Coldsnap FAQ

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_Coldsnap_(TM) Frequently Asked Questions

The _Ice Age_(TM) and _Alliances_(TM) cards reprinted in the _Coldsnap_
theme decks are not included in this FAQ.
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GENERAL NOTES

Snow and the Snow Mana Symbol

The snow-covered supertype has been renamed "snow." All _Ice Age_ and
_Alliances_ cards that used the term snow-covered are receiving updated
wordings in Oracle.

Boreal Druid
{G}
Snow Creature -- Elf Druid
1/1
{T}: Add {1} to your mana pool.

* Like "legendary," the supertype snow may appear on any card that
becomes a permanent. Unlike "legendary," "snow" has no particular
meaning or rules associated with it.

* Some lands with the supertype snow, such as Snow-Covered Forest, also
have the supertype basic. Since these are basic lands, you may have any
number of them in a Constructed deck in any format in which the
_Coldsnap_ set is legal.

* In Limited events, you can't add basic snow lands to your deck from
outside your card pool. You may add only lands named Plains, Island,
Swamp, Mountain, and Forest, as normal.

* Effects that target nonbasic lands can't target basic snow lands.

The _Coldsnap_ set features a new mana symbol. The snow mana symbol is
denoted as {S} and resembles a snowflake. It is used only in abilities,
not in cards' mana costs.

Rimebound Dead
{B}
Snow Creature -- Skeleton
1/1
{S}: Regenerate Rimebound Dead. ({S} can be paid with one mana from a
snow permanent.)

* {S} in a cost represents a single generic mana, similar to the symbol
{1} in a cost. It can be paid with one mana of any color, or one
colorless mana, as long as that mana was produced by a snow permanent.
For example, {S} can be paid with one mana produced by Snow-Covered
Swamp or Boreal Druid, among others. It can't be paid with mana produced
by the nonsnow permanents Swamp or Llanowar Elves.

* When paying for {S}, it matters only if the permanent that produced
the mana had the supertype snow at the time that mana was produced. If
it did but subsequently lost the supertype, that mana can still be used
to pay for {S}. On the other hand, if it wasn't a snow permanent when it
produced the mana but subsequently gained the supertype, that mana can't
be used to pay for {S}.

* {S} is not a color, you can't add {S} to your mana pool, and "snow
mana" is not a type of mana.
-----

Cumulative Upkeep

Cumulative upkeep is a mechanic featured in the _Ice Age_ and
_Mirage_(TM) blocks.

Phobian Phantasm
{1}{B}{B}
Creature -- Illusion
3/3
Flying, fear
Cumulative upkeep {B} (At the beginning of your upkeep, put an age
counter on this permanent, then sacrifice it unless you pay its upkeep
cost for each age counter on it.)

Minor additions have been made to the rules for the cumulative upkeep
ability in order to clarify how some _Coldsnap_ cards work. The official
rules for the cumulative upkeep ability are as follows:

502.13. Cumulative Upkeep

502.13a Cumulative upkeep is a triggered ability that imposes an
increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the
beginning of your upkeep, put an age counter on this permanent, then
sacrifice this permanent unless you pay [cost] for each age counter on
it." If [cost] has choices associated with it, each choice is made
separately for each age counter, then either the entire set of costs is
paid, or none of them are paid. Partial payments are not allowed.
Example: A creature has "Cumulative upkeep {W} or {U}" and two age
counters on it. When its ability next triggers and resolves, the
creature's controller puts an age counter on it and may then pay
{W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature in play.

502.13b If a permanent has multiple instances of cumulative upkeep, each
triggers separately. However, the age counters are not linked to any
particular ability; each cumulative upkeep ability will count the total
number of age counters on the permanent at the time that ability resolves.
Example: A creature has two instances of "Cumulative upkeep--Pay 1
life." The creature currently has no counters but both cumulative upkeep
abilities trigger. When the first ability resolves, the controller adds
a counter and then chooses to pay 1 life. When the second ability
resolves, the controller adds another counter and then chooses to pay an
additional 2 life.

* Paying cumulative upkeep is always optional. If it's not paid, the
permanent with cumulative upkeep is sacrificed. Partial payments of the
total cumulative upkeep cost can't be made. For example, if a permanent
with "cumulative upkeep {1}" has three age counters on it when its
cumulative upkeep ability triggers, it gets another age counter and then
its controller chooses to either pay {4} or sacrifice the permanent.

* Examples of choices associated with cumulative upkeep costs include
choosing an opponent, choosing a creature, choosing a color of mana,
choosing a graveyard, and choosing "heads" or "tails" when flipping a
coin. Each choice within a single payment is made independently. The
entire set of choices must be legal and payable.

* Some permanents have abilities that trigger when their cumulative
upkeep is paid. These abilities trigger when an entire upkeep payment is
made. They don't trigger once per individual cost payment.

* Several cards with cumulative upkeep do something based on the number
of age counters on them when they're put into a graveyard from play. For
example, Arctic Nishoba says "When Arctic Nishoba is put into a
graveyard from play, you gain 2 life for each age counter on it." That
ability triggers no matter how the Nishoba is put into a graveyard from
play. If you don't pay its cumulative upkeep and have to sacrifice it,
it gets an age counter first, which impacts the amount of life you gain.

* Note that the decision to track cumulative upkeep using counters was
made when the "Sixth Edition rules" (and the original version of the
Oracle card database) were released in 1999. The _Coldsnap_ set is the
first since that time to feature cumulative upkeep cards, so this may
appear to some players to be a rules change.
-----

Recover

Recover is a triggered ability that works from the graveyard.

