Alara Reborn FAQ

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_Alara Reborn_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified March 23, 2009

_Alara Reborn_ Prerelease tournaments: April 25-26, 2009. Go to to find a location near you.

_Alara Reborn_ official release date: Thursday, April 30, 2009. Go to to find a store near you.

_Alara Reborn_ Launch Parties: April 30-May 3, 2009. Go to to find a location near you.

The _Alara Reborn_ set becomes legal for sanctioned Constructed play on its official release date.
-- At that time, the following card sets will be permitted in the Standard format: _Tenth Edition_, _Lorwyn_(TM), _Morningtide_(TM), _Shadowmoor_(TM), _Eventide_(TM), _Shards of Alara_(TM), _Conflux_(TM), and _Alara Reborn_.
-- At that time, the following card sets will be permitted in the _Shards of Alara_ Block Constructed format: _Shards of Alara_, _Conflux_, and _Alara Reborn_.

The _Alara Reborn_ set contains 145 cards (60 common, 40 uncommon, 35 rare, 10 mythic 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 in the set.

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

***Theme: All Multicolored***

Every card in the _Alara Reborn_ set is multicolored. Each one has at least two different colors in its mana cost, and each one is printed with a gold frame. (Some of them are artifacts, so their frames contain both silver and gold.) Accordingly, the set features a number of cards that refer to "multicolored" or "monocolored."

Gloryscale Viashino
{1}{R}{G}{W}
Creature -- Viashino Soldier
3/3
Whenever you play a multicolored spell, Gloryscale Viashino gets +3/+3 until end of turn.

Defiler of Souls
{3}{B}{B}{R}
Creature -- Demon
5/5
Flying
At the beginning of each player's upkeep, that player sacrifices a monocolored creature.

* A spell, permanent, or card is multicolored if it has more than one color. For example, a card that costs {3}{B}{R} is multicolored, as is a card that costs {3}{B/R}.

* A spell, permanent, or card is monocolored if it has exactly one color.

* Colorless spells, permanents, and cards are neither multicolored nor monocolored. Land cards are colorless, as are artifacts that don't have colored mana symbols in their mana costs.
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***Keyword Ability: Cascade***

Each time you play a spell with cascade, you'll get a free bonus spell from your deck . . . but you don't know what it'll be!

Bituminous Blast
{3}{B}{R}
Instant
Cascade (When you play this spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.)
Bituminous Blast deals 4 damage to target creature.

Bloodbraid Elf
{2}{R}{G}
Creature -- Elf Berserker
3/2
Haste
Cascade (When you play this spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.)

The official rules for cascade are as follows:

502.85. Cascade

502.85a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. "Cascade" means "When you play this spell, remove cards from the top of your library from the game until you remove a nonland card whose converted mana cost is less than this spell's converted mana cost. You may play that card without paying its mana cost. Then put all cards removed from the game this way that weren't played on the bottom of your library in a random order."

502.85b If a spell has multiple instances of cascade, each triggers separately.

* On instant and sorcery cards, the cascade ability is printed first; on permanent cards, the cascade ability is printed last. Regardless of the card type, cascade triggers when the spell is played, not when it resolves (that is, before the permanent would come into play).

* Here's the timing for cascade:
1) You play a spell with cascade.
2) The cascade ability triggers and goes on the stack on top of the original spell.
3) The cascade ability resolves. If you find an applicable card that you'd like to play, you do so.
4) The spell you played as a result of the cascade ability resolves.
5) The original spell resolves.

* For the most part, cascade is mandatory. You must remove cards from the top of your library from the game, even if you know that you won't remove anything you want to play. Whether or not to play the last card you remove is the only optional part.

* The spell you play as a result of the cascade ability resolves before the original spell. If you play a creature spell with cascade and then play an Aura as the result of the cascade ability, you can't enchant that creature with it because the creature spell hasn't resolved yet.

* Cascade won't trigger if you put a copy of a spell with cascade on the stack (due to Cloven Casting or Twincast, for example). That's because you didn't play the copy.

* Countering the original spell doesn't counter the cascade ability.

* Since cascade is a triggered ability, anything that interacts with a triggered ability (such as Stifle) will interact with cascade.

* All players can see the cards you remove from the game as the cascade ability resolves.

* If you remove a split card from the game this way, check if at least one half of that split card has a converted mana cost that's less than the converted mana cost of the spell with cascade. If so, you can play either half of that split card.

* If you play a card this way, you play it as part of the resolution of the cascade ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other play restrictions are not (such as "Play [this card] only before attackers are declared").

* A spell played as part of the resolution of cascade is played from the removed-from-the-game zone, not from your library.

* If you play a card "without paying its mana cost," you can't pay any alternative costs, such as evoke or the alternative cost provided by the morph ability. If it has X in its mana cost, X must be 0. However, you can pay optional additional costs, such as conspire, and you must still pay mandatory additional costs, such as the one on Goldmeadow Stalwart.

* If you play a card this way, you're playing it as a spell. It can be countered. If you play another card with cascade this way, the new spell's cascade ability will trigger, and you'll repeat the process for the new spell.

* After you play an applicable card, you randomly rearrange the other cards removed from the game this way and put them on the bottom of your library. Neither you nor any other player sees the order of those cards.

* If you don't want to play the applicable card you remove from the game with the cascade ability, you don't have to. Include it with the other cards removed from the game this way when you randomly rearrange them and put them on the bottom of your library. The same is true for an applicable card that you can't play (because there are no legal targets, for example).

* If you play a spell with cascade and there are no nonland cards in your library with a converted mana cost that's less that that spell's converted mana cost, you'll remove your entire library from the game. Then you'll randomly rearrange those cards and put them back as your library. Although you're essentially shuffling those cards, you're not technically doing so; abilities that trigger whenever you shuffle your library won't trigger.
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***Returning Keyword Ability: Cycling***
***Returning Keyword Ability: Landcycling***

If you have a card with "cycling" in your hand, you can pay its cycling cost and discard it to draw a new card. If you have a card with a landcycling ability (such as "mountaincycling") in your hand, you can pay its cycling cost and discard it to search your library for a land card of the specified land type.

Igneous Pouncer
{4}{B}{R}
Creature -- Elemental
5/1
Haste
Swampcycling {2}, mountaincycling {2} ({2}, Discard this card: Search your library for a Swamp or Mountain card, reveal it, and put it into your hand. Then shuffle your library.)


Five _Alara Reborn_ cards each have a pair of landcycling abilities. At the time you cycle one of those cards, you choose which one of those landcycling abilities you're using. You can't use both. For example, when you cycle Igneous Pouncer, you're either using the swampcycling ability or the mountaincycling ability, and you must determine which at that time (not as the ability resolves and you're searching your deck).

The official rules for cycling are as follows:

502.18. Cycling

502.18a Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card."

