_Worldwake_(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 January 14, 2010
An FAQ is a collection of clarifications and rulings involving the cards in a new _Magic: The Gathering_(R) set. It's intended to make playing with these new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated. If you can't find the answer you're looking for here, please contact us at .
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, most common, and most confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed.
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GENERAL NOTES
***Release Information***
The _Worldwake_ set contains 145 cards (60 common, 40 uncommon, 35 rare, 10 mythic rare).
Prerelease tournaments: January 30-31, 2010
Launch Parties: February 5-7, 2010
The _Worldwake_ set becomes legal for sanctioned Constructed play on its official release date: Friday, February 5, 2010.
-- At that time, the following card sets will be permitted in the Standard format: _Shards of Alara_(R), _Conflux_(R), _Alara Reborn_(TM), _Magic 2010_, _Zendikar_(R), and _Worldwake_.
-- At that time, the following card sets will be permitted in the _Zendikar_ Block Constructed format: _Zendikar_ and _Worldwake_.
Go to to find an event or store near you.
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***Variant Keyword Ability: Multikicker***
Multikicker is a variant of the kicker ability, which was last seen in the _Zendikar_ set. Kicker represents an additional cost that may be paid just once while the spell that has it is being cast. Multikicker represents an additional cost that may be paid any number of times while the spell that has it is being cast.
Gnarlid Pack
{1}{G}
Creature -- Beast
2/2
Multikicker {1}{G} (You may pay an additional {1}{G} any number of times as you cast this spell.)
Gnarlid Pack enters the battlefield with a +1/+1 counter on it for each time it was kicked.
The official rules for the kicker and multikicker abilities are as follows:
702.30. Kicker
702.30a Kicker is a static ability that functions while the spell is on the stack. "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell." Paying a spell's kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2e-g.
702.30b The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]."
702.30c Multikicker is a variant of the kicker ability. "Multikicker [cost]" means "You may pay an additional [cost] any number of times as you cast this spell." A multikicker cost is a kicker cost.
702.30d If a spell's controller declares the intention to pay any of that spell's kicker costs, that spell has been "kicked." If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.
702.30e Objects with kicker or multikicker have additional abilities that specify what happens if they are kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, "Linked Abilities."
702.30f Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases "if it was kicked with its [A] kicker" and "if it was kicked with its [b] kicker," where [A] and [b] are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.
702.30g If part of a spell's ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell's controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
* You kick a spell as you cast it. You declare how many times you're going to pay a multikicker cost (if any) at the same time you'd choose a spell's mode, and then you actually pay it at the same time you pay the spell's mana cost. Kicking a spell is always optional.
* If an effect checks to see whether a spell has been kicked, it will get either a "yes" or "no" answer, even if that spell has been kicked multiple times. If the effect checks how many times the spell has been kicked, it counts the number of times its controller chose to pay any of that spell's kicker costs.
* A kicked spell is still just a single spell. Even if kicked, the entire spell can be countered with just one Cancel, for example.
* Some permanents with multikicker enter the battlefield with a number of counters on them equal to the number of times they were kicked. If such a permanent is put onto the battlefield without being cast (as the result of a spell or ability), there's no opportunity to kick it.
* Other permanents with multikicker have "enters the battlefield" triggered abilities that do something based on the number of times they were kicked. These look at how many times (if any) they were kicked when cast as a spell. If they weren't kicked, these abilities will still trigger and resolve, but their effects won't do anything. If such a permanent is put onto the battlefield without being cast (as the result of a spell or ability), there's no opportunity to kick it.
* If a permanent has a targeted "enters the battlefield" ability that checks how many times it was kicked, the target or targets aren't chosen until the permanent enters the battlefield and the ability triggers (as opposed to when that permanent was cast).
* Kicker costs don't change a spell's mana cost or converted mana cost.
* If a kicked spell is copied, the copy is also kicked. It's been kicked the same number of times as the original.
* One older card, Saproling Infestation, has an ability that triggers "Whenever a player kicks a spell." The number of times this ability triggers is equal to the number of times the spell's controller choose to pay any of that spell's kicker costs.
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***Theme: Animated Lands***
The _Worldwake_ set has a few different ways of turning lands into creatures. Some lands animate themselves.
