Saviors of Kamigawa FAQ

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_Saviors of Kamigawa_(TM) Frequently Asked Questions
Compiled by John Carter, with contributions from Laurie Cheers, Dave DeLaney, Jeff Jordan, and Lee Sharpe
Document last modified May 17, 2005

Saviors of Kamigawa Prerelease tournaments: May 21-22, 2005
Saviors of Kamigawa official release date: June 3, 2005
The Saviors of Kamigawa set becomes legal for sanctioned Constructed play June 20, 2005.

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

Ability Words

Ability words are a new concept in the _Magic_(R) game. Ability words are similar to keywords in that they tie together cards with similar functionality. However, ability words have no special rules meaning. Ability words appear in italics on cards.

The Saviors of Kamigawa set has two ability words: channel and sweep.

Shinen of Stars' Light
Creature -- Spirit
First strike
Channel -- {1}{W}, Discard Shinen of Stars' Light: Target creature gains first strike until end of turn.

* Channel cards have an activated ability that lets you discard them to get a temporary effect that's similar to the creature's normal ability.

* The ability after "channel" is an activated ability that you can play any time the channel card is in your hand and you have priority.

Barrel Down Sokenzan
{2}{R}
Instant -- Arcane
Sweep -- Return any number of Mountains you control to their owner's hand. Barrel Down Sokenzan deals damage to target creature equal to twice the number of Mountains returned this way.

* Sweep cards require you to return some number of a specific type of basic land card to your hand as they resolve. The rest of the card's effect depends on how many land cards were returned.

* Lands with multiple basic land types can be returned to your hand with any sweep card that applies to one of those land types.
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Bushido

See the _Champions of Kamigawa_(TM) FAQ for information about the bushido ability.
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Cards in Hand

Multiple spells and abilities in the Saviors of Kamigawa set depend on players' hand sizes. Spells and activated abilities that use hand size to determine their effect don't calculate that effect until they resolve.
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Epic

Epic is a keyword that represents both a static ability and a delayed triggered ability. As a spell with epic resolves, the epic ability creates two effects: The first effect is that the spell's controller can't play any spells for the rest of the game. The second effect is that at the beginning of each of that player's upkeeps, that player puts a copy of the epic spell, minus its epic ability, on the stack.

Endless Swarm
{5}{G}{G}{G}
Sorcery
Put a 1/1 green Snake creature token into play for each card in your hand.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

The official rules for the epic ability are as follows:

502.44. Epic

502.44a Epic represents both a static ability and a delayed triggered ability. "Epic" means, "For the rest of the game, you can't play spells." and "At the beginning of each of your upkeeps, copy this spell except for its epic ability. If the spell is targeted, you may choose new targets for the copy." See rule 503.10 for more information about copying spells.

502.44b A player can't play spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.

* The copy of the spell put onto the stack doesn't have the epic ability, so exactly one copy is put onto the stack at the beginning of each of your upkeeps. (You don't get one, then two, then four copies, and so on.)

* Choices made while playing the original epic spell, as well as any alterations made to that spell, are copied. However, the epic ability does allow the player to choose a new target as the copy is put onto the stack.

* A copy of a spell is still a spell, and it can be countered.

* A player can't play spells once he or she resolves a spell with epic, but that player can still play abilities, as well as attack and block.

* Putting a copy of a spell on the stack is not the same as playing a copy. Abilities that put copies of spells directly on the stack work after the epic spell has resolved, but abilities that create copies that you can play don't.
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Flip Cards -- Ascendants
The Saviors of Kamigawa set includes a cycle of flip cards: Erayo, Soratami Ascendant; Homura, Human Ascendant; Kuon, Ogre Ascendant; Rune-Tail, Kitsune Ascendant; and Sasaya, Orochi Ascendant.

Rune-Tail, Kitsune Ascendant
{2}{W}
Legendary Creature -- Fox Monk
2/2
When you have 30 or more life, flip Rune-Tail, Kitsune Ascendant.
-----
Rune-Tail's Essence
Legendary Enchantment
Prevent all damage that would be dealt to creatures you control.

