10th Edition FAQ

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_Tenth Edition_ Frequently Asked Questions
Compiled by Mark L. Gottlieb
Document last modified June 18, 2007

_Tenth Edition_ official release date: July 13, 2007
The _Tenth Edition_ core set becomes legal for sanctioned Constructed play July 20, 2007.

The _Tenth Edition_ set contains 383 cards (121 common, 121 uncommon, 121 rare, 20 basic land).

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

The first section ("General Notes") explains some of the 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.
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GENERAL NOTES

***Legendary Cards***

The _Tenth Edition_ set is the first core set to contain legendary cards.

Cho-Manno, Revolutionary
{2}{W}{W}
Legendary Creature -- Human Rebel
2/2
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.

Legendary is a supertype that can appear on any permanent. No more than one of each legendary permanent can be in play at any given time. If two or more legendary permanents with the same name are in play, all of those permanents (including the original one) are put into their owners' graveyards. This state-based effect is called the "legend rule."

For example, if one player controls a Cho-Manno, Revolutionary and a Reya Dawnbringer, and either player puts a second Cho-Manno, Revolutionary into play, both Cho-Mannos are immediately put into the graveyard. The Reya Dawnbringer is unaffected.
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***Premium Cards without Reminder Text***

Premium (foil) cards in the _Tenth Edition_ core set don't have reminder text. Some premium cards have flavor text that doesn't appear on the regular cards due to space constraints. There are no plans at this time to extend this treatment to expert-level sets.
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***Marketing Cards***

Each _Tenth Edition_ booster pack contains fifteen _Magic_(TM) game cards and a marketing card. One side of each marketing card either represents a token or explains a game concept; the other side is an advertisement. The DCI recommends that players drafting with _Tenth Edition_ booster packs set aside (and keep) the marketing card they open before choosing their first pick from a pack.
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***New Keyword Abilities***

Since the release of the _Ninth Edition_ core set, a number of frequently printed abilities have gotten their own keywords:

* Flash
Flash is a static ability that can appear on artifact, creature, and enchantment cards. It means "You can play this card any time you could play an instant."

* Lifelink
Lifelink is a triggered ability that most often appears on creatures, but can appear on any permanent. It means "Whenever this permanent deals damage, you gain that much life."

* Shroud
Shroud is a static ability that appears on permanents and may even be granted to players. It means "This permanent or player can't be the target of spells or abilities."

* Reach
Reach is a static ability that appears on creatures. It replaces the ability "[This creature] can block as though it had flying" on creatures such as Giant Spider. Flying now means "This creature can't be blocked except by creatures with flying or reach."
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***Creature Types***

The creature types of many cards in the _Tenth Edition_ set have been updated to sync them up with the current _Magic_ conventions. For example, Icatian Priest, which used to be a Cleric, is now a Human Cleric.

The most notable change is that the cycle of "man lands" (see below) and Chimeric Staff now have creature types when animated. Also the Lord creature type has been eliminated.
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***Cycle: "Man Lands"***

The _Tenth Edition_ set features a cycle of lands from the _Urza's Legacy_ set with activated abilities that turn them into creatures.

Forbidding Watchtower
Land
Forbidding Watchtower comes into play tapped.
{T}: Add {W} to your mana pool.
{1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.

* When originally printed, these lands turned into creatures with no creature types. Now each has a creature type while animated: Forbidding Watchtower becomes a Soldier, Faerie Conclave becomes a Faerie, Spawning Pool becomes a Skeleton, Ghitu Encampment becomes a Warrior, and Treetop Village becomes an Ape.

* If any of these lands becomes a creature, you can't attack with it or use its {T} ability unless it began your most recent turn in play under your control. In other words, it's affected by summoning sickness while it's a creature.