502.18b Although the cycling ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.

502.18c Some cards with cycling have abilities that trigger when they're cycled. "When you cycle [this card]" means "When you discard [this card] to pay a cycling cost." These abilities trigger from whatever zone the card winds up in after it's cycled.

502.18d Typecycling is a variant of the cycling ability. "[Type]cycling [cost]" means "[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library." This type is usually a subtype (as in "mountaincycling") but can be any card type, subtype, supertype, or combination thereof (as in "basic landcycling").

502.18e Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from playing cards' typecycling abilities.

* Unlike the normal cycling ability, landcycling doesn't allow you to draw a card. Instead, it lets you search your library for a land card of the specified land type, reveal it, put it into your hand, then shuffle your library.

* Landcycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being landcycled. Any ability that stops a cycling ability from being played also stops a landcycling ability from being played.

* Cycling (and, thus, landcycling) is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

* A landcycling ability lets you search for any card in your library with the stated land type. It doesn't have to be a basic land. For example, if you play a card's mountaincycling ability, you may find a Mountain, a Snow-Covered Mountain, a Madblind Mountain, or a Steam Vents from your deck, among other possibilities.
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***Cycle: Sojourners***

A cycle of cards in this set (the Sojourners) each have cycling as well as an ability that triggers when you cycle it or when it's put into a graveyard from play.

Jund Sojourners
{B}{R}{G}
Creature -- Viashino Shaman
3/2
When you cycle Jund Sojourners or it's put into a graveyard from play, you may have it deal 1 damage to target creature or player.
Cycling {2}{R} ({2}{R}, Discard this card: Draw a card.)

* A Sojourner's triggered ability acts as a cycle-triggered ability or as a leaves-play ability, as appropriate. The player who controls the triggered ability is the player who cycled the Sojourner, or the player who last controlled the Sojourner in play.

* If you cycle a Sojourner, the cycling ability goes on the stack, then the triggered ability goes on the stack on top of it. The triggered ability will resolve before you draw a card from the cycling ability.

* You can cycle a Sojourner even if there are no targets for the triggered ability. That's because the cycling ability itself has no targets.

* The cycling ability and the triggered ability are separate. If the triggered ability is countered (with Stifle, for example, or if all its targets have become illegal), the cycling ability will still resolve and you'll draw a card.
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***Returning Mechanic: Hybrid***

Hybrid mana symbols represent a cost that can be paid with either of two colors. For example, {W/B} can be paid with either {W} or {B}. It's both a white and a black mana symbol. A card with the mana cost {W/B} is both white and black, and its converted mana cost is 1. Visually, the {W/B} symbol is a circle divided in half: the upper left looks like a white mana symbol (sun on a white background) and the lower right looks like a black mana symbol (skull on a gray background).

Esper Stormblade
{W/B}{U}
Artifact Creature -- Vedalken Wizard
2/1
As long as you control another multicolored permanent, Esper Stormblade gets +1/+1 and has flying.

* Hybrid mana symbols appear only in costs, such as the mana cost in the upper right corner of a card or the cost to play an activated ability such as cycling.

* A card with a hybrid mana symbol in its mana cost is a hybrid card. A hybrid card is each color that appears in its mana cost, regardless of what mana was spent to play it. For example, the Esper Stormblade above is white, blue, and black.

* As you play a hybrid spell or an activated ability with a hybrid cost, you choose which color of mana you will spend for each hybrid mana symbol at the same time you would choose modes or choose a value for an X in a mana cost. For example, you choose whether you'll play Esper Stormblade by paying {W}{U} or {B}{U}. If an effect then reduces the cost to play that spell by one or more colored mana, it applies to that spell only if you've chosen a method of paying for it that includes those colors.

* Each hybrid card in the _Alara Reborn_ set has a mana cost that includes one hybrid mana symbol and one mana symbol of a different color. Since these cards are each three colors, they appear in the gold frames that are standard for multicolored cards.
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***Cycle: Borderposts***

This set has a cycle of colored artifacts that each has an alternative cost and an ability that produces two colors of mana.

Fieldmist Borderpost
{1}{W}{U}
Artifact
You may pay {1} and return a basic land you control to its owner's hand rather than pay Fieldmist Borderpost's mana cost.
Fieldmist Borderpost comes into play tapped.
{T}: Add {W} or {U} to your mana pool.

* Playing a Borderpost by paying its alternative cost doesn't change when you can play it. You can play it only at the normal time you could play an artifact spell. It also doesn't change the spell's mana cost or converted mana cost. The only difference is the cost you actually pay.

* Effects that increase or reduce the cost to play a Borderpost will apply to whichever cost you chose to pay.

* To satisfy the alternative cost, you may return any basic land you control to its owner's hand, regardless of that land's subtype or whether it's tapped.

* As you play a spell, you get a chance to play mana abilities before you pay that spell's costs. Therefore, you may tap a basic land for mana, then both spend that mana and return that land to your hand to pay a Borderpost's alternative cost. (Of course, you can return a different basic land instead.)
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***Returning Mechanics***

Many abilities and mechanics introduced in the _Shards of Alara_ set appear in the _Alara Reborn_ set. For more information about the five shards and their mechanics (the Bant shard's keyword "exalted," the Esper shard's colored artifacts, the Grixis shard's keyword "unearth," the Jund shard's keyword "devour," and the Naya shard's "5 power matters" mechanic), see the _Shards of Alara_ FAQ at .
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CARD-SPECIFIC NOTES

Arsenal Thresher
{2}{W/B}{U}
Artifact Creature -- Construct
2/2
As Arsenal Thresher comes into play, you may reveal any number of other artifact cards from your hand. Arsenal Thresher comes into play with a +1/+1 counter on it for each card revealed this way.

* If multiple Arsenal Threshers are coming into play at the same time (for example, if Warp World is resolving), you may reveal the same artifact cards from your hand for each of them.

* If Arsenal Thresher and another artifact are coming into play from your hand at the same time, you may reveal that other artifact for Arsenal Thresher. If that artifact is a second Arsenal Thresher, you may reveal each Arsenal Thresher for the other.
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Aven Mimeomancer
{1}{W}{U}
Creature -- Bird Wizard
3/1
Flying
At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature is 3/1 and has flying as long as it has a feather counter on it.

* If the second ability affects a creature, it overwrites most other effects that change or set its power and toughness. But certain other effects can still apply to it afterward. They are:
-- Effects that happen after this ability resolves that change the creature's power or toughness (like Giant Growth) or set its power and toughness to certain values (like Lignify).
-- Counters that change the creature's power and toughness, such as +1/+1 or -1/-1 counters, regardless of when they were put on that creature.
-- Static abilities that change the creature's power and toughness (such as those from Glorious Anthem), regardless of when they first took effect.
-- Effects that switch the creature's power and toughness, regardless of when they first took effect.