* Each Ascendant is legendary in both its unflipped and flipped forms. This means that effects that look for legendary creature cards, such as those from the Champions of Kamigawa card Time of Need and the _Invasion_(TM) set's Captain Sisay, can find an Ascendant.

* After an Ascendant flips, it's a legendary enchantment. It's no longer a creature. Any enchant creature cards on the permanent fall off. Any damage or +1/+1 counters remain on the flipped permanent, but they have no effect.

See the Champions of Kamigawa FAQ for information about flip cards.
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Kirin
The Kirin are a cycle of legendary creatures. Each has a "spiritcraft" ability that depends on the converted mana cost of the Spirit or Arcane spell that triggered it. The Kirin are Bounteous Kirin, Celestial Kirin, Cloudhoof Kirin, Infernal Kirin, and Skyfire Kirin.

Cloudhoof Kirin
{3}{U}{U}
Legendary Creature -- Kirin Spirit
4/4
Flying
Whenever you play a Spirit or Arcane spell, you may put the top X cards of target player's library into his or her graveyard, where X is that spell's converted mana cost.

* If the Spirit or Arcane spell has {X} in its cost, that {X} counts toward the converted mana cost of the spell. For example, the _Betrayers of Kamigawa_(TM) card Shining Shoal costs {X}{W}{W}. If you choose X = 2, then Shining Shoal's converted mana cost is 4. Shining Shoal also has an ability that says "You may remove a white card with converted mana cost X in your hand from the game rather than pay Shining Shoal's mana cost"; if you choose to pay the alternative cost and remove a card with converted mana cost 2, then X is 2 while Shining Shoal is on the stack and its converted mana cost is 4.

* Additional costs to play a spell, splice costs, and cost reductions don't affect a spell's converted mana cost.
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Splice onto Arcane
See the Champions of Kamigawa FAQ for information about the splice onto Arcane ability.
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Soulshift

See the Champions of Kamigawa FAQ for information about the soulshift ability.
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CARD-SPECIFIC NOTES

AEther Shockwave
{3}{W}
Instant
Choose one -- Tap all Spirits; or tap all non-Spirit creatures.

* You choose Aether Shockwave's mode ("tap all Spirits" or "tap all non-Spirit creatures") as you play the spell.
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Akuta, Born of Ash
{2}{B}{B}
Legendary Creature -- Spirit
3/2
Haste
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to play.

* Akuta must already be in your graveyard as your upkeep begins in order for its ability to trigger.
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Ashes of the Fallen
{2}
Artifact
As Ashes of the Fallen comes into play, choose a creature type.
Each creature card in your graveyard has the chosen creature type in addition to its other types.

* If Spirit is the chosen creature type, the soulshift ability will be able to target any creature card in your graveyard of the appropriate converted mana cost. Suppose two creatures, including one with soulshift, are put into your graveyard from play at the same time. The Spirit creature type is added as the cards enter the graveyard, just before you choose the target for the soulshift ability.
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Ayumi, the Last Visitor
{3}{G}{G}
Legendary Creature -- Spirit
7/3
Legendary landwalk

* A creature with legendary landwalk can't be blocked if the defending player controls a legendary land. Nonland legendary permanents don't affect whether Ayumi can be blocked or not.
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Blood Clock
{4}
Artifact
At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life.

* A player who controls no permanents doesn't need to pay 2 life (although that player can choose to do so).

* A player with less than 2 life can't pay 2 life and must return a permanent.

* The choice of which permanent to return or whether to pay life is made as the triggered ability resolves.
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Burning-Eye Zubera
{2}{R}{R}
Creature -- Zubera Spirit
3/3
When Burning-Eye Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player.

* Burning-Eye Zubera's ability counts all damage dealt to it this turn, from all sources.
----

Choice of Damnations
{5}{B}
Sorcery -- Arcane
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents.

* After the opponent chooses a number, Choice of Damnations' controller may choose to make that opponent either lose that much life or make that opponent sacrifice permanents.

