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3 years ago  ::  Apr 13, 2010 - 3:58PM #1
Natedogg
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_Rise of the Eldrazi_(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 31April 12, 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 As  future sets are released, updates to the _Magic_(TM) rules may cause  some of this information to become outdated.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 _Rise of the Eldrazi_ set contains 248 cards (100 common, 60  uncommon, 53 rare, 15 mythic rare, and 20 basic land).

Prerelease events: April 17-18, 2010
Launch Parties: April 23-25, 2010

The _Rise of the Eldrazi_ set becomes legal for sanctioned Constructed  play on its official release date: Friday, April 23, 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_(TM), _Worldwake_(TM), and _Rise of the  Eldrazi_.
-- At that time, the following card sets will be permitted in the  _Zendikar_ Block Constructed format: _Zendikar_, _Worldwake_, and _Rise  of the Eldrazi_.

Go to to find an event or store near  you.
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***New Creature Type: Eldrazi***

Fittingly for a set named _Rise of the Eldrazi_, there are a number of  Eldrazi cards in it. Eldrazi is a new creature type that has no  intrinsic rules meaning. However, many interesting abilities and aspects  of the game appear on Eldrazi cards.

***New Keyword Ability: Annihilator***

Annihilator is a triggered ability that makes some Eldrazi creatures  even more brutal when they attack.

Ulamog's Crusher
{8}
Creature -- Eldrazi
8/8
Annihilator 2 (Whenever this creature attacks, defending player  sacrifices two permanents.)
Ulamog's Crusher attacks each turn if able.

The official rules for the annihilator ability are as follows:

702.83. Annihilator

702.83a Annihilator is a triggered ability that appears on some  creatures. "Annihilator N" means "Whenever this creature attacks,  defending player sacrifices N permanents."

702.83b If a creature has multiple instances of annihilator, each  triggers separately.

* The defending player is the player that the creature with annihilator  is attacking, or the controller of the planeswalker that the creature  with annihilator is attacking.

* Annihilator abilities trigger and resolve during the declare attackers  step. The defending player chooses and sacrifices the required number  of permanents before he or she declares blockers. Any creatures  sacrificed this way won't be able to block.

* If a creature with annihilator is attacking a planeswalker, and the  defending player chooses to sacrifice that planeswalker, the attacking  creature continues to attack. It may be blocked. If it isn't blocked, it  simply won't deal combat damage to anything.

* In a Two-Headed Giant game, the controller of an attacking creature  with annihilator chooses which of the defending players is affected by  the ability. Only that player sacrifices permanents. The choice is made  as the ability resolves; once a player is chosen, it's too late for  anyone to respond.

***Returning Card Type: Tribal***

Tribal is a card type last seen in the _Lorwyn_(R) and _Morningtide_(R)  sets. Tribals have creature types even though they're not creatures. In  this set, it means that some instants, sorceries, and enchantments are  Eldrazi.

308. Tribals

308.1. Each tribal card has another card type. Casting and resolving a  tribal card follows the rules for casting and resolving a card of the  other card type.

308.2. Tribal subtypes are always a single word and are listed after a  long dash: "Tribal Enchantment -- Merfolk." The set of tribal subtypes  is the same as the set of creature subtypes; these subtypes are called  _creature types_. Tribals may have multiple subtypes. See rule 204.3k  for the complete list of creature types.

* Tribal is not a permanent type. However, a tribal card can become a  permanent if another of its types allows it to do so.

* If a card with multiple types has one or more subtypes, each subtype  is correlated to its appropriate type.

* One card (Spawnsire of Ulamog) refers to "Eldrazi cards." It affects  both Eldrazi creature cards and Eldrazi tribal cards.

* Two cards (Eye of Ugin and Eldrazi Temple) refer to "Eldrazi spells."  These affect both Eldrazi creature spells and Eldrazi tribal spells.

* Eldrazi Temple also refers to just "Eldrazi." This part of its ability  affects Eldrazi permanents, which includes Eldrazi tribals on the  battlefield. It doesn't affect Eldrazi cards that aren't on the  battlefield.

