by that ability. The phrase "creature it haunts" refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.

502.51c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the removed-from-the-game zone.

The primary functional change is that a creature that phases out and back in will continue to be haunted. -Russell

-------------------------------

* If an instant or sorcery spell with haunt is countered, its haunt
ability doesn't trigger.

* Instants and sorceries with haunt have the same effect when they're
played as when the haunted creature is put into a graveyard. Creatures
with haunt have the same effect when they come into play as when the
haunted creature is put into a graveyard.

* You may haunt any creature in play, regardless of who controls it.

* The same creature may be haunted by multiple cards.

* The cards that are haunting a creature don't return from the
removed-from-the-game zone when that creature leaves play.

* If there are no legal targets for the haunt ability, the card with
haunt stays in the graveyard rather than being removed from the game.

* If a card with haunt is removed from the graveyard in response to its
haunt ability triggering, the haunt ability will resolve. But since the
card can't be removed from the game, it won't haunt the target creature.

* The same applies for a token creature with haunt or a copy of an
instant or sorcery spell with haunt. The haunt ability will trigger and
target a creature in play, but the token or spell copy will have
vanished from the graveyard by the time the ability resolves. It can't
be removed from the game and won't haunt the targeted creature.

* If a card that's haunting a creature leaves the removed-from-the-game
zone due to a Wish (from the _Judgment_(TM) set), that card stops
haunting that creature.

* The source of an ability that triggers when a haunted creature is put
into a graveyard is the card with haunt in the removed-from-the-game
zone. The ability is controlled by the owner of that card.

* If a creature with haunt controlled by Player A but owned by Player B
is put into a graveyard, Player A controls the haunt triggered ability.
That player chooses the target for the haunt ability and must remove the
card from the game. However, when the haunted creature is put into a
graveyard, Player B will control the triggered ability of the card in
the removed-from-the-game zone and will make any choices it requires.
-----

Replicate

Replicate is an ability that lets you copy your instant and sorcery
spells as you play them. Only cards from the Izzet guild (blue, red, or
blue-red) have replicate.

Gigadrowse
{U}
Instant
Replicate {U} (When you play this spell, copy it for each time you paid
its replicate cost. You may choose new targets for the copies.)
Tap target permanent.

The official rules for the replicate ability are as follows:

502.52. Replicate

502.52a Replicate is a keyword that represents two abilities. The first
is a static ability that functions while the spell is on the stack. The
second is a triggered ability that functions while the spell is on the
stack. "Replicate [cost]" means "As an additional cost to play this
spell, you may pay [cost] any number of times" and "When you play this
spell, if a replicate cost was paid for it, copy it for each time its
replicate cost was paid. If the spell has any targets, you may choose
new targets for any number of the copies." Paying a spell's replicate
cost follows the rules for paying additional costs in rules 409.1b and
409.1f-h.

502.52b If a spell has multiple instances of replicate, each is paid
separately and triggers based on the payments made for it, not any other
instance of replicate.

* Copies created with replicate will have replicate abilities
themselves. However, since those copies aren't played, their replicate
costs can't be paid and their replicate abilities won't trigger.

* Each copy is separate. If one of them is countered (including the
actual spell card), the rest remain on the stack.

* If the replicate trigger is countered (by the _Scourge_(TM) spell
Stifle, for example), no replicate copies will be created. The original
spell will be unaffected.
-----

"Enhanced" Creatures

Some monocolored creatures in the Guildpact set have a bigger effect if
mana of a specific color was used to pay their costs.

Tin Street Hooligan
{1}{R}
Creature -- Goblin Rogue
2/1
When Tin Street Hooligan comes into play, if {G} was spent to play Tin
Street Hooligan, destroy target artifact.

* When the creature comes into play, its ability triggers if and only if
any mana of the stated color was spent to pay its cost. It doesn't
matter how much mana of that color was spent.

* If the creature is put directly into play without having been played
as a spell, no mana was spent to play it, so its ability won't trigger.

* If a card such as Clone comes into play as a copy of one of these
creatures, its comes-into-play ability will trigger if mana of the
appropriate color was spent to play the copy card.
-----

Leylines

The Leylines are a cycle of five enchantments, each with "Leyline" in
the name. If you have any Leylines in your opening hand, you may begin
the game with any number of them in play.

Leyline of Lifeforce
{2}{G}{G}
Enchantment
If Leyline of Lifeforce is in your opening hand, you may begin the game
with it in play.
Creature spells can't be countered.