* If the opponent must sacrifice all but a number of permanents, that opponent chooses that many permanents and then sacrifices the rest. If the number chosen is greater than the number of permanents the opponent controls, the player sacrifices nothing.
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Curtain of Light
{1}{W}
Instant
Target attacking unblocked creature becomes blocked.
Draw a card.

* An attacking unblocked creature exists from the time the defending player chooses not to block that creature until the combat phase ends. Curtain of Light doesn't have any legal targets outside of the combat phase.

* Curtain of Light does trigger bushido abilities.

* Curtain of Light isn't particularly effective against creatures with trample. Since the creature with trample has no blocker to assign damage to, all the damage will be assigned to the defending player.
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Dense Canopy
{1}{G}
Enchantment
Creatures with flying can't block creatures without flying.

* A creature that blocks "as though it had flying" can still block either creatures with flying or creatures without flying. However, if the creature also has an ability that allows it to block an additional creature, it can't block both a flier and nonflier at the same time.
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Descendant of Kiyomaro
{1}{W}{W}
Creature -- Human Soldier
2/3
As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life."

* If any opponent has more cards or as many cards in hand as Descendant of Kiyomaro's controller, Descendant of Kiyomaro doesn't get any bonus.

* Changing the number of cards in any player's hand can cause Descendant of Kiyomaro to lose the life-gain triggered ability. Once an ability triggers, however, it exists independently of its source.
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Descendant of Masumaro
{2}{G}
Creature -- Human Monk
1/1
At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand.

* Descendant of Masumaro's printed power and toughness is 1/1, so removing all the +1/+1 counters usually doesn't reduce the creature's toughness to 0.

* The counters are added and then removed without a pause in between.

* All +1/+1 counters on Descendant of Masumaro are removed, including those put on it by other effects.
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Erayo, Soratami Ascendant
{1}{U}
Legendary Creature -- Moonfolk Monk
1/1
Flying
Whenever the fourth spell of a turn is played, flip Erayo, Soratami Ascendant.
-----
Erayo's Essence
Legendary Enchantment
Counter the first spell played by each opponent each turn.

* Erayo, Soratami Ascendant has received errata. The new text of the flipped half is:

Erayo's Essence
Legendary Enchantment
Whenever an opponent plays a spell for the first time in a turn, counter that spell.

* Erayo's Essence triggers only for the first spell an opponent plays in a given turn. It doesn't trigger off any other spell that player plays after the first.

* If Erayo, Soratami Ascendant flips while an opponent's first spell for the turn is still on the stack, the ability of Erayo's Essence doesn't trigger because the opponent's spell has already been played. The spell isn't countered.

* If you have multiple opponents, Erayo's Essence can trigger once for each opponent.
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Evermind
{ }
Instant -- Arcane
(Spells without mana costs can't be played.)
Draw a card.
Evermind is blue.
Splice onto Arcane {1}{U} (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

* Evermind has no mana cost. That's not the same as having a mana cost of {0} (zero).

* A card without a mana cost can't be played unless it's a land.

* Even an effect that allows a player to play a spell without paying its cost can't allow Evermind to be played.

* Evermind is blue in all zones.

* If an effect needs to know the mana cost of Evermind, the mana cost is treated as 0. The converted mana cost is also treated as 0.

* If Evermind is in your hand, you can play its splice onto Arcane ability. However, the splice ability doesn't copy characteristic-setting abilities. This means that the text "Evermind is blue" isn't copied onto the Arcane spell.

* Evermind is a blue Arcane instant card. Cards that check whether a card has any of those attributes will affect Evermind. Here are a few examples of cards that can interact with Evermind: You can remove it from the game (as a blue card) to pay the alternative costs of spells like Force of Will and Disrupting Shoal (X = 0). The _Mirage_(TM) set's Mystical Tutor lets you search your library for an instant card, so you can use it to get Evermind. The Champions of Kamigawa card Eerie Procession lets you search your library for an Arcane spell, so you can use it to get Evermind.
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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.