Icefall
{2}{R}{R}
Sorcery
Destroy target artifact or land.
Recover {R}{R} (When a creature is put into your graveyard from play,
you may pay {R}{R}. If you do, return this card from your graveyard to
your hand. Otherwise, remove this card from the game.)

The official rules for the recover ability are as follows:

502.55. Recover

502.55a Recover is a triggered ability that functions only while the
card with recover is in a player's graveyard. "Recover [cost]" means
"When a creature is put into your graveyard from play, you may pay
[cost]. If you do, return this card from your graveyard to your hand.
Otherwise, remove this card from the game."

* You get only one chance to use a card's recover ability. After a card
with recover is put into your graveyard, any creature put into your
graveyard from play causes the recover ability to trigger. When the
ability resolves, either you pay the recover cost and return the card to
your hand, or you don't pay and the card is removed from the game.

* If a creature with recover is put into your graveyard from play, it
doesn't cause its own recover ability to trigger. Similarly, if another
creature is put into your graveyard from play at the same time that a
card with recover is put there, it won't cause that recover ability to
trigger.

* If multiple creatures are put into your graveyard from play at the
same time, the recover ability of a card already in your graveyard
triggers that many times. Only the first one to resolve will cause the
card to move somewhere. By the time any of the other triggers resolve,
the card won't be in your graveyard anymore. You can still pay the
recover cost, but nothing else will happen.
-----

Ripple

Ripple is a triggered ability of a spell that works when you play that
spell.

Surging Dementia
{1}{B}
Sorcery
Ripple 4 (When you play this spell, you may reveal the top four cards of
your library. You may play any revealed cards with the same name as this
spell without paying their mana costs. Put the rest on the bottom of
your library.)
Target player discards a card.

The official rules for the ripple ability are as follows:

502.56. Ripple

502.56a Ripple is a triggered ability that functions while the card with
ripple is on the stack. "Ripple N" means "When you play this spell, you
may reveal the top N cards of your library, or, if there are fewer than
N cards in your library, you may reveal all the cards in your library.
If you reveal cards from your library this way, you may play any of
those cards with the same name as this spell without paying their mana
costs, then put all revealed cards not played this way on the bottom of
your library in any order."

502.56b If a spell has multiple instances of ripple, each triggers
separately.

* When you play a spell with ripple, the ripple ability will resolve
before the spell does.

* If you choose to reveal cards, you may play any or all of the revealed
cards with the same name as the spell. Any cards you don't play,
including those with the same name, will be put on the bottom of your
library in any order.

* For each revealed card you choose to play, follow all the normal steps
for playing it, though you won't have to pay its mana cost. Any
additional costs are paid as normal. All cards played this way go on the
stack on top of the original spell, then all abilities that trigger when
you play the new spells (including their ripple abilities) go on the
stack on top of them.

* After you play the original spell with ripple, ripple's triggered
ability goes on the stack and you receive priority. But you don't
receive priority after you play a spell during a ripple ability's
resolution; after the ripple ability resolves, the active player
receives priority.
-----

Aurochs

The _Coldsnap_ set features a number of creatures with creature type
Aurochs. They each have abilities that refer to other Aurochs.

Bull Aurochs
{1}{G}
Creature -- Aurochs
2/1
Trample
Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each
other attacking Aurochs.

* Abilities of Aurochs care about other creatures that have creature
type Aurochs, which includes (but is not limited to) the _Ice Age_ card
named Aurochs.
-----

Martyrs

The _Coldsnap_ set features a cycle of Martyrs. Each has an ability
whose cost includes revealing cards from your hand.

Martyr of Ashes
{R}
Creature -- Human Shaman
1/1
{2}, Reveal X red cards from your hand, Sacrifice Martyr of Ashes:
Martyr of Ashes deals X damage to each creature without flying.

* Each card that's revealed to pay the cost remains revealed until the
ability leaves the stack.

* A card that's already revealed for another cost or because of an
effect can be revealed to pay this cost.

* If one of the cards that's revealed to pay the cost leaves its owner's
hand before the ability resolves, it stops being revealed, but the value
of X is not affected.
-----

Double-Pitch Cards

A cycle of _Coldsnap_ cards let you remove two cards of a specific color
in your hand from the game rather than pay their mana costs.

Commandeer
{5}{U}{U}
Instant
You may remove two blue cards in your hand from the game rather than pay
Commandeer's mana cost.
Gain control of target noncreature spell. You may choose new targets for
it. (If that spell is an artifact or enchantment, the permanent comes
into play under your control.)

* You may pay the alternative cost rather than the card's mana cost. Any
additional costs are paid as normal.

* Paying the alternative cost doesn't change when you can play the
spell. A creature spell you play this way, for example, can still only
be played during your main phase while the stack is empty.

* If you don't have two cards of the right color in your hand, you can't
choose to play the spell using the alternative cost.

* You can't remove a card from your hand to pay for itself. At the time
you would pay costs, that card is on the stack, not in your hand.
-----

"Slowtrips"

In a throwback to the _Ice Age_ block, some _Coldsnap_ cards say "draw a
card at the beginning of the next turn's upkeep." These cards set up a
delayed triggered ability that triggers at the beginning of the very
next turn. It doesn't matter whose turn it is.