* Your "opening hand" is the hand of cards you decide to start the game
with after taking any mulligans.

* After all players have decided not to take any more mulligans, players
choose Leylines to put into play, starting with the player who will be
going first and proceeding in turn order. Each player may choose any
number of Leylines. The cards are revealed and put into play at the same
time.

* Leylines that start the game in play aren't played as spells. They
can't be countered. After each player has exercised his or her option to
put Leylines into play, the first turn of the game begins.

* The player who will be going first chooses the relative timestamp
order of all Leylines that start the game in play.
-----

Magemarks

The Magemarks are a cycle of five Auras with enchant creature, each with
"Magemark" in the name. Each Magemark gives a bonus to all enchanted
creatures controlled by the Magemark's controller.

Fencer's Magemark
{2}{R}
Enchantment -- Aura
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.

* Each Magemark gives its bonus to the creature it's attached to, as
long as the same player controls both the creature and the Aura.
-----

CARD-SPECIFIC NOTES

Abyssal Nocturnus
{1}{B}{B}
Creature -- Horror
2/2
Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and
gains fear until end of turn.

* If your opponent discards any cards during his or her cleanup step to
get down to the maximum hand size, the ability will trigger and players
will receive priority. After that cleanup step ends, a new one will
begin and Abyssal Nocturnus's effect will end. It won't carry over into
the next turn.
-----

AEtherplasm
{2}{U}{U}
Creature -- Illusion
1/1
Whenever AEtherplasm blocks a creature, you may return AEtherplasm to
its owner's hand. If you do, you may put a creature card from your hand
into play blocking that creature.

* AEtherplasm will return to your hand before any combat damage is assigned.

* If you want, you can return AEtherplasm to your hand and not put
anything into play. The attacking creature will still be considered
blocked, so it won't be able to deal combat damage to you unless it has
trample or a similar ability.

* The creature you put into play may be the AEtherplasm you just
returned to your hand. This allows it to dodge abilities like Deathgazer's.

* The creature you put into play from your hand is blocking the
attacking creature, even if the block couldn't legally be declared (for
example, if that creature comes into play tapped, or it can't block, or
the attacking creature has protection from it).

* Putting a blocking creature into play doesn't trigger "When this
creature blocks" and "When this creature becomes blocked" abilities. It
also won't check blocking restrictions, costs, or requirements.
-----

Battering Wurm
{6}{G}
Creature -- Wurm
4/3
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature
comes into play with a +1/+1 counter on it.)
Creatures with power less than Battering Wurm's power can't block it.

* Battering Wurm compares each blocker's power against its own as
blockers are being declared.
-----

Benediction of Moons
{W}
Sorcery
You gain 1 life for each player.
Haunt (When this spell card is put into a graveyard after resolving,
remove it from the game haunting target creature.)
When the creature Benediction of Moons haunts is put into a graveyard,
you gain 1 life for each player.

* "For each player" means for each player currently in the game, which
is normally two. A Two-Headed Giant game has four players. In a
Free-for-All multiplayer game, players who have been eliminated or who
are outside your range of influence don't count toward the total.
-----

Borborygmos
{3}{R}{R}{G}{G}
Legendary Creature -- Cyclops
6/7
Trample
Whenever Borborygmos deals combat damage to a player, put a +1/+1
counter on each creature you control.

* Borborygmos's ability won't save your creatures that were dealt lethal
damage in combat. Those creatures will be sent to your graveyard before
they would get a counter.
-----

Burning-Tree Bloodscale
{2}{R}{G}
Creature -- Viashino Berserker
2/2
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature
comes into play with a +1/+1 counter on it.)
{2}{R}: Target creature can't block Burning-Tree Bloodscale this turn.
{2}{G}: Target creature blocks Burning-Tree Bloodscale this turn if able.

* If both abilities are used on the same creature, it can't block
Burning-Tree Bloodscale.
-----

Burning-Tree Shaman
{1}{R}{G}
Creature -- Centaur Shaman
3/4
Whenever a player plays an activated ability that isn't a mana ability,
Burning-Tree Shaman deals 1 damage to that player.

* A mana ability is an ability that adds mana to your mana pool, not one
that costs mana to play.
-----

Conjurer's Ban
{W}{B}
Sorcery
Name a card. Until your next turn, the named card can't be played.
Draw a card.

* Players may play spells while Conjurer's Ban is on the stack. Only
after all players pass priority does Conjurer's Ban resolve, and that's
when you name a card. Once you name a card, that card can't be played in
response.