* If the second ability affects a creature, it doesn't cause that creature to lose any of its abilities. It just gives that creature flying as well.

* The affected creature remains 3/1 and has flying as long as it has a feather counter on it. The effect continues even if Aven Mimeomancer leaves play.

* You may put a feather counter on a creature that already has a feather counter on it. Doing so has no visible effect unless some other effect has changed the creature's power or toughness, or caused it to lose flying, since the last feather counter was put on it.

* If all feather counters on a creature are moved to a different creature, the ability doesn't follow them. The first creature stops being affected by the ability because it no longer has a feather counter on it. The second creature is not affected by the ability because Aven Mimeomancer didn't target it.
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Behemoth Sledge
{1}{G}{W}
Artifact -- Equipment
Equipped creature gets +2/+2 and has lifelink and trample.
Equip {3}

* If a creature has multiple instances of lifelink, each one triggers separately.
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Blitz Hellion
{3}{R}{G}
Creature -- Hellion
7/7
Trample, haste
At end of turn, Blitz Hellion's owner shuffles it into his or her library.

* Blitz Hellion's last ability triggers at the end of each turn in which it's in play. If it's not in play by the time this ability resolves, nothing happens. Blitz Hellion stays wherever it is, and its owner doesn't shuffle his or her library.

* A token that's copying Blitz Hellion will be shuffled into its owner's library when this ability resolves, then will cease to exist. For practical purposes, the token should not actually be put into the library, though the library is still shuffled.
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Brainbite
{2}{U}{B}
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
Draw a card.

* You may target an opponent who has no cards in hand.

* When Brainbite resolves, you'll draw a card even if the targeted opponent has no cards in hand.
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Cloven Casting
{5}{U}{R}
Enchantment
Whenever you play a multicolored instant or sorcery spell, you may pay {1}. If you do, copy that spell. You may choose new targets for the copy.

* This ability triggers only once for each multicolored instant or sorcery spell you play. You can't use a single Cloven Casting to copy the same spell twice.

* You can copy the spell that caused Cloven Casting's ability to trigger even if it's been countered by the time that ability resolves.

* The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.

* If a modal spell is copied, the copy will have the same mode as the original.

* Abilities that trigger when a spell is played (such as this ability or cascade) won't trigger when you create a copy this way.
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Crystallization
{G/U}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature can't attack or block.
When enchanted creature becomes the target of a spell or ability, remove that creature from the game.

* When the enchanted creature becomes the target of a spell or ability, Crystallization's last ability will trigger. When that ability resolves, that creature will be removed from the game, even if Crystallization has left play or is enchanting a different creature by that time. If Crystallization is still enchanting the same creature, Crystallization will then be put into its owner's graveyard as a state-based effect.
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Dauntless Escort
{1}{G}{W}
Creature -- Rhino Soldier
3/3
Sacrifice Dauntless Escort: Creatures you control are indestructible this turn.

* Once Dauntless Escort's ability resolves, it's continually in effect until the turn ends. Unlike similar spells and abilities that give all creatures you control flying or +1/+1, for example, this ability doesn't lock in what it applies to. That's because the effect states a true thing about a set of creatures, but doesn't actually change the *characteristics* of those creatures. As a result, whatever creatures you control at any point during the remainder of the turn are indestructible, including creatures that come under your control after Dauntless Escort's ability has resolved and creatures that lose all abilities.

* If any creature leaves your control, Dauntless Escort's ability no longer applies to it. If such a creature had lethal damage on it, it's destroyed immediately as a state-based effect.

* Lethal damage and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is in play, or if its toughness is 0 or less.
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Deadshot Minotaur
{3}{R}{G}
Creature -- Minotaur
3/4
When Deadshot Minotaur comes into play, it deals 3 damage to target creature with flying.
Cycling {R/G} ({R/G}, Discard this card: Draw a card.)

* The comes-into-play ability is mandatory. If you're the only player who controls a creature with flying, you must target one of those creatures.
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Deathbringer Thoctar
{4}{B}{R}
Creature -- Zombie Beast
3/3
Whenever another creature is put into a graveyard from play, you may put a +1/+1 counter on Deathbringer Thoctar.
Remove a +1/+1 counter from Deathbringer Thoctar: Deathbringer Thoctar deals 1 damage to target creature or player.

* If Deathbringer Thoctar and another creature are dealt lethal damage at the same time, Deathbringer Thoctar will be put into a graveyard before it would receive any counters. Its ability will still trigger, but it will do nothing when it resolves.

* You may remove any +1/+1 counter from Deathbringer Thoctar to play its second ability, not just a +1/+1 counter put on it with its first ability.
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Demonspine Whip
{B}{R}
Artifact -- Equipment
{X}: Equipped creature gets +X/+0 until end of turn.
Equip {1}

* When the first ability resolves, the +X/+0 bonus is given to the creature that Demonspine Whip is attached to at that time, regardless of what creature (if any) it was attached to when the ability was played. If Demonspine Whip is in play but not attached to a creature at this time, no creature gets the bonus.

* Once Demonspine Whip's ability resolves and gives the +X/+0 bonus to a creature, that bonus stays with that creature for the rest of the turn even if Demonspine Whip moves to another creature or leaves play.

* If Demonspine Whip is no longer in play by the time its first ability resolves, the game checks whether it was attached to a creature at the time it left play. If it was, that creature gets the +X/+0 bonus. If it wasn't, no creature gets the bonus.
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Double Negative
{U}{U}{R}
Instant
Counter up to two target spells.

* You may play Double Negative with no targets, one target, or two targets.

* In order to counter two target spells, both of those spells must be on the stack at the time you play Double Negative. Two spells can be on the stack at the same time as the result of an ability (such as cascade or replicate), as the result of a copy effect (such as the one from Cloven Casting or Twincast), or because a spell has been played in response to another spell.

*It's unusual for a player to play a spell in response to his or her own spell, and that will be specifically called out when it happens. Under normal circumstances, if a player plays a spell, it is assumed that the player passes priority afterward. If that player plays another spell, it is assumed that each other player has also passed priority, which caused the first spell to resolve and the first player to receive priority again. Unless the first player says otherwise, only one spell will be on the stack at a time in that scenario.
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Dragon Appeasement
{3}{B}{R}{G}
Enchantment
Skip your draw step.
Whenever you sacrifice a creature, you may draw a card.

* Dragon Appeasement itself doesn't allow you to sacrifice any creatures. Its last ability triggers whenever you sacrifice a creature because some other spell, ability, or cost instructed you to.
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Dragon Broodmother
{2}{R}{R}{R}{G}
Creature -- Dragon
4/4
Flying
At the beginning of each upkeep, put a 1/1 red and green Dragon creature token with flying and devour 2 into play. (As the token comes into play, you may sacrifice any number of creatures. It comes into play with twice that many +1/+1 counters on it.)