Celestial Colonnade
Land
Celestial Colonnade enters the battlefield tapped.
{T}: Add {W} or {U} to your mana pool.
{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Some creatures animate lands.
Vastwood Animist
{2}{G}
Creature -- Elf Shaman Ally
1/1
{T}: Target land you control becomes an X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land.
And there's a cycle of Auras called Zendikons that animate the lands they enchant.
Wind Zendikon
{U}
Enchantment -- Aura
Enchant land
Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.
When enchanted land is put into a graveyard, return that card to its owner's hand.
* In all of these cases, the resulting permanent is both a land and a creature and can be affected by anything that affects either a land or a creature.
* A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its {T} abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature.
* When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
* An attacking or blocking creature that stops being a creature is removed from combat. This can happen if a Zendikon enchanting an attacking or blocking creature leaves the battlefield, for example. The permanent that was removed from combat neither deals nor is dealt combat damage. Any attacking creature that the land creature was blocking remains blocked, however.
* An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (due to a Zendikon already enchanting it or its animation ability resolving earlier in the turn, for example), this will overwrite the previous effect that set its power and toughness. Effects that modified its power or toughness, such as the effects of Disfigure or Glorious Anthem, will continue to apply, no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
* The _Worldwake_ animation effects give the affected lands creature types such as Elemental or Ooze. Since each of these effects lets the lands retain its previous types, it gains the new creature type in addition to any creature types it may have (if it was already a creature). It also retains all its land types. Each subtype is correlated to the proper card type. For example, if a Forest land becomes an Elemental creature, it'll be both a Forest and an Elemental -- but Forest is just a land type (not a creature type) and Elemental is just a creature type (not a land type).
* Most _Worldwake_ animation effects give the affected land a color or colors. This overwrites any colors the land may have (if it was already enchanted by a Zendikon, for example). Note that lands are colorless unless an effect states otherwise.
* The _Worldwake_ animation effects don't remove any abilities the affected lands may have. They'll keep the abilities they already had, and may gain new ones. For example, if a land enchanted with Wind Zendikon is later enchanted with Corrupted Zendikon, it'll be a 3/3 black Elemental Ooze creature land that still has flying.
* To recap the last few points with a couple of specific examples:
-- If two Zendikons are enchanting the same land, the one that became attached to that land last determines the land's color, power, and toughness. The land has all creature types and all abilities granted to it by either Zendikon.
-- If a land such as Celestial Colonnade is enchanted by a Zendikon, then that land's animation ability is activated, the activated ability determines the land's color, power, and toughness. The land has all creature types and all abilities granted to it by the Zendikon and by the activated ability.
* If a land enchanted with a Zendikon is put into a graveyard, the Zendikon's last ability triggers. When it resolves, the land card is returned to its owner's hand. The Zendikon card stays in the graveyard.
* If a Zendikon and the land it's enchanting are destroyed at the same time (due to Akroma's Vengeance, for example), the Zendikon's last ability will still trigger.
* If a Zendikon's last ability triggers, but the land card it refers to leaves the graveyard before it resolves, it will resolve but do nothing.
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***Returning Ability Word: Landfall***
Landfall is an ability word. (An ability word has no rules meaning.) On permanents, it appears in italics at the beginning of an ability that triggers whenever a land enters the battlefield under your control.
* A landfall ability on a permanent triggers whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
* When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.
In the _Worldwake_ set, "landfall" also appears on a cycle of instants. It indicates that the instant has a better effect if you had a land enter the battlefield under your control that turn.
Tomb Hex
{2}{B}
Instant
Target creature gets -2/-2 until end of turn.
Landfall -- If you had a land enter the battlefield under your control this turn, that creature gets -4/-4 until end of turn instead.
* Whether you had a land enter the battlefield under your control this turn is checked as the instant resolves, not as you cast it.
* Having more than one land enter the battlefield under your control this turn provides no additional bonus for these instants. They either get their bonus or they don't.
* Landfall abilities on instant spells check for an action that has happened in the past. It doesn't matter if a land that entered the battlefield under your control previously in the turn is still on the battlefield, is still under your control, or is still a land.
* Once the spell resolves, having a land enter the battlefield under your control provides no further benefit.