* You may name a land card to prevent it from being played.

* Conjurer's Ban only affects cards. A copy of a card (for example, one
created by Eye of the Storm from the _Ravnica_(TM) set) isn't a card, so
it can be played.

* If you somehow manage to play Conjurer's Ban while other spells are on
the stack, those spells won't be countered.
-----

Crash Landing
{2}{G}
Instant
Target creature with flying loses flying until end of turn. Crash
Landing deals damage to that creature equal to the number of Forests you
control.

* Crash Landing can't target a creature without flying just to deal
damage to it.
-----

Djinn Illuminatus
{5}{U/R}{U/R}
Creature -- Djinn
3/5
({U/R} can be paid with either {U} or {R}.)
Flying
Each instant and sorcery spell you play has replicate. The replicate
cost is equal to its mana cost. (When you play it, copy it for each time
you paid its replicate cost. You may choose new targets for the copies.)

* If you play a spell that already has replicate while you have this
creature in play, the spell will have two replicate abilities: one with
a replicate cost as printed on it, and one with a replicate cost equal
to its mana cost. (In this set, both costs are always the same.) You may
use either ability, or both abilities, to replicate the spell.

* If you play an instant or sorcery spell that has {X} in its mana cost,
the value of X in the spell's replicate cost will be the same as the
value of X you chose for its mana cost.
-----

Droning Bureaucrats
{3}{W}
Creature -- Human Advisor
1/4
{X}, {T}: Each creature with converted mana cost X can't attack or block
this turn.

* Droning Bureaucrats's ability affects all creatures with converted
mana cost equal to exactly X, regardless of whether they were in play at
the time the ability resolved. For example, if the ability resolves with
an X of 4, then Giant Solifuge is put into play, the Solifuge can't
attack or block that turn.

* If you use Droning Bureaucrats's ability after you have declared
attackers but before your opponent declares blockers, the restriction
will apply to only your opponent's creatures. Creatures that are already
attacking will be unaffected.

* Creature lands and most token creatures have converted mana cost 0. If
a creature in play has {X} in its mana cost, treat X as 0.
-----

Drowned Rusalka
{U}
Creature -- Spirit
1/1
{U}, Sacrifice a creature: Discard a card, then draw a card.

* Unlike many similar cards, Drowned Rusalka's ability causes you to
discard a card first and then draw a card. If your hand is empty, you
will just draw a card.
-----

Dryad Sophisticate
{1}{G}
Creature -- Dryad
2/1
Nonbasic landwalk

* "Nonbasic landwalk" means "This creature is unblockable as long as
defending player controls a nonbasic land." A nonbasic land is any land
that lacks the basic supertype, whether or not it has a basic land type
(such as Island).
-----

Earth Surge
{3}{G}
Enchantment
Each land gets +2/+2 as long as it's a creature.

* Earth Surge gives the bonus to each permanent that has both the "land"
and "creature" types. It doesn't turn lands into creatures.
-----

Electrolyze
{1}{U}{R}
Instant
Electrolyze deals 2 damage divided as you choose among any number of
target creatures and/or players.
Draw a card.

* "Any number" can be only 1 or 2. It can't be 0 because you can't
distribute 2 damage among 0 targets. It can't be 3 or more because there
are only 2 points of damage to distribute.

* If only one target is chosen, then Electrolyze is a spell with a
single target and subject to effects like Ink-Treader Nephilim's and
Shunt's.
-----

Exhumer Thrull
{5}{B}
Creature -- Thrull
3/3
Haunt (When this card is put into a graveyard from play, remove it from
the game haunting target creature.)
When Exhumer Thrull comes into play or the creature it haunts is put
into a graveyard, return target creature card from your graveyard to
your hand.

* If you own the creature Exhumer Thrull was haunting, that creature
will generally be a legal target for the haunt trigger to return to your
hand.
-----

Gatherer of Graces
{1}{G}
Creature -- Human Druid
1/2
Gatherer of Graces gets +1/+1 for each Aura attached to it.
Sacrifice an Aura: Regenerate Gatherer of Graces.

* The Aura you sacrifice doesn't have to be attached to Gatherer of Graces.

* If Gatherer of Graces already has damage on it equal to its toughness
minus 1, then sacrificing an Aura attached to it results in Gatherer of
Graces being put into its owner's graveyard before the ability that
would regenerate it resolves.
-----

Ghor-Clan Bloodscale
{3}{R}
Creature -- Viashino Warrior
2/1
First strike
{3}{G}: Ghor-Clan Bloodscale gets +2/+2 until end of turn. Play this
ability only once each turn.