***New Card Frames: Colorless Cards***

Although the Eldrazi Drone creatures are normal, colored cards, many  Eldrazi (including the Eldrazi tribals) are colorless. These cards have  transparent frames, allowing the art to run all the way to the border.

All Is Dust
{7}
Tribal Sorcery -- Eldrazi
Each player sacrifices all colored permanents he or she controls.

* Colorless spells and colorless permanents behave just like their  colored counterparts, except that you don't need mana of a specific  color to cast them.

* The colorless Eldrazi (including the creatures and the tribals) are  not artifacts. Spells and abilities that affect artifacts won't affect  them.

***Theme: "When you cast [this creature]" abilities***

Some Eldrazi creatures have abilities that trigger when you cast them.

Artisan of Kozilek
{9}
Creature -- Eldrazi
10/9
When you cast Artisan of Kozilek, you may return target creature card  from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player  sacrifices two permanents.)

* Such an ability triggers as soon as the creature has been cast. It  goes on the stack on top of that creature spell, and will resolve before  the creature enters the battlefield.

* Abilities like this exist independently of the creature. If the  creature spell is countered, the ability is not (and vice versa).

* You can cast the creature even if there are no legal targets for the  ability.

***Theme: Legendary Eldrazi***

Three of the Eldrazi creatures are legendary. They each have an ability  that says "When [this creature] is put into a graveyard from anywhere,  its owner shuffles his or her graveyard into his or her library."

* This ability triggers when the legendary Eldrazi is put into your  graveyard from any zone, not just from the battlefield.

* Since this ability doesn't specifically trigger on leaving the  battlefield, it doesn't behave like a leaves-the-battlefield ability.  The ability will trigger from the graveyard.
-- If the legendary Eldrazi had lost this ability while on the  battlefield and then was then put into your graveyard, the ability would  still trigger and your graveyard would get shuffled into your library.
-- However, if the legendary Eldrazi lost this ability when it was put  into your graveyard (due to Yixlid Jailer, for example), the ability  won't trigger.

* If the legendary Eldrazi somehow leaves your graveyard after the  ability triggers but before it resolves, it won't get shuffled into your  library. However, the rest of your graveyard will. If your graveyard is  empty, you still shuffle your library.

* If a replacement effect has a legendary Eldrazi move to a different  zone instead of being put into a graveyard, the ability won't trigger at  all.

***Theme: Eldrazi Spawn tokens***

Many spells and abilities in this set cause you to put Eldrazi Spawn  creature tokens onto the battlefield. These tokens all have the same  characteristics.

Spawning Breath
{1}{R}
Instant
Spawning Breath deals 1 damage to target creature or player. Put a 0/1  colorless Eldrazi Spawn creature token onto the battlefield. It has  "Sacrifice this creature: Add {1} to your mana pool."

* Sacrificing an Eldrazi Spawn token to add {1} to your mana pool is a  mana ability. No player may respond to it. You may activate the ability  while you're casting a spell, you're activating an ability, or a  resolving spell or ability requires a mana payment from you, for  example.

* Some abilities affect Eldrazi Spawn. Such abilities affect these  tokens, of course. Such abilities also affect Mistform Ultimus and  creatures with changeling, since they have the creature types Eldrazi  and Spawn.

* Not all creatures with creature types Eldrazi and Spawn have  "Sacrifice this creature: Add {1} to your mana pool." These tokens do  only because the effects that create them say that they have that  ability. Mistform Ultimus doesn't have that ability, for example. If an  Eldrazi Spawn token loses its abilities, you'll no longer be able to  sacrifice it for mana.

* Some of the instants and sorceries that create Eldrazi Spawn tokens,  such as Spawning Breath, have targets. If all the spell's targets are  illegal by the time it resolves, the entire spell is countered. You  won't get any Eldrazi Spawn tokens.
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***New Card Layout: Levelers***
***New Keyword Ability: Level up***

The _Rise of the Eldrazi_ set features a number of creatures with a  distinctive layout: Their text boxes contain three striped bands, and  each band has a power/toughness box associated with it on the right side  of the card. In addition, the top band contains the "level up" keyword  ability, and the second and third bands each feature a level symbol,  denoted by either {LEVEL N1-N2} or {LEVEL N3+} (see below) in rules  documents, on the left side of the card.