Balduvian Rage
{X}{R}
Instant
Target attacking creature gets +X/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
-----

CARD-SPECIFIC NOTES

Adarkar Valkyrie
{4}{W}{W}
Snow Creature -- Angel
4/5
Flying, vigilance
{T}: When target creature other than Adarkar Valkyrie is put into a
graveyard this turn, return that card to play under your control.

* Adarkar Valkyrie's ability can target a token creature, but since
token creatures cease to exist when they leave play, it won't be
returned to play.
-----

Arcum Dagsson
{3}{U}
Legendary Creature -- Human Artificer
2/2
{T}: Target artifact creature's controller sacrifices it. That player
may search his or her library for a noncreature artifact card, put it
into play, then shuffle his or her library.

* Arcum Dagsson's ability targets an artifact creature, not the
controller of one.

* Arcum Dagsson's ability can target any permanent that's both an
artifact and a creature, such as a Grizzly Bears while Mycosynth Lattice
is in play.
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Balduvian Frostwaker
{2}{U}
Creature -- Human Wizard
1/1
{U}, {T}: Target snow land becomes a 2/2 blue Elemental creature with
flying. It's still a land.

* Balduvian Frostwaker's effect has no duration. The snow land is a
creature as long as it's in play.

* If an affected land later loses the supertype snow, Balduvian
Frostwaker's effect doesn't end. The land will remain a creature.
-----

Balduvian Warlord
{3}{R}
Creature -- Human Barbarian
3/2
{T}: Remove target blocking creature from combat. Creatures it blocked
that no other creature blocked this combat become unblocked, then it
blocks an attacking creature of your choice. Play this ability only
during the declare blockers step.

* Balduvian Warlord's ability may be played during any player's turn.

* Only legal blocking choices may be made. For example, a creature
without flying can't block a flying creature this way. Or, if the
targeted blocking creature was blocking a Taunting Elf, Balduvian
Warlord can remove the blocker from combat, but then it must block the
Taunting Elf again.

* If the targeted creature can't legally block any attacking creatures
at this point (for example, it doesn't have flying and the creature it
was initially blocking gained flying during the declare blockers step),
that creature is simply removed from combat and blocks nothing.

* The targeted creature that's removed from combat may then block the
attacking creature that it was originally blocking. If so, that creature
will no longer be unblocked.

* If an attacking creature becomes unblocked this way and remains
unblocked, it will deal its combat damage to the defending player.
Abilities that say "When this creature attacks and isn't blocked" won't
trigger.

* If the targeted creature has a "When this creature blocks" ability, it
will trigger when Balduvian Warlord's ability resolves and the creature
blocks again.

* If an attacking creature has an ability that triggers "When this
creature becomes blocked," it triggers when a creature blocks it due to
the Warlord's ability only if it was unblocked at that point.

* If an attacking creature has a "When this creature becomes blocked by
[a creature]" ability, it triggers when a creature blocks it due to the
Warlord's ability.

* The attacking creature will become unblocked only if the targeted
creature was the only one that blocked it this combat, even if all the
other creatures that were blocking it are no longer in play or are no
longer blocking it (even those removed with other Balduvian Warlords'
abilities).
-----

Blizzard Specter
{2}{U}{B}
Snow Creature -- Specter
2/3
Flying
Whenever Blizzard Specter deals combat damage to a player, choose one --
That player returns a permanent he or she controls to its owner's hand;
or that player discards a card.

* You choose the mode when you put Blizzard Specter's triggered ability
on the stack.

* If Blizzard Specter's first mode is chosen, the defending player
chooses the permanent to return to hand when the ability resolves.

* Blizzard Specter's second mode may be chosen even if the defending
player's hand is empty.
-----

Braid of Fire
{1}{R}
Enchantment
Cumulative upkeep--Add {R} to your mana pool. (At the beginning of your
upkeep, put an age counter on this permanent, then sacrifice it unless
you pay its upkeep cost for each age counter on it.)

* Braid of Fire is a very unusual card. "Add {R} to your mana pool" is a
cost. This enchantment does nothing but add increasing amounts of mana
to your mana pool during your upkeep. Any of this mana that isn't spent
during your beginning phase (that is, during the rest of your upkeep and
your draw step) will cause mana burn.
-----

Brooding Saurian
{2}{G}{G}
Creature -- Lizard
4/4
At the end of each turn, each player gains control of all nontoken
permanents he or she owns.

* If a permanent is enchanted with an Aura such as Confiscate when
Brooding Saurian's ability resolves, the enchanted permanent's owner
will regain control of it. The Aura will not be removed. The Aura will
still be controlled by its owner, but its effect will be overridden.
-----

Commandeer
{5}{U}{U}
Instant
You may remove two blue cards in your hand from the game rather than pay
Commandeer's mana cost.
Gain control of target noncreature spell. You may choose new targets for
it. (If that spell is an artifact or enchantment, the permanent comes
into play under your control.)

* If you gain control of an instant or sorcery spell with Commandeer, it
will still be put into its owner's graveyard when it resolves.

* After Commandeer resolves, you control the targeted spell. Any
instance of "you" in that spell's text now refers to you, "an opponent"
refers to one of your opponents, and so on. The change of control
happens before new targets are chosen, so any targeting restrictions
such as "target opponent" or "target creature you control" are now made
in reference to you, not the spell's original controller. You may either
change those targets to be legal in reference to you, or, if those are
the spell's only targets, the spell will be countered on resolution for
having illegal targets. When the spell resolves, any illegal targets are
unaffected by it and you make all decisions the spell's effect calls for.