* If Ghor-Clan Bloodscale's ability is played by one player, then
another player takes control of it on the same turn, the second player
can't play its ability that turn.
-----

Ghost Council of Orzhova
{W}{W}{B}{B}
Legendary Creature -- Spirit Lord
4/4
When Ghost Council of Orzhova comes into play, target opponent loses 1
life and you gain 1 life.
{1}, Sacrifice a creature: Remove Ghost Council of Orzhova from the
game. Return it to play under its owner's control at end of turn.

* Sacrificing Ghost Council of Orzhova to its own ability means it will
wind up in the graveyard, not removed from the game.

* When Ghost Council of Orzhova is removed from the game, any Auras or
Equipment on it fall off and any counters on it are removed. When it
returns to play, it comes back untapped and is treated as a new version
of the card.

* Normally, Ghost Council of Orzhova will return to play at the end of
the same turn it's removed. But if it's removed during the end-of-turn
step, it's too late to return it this turn. It has to wait to return to
play until the next end-of-turn step.
-----

Ghostway
{2}{W}
Instant
Remove each creature you control from the game. Return those creatures
to play under their owners' control at end of turn.

* When the creatures are removed from the game, any Auras or Equipment
on them fall off and any counters on them are removed. When they return
to play, they come back untapped and are treated as new versions of the
cards.

* Normally, the creatures will return to play at the end of the same
turn they were removed. But if they're removed during the end-of-turn
step, it's too late to return them this turn. They have to wait to
return to play until the next end-of-turn step.

* All cards removed from the game with Ghostway will return to play,
even if they're no longer creatures.
-----

Goblin Flectomancer
{U}{R}{R}
Creature -- Goblin Wizard
2/2
Sacrifice Goblin Flectomancer: You may change the targets of target
instant or sorcery spell.

* The ability can target any instant or sorcery spell, even if it has no
targets.

* If the spell has multiple targets, you may either change all the
targets or none of them. Each target is treated individually, and must
be changed to a different legal target. For example, Seeds of Strength
targeting Atog (target #1), the same Atog (target #2), and Scryb Sprites
(target #3) can be changed so it targets the same Scryb Sprites (target
#1), Eager Cadet (target #2), and Alpha Myr (target #3). If changing one
of the targets would be impossible, then you can't change any of the others.

* If a spell has a variable number of targets (such as Electrolyze), the
number of targets chosen can't be changed.
-----

Graven Dominator
{4}{W}{W}
Creature -- Gargoyle
4/4
Flying
Haunt (When this card is put into a graveyard from play, remove it from
the game haunting target creature.)
When Graven Dominator comes into play or the creature it haunts is put
into a graveyard, each other creature becomes 1/1 until end of turn.

* If Night of Souls' Betrayal (an enchantment that reads "All creatures
get -1/-1") is in play when Graven Dominator's ability resolves, all
other creatures will become 0/0 and die.

* If a creature has any +1/+1 counters on it, its power and toughness
after the ability resolves will be 1/1 plus all the counters.
-----

Gruul Nodorog
{4}{G}{G}
Creature -- Beast
4/4
{R}: Gruul Nodorog can't be blocked this turn except by two or more
creatures.

* Activating Gruul Nodorog's ability a second time in the same turn has
no further effect.

* Activating Gruul Nodorog's ability after blockers have been declared
has no effect on the creatures already blocking it.
-----

Gruul War Plow
{4}
Artifact
Creatures you control have trample.
{1}{R}{G}: Gruul War Plow becomes a 4/4 Juggernaut artifact creature
until end of turn.

* While it's a creature, Gruul War Plow gives itself trample.

* While it's a creature, Gruul War Plow has creature type Juggernaut. It
doesn't have any abilities associated with the card named Juggernaut.
-----

Harrier Griffin
{5}{W}
Creature -- Griffin
3/3
Flying
At the beginning of your upkeep, tap target creature.

* If your opponents control no creatures, you must target Harrier
Griffin or another of your own creatures.
-----

Ink-Treader Nephilim
{R}{G}{W}{U}
Creature -- Nephilim
3/3
Whenever a player plays an instant or sorcery spell, if Ink-Treader
Nephilim is the only target of that spell, copy the spell for each other
creature that spell could target. Each copy targets a different one of
those creatures.