* Putting a token creature with devour into play works the same as putting any other creature with devour into play. The token may devour Dragon Broodmother itself!

* In a Two-Headed Giant game, Dragon Broodmother's second ability triggers only once at the beginning of each team's upkeep, not once for each player. You'll get one Dragon token at the beginning of your team's upkeep and one Dragon token at the beginning of the opposing team's upkeep.
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Drastic Revelation
{2}{U}{B}{R}
Sorcery
Discard your hand. Draw seven cards, then discard three cards at random.

* You discard your hand as part of Drastic Revelation's effect, not as an additional cost. If you have no cards in hand at this point, you simply don't discard any; the rest of the spell will still have its effect.

* You'll discard three cards at random even if some other effect replaces your seven draws.

* If there are fewer than seven cards left in your library, you'll draw all the cards in your library, then you'll discard three cards at random. Then you'll lose the game as a state-based effect.
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Enigma Sphinx
{4}{W}{U}{B}
Artifact Creature -- Sphinx
5/4
Flying
When Enigma Sphinx is put into your graveyard from play, put it into your library third from the top.
Cascade (When you play this spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.)

* After Enigma Sphinx's middle ability triggers, if Enigma Sphinx is removed from your graveyard in response, it won't be put into your library.

* If you have zero or one card left in your library when Enigma Sphinx's middle ability resolves, Enigma Sphinx is put on the bottom of your library.

* If you control an Enigma Sphinx that's owned by another player, it's put into that player's graveyard from play, so Enigma Sphinx's middle ability won't trigger.
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Ethersworn Shieldmage
{1}{W}{U}
Artifact Creature -- Vedalken Wizard
2/2
Flash
When Ethersworn Shieldmage comes into play, prevent all damage that would be dealt to artifact creatures this turn.

* When Ethersworn Shieldmage's triggered ability resolves, it doesn't lock in which permanents will be affected. For the rest of the turn, any time damage would be dealt to a permanent, check whether it's an artifact creature at that time. If it is, that damage is prevented.
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Etherwrought Page
{1}{W}{U}{B}
Artifact
At the beginning of your upkeep, choose one -- You gain 2 life; or look at the top card of your library, then you may put that card into your graveyard; or each opponent loses 1 life.

* You choose a mode when the ability triggers.

* You may choose a different mode each time it triggers.
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Fight to the Death
{R}{W}
Instant
Destroy all blocking creatures and all blocked creatures.

* A "blocking creature" is one that has been declared as a blocker this combat, or one that was put into play blocking this combat. Unless that creature leaves combat, it continues to be a blocking creature through the end of combat step, even if the creature or creatures that it was blocking are no longer in play or have otherwise left combat by then.

* A "blocked creature" is an attacking creature that has been blocked by a creature this combat, or has become blocked as the result of a spell or ability this combat. Unless the attacking creature leaves combat, it continues to be a blocked creature through the end of combat step, even if the creature or creatures that blocked it are no longer in play or have otherwise left combat by then.

* Attacking creatures that haven't been blocked are unaffected by Fight to the Death.

* If Fight to the Death is played before blockers are declared or after combat ends, it won't do anything.
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Filigree Angel
{5}{W}{W}{U}
Artifact Creature -- Angel
4/4
Flying
When Filigree Angel comes into play, you gain 3 life for each artifact you control.

* Filigree Angel's comes-into-play ability counts Filigree Angel itself, assuming that it's still in play and still an artifact by the time the ability resolves.
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Finest Hour
{2}{G}{W}{U}
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.

* Finest Hour's second ability has an "intervening 'if' clause." The ability won't trigger at all unless it's the first combat phase of the turn.

* Unlike other similar cards, Finest Hour doesn't create a main phase in between the two combat phases. The second combat phase will begin immediately after the current one ends.
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Flurry of Wings
{G}{W}{U}
Instant
Put X 1/1 white Bird Soldier creature tokens with flying into play, where X is the number of attacking creatures.

* An "attacking creature" is one that has been declared as an attacker this combat, or one that was put into play attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step.

* Flurry of Wings counts the number of creatures that are attacking as it resolves. It doesn't matter how many creatures were originally declared as attackers that turn. It also doesn't matter who controls those creatures, or who or what they're attacking.

* If Flurry of Wings is played before attackers have been declared or after combat ends, it won't do anything.
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Giant Ambush Beetle
{3}{B/G}{R}
Creature -- Insect
4/3
Haste
When Giant Ambush Beetle comes into play, you may have target creature block it this turn if able.

* You decide whether to have the targeted creature block Giant Ambush Beetle this turn if able at the time the comes-into-play ability resolves, not at the time Giant Ambush Beetle attacks.

* Deciding to have the targeted creature block doesn't force you to attack with Giant Ambush Beetle that turn. If Giant Ambush Beetle doesn't attack, the targeted creature is free to block whichever creature its controller chooses, or block no creatures at all.

* If you choose to have the targeted creature block but that creature isn't able to block Giant Ambush Beetle (for example, because the targeted creature can block only creatures with flying), the requirement to block does nothing. The targeted creature is free to block whichever creature its controller chooses, or block no creatures at all.

* Tapped creatures, creatures that can't block as the result of an effect, creatures with unpaid costs to block (such as those from War Cadence), and creatures that aren't controlled by the defending player are exempt from effects that would require them to block. Such creatures can be targeted by Giant Ambush Beetle's ability, but the requirement to block does nothing.
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Glory of Warfare
{2}{R}{W}
Enchantment
As long as it's your turn, creatures you control get +2/+0.
As long as it's not your turn, creatures you control get +0/+2.

* There is never a point at which Glory of Warfare will give a creature you control +2/+2 or +0/+0. A creature that's normally 1/1, for example, will change from being 3/1 to being 1/3 when your turn ends and another player's turn begins. At no time will it be 3/3 or 1/1.
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Grixis Sojourners
{1}{U}{B}{R}
Creature -- Zombie Ogre
4/3
When you cycle Grixis Sojourners or it's put into a graveyard from play, you may remove target card in a graveyard from the game.
Cycling {2}{B} ({2}{B}, Discard this card: Draw a card.)

* Grixis Sojourner's triggered ability may target Grixis Sojourners itself. By the time the ability triggers, Grixis Sojourner will already be in your graveyard.
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Illusory Demon
{1}{U}{B}
Creature -- Demon Illusion
4/3
Flying
When you play a spell, sacrifice Illusory Demon.

* If you play a spell, the spell goes on the stack, then Illusory Demon's triggered ability goes on the stack on top of it. The triggered ability will resolve (and you'll sacrifice Illusory Demon) before the spell resolves.
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Intimidation Bolt
{1}{R}{W}
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn.