Coralhelm Commander
{U}{U}
Creature -- Merfolk Soldier
2/2
Level up {1} ({1}: Put a level counter on this. Level up only as a  sorcery.)
{LEVEL 2-3}
3/3
Flying
{LEVEL 4+}
4/4
Flying
Other Merfolk creatures you control get +1/+1.

The official rules for the level up ability are as follows:

702.84. Level up

702.84a Level up is an activated ability. "Level up [cost]" means  "[Cost]: Put a level counter on this permanent. Activate this ability  only any time you could cast a sorcery."

702.84b Each card printed with a level up ability is known as a leveler  card. It has a nonstandard layout and includes two level symbols that  are themselves keyword abilities. See rule 710, "Leveler Cards."

The official rules for levelers are as follows:

710. Leveler Cards

710.1. Each leveler card has a striated text box and three  power/toughness boxes. The text box of a leveler card contains two level  symbols.

710.2. A level symbol is a keyword ability that represents a static  ability. The level symbol includes either a range of numbers, indicated  here as "N1-N2," or a single number followed by a plus sign, indicated  here as "N3+." Any abilities printed within the same text box striation  as a level symbol are part of its static ability. The same is true of  the power/toughness box printed within that striation, indicated here as  "[P/T]."

710.2a "{LEVEL N1-N2} [Abilities] [P/T]" means "As long as this creature  has at least N1 level counters on it, but no more than N2 level  counters on it, it's [P/T] and has [abilities]."

710.2b "{LEVEL N3+} [Abilities] [P/T]" means "As long as this creature  has N3 or more level counters on it, it's [P/T] and has [abilities]."

710.3. The text box striations have no game significance other than  clearly demarcating which abilities and which power/toughness box are  associated with which level symbol. Leveler cards each contain only one  text box.

710.4. Any ability a leveler card has that isn’t preceded by a level  symbol is treated normally. In particular, each leveler permanent has  its level up ability (see rule 702.84) at all times; it may be activated  regardless of how many level counters are on that permanent.

710.5. If the number of level counters on a leveler creature is less  than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has  the power and toughness denoted by its uppermost power/toughness box.

710.6. In every zone other than the battlefield, a leveler card has the  power and toughness denoted by its uppermost power/toughness box.

In other words, you could interpret Coralhelm Commander's text box as  though it said the following:

2/2
Level up {1} ({1}: Put a level counter on this. Level up only as a  sorcery.)
As long as Coralhelm Commander has at least two level counters on it,  but no more than three level counters on it, it's 3/3 and has flying.
As long as Coralhelm Commander has four or more level counters on it,  it's 4/4 and has flying and "Other Merfolk creatures you control get  +1/+1."

* When a leveler enters the battlefield, it will generally have zero  level counters on it, meaning it will have the power and toughness  printed in its uppermost power/toughness box.

* The abilities a leveler grants to itself don't overwrite any other  abilities it may have. In particular, they don't overwrite the  creature's level up ability; it always has that.

* Although the abilities granted by its {LEVEL N3+} symbol don't  overwrite the abilities granted by its {LEVEL N1-N2} symbol, once the  creature has at least N3 level counters on it, it won't have the  abilities granted by its {LEVEL N1-N2} symbol anymore. This is simply  because it will no longer have the necessary number of level counters on  it for that symbol to do anything.

* Effects that set a leveler's power or toughness to a specific value,  including the effects from a level symbol's ability, apply in timestamp  order. The timestamp of each level symbol's ability is the same as the  timestamp of the leveler itself, regardless of when the most recent  level counter was put on it. For example, say Coralhelm Commander is on  the battlefield, then Godhead of Awe, which says "Other creatures are  1/1," enters the battlefield. After the second level counter is put on  Coralhelm Commander, it will be 1/1 (not 3/3) and have flying, because  Godhead of Awe's ability applies last. (If Godhead of Awe entered the  battlefield before Coralhelm Commander, on the other hand, then the  Commander's ability would apply last and it would be 3/3.)