* Ink-Treader Nephilim's ability is mandatory and will create a copy
targeting each possible creature whether you want it to or not. You
control all the copies of the spell (even if you didn't control the
original spell), so you choose the order to put them on the stack.

* Even though you control the copies, the ability cares about who played
the original spell when determining which other creatures that spell
could target. If the original spell has a targeting restriction that
refers to "an opponent," the copies will see that from the perspective
of the original spell's controller. For example, if your opponent plays
a spell that says "Destroy target creature an opponent controls"
targeting your Ink-Treader Nephilim, its ability will create a copy for
each other creature the original spell could target: the rest of your
creatures. However, since you control the copies, all the copies will be
countered for having illegal targets.

* Ink-Treader Nephilim's ability will trigger off a spell with multiple
targets if all of those targets are Ink-Treader Nephilim. For example,
Seeds of Strength played with Ink-Treader Nephilim as each of the three
targets will cause the ability to trigger.
-----

Invoke the Firemind
{X}{U}{U}{R}
Sorcery
Choose one -- Draw X cards; or Invoke the Firemind deals X damage to
target creature or player.

* As you play Invoke the Firemind, first you choose the mode (draw cards
or deal damage), then you choose the value of X. You then choose a
target, but only if you chose the second mode.
-----

Killer Instinct
{4}{R}{G}
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If
it's a creature card, put it into play. That creature gains haste until
end of turn. Sacrifice it at end of turn.

* If the top card of your library isn't a creature card, it remains on
top of your library. (You won't have to sacrifice it at end of turn.)
-----

Leyline of Lightning
{2}{R}{R}
Enchantment
If Leyline of Lightning is in your opening hand, you may begin the game
with it in play.
Whenever you play a spell, you may pay {1}. If you do, Leyline of
Lightning deals 1 damage to target player.

* You may pay the {1} only once per spell.

* If you play a creature with bloodthirst while Leyline of Lightning is
in play, you may use the Leyline's ability to deal damage to an
opponent. If you do, that damage is dealt before the creature spell
resolves, and the creature will come into play with counters from its
bloodthirst ability.
-----

Leyline of Singularity
{2}{U}{U}
Enchantment
If Leyline of Singularity is in your opening hand, you may begin the
game with it in play.
All nonland permanents are legendary.

* The "legend rule" causes all legendary permanents with the same name
as each other to be put into their owner's graveyard. Notably, Leyline
of Singularity wipes out all token creatures with the same name.

* If the game starts with more than one Leyline of Singularity in play,
they will each be put into their owners' graveyards right after the
upkeep of the first turn starts. If the game started with multiple
copies of any other Leylines in play, they'll be put into the graveyard
at the same time.

* Adding a supertype doesn't overwrite other supertypes. Each nonland
permanent will be legendary in addition to its other supertypes.
-----

Leyline of the Meek
{2}{W}{W}
Enchantment
If Leyline of the Meek is in your opening hand, you may begin the game
with it in play.
Creature tokens get +1/+1.

* Leyline of the Meek gives a bonus to creatures only if they're tokens.
Cards such as Clone that are copying tokens aren't tokens.
-----

Leyline of the Void
{2}{B}{B}
Enchantment
If Leyline of the Void is in your opening hand, you may begin the game
with it in play.
If a card would be put into an opponent's graveyard, remove it from the
game instead.

* Leyline of the Void affects cards that would be put into opponents'
graveyards from anywhere, not just from play.

* Leyline of the Void's effect prevents the cards from ever reaching
your opponents' graveyards, so abilities such as haunt never trigger.
-----

Living Inferno
{6}{R}{R}
Creature -- Elemental
8/5
{T}: Living Inferno deals damage equal to its power divided as you
choose among any number of target creatures. Each of those creatures
deals damage equal to its power to Living Inferno.

* You divide the damage among the target creatures as you play Living
Inferno's ability. Each target must be assigned at least 1 damage.

* The amount of damage Living Inferno will deal is locked in as you play
its ability, since you're dividing damage. If Living Inferno's power
changes after its ability is played but before it resolves (via Giant
Growth, for example), the amount of damage Living Inferno deals won't
change. The same is *not* true for the amount of damage dealt to Living
Inferno by the other creatures, which is determined when the ability
resolves.
-----

Mizzium Transreliquat
{3}
Artifact
{3}: Mizzium Transreliquat becomes a copy of target artifact until end
of turn.
{1}{U}{R}: Mizzium Transreliquat becomes a copy of target artifact and
gains this ability.