* You may change any of the targeted spell's targets. If you change a
target, you must choose a legal target for the spell. If you can't, you
must leave the target the same (even if that target is now illegal).

* If the targeted spell has a triggered ability that copies it (for
example, replicate or storm), the copies will be controlled by the
player who played that spell.
-----

Counterbalance
{U}{U}
Enchantment
Whenever an opponent plays a spell, you may reveal the top card of your
library. If you do, counter that spell if it has the same converted mana
cost as the revealed card.

* If an opponent plays a spell with X in its mana cost, the converted
mana cost of that spell takes the value of X into account. If you reveal
a card with X in its mana cost, X is 0. For example, if your opponent
plays Blaze with X=1, Counterbalance will counter that spell if you
reveal a card with converted mana cost 2, but it won't counter that
spell if you reveal a Blaze of your own.

* If an opponent plays half of a split card (for example, Hit), and you
reveal a split card where half of it has the same converted mana cost
(for example, Hit/Run or Stand/Deliver), Counterbalance will counter the
spell.
-----

Cover of Winter
{2}{W}
Snow Enchantment
Cumulative upkeep {S} ({S} can be paid with one mana from a snow permanent.)
If a creature would deal combat damage to you and/or one or more
creatures you control, prevent X of that damage, where X is the number
of age counters on Cover of Winter.
{S}: Put an age counter on Cover of Winter.

* Cover of Winter's replacement effect prevents combat damage creatures
would deal to you and to attacking or blocking creatures you control.

* If multiple creatures would deal combat damage to you and your
creatures at the same time, this prevents X of the damage that would be
dealt by each of them. This prevention is applied creature by creature.
For example, if Cover of Winter has two age counters and you're being
attacked by an unblocked 1/1 and an unblocked 4/4, this will prevent 2
of the combat damage that would be dealt by each one. All damage from
the 1/1 is prevented and 2 damage from the 4/4 is prevented, meaning
you're dealt 2 damage.

* If a creature has double strike, Cover of Winter prevents X of the
combat damage it would deal during each combat damage step.

* If a creature's combat damage is assigned to multiple recipients (for
example, if it has trample and is blocked by two creatures, and damage
is assigned to each of those creatures and to you), you decide how to
divide the prevention effect. You may prevent damage that would be dealt
to the first creature, the second creature, and/or you, as long as the
total amount of that creature's damage that would be prevented is X.
-----

Dark Depths
Legendary Snow Land
Dark Depths comes into play with ten ice counters on it.
{3}: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, put
an indestructible legendary 20/20 black Avatar creature token with
flying named Marit Lage into play.

* Dark Depths is a land with no mana ability.

* Dark Depths's last ability is a state trigger. It will not trigger
again while the ability is on the stack, but if the ability is countered
and Dark Depths is still in play with no ice counters on it, it will
trigger again immediately.
-----

Deepfire Elemental
{4}{B}{R}
Creature -- Elemental
4/4
{X}{X}{1}: Destroy target artifact or creature with converted mana cost X.

* For example, for Deepfire Elemental to destroy a creature with
converted mana cost 4 would cost {4}+{4}+{1} = {9}.
-----

Frostweb Spider
{2}{G}
Snow Creature -- Spider
1/3
Frostweb Spider can block as though it had flying.
Whenever Frostweb Spider blocks a creature with flying, put a +1/+1
counter on Frostweb Spider at end of combat.

* If Frostweb Spider blocks a creature with flying that's just powerful
enough to kill it, it will die before it can get the +1/+1 counter.

* If Frostweb Spider somehow blocks more than one creature with flying
during the same combat, its ability will trigger multiple times.
-----

Fury of the Horde
{5}{R}{R}
Sorcery
You may remove two red cards in your hand from the game rather than pay
Fury of the Horde's mana cost.
Untap all creatures that attacked this turn. After this main phase,
there is an additional combat phase followed by an additional main phase.

* If it's somehow not a main phase when Fury of the Horde resolves, all
it does is untap all creatures that attacked that turn. No new phases
are created.
-----

Gelid Shackles
{W}
Snow Enchantment -- Aura
Enchant creature
Enchanted creature can't block and its activated abilities can't be played.
{S}: Enchanted creature gains defender until end of turn. ({S} can be
paid with one mana from a snow permanent.)

* Gelid Shackles doesn't stop static abilities or triggered abilities
from working. It also won't prevent the creature from attacking unless
the enchanted creature is given defender before attackers are declared.
-----

Goblin Furrier
{1}{R}
Creature -- Goblin Warrior
2/2
Prevent all damage that Goblin Furrier would deal to snow creatures.

* If Goblin Furrier assigns combat damage to a snow creature, or a spell
or ability is played that would have Goblin Furrier deal damage to a
snow creature, and Goblin Furrier leaves play before it resolves, the
damage won't be prevented.
-----

Greater Stone Spirit
{4}{R}{R}
Creature -- Elemental Spirit
4/4
Greater Stone Spirit can't be blocked by creatures with flying.
{2}{R}: Until end of turn, target creature gets +0/+2 and gains "{R}:
This creature gets +1/+0 until end of turn."

* Creatures that can block as though they had flying can't block Greater
Stone Spirit.