* If the targeted creature has become an illegal target by the time Intimidation Bolt resolves, Intimidation Bolt is countered. Creatures will still be able to attack that turn.

* If the targeted creature survives the damage, it can attack this turn, but no other creatures can. If the targeted creature is destroyed, no creatures can attack this turn, including creatures that come into play later on.

* For the second part of Intimidation Bolt's effect to do anything, it must be played before attackers are declared.
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Karrthus, Tyrant of Jund
{4}{B}{R}{G}
Legendary Creature -- Dragon
7/7
Flying, haste
When Karrthus, Tyrant of Jund comes into play, gain control of all Dragons, then untap all Dragons.
Other Dragon creatures you control have haste.

* The triggered ability's control-change effect has no duration. Each Dragon you gain control of this way will remain under your control until the game ends, that permanent leaves play, or some other effect changes its controller.

* When the triggered ability resolves, you'll gain control of all Dragons, including the Dragons you already control (such as Karrthus itself). Usually this will have no appreciable effect, though it will override any previous control-change abilities (such as if you had gained control of one of those Dragons only for the rest of the turn). Then you'll untap all Dragons, including the ones you already controlled and Karrthus itself (if it had somehow managed to become tapped by then).
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Kathari Bomber
{1}{B}{R}
Creature -- Bird Shaman
2/2
Flying
When Kathari Bomber deals combat damage to a player, put two 1/1 red Goblin creature tokens into play and sacrifice Kathari Bomber.
Unearth {3}{B}{R} ({3}{B}{R}: Return this card from your graveyard to play. It gains haste. Remove it from the game at end of turn or if it would leave play. Unearth only as a sorcery.)

* When the triggered ability resolves, you put two Goblin tokens into play regardless of how much combat damage Kathari Bomber dealt to the player. You get the tokens even if you can't sacrifice Kathari Bomber (because it's no longer under your control).
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Knight of New Alara
{2}{G}{W}
Creature -- Human Knight
2/2
Each other multicolored creature you control gets +1/+1 for each of its colors.

* For example, a white creature gets no bonus. A white and blue creature gets +2/+2. A white, blue, and black creature gets +3/+3, and so on.
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Knotvine Paladin
{G}{W}
Creature -- Human Knight
2/2
Whenever Knotvine Paladin attacks, it gets +1/+1 until end of turn for each untapped creature you control.

* The number of untapped creatures you control is counted as the ability resolves, and the bonus is locked in at that time. By this point, other attacking creatures will already be tapped (unless they have vigilance).
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Wizards.Com Boards Net Rep

DCI Level 2 Judge

Questions don't have to make sense, but answers do.

Lavalanche
{X}{B}{R}{G}
Sorcery
Lavalanche deals X damage to target player and each creature he or she controls.

* If the targeted player has become an illegal target by the time Lavalanche resolves, Lavalanche is countered. Nothing will be dealt damage.

* Because Lavalanche doesn't target any creatures, it will deal damage to creatures with shroud. Any damage it would deal to creatures with appropriate protection abilities will still be prevented, however.
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Leonin Armorguard
{2}{G}{W}
Creature -- Cat Soldier
3/3
When Leonin Armorguard comes into play, creatures you control get +1/+1 until end of turn.

* Leonin Armorguard gets this bonus too.
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Lich Lord of Unx
{1}{U}{B}
Creature -- Zombie Wizard
2/2
{U}{B}, {T}: Put a 1/1 blue and black Zombie Wizard creature token into play.
{U}{U}{B}{B}: Target player loses X life and puts the top X cards of his or her library into his or her graveyard, where X is the number of Zombies you control.

* The second ability counts all Zombies you control, not just the tokens put into play with the first ability. It will count Lich Lord of Unx itself if it's still under your control and still a Zombie when the ability resolves.
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Lorescale Coatl
{1}{G}{U}
Creature -- Snake
2/2
Whenever you draw a card, you may put a +1/+1 counter on Lorescale Coatl.

* If a spell or ability causes you to draw multiple cards, Lorescale Coatl's ability triggers that many times.

* If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Lorescale Coatl's ability won't trigger.
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Madrush Cyclops
{1}{B}{R}{G}
Creature -- Cyclops Warrior
3/4
Creatures you control have haste.

* Madrush Cyclops gives itself haste.
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Maelstrom Nexus
{W}{U}{B}{R}{G}
Enchantment
The first spell you play each turn has cascade. (When you play your first spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.)

* Maelstrom Nexus affects the first spell you play each turn, not just the first spell you play on your own turn.

* If the first spell you play in a turn already has cascade, both cascade abilities will trigger separately. Deal with them one at a time: First one cascade ability will resolve, and you'll play the applicable card if you want. That new spell will resolve. Then the other cascade ability will resolve in the same way. Finally, the original spell will resolve.

* This effect takes into account spells that were played earlier in the turn that Maelstrom Nexus came into play, including any spells still on the stack. If you've already played any spells that turn (including Maelstrom Nexus itself), this ability won't give any of your spells cascade that turn.

* A spell's converted mana cost is determined solely by the mana symbols printed in its upper right corner. If its mana cost includes {X}, take the chosen value of X into account. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
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Maelstrom Pulse
{1}{B}{G}
Sorcery
Destroy target nonland permanent and all other permanents with the same name as that permanent.

* If the targeted permanent has become an illegal target by the time Maelstrom Pulse resolves, Maelstrom Pulse is countered. Nothing will be destroyed.

* If the targeted permanent isn't destroyed (because it regenerates, or because it's indestructible), all other permanents with the same name as it will still be destroyed.

* A token's name is the same as the creature types listed by the effect that created it, unless that effect specifically gives that token a name. For example, Lich Lord of Unx's effect creates a token with the name "Zombie Wizard."

* A face-down creature has no name, so it doesn't have the same name as anything else.
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Mage Slayer
{1}{R}{G}
Artifact -- Equipment
Whenever equipped creature attacks, it deals damage equal to its power to defending player.
Equip {3}

* This ability triggers and resolves in the declare attackers step. The creature will still deal its combat damage as normal later on during the combat phase.

* When the equipped creature attacks, the first ability will trigger. When that ability resolves, that creature will deal damage equal to its power to defending player, even if Mage Slayer has left play or is equipping a different creature by that time.
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Mask of Riddles
{U}{B}
Artifact -- Equipment
Equipped creature has fear.
Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip {2}

* If a Mask of Riddles you control somehow winds up equipping a creature you don't control, Mask of Riddles's triggered ability will still trigger whenever that creature deals combat damage to a player (even if that player is you). You will control that ability, so you may draw a card.
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Mayael's Aria
{R}{G}{W}
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.

* This ability triggers at the beginning of each of your upkeeps. Whether you control any applicable creatures is checked only when the ability resolves.