* If you use the first ability, Mizzium Transreliquat loses both of its
copy abilities until the effect wears off (unless it copied itself or
another Mizzium Transreliquat). When it wears off, Mizzium Transreliquat
loses all abilities it gained this way and goes back to being what it
was before.

* The second ability doesn't wear off. If you use it, Mizzium
Transreliquat becomes a copy of target artifact permanently and gains
the {1}{U}{R} ability. It no longer has the {3} ability (unless it
copied itself or another Mizzium Transreliquat).

* An artifact's "copiable values" are those printed on it, as modified
by other copy effects, plus any values set by "comes into play as"
abilities. Counters and other effects aren't copied. For example, if you
copy a Gruul War Plow that's been turned into an artifact creature, the
result will be just an artifact.

* The results of all copy effects are copied. If Mizzium Transreliquat
is copied, the copy will be a Mizzium Transreliquat after applying all
copy effects currently affecting the original. For example, Copy
Artifact copying a Transreliquat that's using its first ability to copy
an Izzet Signet will be an Izzet Signet. The effect won't wear off at
the end of the turn; rather, the Copy Artifact will remain an Izzet
Signet for the rest of the game.

* If you use Mizzium Transreliquat's abilities multiple times in a turn
in response to one another, then each time one of those abilities
resolves, it will overwrite whatever the permanent was copying. The
Transreliquat will wind up as a copy of the artifact targeted by the
last ability to resolve. When the turn ends, all instances of its first
ability will wear off at the same time. If one of those was the last
copy ability to resolve, the Transreliquat will become what it was
before those abilities resolved. This will likely be either the original
Mizzium Transreliquat or whatever it copied with the last instance of
its second ability to resolve.
-----

Necromancer's Magemark
{2}{B}
Enchantment -- Aura
Enchant creature
Creatures you control that are enchanted get +1/+1.
If a creature you control that's enchanted would be put into a
graveyard, return it to its owner's hand instead.

* Necromancer's Magemark returns only the creatures. The Auras attached
to those creatures fall off and are put in their owner's graveyard.

* Necromancer's Magemark's effect prevents the creature from ever
reaching a graveyard, so abilities such as haunt never trigger.
-----

Nivix, Aerie of the Firemind
Land
{T}: Add {1} to your mana pool.
{2}{U}{R}, {T}: Remove the top card of your library from the game. Until
your next turn, you may play that card if it's an instant or sorcery.

* "Until your next turn" means the effect wears off as soon as your next
turn starts, even before you untap. It's basically the same as "until
the end of the turn of the player who immediately precedes you."

* The card is played using all normal rules and restrictions for playing
spells. Playing it means you'll have to pay its mana cost, and it will
go to the graveyard after it resolves or is countered. The only thing
that's different is you're playing it from the removed-from-the-game zone.

* If you don't play the card, it stays removed from the game.
-----

Ogre Savant
{4}{R}
Creature -- Ogre Wizard
3/2
When Ogre Savant comes into play, if {U} was spent to play Ogre Savant,
return target creature to its owner's hand.

* If {U} was spent to play Ogre Savant and no other creatures are in
play, the Ogre will have to return itself.
-----

Orzhov Pontiff
{1}{W}{B}
Creature -- Human Cleric
1/1
Haunt (When this card is put into a graveyard from play, remove it from
the game haunting target creature.)
When Orzhov Pontiff comes into play or the creature it haunts is put
into a graveyard, choose one -- creatures you control get +1/+1 until
end of turn; or creatures you don't control get -1/-1 until end of turn.

* The mode chosen when this creature comes into play may be different
than the mode chosen when the creature it haunts is put into a graveyard.
-----

Petrahydrox
{3}{U/R}
Creature -- Weird
3/3
({U/R} can be paid with either {U} or {R}.)
When Petrahydrox becomes the target of a spell or ability, return
Petrahydrox to its owner's hand.

* Petrahydrox will return to its owner's hand before the spell or
ability targeting it can resolve.
-----

Petrified Wood-Kin
{6}{G}
Creature -- Elemental Warrior
3/3
Petrified Wood-Kin can't be countered.
Bloodthirst X (This creature comes into play with X +1/+1 counters on
it, where X is the damage dealt to your opponents this turn.)
Protection from instants

* "Protection from instants" means instant spells can't target it,
damage that would be dealt to it by instant sources is prevented, and it
can't be the target of abilities of instants (such as haunt).