* If any of these lands is already a land creature when you activate its ability, the permanent stays a land creature but the ability resets its power, toughness, and creature types. For example, if you turn Forbidding Watchtower into a 1/5 creature and then an effect gives it -1/-1 until end of turn, activating its ability again will make it 1/5 again. Damage that was dealt to the creature stays on it.
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***New Edition of the Basic Rulebook***
A new edition of the _Magic: The Gathering_(R) basic rulebook is being released in conjunction with the _Tenth Edition_ core set. You can download the PDF at starting on July 13, 2007. This rulebook will not be available in a physical product.
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CARD-SPECIFIC NOTES

Abundance
{2}{G}{G}
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

* Although Abundance's effect has you put a card into your hand, this isn't the same as drawing a card (the effect doesn't use the word "draw"). Abilities that trigger when you draw a card won't trigger.

* If an effect such as Sift would cause you to draw multiple cards, you choose for each individual draw whether to replace it by Abundance's effect. Process the draws one at a time.

* If no card of the chosen kind (land or nonland) is revealed before you run out of cards in your library, you don't put a card into your hand. However, you do get to rearrange all the cards in your library in any order you like.

* If your library is empty, Abundance can prevent you from losing the game for being unable to draw a card. If an effect or game action would cause you to draw a card, you can replace that draw with Abundance's replacement effect. (It doesn't matter that you'd be unable to actually draw a card.) Since Abundance's effect has you put a card into your hand instead of drawing a card, you'll never be forced to draw a card with an empty library.
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Academy Researchers
{1}{U}{U}
Creature -- Human Wizard
2/2
When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers.

* You can't put an Aura card from your hand into play this way if that Aura can't legally enchant Academy Researchers. For example, you can't put an Aura with "enchant land" or "enchant green creature" into play attached to Academy Researchers (unless Academy Researchers somehow turned into a land or a green creature before the ability resolved).
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Ascendant Evincar
{4}{B}{B}
Legendary Creature -- Vampire
3/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
Other black creatures get +1/+1.
Nonblack creatures get -1/-1.

* If Ascendant Evincar stops being black, it gives itself -1/-1.
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Aura Graft
{1}{U}
Instant
Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.

* Aura Graft's effect has no duration. You'll retain control of the Aura until the game ends, the Aura leaves play, or an effect causes someone else to gain control of the Aura.

* If you can move the Aura to another permanent, you must do so. If there are no other permanents it can legally enchant, it stays where it is.

* You can target an Aura you already control just to move that Aura to a new permanent.
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Bandage
{W}
Instant
Prevent the next 1 damage that would be dealt to target creature or player this turn.
Draw a card.

* You draw a card when Bandage resolves, not when the damage is actually prevented.
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Beacon of Immortality
{5}{W}
Instant
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.

* If the targeted player has a life total below 0 (which is possible if that player controls Platinum Angel, for example), Beacon of Immortality multiplies that number by two. For example, if the player had -4 life, that player's life total becomes -8.

* Beacon of Immortality's effect counts as life gain (or life loss, if the life total was negative) for effects that trigger on or replace life gain (or life loss).

* If Beacon of Immortality (or another of the Beacons) is countered, it's put into its owner's graveyard. It isn't shuffled into that player's library.
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Chimeric Staff
{4}
Artifact
{X}: Chimeric Staff becomes an X/X Construct artifact creature until end of turn.

* If Chimeric Staff becomes a creature, you can't attack with it or use a {T} ability it's been granted unless it began your most recent turn in play under your control. In other words, it's affected by summoning sickness while it's a creature.

* If Chimeric Staff is already an artifact creature when you activate its ability, Chimeric Staff stays an artifact creature but the ability resets its power, toughness, and creature types. For example, if you pay {3} to turn Chimeric Staff into a 3/3 creature, then an effect gives it -1/-1 until end of turn, activating its ability by paying {4} will turn it into a 4/4 artifact creature. Damage that was dealt to the creature stays on it.
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Clone
{3}{U}
Creature -- Shapeshifter
0/0
As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature.

* Clone doesn't copy whether the original creature is tapped or untapped. It also doesn't copy any counters on that creature, any Auras attached to that creature, or any effects that are currently affecting that creature -- you get exactly what's printed on the chosen card and nothing more. So if you copy an animated Chimeric Staff, for example, you get a normal, nonanimated Chimeric Staff.