* The three parts of the ability happen sequentially. For example, if you control a creature with 9 power when the ability starts to resolve, you'll put a +1/+1 counter on each creature you control -- and now, since you control a creature with 10 power, you'll gain 10 life.
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Meddling Mage
{W}{U}
Creature -- Human Wizard
2/2
As Meddling Mage comes into play, name a nonland card.
The named card can't be played.

* No one can play spells or abilities between the time a card is named and the time that Meddling Mage's ability starts to work.
* Spells with the chosen name that somehow happen to already be on the stack when Meddling Mage comes into play are not affected by Meddling Mage's ability.

* Although the named card can't be played, it can still be put into play by a spell or ability (if it's a permanent card).

* If you want to name a split card, you must name both halves of it (for example, "Boom // Bust"). Neither side of that split card (Boom or Bust) can be played.

* If a card with morph is named, that card may still be played face down. Face-down cards have no names.

* Some cards (such as Isochron Scepter, for example) let you play a copy of a card. A copy of a card isn't actually a card, so Meddling Mage can't stop this.

* Once Meddling Mage leaves play, the named card can be played again.
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Mind Funeral
{1}{U}{B}
Sorcery
Target opponent reveals cards from the top of his or her library until four land cards are revealed. That player puts all cards revealed this way into his or her graveyard.

* The four land cards, as well as all the other cards revealed during this process, are put into the graveyard. If there aren't four land cards left in the targeted opponent's library, that player's entire library is put into the graveyard.
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Morbid Bloom
{4}{B}{G}
Sorcery
Remove target creature card in a graveyard from the game, then put X 1/1 green Saproling creature tokens into play, where X is the removed card's toughness.

* If the targeted card is removed from the graveyard before Morbid Bloom resolves, the spell is countered. You won't get any Saproling tokens.

* If a creature card has "*" in its toughness, the ability that defines "*" works in all zones. The value of X is equal to the toughness of the targeted creature card as it last existed in the graveyard.
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Mycoid Shepherd
{1}{G}{G}{W}
Creature -- Fungus
5/4
Whenever Mycoid Shepherd or another creature you control with power 5 or greater is put into a graveyard from play, you may gain 5 life.

* Mycoid Shepherd's ability will trigger when it's put into a graveyard from play no matter what its power is at that time.

* If another creature you control is put into a graveyard from play, Mycoid Shepherd's ability checks that creature's power as it last existed in play. If it was 5 or greater, the ability will trigger.

* If Mycoid Shepherd and another creature you control with power 5 or greater are put into a graveyard from play at the same time, Mycoid Shepherd's ability will trigger twice.
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Necromancer's Covenant
{3}{W}{B}{B}
Enchantment
When Necromancer's Covenant comes into play, remove all creature cards in target player's graveyard from the game, then put a 2/2 black Zombie creature token into play for each card removed this way.
Zombies you control have lifelink.

* The Zombie tokens are put into play under your control.

* Necromancer's Covenant grants lifelink to all Zombies you control, not just the tokens put into play with its first ability.
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Nemesis of Reason
{3}{U}{B}
Creature -- Leviathan Horror
3/7
Whenever Nemesis of Reason attacks, defending player puts the top ten cards of his or her library into his or her graveyard.

* If the defending player has fewer than ten cards in his or her library, that player's entire library is put into his or her graveyard.
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Nulltread Gargantuan
{1}{G}{U}
Creature -- Beast
5/6
When Nulltread Gargantuan comes into play, put a creature you control on top of its owner's library.

* Nulltread Gargantuan's ability doesn't target the creature you put on top of its owner's library. You don't choose one until the ability resolves. No one can respond to the choice.

* If you control no other creatures, you'll have to put Nulltread Gargantuan on top of its owner's library.
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Offering to Asha
{2}{W}{U}
Instant
Counter target spell unless its controller pays {4}. You gain 4 life.

* You gain 4 life whether or not the targeted spell's controller pays {4} and whether or not the targeted spell is countered.
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Predatory Advantage
{3}{R}{G}
Enchantment
At the end of each opponent's turn, if that player didn't play a creature spell this turn, put a 2/2 green Lizard creature token into play.

* Predatory Advantage's ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless the opponent whose turn it is didn't play a creature spell that turn, and (2) the ability will do nothing unless the opponent whose turn it is still hasn't played a creature spell by the time it resolves.

* Predatory Advantage checks whether a player played a creature spell, not whether a creature came into play under that player's control. If that player played a creature spell but you countered it, for example, you won't get a Lizard token that turn.

* In a Two-Headed Giant game, Predatory Advantage's ability triggers twice at the end of the opposing team's turn: once for each player. If neither of those players played a creature spell that turn, you'll get two Lizards. If one of those players played a creature spell but the other didn't, you'll get one Lizard.
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Retaliator Griffin
{1}{R}{G}{W}
Creature -- Griffin
2/2
Flying
Whenever a source an opponent controls deals damage to you, you may put that many +1/+1 counters on Retaliator Griffin.

* The source of combat damage is the creature that dealt it.

* If a spell causes damage to be dealt, that spell will always identify the source of the damage. In most cases, the source is the spell itself. For example, Breath of Malfegor says "Breath of Malfegor deals 5 damage to each opponent."

* If an ability causes damage to be dealt, that ability will always identify the source of the damage. The ability itself is never the source. However, the source of the ability is often the source of the damage. For example, Deathbringer Thoctar's ability says "Deathbringer Thoctar deals 1 damage to target creature or player."

* If the source of the damage is a permanent, Retaliator Griffin checks whether an opponent controls that permanent at the time that damage is dealt. If the permanent has left play by then, its last known information is used. If the source of the damage is a spell, whether it's controlled by an opponent is obvious. If the source of the damage is a card in some other zone (such as a cycled Jund Sojourner), Retaliator Griffin checks whether the card's owner, rather than its controller, is an opponent.

* If Retaliator Griffin is dealt lethal damage at the same time that you're dealt damage by a source an opponent controls, Retaliator Griffin will be put into a graveyard before it would receive any counters. Its ability will still trigger, but it will do nothing when it resolves.
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Sages of the Anima
{3}{G}{U}
Creature -- Elf Wizard
3/4
If you would draw a card, instead reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.

* Other players don't get to see the order that you put the cards on the bottom of your library.

* If an effect would cause you to draw multiple cards, each individual draw is replaced by Sages of the Anima's effect. Process the draws one at a time.

* If there are fewer than three cards in your library, you'll reveal all of them.

* This effect is mandatory. Even if there are no more creature cards in your library, you have to do this instead of drawing a card.

* If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Sages of the Anima's ability won't affect it.