* Protection from instants works only while Petrified Wood-Kin is in
play. It can be targeted by instant spells or abilities of instant cards
while it's on the stack or in any other zone but in play.
-----

Pillory of the Sleepless
{1}{W}{B}
Enchantment -- Aura
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "At the beginning of your upkeep, you lose 1 life."

* The controller of the enchanted creature loses the life.
-----

Poisonbelly Ogre
{4}{B}
Creature -- Ogre Warrior
3/3
Whenever another creature comes into play, its controller loses 1 life.

* The controller of the creature that came into play loses the life.
This may or may not be the same player as Poisonbelly Ogre's controller.
-----

Predatory Focus
{3}{G}{G}
Sorcery
You may have creatures you control deal their combat damage to defending
player this turn as though they weren't blocked.

* When Predatory Focus resolves, you choose whether to use its effect or
not. If you choose to use it, all your creatures will deal their combat
damage to the defending player this turn whether or not they become
blocked. You can't have any of them deal combat damage to creatures that
block them. If you choose not to use its effect, nothing happens.
-----

Quicken
{U}
Instant
The next sorcery spell you play this turn can be played any time you
could play an instant.
Draw a card.

* You don't choose a sorcery spell when Quicken resolves. Rather, this
sets up a rule that is true for you until the turn ends or until you
play a sorcery spell, even if you play that sorcery at a time you
normally could.

* If you play multiple Quickens on the same turn, they'll all apply to
the very next sorcery spell you play.
-----

Runeboggle
{2}{U}
Instant
Counter target spell unless its controller pays {1}.
Draw a card.

* You draw a card even if the player pays {1}.
-----

Seize the Soul
{2}{B}{B}
Instant
Destroy target nonwhite nonblack creature. Put a 1/1 white Spirit
creature token with flying into play.
Haunt
When the creature Seize the Soul haunts is put into a graveyard, destroy
target nonwhite nonblack creature. Put a 1/1 white Spirit creature token
with flying into play.

* A "nonwhite nonblack" creature is a creature that's neither white nor
black. It can be any other color or combination of colors, or it can be
colorless.

* If you can't choose a nonwhite nonblack creature to target when the
haunted creature is put into a graveyard, or if the target becomes
illegal, you don't get a token.
-----

Siege of Towers
{1}{R}
Sorcery
Replicate {1}{R} (When you play this spell, copy it for each time you
paid its replicate cost. You may choose new targets for the copies.)
Target Mountain becomes a 3/1 creature. It's still a land.

* The Mountain will remain a creature for the rest of the game. It
doesn't have a creature type.
-----

Silhana Ledgewalker
{1}{G}
Creature -- Elf Rogue
1/1
Silhana Ledgewalker can't be blocked except by creatures with flying.
Silhana Ledgewalker can't be the target of spells or abilities your
opponents control.

* Silhana Ledgewalker can be blocked by creatures that can block as
though they had flying.
-----

Skarrgan Firebird
{4}{R}{R}
Creature -- Phoenix
3/3
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature
comes into play with three +1/+1 counters on it.)
Flying
{R}{R}{R}: Return Skarrgan Firebird from your graveyard to your hand.
Play this ability only if an opponent was dealt damage this turn.

* You can play Skarrgan Firebird's last ability if an opponent was dealt
damage by any source, even if you didn't control that source.
-----

Skarrgan Pit-Skulk
{G}
Creature -- Human Warrior
1/1
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature
comes into play with a +1/+1 counter on it.)
Creatures with power less than Skarrgan Pit-Skulk's power can't block it.

* Skarrgan Pit-Skulk compares each blocker's power against its own as
blockers are being declared.
-----

Skeletal Vampire
{4}{B}{B}
Creature -- Vampire Skeleton
3/3
Flying
When Skeletal Vampire comes into play, put two 1/1 black Bat creature
tokens with flying into play.
{3}{B}{B}, Sacrifice a Bat: Put two 1/1 black Bat creature tokens with
flying into play.
Sacrifice a Bat: Regenerate Skeletal Vampire.

* You may pay the cost of Skeletal Vampire's activated abilities by
sacrificing any Bat, not just a Bat token it created.
-----

Sky Swallower
{3}{U}{U}
Creature -- Leviathan
8/8
Flying
When Sky Swallower comes into play, target opponent gains control of all
other permanents you control.

* Auras your opponent gains control of won't move from where they are.

* The permanents don't return to your control when Sky Swallower leaves
play.
-----

Smogsteed Rider
{2}{B}{B}
Creature -- Human Wizard
2/2
Whenever Smogsteed Rider attacks, each other attacking creature gains
fear until end of turn.