* You choose targets as well as how much damage will be dealt to each creature as you play Hail of Arrows.
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Hidetsugu's Second Rite
{3}{R}
Instant
If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player.

* Since the player's life total is checked only as the spell resolves, you can play Hidetsugu's Second Rite targeting any player, regardless of life total. If the player isn't at 10 life as Hidetsugu's Second Rite begins resolving, it does nothing and finishes resolving.
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Ideas Unbound
{U}{U}
Sorcery -- Arcane
Draw three cards. Discard three cards at end of turn.

* If you don't have three or more cards in hand at the end of turn, you discard what cards you have.
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Iname as One
{8}{B}{B}{G}{G}
Legendary Creature -- Spirit
8/8
When Iname as One comes into play, if you played it from your hand, you may search your library for a Spirit card, put it into play, then shuffle your library.
When Iname as One is put into a graveyard from play, you may remove it from the game. If you do, return target Spirit card from your graveyard to play.

* Effects that put Iname into play don't cause its comes-into-play ability to trigger.

* Iname can target itself with the graveyard-triggered ability, but it will be removed from the game and the ability won't be able to return Iname.

* You aren't required to remove Iname from the game. If you don't, the target Spirit card isn't returned to play.
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Kagemaro, First to Suffer
{3}{B}{B}
Legendary Creature -- Demon Spirit
*/*
Kagemaro, First to Suffer's power and toughness are each equal to the number of cards in your hand.
{B}, Sacrifice Kagemaro: All creatures get -X/-X until end of turn, where X is the number of cards in your hand.

* The value of X is determined as the ability resolves.
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Kaho, Minamo Historian
{2}{U}{U}
Legendary Creature -- Human Wizard
2/2
When Kaho, Minamo Historian comes into play, search your library for up to three instant cards and remove them from the game. Then shuffle your library.
{X}, {T}: You may play a card with converted mana cost X removed from the game with Kaho without paying its mana cost.

* If an effect takes a card Kaho removed from the game out of the removed-from-the-game zone (such as with a Wish from the _Judgment_(TM) set or with Kaho's own ability), then you can't use Kaho's ability to play that card.

* If another player gains control of Kaho, that player may play any of the cards removed from the game with Kaho's ability.

* Kaho's activated ability refers only to cards removed by its triggered ability. If another effect removed the cards, you won't be able to use Kaho to play those cards. (In judge-speak: Vesuvan Doppelganger copying Arc-Slogger and then copying Kaho -- with a Mirror Gallery in play -- won't let the Vesuvan-Sloggered cards get played with the Vesuvan-Kaho.)
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Kami of the Crescent Moon
{U}{U}
Legendary Creature -- Spirit
1/3
At the beginning of each player's draw step, that player draws a card.

* The additional draw triggers just after the normal draw for the turn happens.
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Kiri-Onna
{4}{U}
Creature -- Spirit
2/2
When Kiri-Onna comes into play, return target creature to its owner's hand.
Whenever you play a Spirit or Arcane spell, you may return Kiri-Onna to its owner's hand.

* If there are no other creatures in play as Kiri-Onna comes into play, you must target Kiri-Onna with its own ability.
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Kiyomaro, First to Stand
{3}{W}{W}
Legendary Creature -- Spirit
*/*
Kiyomaro, First to Stand's power and toughness are each equal to the number of cards in your hand.
As long as you have four or more cards in hand, Kiyomaro has vigilance.
Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.

* Kiyomaro's power and toughness don't affect whether it has vigilance or the life-gain ability.

* Losing vigilance after attackers are declared doesn't cause Kiyomaro to tap.

* If you have seven or more cards in hand when Kiyomaro's triggered ability goes on the stack but less than seven when the ability resolves, the ability does nothing.
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Kuon, Ogre Ascendant
{B}{B}{B}
Legendary Creature -- Ogre Monk
2/4
At end of turn, if three or more creatures were put into graveyards from play this turn, flip Kuon, Ogre Ascendant.
-----
Kuon's Essence
Legendary Enchantment
At the beginning of each player's upkeep, that player sacrifices a creature.