* If two or more replacement effects would apply to a card-drawing event, the player who's drawing the card chooses what order to apply them. It's possible that after applying one of them, the others will no longer be applicable because the player would no longer draw a card. For example, if you have more than one Sages of the Anima in play and you would draw a card, each Sages of the Anima's replacement effect could apply. Once you use one, the rest are no longer applicable.
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Sen Triplets
{2}{W}{U}{B}
Legendary Artifact Creature -- Human Wizard
3/3
At the beginning of your upkeep, choose target opponent. This turn, that player can't play spells or activated abilities and plays with his or her hand revealed. You can play cards from that player's hand this turn.

* Playing a card this way works just like playing any other card, with one exception: You're playing the card from your opponent's hand rather than your own. To be specific:
-- A card played this way follows the normal timing rules for its card type, as well as any other applicable restrictions such as "Play [this card] only during combat." For example, you can't play a card from the targeted opponent's hand during your end step unless it's an instant or has flash.
-- To play a nonland card from your opponent's hand this way, you must pay its mana cost.
-- You can play a land card from the targeted opponent's hand only if you haven't played a land yet that turn.

* You control the spells you play from your opponent's hand, so you make decisions for them as appropriate. For example, if one of those spells says "target creature you control," you'll target one of your creatures, not one of your opponent's creatures.

* If you play a spell with cascade this way, you'll control the cascade ability. When it resolves, you'll find a new card to play from your own library.

* You can play spells from the targeted player's hand, but not abilities. Specifically, you can't cycle cards in that player's hand.

* This ability doesn't prevent the targeted opponent's triggered abilities from triggering. If one does, that player puts it on the stack and, if applicable, chooses targets for it. Those abilities will resolve as normal.

* If the resolution of a spell or ability involves having the targeted player play a spell, that part of the effect simply won't work.

* After this ability resolves, the targeted player still gets priority at the appropriate times, and can still perform special actions (such as turning a face-down creature face up). However, since that player can't play any spells or abilities -- including mana abilities -- there's not much he or she can actually accomplish this way.

* If you start to play a card from the targeted opponent's hand, there's no way for the opponent to get rid of that card in response (like discarding it to pay Gathan Raiders's morph cost, for example). That's because the first thing that happens when you start to play a card is that it moves to the stack, so it's not in your opponent's hand anymore.

* Once Sen Triplets's ability resolves, it remains in effect for the rest of the turn whether or not you still control Sen Triplets.
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Shield of the Righteous
{W}{U}
Artifact -- Equipment
Equipped creature gets +0/+2 and has vigilance.
Whenever equipped creature blocks a creature, that creature doesn't untap during its controller's next untap step.
Equip {2}

* When the equipped creature blocks a creature, Shield of the Righteous's second ability doesn't tap the blocked creature (in case it happens to be untapped due to vigilance, for example). It just causes that creature to not untap during its controller's next untap step.

* If the blocked creature is already untapped at the time its controller's next untap step begins, this ability has no effect. It won't apply at some later time when that creature is tapped.

* Shield of the Righteous's second ability doesn't track the blocked creature's controller. If that creature changes controllers before its old controller's next untap step, this ability will prevent it from untapping during its new controller's next untap step.
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Sigil Captain
{1}{G}{W}{W}
Creature -- Rhino Soldier
3/3
Whenever a creature comes into play under your control, if that creature is 1/1, put two +1/+1 counters on it.

* Sigil Captain's ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless the creature that comes into play under your control is 1/1, and (2) the ability will do nothing unless that creature is still 1/1 at the time the ability resolves.

* For that reason, two Sigil Captains don't work well together. When a 1/1 creature comes into play under your control, the abilities of both Sigil Captains will trigger. When the first resolves, two +1/+1 counters are put on the 1/1 creature. When the second resolves, it will do nothing because the creature that came into play is now 3/3.

* Sigil Captain's ability checks a creature's initial power and toughness upon being put in play, so it will take into account counters that it comes into play with and static abilities that may give it a continuous power boost once it's in play (such as the one on Glorious Anthem). After the creature is already in play, changing its power and toughness to 1/1 with a spell, activated ability, or triggered ability won't allow this ability to trigger; it's too late by then.

* If, for some reason, Sigil Captain enters play as a 1/1 creature (due to a pair of Engineered Plagues, for example), it will cause its own ability to trigger.
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Sigil of the Nayan Gods
{1}{G}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
Cycling {G/W} ({G/W}, Discard this card: Draw a card.)

* Sigil of the Nayan Gods's ability counts the number of creatures you control, regardless of who controls the creature the Aura is enchanting. If you control the creature it's enchanting, the bonus will include that creature too.
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Skyclaw Thrash
{3}{U}{R}
Artifact Creature -- Viashino Warrior
4/4
Whenever Skyclaw Thrash attacks, flip a coin. If you win the flip, Skyclaw Thrash gets +1/+1 and gains flying until end of turn.

* If you lose the flip, nothing happens. Skyclaw Thrash continues to attack as normal.
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Slave of Bolas
{3}{U/R}{B}
Sorcery
Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at end of turn.

* You may target a creature you already control.

* If you don't control the targeted creature when the "at end of turn" ability resolves, it won't be sacrificed. If it's still in play but under another player's control, the ability won't try to have you sacrifice it again at the end of the turn after that.
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Soul Manipulation
{1}{U}{B}
Instant
Choose one or both -- Counter target creature spell; and/or return target creature card in your graveyard to your hand.

* You may choose just the first mode (targeting a creature spell), just the second mode (targeting a creature card in your graveyard), or both modes (targeting a creature spell and a creature card in your graveyard). You can't choose a mode unless there's a legal target for it.

* If you choose both modes, you choose their targets at the same time. You can't counter your own creature spell and then return that card from your graveyard to your hand.
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Sovereigns of Lost Alara
{4}{W}{U}
Creature -- Spirit
4/5
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it into play attached to that creature, then shuffle your library.

* Any Aura card you find with Sovereigns of Lost Alara's second ability must be able to enchant the attacking creature as it currently exists. You need to check the Aura's enchant ability as well as any effects, such as protection, that would make it illegal to attach that Aura to the attacking creature. For example, if the attacking creature were an artifact creature with protection from blue, you could find an Aura with "enchant artifact," but you could not find a blue Aura.

* If you choose to search your library but no applicable Aura card is left in your deck (or you choose not to find one), then nothing comes into play and you simply shuffle your library.

* The attacking creature is not targeted by either this ability or the Aura, so a creature with shroud can be enchanted this way.

* If the attacking creature has left play by the time Sovereigns of Lost Alara's second ability resolves, you can't put an Aura into play this way. You may still choose to search your library just to shuffle it.
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Spellbound Dragon
{3}{U}{R}
Creature -- Dragon
3/5
Flying
Whenever Spellbound Dragon attacks, draw a card, then discard a card. Spellbound Dragon gets +X/+0 until end of turn, where X is the discarded card's converted mana cost.