* The effect of these spells' landfall abilities replaces their normal effect. If you had a land enter the battlefield under your control this turn, only the better effect happens.
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***Theme: Caring about Basic Land Types***
Like the _Zendikar_ set, the _Worldwake_ set contains a number of cards that refer to Plains, Islands, Swamps, Mountains, and/or Forests.
Loam Lion
{W}
Creature -- Cat
1/1
Loam Lion gets +1/+2 as long as you control a Forest.
* If a spell or ability refers to a specific basic land type (that is, it says "Plains," "Island," "Swamp," "Mountain," or "Forest"), it's referring to lands with those land types, not necessarily lands with those names. For example, Loam Lion gets +1/+2 if you control a Forest, a Stomping Ground, or any other card with the Forest land type.
* Lands that tap for colored mana don't necessarily have the corresponding basic land type. For example, Karplusan Forest and Oran-Rief, the Vastwood are not Forests, even though they can produce green mana. Make sure to check each land's type line to see its land type, if any.
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***Other Returning Mechanics***
Many abilities and mechanics introduced in the _Zendikar_ set appear in the _Worldwake_ set. For more information about kicker, Allies, Traps, quests, and bloodthirsty Vampires, see the _Zendikar_ FAQ at .
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CARD-SPECIFIC NOTES
Abyssal Persecutor
{2}{B}{B}
Creature -- Demon
6/6
Flying, trample
You can't win the game and your opponents can't lose the game.
* No game effect can cause you to win the game or cause any opponent to lose the game while you control Abyssal Persecutor. It doesn't matter whether an opponent has 0 or less life, an opponent is forced to draw a card while his or her library is empty, an opponent has ten or more poison counters, an opponent is dealt combat damage by Phage the Untouchable, you control Felidar Sovereign and have 40 or more life, or so on. You keep playing.
* Other circumstances can still cause an opponent to lose the game, however. An opponent will lose a game if he or she concedes, if that player is penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if that player's _Magic Online_(R) game clock runs out of time.
* Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Abyssal Persecutor.
* Abyssal Persecutor won't preclude an opponent's life total from reaching 0 or less. It will just preclude that player from losing the game as a result.
* If Abyssal Persecutor leaves the battlefield while an opponent has 0 or less life, that opponent will lose the game as a state-based action. No player can respond between the time Abyssal Persecutor leaves the battlefield and the time that player loses the game.
* Even though your opponents can't lose the game, a player can't pay an amount of life that's greater than his or her life total. If a player's life total is 0 or less, that player can't pay life at all, with one exception: a player may always pay 0 life.
* If you control Abyssal Persecutor in a Two-Headed Giant game, your team can't win the game and the opposing team can't lose the game.
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Admonition Angel
{3}{W}{W}{W}
Creature -- Angel
6/6
Flying
Landfall -- Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.
When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
* Admonition Angel's landfall ability and its last ability are linked. The last ability refers only to cards exiled with its landfall ability.
* If Admonition Angel's landfall ability triggers, but the Angel leaves the battlefield before it resolves, its last ability will trigger and resolve first. All previously exiled cards will be returned to the battlefield. Then the landfall ability will resolve and exile the targeted permanent forever.
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Agadeem Occultist
{2}{B}
Creature -- Human Shaman Ally
0/2
{T}: Put target creature card from an opponent's graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of Allies you control.
* You may target any creature card in an opponent's graveyard with Agadeem Occultist's ability. You check whether the targeted card's converted mana cost is less than or equal to the number of Allies you control when the ability resolves. If you control too few Allies at that point, the ability does nothing.
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Amulet of Vigor
{1}
Artifact
Whenever a permanent enters the battlefield tapped and under your control, untap it.
* If you control more than one Amulet of Vigor, each Amulet's ability triggers when a permanent enters the battlefield tapped and under your control. The first ability that resolves will untap that permanent. If the permanent somehow becomes tapped again before the next ability resolves, the next ability will untap it as well (and so on).
* For Amulet of Vigor's ability to trigger, a permanent must enter the battlefield tapped due to an effect that says "put [the permanent] onto the battlefield tapped," "[this permanent] enters the battlefield tapped," or the like. If it enters the battlefield untapped, the ability won't trigger, even if you tap that permanent afterward.