* The creatures gain fear before blockers can be declared.

* Smogsteed Rider doesn't give itself fear, but if two are attacking,
each will give the other one fear.
-----

Souls of the Faultless
{W}{B}{B}
Creature -- Spirit
0/4
Defender (This creature can't attack.)
Whenever Souls of the Faultless is dealt combat damage, you gain that
much life and attacking player loses that much life.

* If Souls of the Faultless somehow attacks and is dealt combat damage,
you will both gain and lose life when its ability resolves.

* If Souls of the Faultless is dealt combat damage in a Two-Headed Giant
game, you may choose either member of the attacking team as the player
who will lose life. The player you choose doesn't have to be the
controller of a creature that dealt damage to Souls of the Faultless.
-----

Teysa, Orzhov Scion
{1}{W}{B}
Legendary Creature -- Human Advisor
2/3
Sacrifice three white creatures: Remove target creature from the game.
Whenever another black creature you control is put into a graveyard from
play, put a 1/1 white Spirit creature token with flying into play.

* You may sacrifice Teysa itself to help pay for its first ability, but
unlike other white and black creatures, it won't cause its second
ability to trigger. Any other white and black creatures you sacrifice to
pay for the first ability will cause the second ability to trigger.
-----

Tibor and Lumia
{2}{U}{R}
Legendary Creature -- Human Wizard
3/3
Whenever you play a blue spell, target creature gains flying until end
of turn.
Whenever you play a red spell, Tibor and Lumia deals 1 damage to each
creature without flying.

* A spell you play that's blue and red will trigger both abilities. You
can put them on the stack in either order.
-----

Ulasht, the Hate Seed
{2}{R}{G}
Legendary Creature -- Hydra
0/0
Ulasht, the Hate Seed comes into play with a +1/+1 counter on it for
each other red creature you control and a +1/+1 counter on it for each
other green creature you control.
{1}, Remove a +1/+1 counter from Ulasht: Choose one -- Ulasht deals 1
damage to target creature; or put a 1/1 green Saproling creature token
into play.

* Creatures that are both red and green provide two +1/+1 counters.
-----

Vedalken Plotter
{2}{U}
Creature -- Vedalken Wizard
1/1
When Vedalken Plotter comes into play, exchange control of target land
you control and target land an opponent controls.

* If either land becomes an illegal target (or leaves play) before the
ability resolves, the exchange won't happen. There's no way for you to
gain a land without losing another one in the process.
-----

Vertigo Spawn
{1}{U}
Creature -- Illusion
0/3
Defender (This creature can't attack.)
Whenever Vertigo Spawn blocks a creature, tap that creature. It doesn't
untap during its controller's next untap step.

* If the creature was already tapped when Vertigo Spawn blocked it, that
creature still won't untap during its controller's next untap step.

* If two Vertigo Spawns block the same creature, both abilities trigger,
but each only affects the creature during its controller's next untap
step. The creature can untap during its controller's untap step
following that one.
-----

Withstand
{2}{W}
Instant
Prevent the next 3 damage that would be dealt to target creature or
player this turn.
Draw a card.

* You draw a card when Withstand resolves, not when damage is prevented.
-----

Wurmweaver Coil
{4}{G}{G}
Enchantment -- Aura
Enchant green creature
Enchanted creature gets +6/+6.
{G}{G}{G}, Sacrifice Wurmweaver Coil: Put a 6/6 green Wurm creature
token into play.

* Wurmweaver Coil can enchant only a green creature. It can't come into
play attached to a nongreen creature, it can't be moved onto a nongreen
creature, and if the creature it's attached to stops being green, the
Aura is put into its owner's graveyard.
-----

Yore-Tiller Nephilim
{W}{U}{B}{R}
Creature -- Nephilim
2/2
Whenever Yore-Tiller Nephilim attacks, return target creature card from
your graveyard to play tapped and attacking.

* The creature you put into play from your graveyard is attacking, even
if the attack couldn't legally be declared (for example, if that
creature has defender or an effect says that no more than one creature
can attack).

* Putting an attacking creature into play doesn't trigger "When this
creature attacks" abilities. It also won't check attacking restrictions,
costs, or requirements.

* In a multiplayer game in which you're allowed to attack only one
player each combat, the new creature will be attacking the same player
as Yore-Tiller Nephilim. In a multiplayer game in which you may attack
multiple players, you choose the player the new creature is attacking.
It must be a player you're allowed to attack.
-----

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