* You'll discard a card even if some other effect replaces the draw.
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Spellbreaker Behemoth
{1}{R}{G}{G}
Creature -- Beast
5/5
Spellbreaker Behemoth can't be countered.
Creature spells you control with power 5 or greater can't be countered.

* Any spells or abilities that would counter Spellbreaker Behemoth or (once it's in play) a creature spell you control with power 5 or greater can still be played and will still resolve. They just won't counter that spell. Any other effects they have will happen as normal.

* Effects that affect a creature's power (such as the one from Glorious Anthem, for example) apply only to creatures in play, not to creature spells on the stack.

* If a creature card has "*" in its power, the ability that defines "*" works in all zones, including the stack.
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Tainted Sigil
{1}{W}{B}
Artifact
{T}, Sacrifice Tainted Sigil: You gain life equal to the total life lost by all players this turn. (Damage causes loss of life.)

* Tainted Sigil's ability counts the life lost by all players, including you.

* When Tainted Sigil's ability resolves, it checks how much life each player lost over the course of the turn, then it totals that number and you gain that much life in one shot. It doesn't matter how a player lost life or what caused it. It also doesn't matter if Tainted Sigil wasn't in play when some or all of the life was lost.

* If you lose enough life to lower your life total to 0 or less, you'll lose the game as a state-based effect before you can play Tainted Sigil's ability.

* All combat damage dealt within a single combat damage step resolves at once. You can't let some of it resolve, use Tainted Sigil's ability, and let the rest resolve.

* Tainted Sigil's ability checks only whether life was lost. It doesn't care whether life was also gained. For example, say one player lost 4 life during the turn and no one else lost any, but that same player also gained 6 life that turn. That player has a higher life total than he or she started the turn with -- but Tainted Sigil's ability counts only the life loss, so you'll gain 4 life.
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Thopter Foundry
{W/B}{U}
Artifact
{1}, Sacrifice a nontoken artifact: Put a 1/1 blue Thopter artifact creature token with flying into play. You gain 1 life.

* The nontoken artifact you sacrifice may be Thopter Foundry itself.
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Thought Hemorrhage
{2}{B}{R}
Sorcery
Name a nonland card. Target player reveals his or her hand. Thought Hemorrhage deals 3 damage to that player for each card with that name revealed this way. Search that player's graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library.

* The card is named as Thought Hemorrhage resolves. Spells and abilities can't be played between the time a card is named and the time that Thought Hemorrhage has the rest of its effect.

* If the targeted player has multiple cards with the chosen name in his or her hand, the damage dealt by Thought Hemorrhage is all considered to be the same instance of damage. A single effect that prevents "the next time a source would deal damage," for example, will prevent all of it.

* Thought Hemorrhage has no effect on cards in play that have the same name as the named card.

* The cards you're searching for must be found if they're in the graveyard, because that's a zone everyone can see. Finding those cards in the hand and library is optional, though. This is true even though the targeted player has revealed his or her hand.
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Thraximundar
{4}{U}{B}{R}
Legendary Creature -- Zombie Assassin
6/6
Haste
Whenever Thraximundar attacks, defending player sacrifices a creature.
Whenever a player sacrifices a creature, you may put a +1/+1 counter on Thraximundar.

* Thraximundar's middle ability resolves during the declare attackers step. The defending player sacrifices a creature before it would get a chance to block.

* Thraximundar's last ability triggers whenever any player (including you) sacrifices a creature for any reason. It doesn't trigger only when a creature is sacrificed due to its middle ability. Note that Thraximundar itself doesn't allow you to sacrifice any creatures.
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Time Sieve
{U}{B}
Artifact
{T}, Sacrifice five artifacts: Take an extra turn after this one.

* One of the five artifacts you sacrifice may be Time Sieve itself.
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Unscythe, Killer of Kings
{U}{B}{B}{R}
Legendary Artifact -- Equipment
Equipped creature gets +3/+3 and has first strike.
Whenever a creature dealt damage by equipped creature this turn is put into a graveyard, you may remove that card from the game. If you do, put a 2/2 black Zombie creature token into play.
Equip {2}

* Whenever a creature is put into a graveyard from play, check whether that creature had been dealt damage this turn by the creature that Unscythe is currently attached to. If so, Unscythe's second ability will trigger. This is true even if Unscythe wasn't attached to the creature at the time it dealt that damage. Only the currently equipped creature is checked, not any creatures that Unscythe may have been attached to earlier in the turn.

* Unscythe's second ability cares about any damage, not just combat damage.

* If Unscythe's second ability triggers, but the creature that was put into a graveyard is somehow removed from the graveyard in response (or it was a token), it won't be able to be removed from the graveyard with Unscythe's ability. You won't get a Zombie token.
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Vedalken Heretic
{G}{U}
Creature -- Vedalken Rogue
1/1
Whenever Vedalken Heretic deals damage to an opponent, you may draw a card.

* Vedalken Heretic's ability triggers when it deals any damage to an opponent, not just combat damage.
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Vengeful Rebirth
{4}{R}{G}
Sorcery
Return target card from your graveyard to your hand. If you return a nonland card to your hand this way, Vengeful Rebirth deals damage equal to that card's converted mana cost to target creature or player.
Remove Vengeful Rebirth from the game.

* Vengeful Rebirth has two targets: a card in your graveyard, and a creature or player.

* You can return a land card to your hand with Vengeful Rebirth. It just won't deal any damage to the targeted creature or player if you do.

* If the targeted creature or player becomes an illegal target but the targeted card in your graveyard doesn't, Vengeful Rebirth will still return that card from your graveyard to your hand, but it won't deal any damage. Vengeful Rebirth will then be removed from the game.

* If the targeted card in your graveyard becomes an illegal target but the targeted creature or player doesn't, Vengeful Rebirth won't return that card to your hand and it won't deal any damage (because you didn't return a nonland card to your hand this way). Vengeful Rebirth will still be removed from the game, though.

* If both targets are illegal, Vengeful Rebirth is countered. It will go to your graveyard.
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Vithian Renegades
{1}{R}{G}
Creature -- Human Shaman
3/2
When Vithian Renegades comes into play, destroy target artifact.

* The comes-into-play ability is mandatory. If you're the only player who controls any artifacts, you must target one of them.
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Wargate
{X}{G}{W}{U}
Sorcery
Search your library for a permanent card with converted mana cost X or less, put it into play, then shuffle your library.

* A permanent card is an artifact, creature, enchantment, land, or planeswalker card.

* You may always find a permanent card with converted mana cost 0. (If X is 0, that's all you can find.) Cards with no mana cost (such as land cards), cards with mana cost {0}, and cards with mana cost {X} all have converted mana cost 0.
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