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Anowon, the Ruin Sage
{3}{B}{B}
Legendary Creature -- Vampire Shaman
4/3
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
* When the triggered ability resolves, first you choose which creature you'll sacrifice (if you control any non-Vampire creatures), then each other player in turn order does the same, then all chosen creatures are sacrificed at the same time.
* If a player controls no creatures, or if all creatures a player controls are Vampires, that player simply doesn't sacrifice anything.
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Archon of Redemption
{3}{W}{W}
Creature -- Archon
3/4
Flying
Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.
* The creature's power is determined as the triggered ability resolves, so it will take into account any effects that modify it. If the creature has left the battlefield by the time the triggered ability resolves, its last existence on the battlefield is checked to determine its power.
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Bazaar Trader
{1}{R}
Creature -- Goblin
1/1
{T}: Target player gains control of target artifact, creature, or land you control.
* This effect has no duration. The targeted player retains control of the targeted permanent until the game ends, the permanent leaves the battlefield, or an effect causes someone else to gain control of it.
* If either the targeted player or the targeted permanent is an illegal target by the time the ability resolves, the ability does nothing. The player won't gain control of the permanent.
* You may target yourself with Bazaar Trader's ability. Normally, this won't have any visible effect. However, the ability would override an effect with a limited duration that gave you control of a permanent. For example, if you temporarily gained control of a creature with Act of Treason, targeting yourself and that creature with Bazaar Trader's ability would then cause you to gain control of the creature indefinitely.
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Brink of Disaster
{2}{B}{B}
Enchantment -- Aura
Enchant creature or land
When enchanted permanent becomes tapped, destroy it.
* Brink of Disaster may target and may enchant a permanent that's already tapped. It won't do anything until the enchanted permanent changes from being untapped to being tapped.
* When the enchanted permanent becomes tapped, Brink of Disaster's ability triggers. That permanent will be destroyed when the ability resolves, even if Brink of Disaster has left the battlefield or is somehow enchanting a different permanent by then.
* If the enchanted permanent is tapped as a cost to activate a mana ability, the mana ability resolves immediately, then Brink of Disaster's ability goes on the stack.
* If the enchanted permanent is tapped as a cost to activate an ability that's not a mana ability, Brink of Disaster's ability will go on the stack on top of that activated ability. Brink of Disaster's ability resolves first (destroying that permanent), then the permanent's activated ability resolves.
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Butcher of Malakir
{5}{B}{B}
Creature -- Vampire Warrior
5/4
Flying
Whenever Butcher of Malakir or another creature you control is put into a graveyard from the battlefield, each opponent sacrifices a creature.
* When the triggered ability resolves, first the player whose turn it is (if that player is an opponent) chooses which creature he or she will sacrifice, then each other opponent in turn order does the same, then all chosen creatures are sacrificed at the same time.
* If multiple creatures you control (possibly including Butcher of Malakir itself) are put into their owners' graveyards at the same time, Butcher of Malakir's triggered ability will trigger that many times.
* If you control more than one Butcher of Malakir and a creature you control is put into a graveyard, each of those Butchers' abilities will trigger. Each opponent will sacrifice a creature each time one of those abilities resolves.
* If you and an opponent each control a Butcher of Malakir and a creature is put into a graveyard, a chain reaction happens. First the ability of one player's Butcher will trigger, causing each opponent to sacrifice a creature. That sacrifice causes the ability of the other player's Butcher to trigger, and so on.
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Calcite Snapper
{1}{U}{U}
Creature -- Turtle
1/4
Shroud (This creature can't be the target of spells or abilities.)
Landfall -- Whenever a land enters the battlefield under your control, you may switch Calcite Snapper's power and toughness until end of turn.
* Effects that switch a creature's power and toughness are applied after every other effect that modifies that creature's power and toughness, no matter when they started to take effect. For example, if Calcite Snapper's power and toughness are switched, then it gets +2/+0 until end of turn, it will be 4/3 that turn.
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Chain Reaction
{2}{R}{R}
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
* The value of X is determined as Chain Reaction resolves.
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Comet Storm
{X}{R}{R}
Instant
Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.)