* After Greater Stone Spirit's activated ability is played, the affected
creature gains an activated ability that only that creature's controller
can play.
-----

Haakon, Stromgald Scourge
{1}{B}{B}
Legendary Creature -- Zombie Knight
3/3
You may play Haakon, Stromgald Scourge from your graveyard, but not from
anywhere else.
As long as Haakon is in play, you may play Knight cards from your graveyard.
When Haakon is put into a graveyard from play, you lose 2 life.

* Haakon can't be played from your hand. It can't be played from any
zone other than your graveyard, even if an effect such as that of
Spelljack or Muse Vessel would otherwise allow you to.

* While Haakon is in your graveyard, you may play it. This follows the
normal rules and timing for playing a creature spell; the only
difference is what zone Haakon is being played from. The spell goes on
the stack. You have to pay Haakon's mana cost and any applicable
additional costs. The same applies for Knight cards you play from your
graveyard while Haakon is in play.
-----

Herald of Leshrac
{6}{B}
Creature -- Avatar
2/4
Flying
Cumulative upkeep--Gain control of a land you don't control.
Herald of Leshrac gets +1/+1 for each land you control but don't own.
When Herald of Leshrac leaves play, each player gains control of each
land he or she owns that you control.

* When Herald of Leshrac's cumulative upkeep ability resolves, if its
age counters outnumber the number of lands in play that you don't
control, you can't pay its cumulative upkeep cost and must sacrifice it.

* You must choose a different land you don't control for each age
counter on Herald of Leshrac. Otherwise, you'd try to gain control of a
land you *do* control midway through paying the cost and need to back up.

* Herald of Leshrac's leaves-play ability affects all lands you control
but don't own, not just the ones you gained control of with Herald of
Leshrac. For example, if you had gained control of an opponent's land
with Annex, its owner will regain control of that land. Annex will
remain attached to it, but its effect will be overridden.
-----

Hibernation's End
{4}{G}
Enchantment
Cumulative upkeep {1}
Whenever you pay Hibernation's End's cumulative upkeep, you may search
your library for a creature card with converted mana cost equal to the
number of age counters on Hibernation's End and put it into play. If you
do, shuffle your library.

* The converted mana cost of the creature you find must be exactly equal
to the number of age counters on Hibernation's End.
-----

Jester's Scepter
{3}
Artifact
When Jester's Scepter comes into play, remove the top five cards of
target player's library from the game face down. You may look at those
cards as long as they remain removed from the game.
{2}, {T}, Put a card removed from the game with Jester's Scepter into
its owner's graveyard: Counter target spell if it has the same name as
that card.

* You can see the cards that are removed from the game with Jester's
Scepter, but no one else can.

* Because the cards that are removed from the game are not hidden to
you, you can choose which one to put into its owner's graveyard when you
activate the second ability.

* When Jester's Scepter's second ability is activated, any of the
removed cards may be put into its owner's graveyard, and any spell may
be targeted, whether or not the card and the spell have the same name.
If they don't have the same name, the effect does nothing. The spell's
controller and the owner of the card put into a graveyard this way may
be different.

* If half of a split card is played (for example, Hit), and you put one
of those split cards into its owner's graveyard with Jester's Scepter
(for example, Hit/Run), the spell is countered.
-----

Jötun Grunt
{1}{W}
Creature -- Giant Soldier
4/4
Cumulative upkeep--Put two cards in a single graveyard on the bottom of
their owner's library. (At the beginning of your upkeep, put an age
counter on this permanent, then sacrifice it unless you pay its upkeep
cost for each age counter on it.)

* When paying Jötun Grunt's cumulative upkeep, you may choose a
different graveyard for each age counter. For example, if it has three
age counters on it, you may put four cards from your graveyard on the
bottom of your library and two cards from your opponent's graveyard on
the bottom of his or her library. However, you can't put five cards from
your graveyard on the bottom of your library and one card from your
opponent's graveyard on the bottom of his or her library.
-----

Juniper Order Ranger
{3}{G}{W}
Creature -- Human Knight
2/4
Whenever another creature comes into play under your control, put a
+1/+1 counter on that creature and a +1/+1 counter on Juniper Order Ranger.

* The creature doesn't come into play with a +1/+1 counter on it. It
comes into play, then the ability triggers. If either that creature or
Juniper Order Ranger leaves play before the ability resolves, the
remaining creature will still get a +1/+1 counter.
-----

Karplusan Minotaur
{2}{R}{R}
Creature -- Minotaur Warrior
3/3
Cumulative upkeep--Flip a coin.
Whenever you win a coin flip, Karplusan Minotaur deals 1 damage to
target creature or player.
Whenever you lose a coin flip, Karplusan Minotaur deals 1 damage to
target creature or player of an opponent's choice.

* The coin flip rules have changed. You now win or lose a flip only if
*you* flipped the coin. If your opponent loses a flip, that no longer
means that you win that flip. Only coin flips caused by cards that say
"win" and/or "lose" anywhere on them have a winner or loser.

* If a spell or ability uses a coin flip to determine what happens on a
heads result versus a tails result, the flipping player doesn't call
"heads" or "tails." Such flips have no winner or loser.

* When Karplusan Minotaur's cumulative upkeep ability resolves, you
either flip a number of coins equal to the number of age counters on it,
or you sacrifice it. Once you start to flip, you can't stop; you must
continue until all flips are made. If you flip, you call heads or tails
for each flip. Each time you're right, the Minotaur's second ability
triggers. Each time you're wrong, the Minotaur's third ability triggers.
The triggers wait until after you're done flipping, then they all go on
the stack in whatever order you choose. Each may have a different target.