* If the chosen creature is copying something else (for example, if the chosen creature is another Clone), then your Clone comes into play as whatever the chosen creature copied.

* If the chosen creature is a token, your Clone copies the original characteristics of that token as stated by the effect that put it into play. Your Clone is not considered to be a token.

* Any comes-into-play abilities of the copied creature will trigger when Clone comes into play. Any "as comes into play" or "comes into play with" abilities of the chosen creature will also work.

* You can choose not to copy anything. In that case, Clone comes into play as a 0/0 creature, and is probably put into the graveyard immediately.
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Coat of Arms
{5}
Artifact
Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.)

* Sharing multiple creature types doesn't give an additional bonus. Coat of Arms counts creatures, not creature types.
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Cone of Flame
{3}{R}{R}
Sorcery
Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player.

* You can't choose the same target more than once. If there aren't three different legal targets available, you can't play the spell.
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Crafty Pathmage
{2}{U}
Creature -- Human Wizard
1/1
{T}: Target creature with power 2 or less is unblockable this turn.

* If you increase the power of the targeted creature after the ability resolves, it will still be unblockable that turn.
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Crucible of Worlds
{3}
Artifact
You may play land cards from your graveyard.

* Crucible of Worlds allows you to play land cards from your graveyard as well as from your hand.

* Crucible of Worlds doesn't alter the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.

* Crucible of Worlds doesn't allow you to play activated abilities (such as cycling) of land cards in your graveyard.
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Doubling Cube
{2}
Artifact
{3}, {T}: Double the amount of each type of mana in your mana pool.

* Doubling Cube's ability is a mana ability. It doesn't use the stack, and it can't be targeted or responded to. The extra mana is produced by Doubling Cube, not by whatever source produced the original mana.

* There are six types of mana: white, blue, black, red, green, and colorless. Any restrictions or attributes associated with the mana, such as being produced by a snow permanent or being usable only to play artifact spells, are ignored by Doubling Cube.
For example, if your mana pool contains {5}{W}{W}{B} with no restrictions on it and {U}{U}{U} that can be used only to play artifact spells, after Doubling Cube's ability resolves, you'll have {10}{W}{W}{W}{W}{U}{U}{U}{B}{B} with no restrictions on it and {U}{U}{U} that can be used only to play artifact spells.
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Furnace of Rath
{1}{R}{R}{R}
Enchantment
If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.

* If a source would deal damage to multiple things, first you divide up that damage, then you apply this effect.

* If there are two Furnaces in play, the damage is multiplied by four. If there are three in play, it's multiplied by eight.

* The original source deals all the damage. Furnace of Rath doesn't deal any damage.

* If multiple effects modify how damage will be dealt, the player who would be dealt damage or the controller of the creature that would be dealt damage chooses the order to apply the effects. For example, Bandage says, in part, "Prevent the next 1 damage that would be dealt to target creature or player this turn." Suppose a spell would deal 3 damage to a player who has played Bandage targeting himself or herself. That player can either (a) prevent 1 damage first and then let Furnace of Rath double the remaining 2 damage, taking 4 damage, or (b) double the damage to 6 and then prevent 1 damage, taking 5 damage.
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Hail of Arrows
{X}{W}
Instant
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.

* If X is greater than 0, the number of targets must be at least 1 and at most X. If X is 0, the number of targets must also be 0.

* You choose how the damage will be divided among the target creatures at the time you play Hail of Arrows. Each target must be dealt at least 1 damage. If any of those creatures becomes an illegal target before Hail of Arrows resolves, the division of damage among the remaining creatures doesn't change.
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High Ground
{W}
Enchantment
Each creature you control can block an additional creature.

* High Ground's effect is cumulative. If you have a creature that can already block an additional creature, now it can block three creatures.

* High Ground allows you to make some complicated blocks. For example, if you're being attacked by three creatures (call them A, B, and C) and you control three creatures (X, Y, and Z), you can have X block A and B, Y block B and C, and Z block just C, among many other possible options. The defending player chooses how each blocking creature's combat damage will be divided among the creatures it's blocking.
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Incinerate
{1}{R}
Instant
Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn.