Choose target creature or player, then choose another target creature or player for each time Comet Storm was kicked. Comet Storm deals X damage to each of them.
* The number of targets you choose for Comet Storm is one more than the number of times it's kicked. First you declare how many times you're going to kick the spell (at the same time you declare the value of X), then you choose the targets accordingly, then you pay the costs. No player can respond between the time you declare how many times you'll kick the spell and the time you choose the targets.
* Each target you choose must be different.
* For example, if you want Comet Storm to deal 4 damage to each of three different targets, that means X is 4 and you're kicking the spell twice. You'll pay a mana cost of {4}{R}{R}, plus a kicker cost of {1}, plus another kicker cost of {1}, for a total of {6}{R}{R}.
* As long as any of its targets are legal at the time Comet Storm resolves, Comet Storm will deal X damage to each of those legal targets.
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Dead Reckoning
{1}{B}{B}
Sorcery
You may put target creature card from your graveyard on top of your library. If you do, Dead Reckoning deals damage equal to that card's power to target creature.
* You must choose two targets as you cast Dead Reckoning: a creature card in your graveyard and a creature on the battlefield. If you can't, then you can't cast the spell.
* If the targeted creature card is an illegal target as Dead Reckoning resolves (because it's no longer in your graveyard, perhaps), you can't choose to put it on top of your library. No damage will be dealt.
* If the targeted creature is an illegal target as Dead Reckoning resolves (because it's no longer on the battlefield, perhaps), you may still put the targeted creature card from your graveyard on top of your library. No damage will be dealt.
* Dead Reckoning deals damage equal to the power the creature card had while it was in your graveyard. This could matter if that card is something like Lord of Extinction or Tarmogoyf whose power is determined by a characteristic-defining ability that checks the contents of your graveyard.
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Death's Shadow
{B}
Creature -- Avatar
13/13
Death's Shadow gets -X/-X, where X is your life total.
* Death's Shadow's ability applies only while Death's Shadow is on the battlefield. In all other zones, its power and toughness are 13.
* The value of X changes as you gain and lose life. It's not locked in as Death's Shadow enters the battlefield.
* If your life total is 13 or greater (and nothing else is boosting Death's Shadow's toughness), Death's Shadow is put into its owner's graveyard as a state-based action.
* If your life total is less than 0 and an effect (such as the one from an opponent's Abyssal Persecutor) is keeping you from losing the game, Death's Shadow's ability will actually increase its power and toughness. For example, if your life total is -2, Death's Shadow gets +2/+2.
* In a Two-Headed Giant game, your life total is half of your team's life total, rounded up.
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Everflowing Chalice
{0}
Artifact
Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)
Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.
{T}: Add {1} to your mana pool for each charge counter on Everflowing Chalice.
* If Everflowing Chalice has no charge counters on it, you can still activate its last ability. That ability is still a mana ability, even though it produces no mana as it resolves.
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Explore
{1}{G}
Sorcery
You may play an additional land this turn.
Draw a card.
* Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves (and you'll draw a card, perhaps a land you'll play later) first.
* The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Oracle of Mul Daya.
* If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.
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Eye of Ugin
Legendary Land
Colorless Eldrazi spells you cast cost {2} less to cast.
{7}, {T}: Search your library for a colorless creature card, reveal it, and put it into your hand. Then shuffle your library.
* Eye of Ugin doesn't have a mana ability.
* Eldrazi is a creature type that, as of the _Worldwake_ release, has not yet been printed on any creatures.
* Currently, only Mistform Ultimus and creatures with changeling are Eldrazi. If they become colorless, possibly due to Mycosynth Lattice, Eye of Ugin would reduce the cost to cast them by {2}.
* Eye of Ugin's second ability lets you find any colorless creature card in your deck, such as an artifact creature card that has no colored mana symbols in its mana cost, or a creature card that's become colorless due to Mycosynth Lattice.
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Feral Contest
{3}{G}
Sorcery
Put a +1/+1 counter on target creature you control. Another target creature blocks it this turn if able.
* You must choose two targets as you cast Feral Contest: a creature you control and any other creature. If you can't (because there's only one creature on the battlefield, perhaps), then you can't cast the spell. Note that the second target may also be a creature you control.