* The Minotaur's last two abilities will trigger whenever you win or
lose any coin flip. For example, if you play Stitch in Time, one of the
Minotaur's abilities will trigger.
-----

Lightning Serpent
{X}{R}
Creature -- Elemental Serpent
2/1
Trample, haste
Lightning Serpent comes into play with X +1/+0 counters on it.
At end of turn, sacrifice Lightning Serpent.

* If Lightning Serpent comes into play without X being paid because an
effect puts it into play or an effect lets you play it without paying
its mana cost, then X is 0.
-----

Lightning Storm
{1}{R}{R}
Instant
Lightning Storm deals X damage to target creature or player, where X is
3 plus the number of charge counters on it.
Discard a land card: Put two charge counters on Lightning Storm. You may
choose a new target for it. Any player may play this ability but only if
Lightning Storm is on the stack.

* Lightning Storm has an activated ability that can be played only while
the spell is on the stack. Any player may play that ability. When the
ability is played, it goes on the stack on top of Lightning Storm. When
the ability resolves, the Lightning Storm spell is affected.

* When you play Lightning Storm, you immediately have a chance to play
its ability since you'll have priority. If you don't, and all other
players pass, the spell will resolve. You won't receive priority again
-- and thus won't get another chance to play its ability -- unless
someone else plays Lightning Storm's activated ability or some other
spell or ability.

* After an instance of Lightning Storm's activated ability resolves, the
active player (not Lightning Storm's controller) receives priority.

* When Lightning Storm's activated ability resolves, if there are no
other legal targets to choose for the Lightning Storm spell, you must
leave the target the same, even if it's now an illegal target.

* When Lightning Storm leaves the stack, its charge counters go away.
-----

Lovisa Coldeyes
{3}{R}{R}
Legendary Creature -- Human Lord
3/3
Barbarians, Warriors, and Berserkers get +2/+2 and have haste.

* Each creature with at least one of those subtypes gets +2/+2 from
Lovisa Coldeyes's ability, regardless of how many of those subtypes it
has. For example, a 3/3 Mistform Ultimus would become 5/5, not 9/9.
-----

Magmatic Core
{2}{R}{R}
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age
counter on this permanent, then sacrifice it unless you pay its upkeep
cost for each age counter on it.)
At the end of your turn, Magmatic Core deals X damage divided as you
choose among any number of target creatures, where X is the number of
age counters on it.

* The damage is divided when Magmatic Core's ability triggers.
Increasing or decreasing the number of age counters on Magmatic Core
after the ability triggers but before it resolves has no effect on the
amount of damage that's dealt.

* If Magmatic Core has no age counters on it, the only number of targets
the ability can have is zero.

* If Magmatic Core has at least one age counter on it, the number of
targets must be at least one and at most X. Each target must be assigned
at least 1 damage.

* Magmatic Core's effect is mandatory. At the end of your turn, if the
only creatures in play are yours, you must have Magmatic Core deal
damage to at least one of them.
-----

Panglacial Wurm
{5}{G}{G}
Creature -- Wurm
9/5
Trample
While you're searching your library, you may play Panglacial Wurm from
your library.

* Panglacial Wurm's ability works only while you're searching your own
library. The effect that caused you to search needs to say "search" and
"library," and you need to be looking through your own library for this
to work. (Examples of effects that let you play Panglacial Wurm: Rampant
Growth, Gifts Ungiven. Examples of effects that don't: Bribery, Sage Owl.)

* Playing Panglacial Wurm while searching your library follows all the
normal rules for playing a creature spell, except for timing (playing
the Wurm this way always occurs during the resolution of another spell
or ability) and what zone the Wurm is being played from. The spell goes
on the stack. You have to pay the Wurm's mana cost and any applicable
additional costs, which means you can play mana abilities while you're
playing the Wurm while you're searching your library.

* After you play Panglacial Wurm, you pick up the search effect where
you left off. When the search effect finishes resolving, the active
player gets priority with Panglacial Wurm on the stack. Any abilities
that triggered when the spell was played are put on the stack now.

* If you have enough mana, you can play multiple Panglacial Wurms during
a single search effect.

* A Panglacial Wurm that you play while searching your library can't be
found by the search effect.
-----

Phyrexian Soulgorger
{3}
Snow Artifact Creature -- Construct
8/8
Cumulative upkeep--Sacrifice a creature. (At the beginning of your
upkeep, put an age counter on this permanent, then sacrifice it unless
you pay its upkeep cost for each age counter on it.)

* When Phyrexian Soulgorger's cumulative upkeep ability resolves, you
must either sacrifice a different creature for each age counter on
Phyrexian Soulgorger or sacrifice it. You may also sacrifice it as part
of its own upkeep payment.
-----

Rimefeather Owl
{5}{U}{U}
Snow Creature -- Bird
*/*
Flying
Rimefeather Owl's power and toughness are each equal to the number of
snow permanents in play.
{1}{S}: Put an ice counter on target permanent.
Permanents with ice counters on them are snow.

* Rimefeather Owl's last ability affects all permanents with ice
counters on them, whether or not it put the ice counters on them.
-----

Rimehorn Aurochs
{4}{G}
Snow Creature -- Aurochs
3/3
Trample
Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for
each other attacking Aurochs.
{2}{S}: Target creature blocks target creature this turn if able. ({S}
can be paid with one mana from a snow permanent.)