* Kuon's flip ability looks at everything that happened during that turn, even before Kuon came into play.

* Creatures put into graveyards after the end-of-turn step begins have no particular effect on Kuon.
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Measure of Wickedness
{3}{B}
Enchantment
At the end of your turn, sacrifice Measure of Wickedness and you lose 8 life.
Whenever another card is put into your graveyard from anywhere, target opponent gains control of Measure of Wickedness.

* Once the at-end-of-turn ability triggers, it affects the player who controlled Measure of Wickedness at that time. If Measure of Wickedness is under a different player's control as its at-end-of-turn ability resolves, however, Measure of Wickedness stays in play.
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Michiko Konda, Truth Seeker
{3}{W}
Legendary Creature -- Human Advisor
2/2
Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent.

* One permanent is sacrificed each time an opponent's source deals damage to Michiko Konda's controller. The amount of damage doesn't matter.

* Sources that deal damage multiple times (such as creatures with double strike) will trigger Michiko Konda multiple times.

* Spells that deal damage repeatedly trigger Michiko Konda's ability each time they deal damage. For example, a Glacial Ray spliced onto another Glacial Ray triggers the ability twice (once for each "2 damage" event from the Glacial Ray).
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Moonbow Illusionist
{2}{U}
Creature -- Moonfolk Wizard
2/1
Flying
{2}, Return a land you control to its owner's hand: Target land's type becomes the basic land type of your choice until end of turn.

* Only the targeted land is affected.

* The land's name as well as any supertype it might have (such as legendary) remains unchanged.
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Oboro Envoy
{3}{U}
Creature -- Moonfolk Wizard
1/3
Flying
{2}, Return a land you control to its owner's hand: Target creature gets -X/-0, where X is the number of cards in your hand.

* Oboro Envoy has received errata. The new text is:
Oboro Envoy
{3}{U}
Creature -- Moonfolk Wizard
1/3
Flying
{2}, Return a land you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand.

* The errata makes the ability temporary. As printed, the effect didn't end.

* The X will usually include the land returned to pay the ability's cost.
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O-Naginata
{1}
Artifact -- Equipment
O-Naginata can be attached only to a creature with 3 or more power.
Equipped creature gets +3/+0 and has trample.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

* O-Naginata becomes unattached if the equipped creature's power is less than 3 as state-based effects are checked.
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Pain's Reward
{2}{B}
Sorcery
You bid any amount of life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.

* Bidding continues until all players except the one with the current high bid have declined to top that bid.

* A player may bid more life than he or she has.
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Pithing Needle
{1}
Artifact
As Pithing Needle comes into play, name a card.
Activated abilities of the named card can't be played unless they're mana abilities.

* Pithing Needle affects cards regardless of what zone the card might be in. This includes cards in hand or in the graveyard as well as cards in play. For example, a player can't cycle an Eternal Dragon (from the _Scourge_(TM) set) or return an Eternal Dragon from his or her graveyard to hand if Pithing Needle naming Eternal Dragon has been played.

* You can name any card, even if that card doesn't normally have an activated ability.

* Naming a card such as Tomb of Urami doesn't prevent players from playing its mana ability, but it does keep players from using the Demon-Spirit-creating ability.
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Promise of Bunrei
{2}{W}
Enchantment
Whenever a creature you control is put into a graveyard from play, sacrifice Promise of Bunrei. If you do, put four 1/1 colorless Spirit creature tokens into play.

* Promise of Bunrei must be sacrificed in order to get tokens. If multiple creatures are put into a graveyard at the same time, only the first triggered ability to resolve causes Promise of Bunrei to be sacrificed and therefore put tokens into play.
----

Promised Kannushi
{G}
Creature -- Human Druid
1/1
Soulshift 7 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.)