* Regeneration abilities that would affect that creature can still be played; they just won't do anything. The creature can't be regenerated for any reason, even if an effect other than Incinerate would deal lethal damage to it or otherwise destroy it.
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Kjeldoran Royal Guard
{3}{W}{W}
Creature -- Human Soldier
2/5
{T}: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead.

* If you activate the ability but Kjeldoran Royal Guard leaves play before combat damage is dealt, the combat damage from unblocked creatures won't be redirected. It will be dealt to you as normal.
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Llanowar Sentinel
{2}{G}
Creature -- Elf
2/3
When Llanowar Sentinel comes into play, you may pay {1}{G}. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library.

* Llanowar Sentinels can "chain": If you put a second Llanowar Sentinel into play as a result of this ability, that creature's comes-into-play ability triggers and allows you to search for yet another Llanowar Sentinel.
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Lord of the Pit
{4}{B}{B}{B}
Creature -- Demon
7/7
Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.

* When the ability resolves, if you control any other creatures, you must sacrifice one of them. You're dealt damage only if no creature can be sacrificed.

* If you have two Lords of the Pit, both abilities will trigger at the beginning of your upkeep. When the first Lord's ability resolves, you can sacrifice the second Lord to satisfy the requirement ("Sacrifice a creature other than Lord of the Pit" really means "Sacrifice a creature other than this creature"). When the second Lord's ability resolves, you must sacrifice another creature. If you can't (because the first Lord has somehow left play and you have no other creatures), the second Lord deals 7 damage to you, regardless of whether it's still in play.
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March of the Machines
{3}{U}
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.)

* Artifacts that are also creatures due to March of the Machines are affected by summoning sickness. You can't attack with them or use their {T} abilities unless they began your most recent turn in play under your control.

* If a noncreature artifact was also another card type, such as enchantment or land, it retains those types in addition to being an artifact creature.

* If an Equipment becomes a creature, it can no longer equip a creature. If it was already attached to a creature, it becomes unattached (but remains in play). You can play the Equipment's equip ability, but it won't do anything. The same is true for Fortifications in relation to lands; Darksteel Garrison in the _Future Sight_(TM) set is the only Fortification card.

* If a noncreature artifact becomes an artifact creature this way and then another effect animates it, the new effect overrides March of the Machines's effect. For example, Chimeric Staff is a 4/4 creature while March of the Machines is in play. If you activate Chimeric Staff's ability and choose X = 5, Chimeric Staff will be a 5/5 artifact creature for the rest of the turn.
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Mind Bend
{U}
Instant
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "islandwalk." This effect doesn't end at end of turn.)

* Mind Bend's effect has no duration. It will last until the game ends or the affected permanent leaves play.

* You choose the two color words or the two basic land types when Mind Bend resolves. You can't change a word to the same word; you must choose a different word.

* Mind Bend affects each instance of the chosen word in the text box and the type line of the permanent, as long as it's being used as a color word or basic land type. Mind Bend won't change such words when used in card names, such as Island Fish Jasconius. It also won't change mana symbols.

* Mind Bend changes only words actually printed on the permanent (if it's a card), words that are part of the permanent's original characteristics as stated by the effect that put it into play (if it's a token), or words that were granted to the permanent as part of a copy effect. It won't change words that are granted to the permanent by any other effects. For example, if an Aura grants a creature protection from blue, you can change that to protection from red by targeting the Aura, but not by targeting the creature.

* Mind Bend can be used to change a land's type from one basic land type to another. For example, if you play it on a Forest and change "Forest" to "Island," the permanent's name will still be Forest, but its land type will be Island. As a result, it will produce {U} rather than {G}.
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Mortal Combat
{2}{B}{B}
Enchantment
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.

* If you don't have twenty or more creature cards in your graveyard by the time your upkeep starts, the ability won't trigger that turn.