* If the first creature targeted by Rimehorn Aurochs can't block the
second targeted creature (for example, because the second creature has
flying and the first doesn't, or because both creatures are controlled
by the same player), the ability does nothing and the first creature is
free to block whichever creature its controller chooses, or block no
creatures at all.
-----

Rimescale Dragon
{5}{R}{R}
Snow Creature -- Dragon
5/5
Flying
{2}{S}: Tap target creature and put an ice counter on it. ({S} can be
paid with one mana from a snow permanent.)
Creatures with ice counters on them don't untap during their
controllers' untap steps.

* Rimescale Dragon's last ability affects all permanents with ice
counters on them, whether or not it put the ice counters on them.
-----

Ronom Hulk
{4}{G}
Creature -- Beast
5/6
Protection from snow
Cumulative upkeep {1} (At the beginning of your upkeep, put an age
counter on this permanent, then sacrifice it unless you pay its upkeep
cost for each age counter on it.)

* Ronom Hulk can't be targeted by snow spells (though there are no snow
instants or sorceries) or abilities of snow sources, it can't be
enchanted by snow Auras, it can't be equipped by snow Equipment (though
there are none), it can't be blocked by snow creatures, and all damage
that would be dealt to it by snow sources is prevented.
-----

Scrying Sheets
Snow Land
{T}: Add {1} to your mana pool.
{1}{S}, {T}: Look at the top card of your library. If that card is snow,
you may reveal it and put it into your hand. ({S} can be paid with one
mana from a snow permanent.)

* If the card isn't snow, you can't reveal it. If the card is snow, you
don't have to reveal it. An unrevealed card stays on top of your library.
-----

Shape of the Wiitigo
{3}{G}{G}{G}
Enchantment -- Aura
Enchant creature
When Shape of the Wiitigo comes into play, put six +1/+1 counters on
enchanted creature.
At the beginning of your upkeep, put a +1/+1 counter on enchanted
creature if it attacked or blocked since your last upkeep. Otherwise,
remove a +1/+1 counter from it.

* If Shape of the Wiitigo leaves play but the creature doesn't, the
+1/+1 counters stay on the creature.
-----

Sheltering Ancient
{1}{G}
Creature -- Treefolk
5/5
Trample
Cumulative upkeep--Put a +1/+1 counter on a creature an opponent
controls. (At the beginning of your upkeep, put an age counter on this
permanent, then sacrifice it unless you pay its upkeep cost for each age
counter on it.)

* If no opponent controls a creature, you can't pay the upkeep and must
sacrifice Sheltering Ancient.

* You may choose a different creature to put each counter on, but you
can also choose the same creature multiple times. The creatures don't
have to be controlled by the same opponent.

* Creatures that can't be the target of abilities can have +1/+1
counters put on them by Sheltering Ancient's cumulative upkeep ability
because it doesn't target them. The same is true for creatures with
protection from green or protection from any other quality Sheltering
Ancient has.
-----

Sound the Call
{2}{G}
Sorcery
Put a 1/1 green Wolf creature token into play with "This creature gets
+1/+1 for each card named Sound the Call in each graveyard."

* If Sound the Call resolves while all graveyards are empty, first a 1/1
token is created, then the Sound the Call card is put into your
graveyard, which makes the token 2/2. Although the token is momentarily
1/1, state-based effects aren't checked until after the Sound the Call
card used to create the token is in a graveyard. For example, if Night
of Souls' Betrayal is in play, the Wolf will momentarily be 0/0. By the
time state-based effects are checked, it will be 1/1, so it will remain
in play.
-----

Stalking Yeti
{2}{R}{R}
Snow Creature -- Yeti
3/3
When Stalking Yeti comes into play, if it's in play, it deals damage
equal to its power to target creature an opponent controls and that
creature deals damage equal to its power to Stalking Yeti.
{2}{S}: Return Stalking Yeti to its owner's hand. Play this ability only
any time you could play a sorcery. ({S} can be paid with one mana from a
snow permanent.)

* If either Stalking Yeti or the targeted creature is no longer in play
when the comes-into-play triggered ability resolves, the ability does
nothing.
-----

Survivor of the Unseen
{2}{U}
Creature -- Human Wizard
2/1
Cumulative upkeep {2} (At the beginning of your upkeep, put an age
counter on this permanent, then sacrifice it unless you pay its upkeep
cost for each age counter on it.)
{T}: Draw two cards, then put a card from your hand on top of your library.

* If you don't draw a card because all the draws were replaced (with
dredge, for example), you still have to put a card from your hand on top
of your library.
-----

Tamanoa
{R}{G}{W}
Creature -- Spirit
2/4
Whenever a noncreature source you control deals damage, you gain that
much life.

* A "noncreature source" is a source that doesn't have the type
creature. If a creature card that's not in play deals damage (for
example, a cycled Gempalm Incinerator), Tamanoa's ability won't trigger.

* Tamanoa's ability triggers no matter who the recipient of the damage
is: another player, a creature, or even you. If a noncreature source you
control deals damage to you that drops your life total to 0 or less,
you'll lose the game before Tamanoa's ability can resolve.
-----

Thermal Flux
{U}
Instant
Choose one -- Target nonsnow permanent becomes snow until end of turn;
or target snow permanent isn't snow until end of turn.
Draw a card at the beginning of the next turn's upkeep.