* Effects that modify a leveler's power or toughness, such as the  effects of Giant Growth or Glorious Anthem, will apply to it no matter  when they started to take effect. The same is true for counters that  change the creature's power or toughness (such as +1/+1 counters) and  effects that switch its power and toughness.

* If another creature becomes a copy of a leveler, all of the leveler's  printed abilities -- including those represented by level symbols -- are  copied. The current characteristics of the leveler, and the number of  level counters on it, are not. The abilities, power, and toughness of  the copy will be determined based on how many level counters are on the  copy.

* A creature's level is based on how many level counters it has on it,  not how many times its level up ability has been activated or has  resolved. If a leveler gets level counters due to some other effect  (such as Clockspinning) or loses level counters for some reason (such as  Vampire Hexmage), its level is changed accordingly.
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***New Keyword Ability: Rebound***

Rebound is an ability that lets you cast an instant or sorcery a second  time for free during your next upkeep.

Distortion Strike
{U}
Sorcery
Target creature gets +1/+0 until end of turn and is unblockable this  turn.
Rebound (If you cast this spell from your hand, exile it as it resolves.  At the beginning of your next upkeep, you may cast this card from exile  without paying its mana cost.)

The official rules for the rebound ability are as follows:

702.85. Rebound

702.85a Rebound appears on some instants and sorceries. It represents a  static ability that functions while the spell is on the stack and may  create a delayed triggered ability. "Rebound" means "If this spell was  cast from your hand, instead of putting it into your graveyard as it  resolves, exile it and, at the beginning of your next upkeep, you may  cast this card from exile without paying its mana cost."

702.85b Casting a card without paying its mana cost as the result of a  rebound ability follows the rules for paying alternative costs in rules  601.2b and 601.2e-g.

702.85c Multiple instances of rebound on the same spell are redundant.

* If a spell with rebound that you cast from your hand is countered for  any reason (due to a spell like Cancel, or because all of its targets  are illegal), the spell doesn't resolve and rebound has no effect. The  spell is simply put into your graveyard. You won't get to cast it again  next turn.

* If you cast a spell with rebound from anywhere other than your hand  (such as from your graveyard due to Sins of the Past, from your library  due to cascade, or from your opponent's hand due to Sen Triplets),  rebound won't have any effect. If you do cast it from your hand, rebound  will work regardless of whether you paid its mana cost (for example, if  you cast it from your hand due to Maelstrom Archangel).

* If a replacement effect would cause a spell with rebound that you cast  from your hand to be put somewhere else instead of your graveyard (such  as Leyline of the Void might), you choose whether to apply the rebound  effect or the other effect as the spell resolves.

* Rebound will have no effect on copies of spells because you don't cast  them from your hand.

* If you cast a spell with rebound from your hand and it resolves, it  isn't put into your graveyard. Rather, it's exiled directly from the  stack. Effects that care about cards being put into your graveyard won't  do anything.

* At the beginning of your upkeep, all delayed triggered abilities  created by rebound effects trigger. You may handle them in any order. If  you want to cast a card this way, you do so as part of the resolution  of its delayed triggered ability. Timing restrictions based on the  card's type (if it's a sorcery) are ignored. Other restrictions are not  (such as the one from Rule of Law).

* If you are unable to cast a card from exile this way (because there  are no legal targets for it, for example), or you choose not to, nothing  happens when the delayed triggered ability resolves. The card remains  exiled for the rest of the game, and you won't get another chance to  cast the card. The same is true if the ability is countered (due to  Stifle, perhaps).

* If you cast a card from exile this way, it will go to your graveyard  when it resolves or is countered. It won't go back to exile.
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***New Keyword Ability: Totem Armor***

Totem armor is an ability of some Auras that can save the permanents  they're enchanting from being destroyed.