* Yes, Soulshift 7. Promised Kannushi can return any Spirit with converted mana cost of 7 or less. However, Promised Kannushi is a Human Druid, not a Spirit.
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Pure Intentions
{W}
Instant -- Arcane
Whenever a spell or ability an opponent controls causes you to discard cards this turn, return those cards from your graveyard to your hand.
Whenever a spell or ability an opponent controls causes you to discard Pure Intentions, return Pure Intentions from your graveyard to your hand at end of turn.

* The first part of Pure Intentions is the effect of playing Pure Intentions. The second part is a triggered ability that triggers whenever an opponent's spell or ability causes a player to discard Pure Intentions.

* Neither part cares who decides which card to discard -- only the controller of the spell or ability matters.

* Discarding Pure Intentions to your own spell or ability doesn't trigger its abilities.

* If a spell or ability an opponent controls causes a player to discard multiple cards (such as Waking Nightmare or Three Tragedies), Pure Intentions doesn't return to hand until its triggered ability has resolved. A player can't discard the same Pure Intentions twice for the same discard effect.
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Rally the Horde
{5}{R}
Sorcery
Remove the top three cards of your library from the game. If the last card removed isn't a land, repeat this process until the last card removed is a land. Put a 1/1 red Warrior creature token into play for each nonland card removed from the game this way.

* The last card removed is the one that was closest to the bottom of the library. You may reorder the removed cards only after the last card has been identified.

* If there are fewer than three cards in you library, all of them are removed.
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Reki, the History of Kamigawa
{2}{G}
Legendary Creature -- Human Shaman
1/2
Whenever you play a legendary spell, draw a card.

* Legendary spells are spells of any type that have the legendary supertype.

* Lands aren't spells.
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Rushing-Tide Zubera
{2}{U}{U}
Creature -- Zubera Spirit
3/3
When Rushing-Tide Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, draw three cards.

* Rushing-Tide Zubera's ability counts all damage dealt to it this turn, from all sources.
----

Sakashima the Impostor
{2}{U}{U}
Legendary Creature -- Human Rogue
3/1
As Sakashima the Impostor comes into play, you may choose a creature in play. If you do, Sakashima comes into play as a copy of that creature, except its name is still Sakashima the Impostor, it's still legendary, and it gains "{2UU}: Return Sakashima the Impostor to its owner's hand at end of turn."

* If there is no creature in play or if you don't choose a creature as Sakashima comes into play, Sakashima remains a 3/1 Human Rogue.

* Sakashima doesn't get the return to hand ability unless a creature is copied as Sakashima enters play. (Sakashima can't copy itself because the choice is made as part of the event that puts it into play.)

* Sakashima must be in play at the end of turn in order to return to hand. If Sakashima leaves play after the ability is activated but before the at-end-of-turn ability resolves, the ability does nothing.
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Sasaya, Orochi Ascendant
{1}{G}{G}
Legendary Creature -- Snake Monk
2/3
Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya, Orochi Ascendant.
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Sasaya's Essence
Legendary Enchantment
Whenever a land you control is tapped for mana, add one mana of that type to your mana pool for each other land you control with the same name.

* You don't need to have seven lands in hand to reveal your hand. You leave your hand revealed until the ability resolves. If you don't have seven or more land cards in your hand at that time, the effect does nothing.

* You don't need to tap Sasaya to use its ability, so you can play the ability on the turn Sasaya comes under your control.

* Sasaya's Essence has a triggered mana ability. Like activated mana abilities, the triggered mana ability doesn't use the stack.

* The triggered mana ability counts the number of other lands with that same name and adds that much mana to the player's mana pool. The type (that is, the color of mana or colorless mana) is the same as the mana the land just produced.

* If Sasaya's Essence's controller has four Forests and taps one of them for {G}, the Essence will add {G}{G}{G} to that player's mana pool for a total of {G}{G}{G}{G}.

* If Sasaya's Essence's controller has four Mossfire Valleys from the _Odyssey_(TM) set and taps one of them for {R}{G}, the Essence will add three mana (one for each other Mossfire Valley) of any combination of {R} and/or {G} to that player's mana pool.