* Thermal Flux adds or removes the supertype snow from a permanent.
Adding or removing a supertype doesn't affect any other types,
supertypes, or subtypes that permanent has.
-----

Thrumming Stone
{5}
Legendary Artifact
Spells you control have ripple 4. (Whenever you play a spell, you may
reveal the top four cards of your library. You may play any revealed
cards with the same name as the spell without paying their mana costs.
Put the rest on the bottom of your library.)

* If you play a spell that already has ripple (such as Surging Flame,
which has ripple 4) while Thrumming Stone is in play, both ripple
abilities will trigger separately. Assuming you choose to do all "you
may" actions, when the first instance of ripple resolves, you reveal the
top four cards of your library, play all Surging Flames, and put the
rest of the cards on the bottom of your library. Any new Surging Flames
are on the stack on top of the other instance of ripple, so they'll
resolve next. Each of them also has two instances of ripple, which
trigger separately, and the process continues until the ripple abilities
don't reveal any Surging Flames.

* If you play half of a split card (for example, Hit) and reveal another
one of those split cards when the ripple ability resolves (for example,
Hit//Run), you may play either half of that split card (Hit or Run)
without paying its mana cost.
-----

Tresserhorn Skyknight
{5}{B}{B}
Creature -- Zombie Knight
5/3
Flying
Prevent all damage that would be dealt to Tresserhorn Skyknight by
creatures with first strike.

* Damage that would be dealt to Tresserhorn Skyknight by creatures with
double strike is dealt as normal.

* All damage (not just combat damage and not just first-strike combat
damage) that would be dealt to Tresserhorn Skyknight by creatures with
first strike is prevented.

* Damage that would be dealt to Tresserhorn Skyknight by a creature that
gains first strike while its combat damage is on the stack is prevented.

* Combat damage from a creature that's no longer in play that would be
dealt to Tresserhorn Skyknight is prevented if that creature had first
strike when it left play.
-----

Vanish into Memory
{2}{W}{U}
Instant
Remove target creature from the game. You draw cards equal to that
creature's power. At the beginning of your next upkeep, return that card
to play under its owner's control. If you do, discard cards equal to its
toughness.

* Vanish into Memory cares about the creature's power just before it
left play and its toughness just after it returns to play. For example,
if you target a Vigean Hydropon with two +1/+1 counters on it, you'll
draw two cards, then when the Hydropon returns to play with five +1/+1
counters on it, you'll discard five cards.

* If the creature removed from the game with Vanish into Memory never
returns to play (because it was a token creature, for example), you
don't discard any cards.

* If the creature removed from the game with Vanish into Memory isn't a
creature card (for example, it was an animated Gruul War Plow), that
card will still be returned to play, but not as a creature. Since the
card returned to play has no toughness, you discard no cards.
-----

Vexing Sphinx
{1}{U}{U}
Creature -- Sphinx
4/4
Flying
Cumulative upkeep--Discard a card. (At the beginning of your upkeep, put
an age counter on this permanent, then sacrifice it unless you pay its
upkeep cost for each age counter on it.)
When Vexing Sphinx is put into a graveyard from play, draw a card for
each age counter on it.

* If Vexing Sphinx has more age counters on it than you have cards in
your hand, you can't pay the upkeep and you must sacrifice it.
-----

Void Maw
{4}{B}{B}
Creature -- Horror
4/5
Trample
If another creature would be put into a graveyard from play, remove it
from the game instead.
Put a card removed from the game with Void Maw into its owner's
graveyard: Void Maw gets +2/+2 until end of turn.

* If Void Maw and another creature would be put into the graveyard from
play at the same time, Void Maw is put into your graveyard and the other
creature is removed from the game.
-----

Wall of Shards
{1}{W}
Snow Creature -- Wall
1/8
Defender, flying
Cumulative upkeep--An opponent gains 1 life. (At the beginning of your
upkeep, put an age counter on this permanent, then sacrifice it unless
you pay its upkeep cost for each age counter on it.)

* When paying Wall of Shards's cumulative upkeep, you may choose a
different opponent for each age counter, or you can choose the same
opponent multiple times.
-----

Woolly Razorback
{2}{W}{W}
Creature -- Beast
7/7
Woolly Razorback comes into play with three ice counters on it.
As long as Woolly Razorback has an ice counter on it, it has defender
and any combat damage it would deal is prevented.
Whenever Woolly Razorback blocks, remove an ice counter from it.

* Having an ice counter on Woolly Razorback doesn't prevent combat
damage that would be dealt to it.

* The third time Woolly Razorback blocks, its last ice counter will be
removed, meaning the combat damage it deals that combat won't be prevented.
-----

Zombie Musher
{3}{B}
Snow Creature -- Zombie
2/3
Snow landwalk
{S}: Regenerate Zombie Musher. ({S} can be paid with one mana from a
snow permanent.)

* Zombie Musher can't be blocked as long as defending player controls a
snow land.
-----

Zur the Enchanter
{1}{W}{U}{B}
Legendary Creature -- Human Wizard
1/4
Flying
Whenever Zur the Enchanter attacks, you may search your library for an
enchantment card with converted mana cost 3 or less and put it into
play. If you do, shuffle your library.

* If you use Zur the Enchanter's triggered ability to search for an
Aura, it will be put into play attached to an appropriate permanent. It
doesn't target that permanent. If no appropriate permanent exists for it
to be attached to, that Aura can't be put into play and stays in your
library.
-----

All trademarks are property of Wizards of the Coast, Inc. in the U.S.A.
and other countries. ©2006 Wizards.
The Recover issue is being discussed. The FAQ gives the intended functionality.