Boar Umbra
{2}{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +3/+3.
Totem armor (If enchanted creature would be destroyed, instead remove  all damage from it and destroy this Aura.)

The official rules for the totem armor ability are as follows:

702.86. Totem armor

702.86a Totem armor is a static ability that appears on some Auras.  "Totem armor" means "If enchanted permanent would be destroyed, instead  remove all damage marked on it and destroy this Aura."

702.86b Multiple instances of totem armor on the same permanent are  redundant.

* Totem armor's effect is mandatory. If the enchanted permanent would be  destroyed, you must remove all damage from it and destroy the Aura that  has totem armor instead.

* Totem armor's effect is applied no matter why the enchanted permanent  would be destroyed: because it's been dealt lethal damage, or because  it's being affected by an effect that says to "destroy" it (such as Doom  Blade). In either case, all damage is removed from the permanent and  the Aura is destroyed instead.

* Totem armor has no effect if the enchanted permanent is put into a  graveyard for any other reason, such as if it's sacrificed, if it's  legendary and another legendary permanent with the same name is on the  battlefield, or if its toughness is 0 or less.

* If a permanent you control is enchanted with multiple Auras that have  totem armor, and the enchanted permanent would be destroyed, one of  those Auras is destroyed instead -- but only one of them. You choose  which one because you control the enchanted permanent.

* If a creature enchanted with an Aura that has totem armor is  indestructible, lethal damage and effects that try to destroy it simply  have no effect. Totem armor won't do anything because it won't have to.

* If a creature enchanted with an Aura that has totem armor would be  destroyed by multiple state-based actions at the same time (because it's  been dealt lethal damage and been dealt damage by a source with  deathtouch, for example), the totem armor's effect will replace all of  them and save the creature.

* If a spell or ability (such as Planar Cleansing) would destroy both an  Aura with totem armor and the permanent it's enchanting at the same  time, totem armor's effect will save the enchanted permanent from being  destroyed. Instead, the spell or ability will destroy the Aura in two  different ways at the same time, but the result is the same as  destroying it once.

* Totem armor's effect is not regeneration. Specifically, if totem  armor's effect is applied, the enchanted permanent does not become  tapped and is not removed from combat as a result. Effects that say the  enchanted permanent can't be regenerated (as Vendetta does) won't  prevent totem armor's effect from being applied.

* Say you control a permanent enchanted with an Aura that has totem  armor, and the enchanted permanent has gained a regeneration shield. The  next time it would be destroyed, you choose whether to apply the  regeneration effect or the totem armor effect. The other effect is  unused and remains, in case the permanent would be destroyed again.

* Say you control a permanent enchanted with an Aura that has totem  armor, and that Aura has gained a regeneration shield. The next time the  enchanted permanent would be destroyed, the Aura would be destroyed  instead -- but it regenerates, so nothing is destroyed at all.  Alternately, if that Aura somehow becomes indestructible, the enchanted  permanent is effectively indestructible as well.

* If a spell or ability says that it would "destroy" a permanent  enchanted with an Aura that has totem armor, that spell or ability  causes the Aura to be destroyed instead. (This matters for cards such as  Karmic Justice.) Totem armor doesn't destroy the Aura; rather, it  changes the effects of the spell or ability. On the other hand, if a  spell or ability deals lethal damage to a creature enchanted with an  Aura that has totem armor, the game rules regarding lethal damage cause  the Aura to be destroyed, not that spell or ability.
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***Theme: Converted Mana Cost***

A number of cards in this set check the converted mana cost of a card or  of a permanent.

Baneful Omen
{4}{B}{B}{B}
Enchantment
At the beginning of your end step, you may reveal the top card of your  library. If you do, each opponent loses life equal to that card's  converted mana cost.

* The converted mana cost of a card that's not on the battlefield is  determined solely by the mana symbols printed in its upper right corner.  The converted mana cost is the total amount of mana in that cost,  regardless of color. For example, a card with mana cost {3}{U}{U} has  converted mana cost 5.