* Mortal Combat's ability has an "intervening 'if' clause," so the condition is checked again when the triggered ability resolves. If you don't still have twenty creature cards in your graveyard, the ability does nothing.
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Nomad Mythmaker
{2}{W}
Creature -- Human Nomad Cleric
2/2
{W}, {T}: Put target Aura card in a graveyard into play attached to a creature you control. (You control that Aura.)

* You don't choose which creature the Aura will come into play attached to until the ability resolves. You must choose a creature the Aura can legally enchant. (For example, you can't choose a creature with protection from black if the targeted Aura card is black.) If you don't control any creatures that the Aura can enchant, it remains in the graveyard.

* Nomad Mythmaker's ability can target an Aura card in any graveyard, not just yours.
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No Rest for the Wicked
{1}{B}
Enchantment
Sacrifice No Rest for the Wicked: Return to your hand all creature cards that were put into your graveyard from play this turn.

* It doesn't matter who controlled the creature cards when they were in play. As long as they were put into your graveyard, you get to put them into your hand.

* If you sacrifice No Rest for the Wicked on the same turn you played it, all creature cards that were put into your graveyard from play that turn will be returned to your hand, including any that were put into your graveyard before No Rest for the Wicked came into play.
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Phage the Untouchable
{3}{B}{B}{B}{B}
Legendary Creature -- Minion
4/4
When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game.
Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
Whenever Phage deals combat damage to a player, that player loses the game.

* Phage is considered "played from your hand" only if you play it as a spell from your hand. Putting it directly into play from your hand as a result of a spell or ability (such as Elvish Piper's ability) will cause you to lose the game.
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Pithing Needle
{1}
Artifact
As Pithing Needle comes into play, name a card.
Activated abilities of sources with the chosen name can't be played unless they're mana abilities.

* Pithing Needle affects cards regardless of what zone they're in. This includes cards in hand, in the graveyard, and removed from the game, as well as cards in play. Pithing Needle also affects tokens in play and copies of spells on the stack.

* You can name any card, even if that card doesn't normally have an activated ability. You can't name a token unless that token has the same name as a card.

* If you name a card that has both a mana ability and another activated ability, the mana ability can be played but the other ability can't be played.
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Plagiarize
{3}{U}
Instant
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.

* You draw the card from your library as normal, not from your opponent's library.

* Targeting yourself essentially accomplishes nothing.

* If you and your opponent each play Plagiarize on each other during the same turn, the two spells effectively cancel each other out. You will draw cards when you normally would and so will your opponent.

* If you target a player whose library is empty, any effect or game action that would cause that player to draw a card will cause you to draw a card instead. It doesn't matter that the other player would be unable to draw.
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Platinum Angel
{7}
Artifact Creature -- Angel
4/4
Flying (This creature can't be blocked except by creatures with flying or reach.)
You can't lose the game and your opponents can't win the game.

* No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're dealt combat damage by Phage the Untouchable, or your opponent has Mortal Combat with twenty or more creature cards in his or her graveyard. You keep playing.

* Other circumstances can still cause you to lose the game, however. You will lose a game if you concede, if you're penalized with a game loss or a match loss during a sanctioned tournament due to a DCI rules infraction, or if your _Magic Online_(R) game clock runs out of time.

* Effects that say the game is a draw, such as the _Legends_(R) card Divine Intervention, are not affected by Platinum Angel. They'll still work.

* If you control Platinum Angel in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.
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Quirion Dryad
{1}{G}
Creature -- Dryad
1/1
Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad.

* This ability counts spells, not colors. If you play a multicolored spell, this ability will trigger only once, and you'll put one +1/+1 counter on Quirion Dryad.
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Relentless Rats
{1}{B}{B}
Creature -- Rat
2/2
Relentless Rats gets +1/+1 for each other creature in play named Relentless Rats.
A deck can have any number of cards named Relentless Rats.

* Relentless Rats's last ability overrides the normal limit of four of an individual card in a Constructed deck.
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Rootwater Matriarch
{2}{U}{U}
Creature -- Merfolk
2/3
{T}: Gain control of target creature as long as that creature is enchanted.