* If just the first targeted creature is an illegal target by the time Feral Contest resolves, it won't get a +1/+1 counter. However, the second targeted creature is still affected by the blocking restriction the spell imposes, so it'll have to block the first targeted creature that turn if able.
* If just the second targeted creature is an illegal target by the time Feral Contest resolves, the first targeted creature will get a +1/+1 counter, but the second targeted creature won't have to block it that turn.
* Casting Feral Contest doesn't force you to attack with the first targeted creature that turn. If that creature doesn't attack, the second targeted creature is free to block whichever creature its controller chooses, or block no creatures at all.
* If you attack with the first targeted creature but the second targeted creature isn't able to block it (for example, because the first targeted creature has flying and the second one doesn't), the requirement to block does nothing. The second 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 Feral Contest, but the requirement to block does nothing.
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Grotag Thrasher
{4}{R}
Creature -- Lizard
3/3
Whenever Grotag Thrasher attacks, target creature can't block this turn.
* The targeted creature is prohibited from blocking any creature this turn, not just Grotag Thrasher.
* Grotag Thrasher's ability can target any creature, not just one the defending player controls. For example, if you want that player's creatures to be able to block this turn, you can target Grotag Thrasher with its own ability.
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Harabaz Druid
{1}{G}
Creature -- Human Druid Ally
0/1
{T}: Add X mana of any one color to your mana pool, where X is the number of Allies you control.
* Harabaz Druid's activated ability is a mana ability, so it doesn't use the stack and players can't respond to it.
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Horizon Drake
{1}{U}{U}
Creature -- Drake
3/1
Flying, protection from lands
* Protection from lands works like any other protection ability. Horizon Drake can't be blocked by land creatures, all damage that would be dealt to it by lands (including combat damage from land creatures) is prevented, and it can't be the target of activated or triggered abilities from lands (including your own Teetering Peaks, for example).
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Jace, the Mind Sculptor
{2}{U}{U}
Planeswalker -- Jace
3
[+2]: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
[0]: Draw three cards, then put two cards from your hand on top of your library in any order.
[-1]: Return target creature to its owner's hand.
[-12]: Exile all cards from target player's library, then that player shuffles his or her hand into his or her library.
* Jace, the Mind Sculptor is the first planeswalker with a loyalty ability that costs [0]. Activating this ability follows the same rules as activating any other planeswalker ability, though you'll neither put loyalty counters on Jace nor remove loyalty counters from Jace to do so.
* If you activate Jace's second ability, the two cards you put on top of your library may be any two cards from your hand. They don't have to be cards you drew with the ability.
* If two or more planeswalkers on the battlefield share a planeswalker subtype, all are put into their owners' graveyards. This means that if Jace Beleren and Jace, the Mind Sculptor are on the battlefield, both are put into their owners' graveyards.
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Join the Ranks
{3}{W}
Instant
Put two 1/1 white Soldier Ally creature tokens onto the battlefield.
* When a Join the Ranks you control resolves, each ability that triggers whenever an Ally enters the battlefield under your control will trigger twice.
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Joraga Warcaller
{G}
Creature -- Elf Warrior
1/1
Multikicker {1}{G} (You may pay an additional {1}{G} any number of times as you cast this spell.)
Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked.
Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller.
* The last ability counts the total number of +1/+1 counters on Joraga Warcaller, not just the ones placed on it as a result of its enters-the-battlefield ability.
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Jwari Shapeshifter
{1}{U}
Creature -- Shapeshifter Ally
0/0
You may have Jwari Shapeshifter enter the battlefield as a copy of any Ally creature on the battlefield.
* Jwari Shapeshifter copies exactly what was printed on the original creature and nothing more (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
* If the chosen creature is copying something else (for example, if the chosen creature is another Jwari Shapeshifter), then your Jwari Shapeshifter enters the battlefield as whatever the chosen creature copied.
* If the chosen creature is a token, your Jwari Shapeshifter copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. Your Jwari Shapeshifter is not a token.
* Any enters-the-battlefield abilities of the copied creature will trigger when Jwari Shapeshifter enters the battlefield.
* You can choose not to copy anything. In that case, Jwari Shapeshifter enters the battlefield as a 0/0 creature, and is probably put into the graveyard immediately.
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