* If Sasaya's Essence's controller has two Brushlands and taps one of them for {W}, Sasaya's Essence adds another {W} to that player's mana pool. It won't produce {G} or {1} unless the land was tapped for {G} or {1} instead.
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Sekki, Seasons' Guide
{5}{G}{G}{G}
Legendary Creature -- Spirit
0/0
Sekki, Seasons' Guide comes into play with eight +1/+1 counters on it.
If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and put that many 1/1 colorless Spirit creature tokens into play.
Sacrifice eight Spirits: Return Sekki from your graveyard to play.

* Damage that can't be prevented still causes counters to be removed from Sekki and puts creature tokens into play.

* Creature tokens are put into play even if there are no more +1/+1 counters to remove. For example, attempting to deal 9 damage to Sekki causes its replacement effect to 1) prevent the 9 damage, 2) remove all eight of the +1/+1 counters, and 3) put nine Spirit creature tokens into play.

* Increasing Sekki's toughness with a card like Indomitable Will allows Sekki to prevent damage and make tokens even it if has no +1/+1 counters to be removed.
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Shape Stealer
{U}{U}
Creature -- Shapeshifter Spirit
1/1
Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's power and toughness to that creature's power and toughness until end of turn.

* This ability triggers once for each creature blocked by or blocking Shape Stealer. If multiple creatures block it, Shape Stealer's power and toughness will change for each one in succession. The first trigger put on the stack will be the last to resolve, so that will set Shape Stealer's final power and toughness.

* The other creature's power and toughness are determined as the triggered ability resolves.

* If the other creature has bushido, whether Shape Stealer gets the bushido bonus depends on whose turn it is. If Shape Stealer is blocking, it won't get the attacker's bushido bonus. If the Shape Stealer is being blocked, the bushido ability will resolve just before Shape Stealer determines what the creature's power and toughness are.

* If Shape Stealer's new toughness is less than any damage on Shape Stealer, Shape Stealer will be destroyed as a state-based effect once the triggered ability resolves.

* Once the ability resolves, changing the other creature's power or toughness doesn't affect Shape Stealer.

* Setting the power and toughness overwrites previous power and toughness changes. A Kodama's Might played before the triggered ability resolves is overwritten once the triggered ability resolves.
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Shifting Borders
{3}{U}
Instant -- Arcane
Exchange control of two target lands.
Splice onto Arcane {3U} (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

* If one of the targeted lands isn't a legal target as Shifting Borders resolves (say, because it has left play or become untargetable), the exchange doesn't occur.
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Sokenzan Renegade
{2}{R}
Creature -- Ogre Samurai Mercenary
3/3
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
At the beginning of your upkeep, if a player has more cards in hand than any other, the player with the most cards in hand gains control of Sokenzan Renegade.

* If multiple players are tied for the most cards in hand, either when Sokenzan Renegade's ability triggers or as it resolves, the ability does nothing.
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Tomb of Urami
Legendary Land
{T}: Add {B} to your mana pool. Tomb of Urami deals 1 damage to you if you don't control an Ogre.
{2}{B}{B}, {T}, Sacrifice all lands you control: Put a legendary 5/5 black Demon Spirit creature token with flying named Urami into play.

*Playing Tomb of Urami's second ability requires sacrificing all lands you control, including Tomb of Urami.
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Twincast
{U}{U}
Instant
Copy target instant or sorcery spell. You may choose new targets for the copy.

* Twincast can also copy an untargeted instant or sorcery spell.

* You're not required to choose new targets for the copy.

* The choice of mode (that is, the option after "choose one --" on a modal spell) can't be changed.

* You can't choose to pay any additional costs for the copy. However, effects based on any additional costs paid for the targeted spell are copied.

* If the targeted spell set a value for X, the copy uses that same value.

* Twincast copies any text spliced onto the targeted spell, but you can't splice additional text onto the copy.
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Undying Flames
{4}{R}{R}
Sorcery
Remove cards from the top of your library from the game until you remove a nonland card. Undying Flames deals damage to target creature or player equal to that card's converted mana cost.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

* If you have no cards in your library, Undying Flames does nothing.
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