* Unlike many similar creatures, Rootwater Matriarch untaps as normal during your untap step. Whether it's tapped or untapped has no bearing on the control-change effect.

* Whether the targeted creature is enchanted is checked continually, starting when the ability is played. If, before the ability resolves, there's any point at which the creature isn't enchanted, the ability has no effect -- even if the creature is enchanted by the time the ability resolves.

* The ability can target any creature, even one that has no Auras attached to it. However, as stated above, targeting a creature that's not enchanted will have no effect.

* The control-change effect ends if at any time the creature has no Auras attached to it.
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Scalpelexis
{4}{U}
Creature -- Beast
1/5
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Scalpelexis deals combat damage to a player, that player removes the top four cards of his or her library from the game. If two or more of those cards have the same name, repeat this process.

* You keep repeating the process until you remove a batch of four cards that all have different names or you run out of cards to remove. It doesn't matter whether a card has the same name as one that was removed from the game in a previous batch of four cards.
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Sculpting Steel
{3}
Artifact
As Sculpting Steel comes into play, you may choose an artifact in play. If you do, Sculpting Steel comes into play as a copy of that artifact.

* Sculpting Steel doesn't copy whether the original artifact is tapped or untapped. It also doesn't copy any counters on that artifact, any Auras or Equipment attached to that artifact, or any effects that are currently affecting that artifact -- you get exactly what's printed on the chosen card and nothing more. So if you copy an animated Chimeric Staff, for example, you get a normal, nonanimated Chimeric Staff.

* If the chosen artifact is copying something else (for example, if the chosen artifact is another Sculpting Steel), then your Sculpting Steel comes into play as whatever the chosen artifact copied.

* If the chosen artifact is a token, your Sculpting Steel copies the original characteristics of that token as stated by the effect that put it into play. Your Sculpting Steel is not considered to be a token.

* Any comes-into-play abilities of the copied artifact will trigger when Sculpting Steel comes into play. Any "as comes into play" or "comes into play with" abilities of the chosen artifact will also work.

* You can choose not to copy anything. In that case, Sculpting Steel stays in play as an artifact that doesn't do much of anything.
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Seedborn Muse
{3}{G}{G}
Creature -- Spirit
2/4
Untap all permanents you control during each other player's untap step.

* All your permanents untap during each other player's untap step. You have no choice about what untaps.

* During each other player's untap step, effects that would otherwise cause your permanents to stay tapped don't apply because they only apply during *your* untap step. For example, if you control a permanent that says "You may choose not to untap [this permanent] during your untap step," you must untap it during each other player's untap step.
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Sengir Vampire
{3}{B}{B}
Creature -- Vampire
4/4
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire.

* If Sengir Vampire and another creature deal lethal damage to each other in combat, both are put into the graveyard before Sengir Vampire's triggered ability can make the Vampire bigger.

* If Sengir Vampire deals nonlethal damage to a creature and then a different effect or damage source causes that creature to be put into a graveyard later in the turn, Sengir Vampire's ability will trigger and it will get a +1/+1 counter.
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Shunt
{1}{R}{R}
Instant
Change the target of target spell with a single target.

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

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

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

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

* If a spell targets the same player or object multiple times, you can't target it with Shunt.
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Skyhunter Skirmisher
{1}{W}{W}
Creature -- Cat Knight
1/1
Flying, double strike (This creature can't be blocked except by creatures with flying or reach, and it deals both first-strike and regular combat damage.)

* At the start of the combat damage step, if at least one attacking or blocking creature has double strike or first strike, creatures without double strike or first strike don't assign combat damage. Then there's a second combat damage step. In that step, surviving attackers and blockers that didn't assign combat damage in the first step, plus any creatures with double strike, assign their combat damage.

* Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.

* If a creature with first strike gains double strike any time before the second combat damage step starts, it can assign combat damage during the second combat damage step.
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Sleeper Agent
{B}
Creature -- Minion
3/3
When Sleeper Agent comes into play, target opponent gains control of it.
At the beginning of your upkeep, Sleeper Agent deals 2 damage to you.

* Sleeper Agent's second ability triggers during its controller's upkeep and deals damage to that player. That's probably the opponent who gained control of Sleeper Agent.
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Soul Warden
{W}
Creature -- Human Cleric
1/1
Whenever another creature comes into play, you gain 1 life.

* Two Soul Wardens coming into play at the same time will each cause the other's ability to trigger.

* The life gain is mandatory.
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Squee, Goblin Nabob
{2}{R}
Legendary Creature -- Goblin
1/1
At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand.

* If Squee, Goblin Nabob isn't in your graveyard by the time your upkeep starts, the ability won't trigger that turn.
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Stampeding Wildebeests
{2}{G}{G}
Creature -- Beast
5/4
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
At the beginning of your upkeep, return a green creature you control to its owner's hand.

* The ability that returns a creature doesn't target anything. You can return a creature with shroud or protection from green, for example. You don't decide which creature to return until the ability resolves. If you control no other green creatures, you must return Stampeding Wildebeests itself.
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Time Stop
{4}{U}{U}
Instant
End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

* Ending the turn this way means the following things happen in order:
1) All spells and abilities on the stack are removed from the game. This includes Time Stop, though it will continue to resolve. It also includes spells and abilities that can't be countered.
2) All attacking and blocking creatures are removed from combat.
3) State-based effects are checked. No player gets priority, and no triggered abilities are put onto the stack.
4) The current phase and/or step ends. The game skips straight to the cleanup step. The cleanup step happens in its entirety.

* If Time Stop is played before the end phase, any "at end of turn"-triggered abilities won't get the chance to trigger that turn because the end of turn step is skipped. Those abilities will trigger at the end of the next turn.

* If any triggered abilities do trigger during this process, they're put onto the stack during the cleanup step. If this happens, players will have a chance to play spells and abilities, then there will be another cleanup step before the turn finally ends.

* Though spells and abilities that are removed from the game won't get a chance to resolve, they don't count as being "countered."
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Upwelling
{3}{G}
Enchantment
Mana pools don't empty at the end of phases or turns. (This effect stops mana burn.)

* Players can keep mana in their pools indefinitely while Upwelling is in play. However, once Upwelling leaves play, players have until the end of the current phase to use the stored mana or they'll be subject to mana burn.
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Verdant Force
{5}{G}{G}{G}
Creature -- Elemental
7/7
At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control.

* In a Two-Headed Giant game, Verdant Force's ability triggers only once per upkeep, not once for each player. You'll get one Saproling token at the beginning of your team's upkeep and one Saproling token at the beginning of the opposing team's upkeep.
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Warp World
{5}{R}{R}{R}
Sorcery
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts all cards revealed this way that weren't put into play on the bottom of his or her library in any order.

* Taking it slowly, here's what happens when Warp World resolves:
1) Each player counts the number of permanents he or she owns.
2) Each player shuffles those permanents into his or her library.
3) Each player reveals cards from the top of his or her library equal to the number that player counted.
4) Each player puts all artifact, land, and creature cards revealed this way into play. All of these cards enter play at the same time.
5) Each player puts all enchantment cards revealed this way into play. All of these cards enter play at the same time. An Aura put into play this way can enchant an artifact, land, or creature that was already put into play, but can't enchant an enchantment that's being put into play at the same time as it.
6) Each player puts all of his or her other revealed cards (instants, sorceries, and Auras that can't enchant anything) on the bottom of his or her library in any order.

* Any abilities that trigger during the resolution of Warp World (such as a creature's comes-into-play ability) will wait to be put onto the stack until Warp World finishes resolving. The player whose turn it is will put all of his or her triggered abilities on the stack in any order, then each other player in turn order will do the same.

* Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player who controlled the effect that put it into play.
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Warrior's Honor
{2}{W}
Instant
Creatures you control get +1/+1 until end of turn.

* Warrior's Honor affects creatures you control that are in play at the time it resolves. If you put a creature into play later in the turn, that creature won't get the bonus.
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