* The converted mana cost of a permanent is determined the same way,  unless it's copying something else. In that case, its converted mana  cost is the converted mana cost of whatever it's copying. In all cases,  ignore any alternative costs or additional costs (such as kicker) paid  when the permanent was cast.

* If the mana cost of a permanent includes {X}, X is considered to be 0.  The same is true for a card that's not on the battlefield or the stack.  The value of X is taken into account only when determining the  converted mana cost of a spell on the stack.

* If a card or a permanent has no mana symbols in its upper right corner  (because it's a land, for example, or because it's a token that's not  copying of something else), its converted mana cost is 0.
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CARD-SPECIFIC NOTES

All Is Dust
{7}
Tribal Sorcery -- Eldrazi
Each player sacrifices all colored permanents he or she controls.

* A colored permanent is a permanent with at least one colored mana  symbol in its mana cost. Note that effects may cause a colored permanent  to become colorless (as Moonlace could), or a colorless permanent to  become colored (as Crimson Wisps could).

* Tokens may also be colored permanents. The effect that creates a token  states what color it is or whether it's colorless.

* Lands have no mana cost, so they are colorless unless an effect (such  as the one Dryad Arbor has) states otherwise.

* All Is Dust doesn't destroy permanents. Rather, it causes them to be  sacrificed. Regeneration, totem armor, and indestructibility can't save  permanents from All Is Dust.

* All the colored permanents are sacrificed at the same time.
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Angelheart Vial
{5}
Artifact
Whenever you're dealt damage, you may put that many charge counters on  Angelheart Vial.
{2}, {T}, Remove four charge counters from Angelheart Vial: You gain 2  life and draw a card.

* If you're dealt enough damage to reduce your life total to 0 or less,  you'll lose the game before you can put charge counters on Angelheart  Vial.
-----

Arrogant Bloodlord
{1}{B}{B}
Creature -- Vampire Knight
4/4
Whenever Arrogant Bloodlord blocks or becomes blocked by a creature with  power 1 or less, destroy Arrogant Bloodlord at end of combat.

* The power of the other creature is checked only when it blocks or  becomes blocked by Arrogant Bloodlord. Once the Bloodlord's ability  triggers, it will be destroyed at end of combat (after combat damage has  been dealt) even if the other creature's power changes before then.

* If Arrogant Bloodlord blocks or becomes blocked by a creature whose  power is 2 or greater, Arrogant Bloodlord's ability won't trigger. It  still won't trigger if the other creature's power changes to 1 or less  later in combat.

* If Arrogant Bloodlord becomes blocked by multiple creatures with power  1 or less, its ability triggers that many times. Each of those  abilities will cause it to be destroyed separately (in case Arrogant  Bloodlord isn't destroyed the first time due to an Aura with totem  armor, for example). The same is true if it somehow blocks multiple  creatures with power 1 or less.
-----

Aura Finesse
{U}
Instant
Attach target Aura you control to target creature.
Draw a card.

* You may target any Aura you control, and you may target any creature  (including one you don't control). Whether the Aura could legally  enchant the creature is irrelevant as you're choosing the targets.

* If you target an Aura that's attached to a creature, you may also  target the creature it's attached to. Aura Finesse won't cause the Aura  to move, but you'll still draw a card when it resolves.

* As Aura Finesse resolves, if the targeted Aura can't legally enchant  the targeted creature (for example, because the Aura is red and the  creature has protection from red, or because the Aura has "enchant  creature you control" and an opponent controls the creature), the spell  resolves but the Aura doesn't move. You still draw a card.

* As Aura Finesse resolves, if either target is illegal, the spell  resolves but the Aura doesn't move. You still draw a card. If both  targets are illegal, Aura Finesse is countered and you don't draw a  card.

* You still control the Aura, even if you attach it to a creature you  don't control.
-----

Aura Gnarlid
{2}{G}
Creature -- Beast
2/2
Creatures with power less than Aura Gnarlid's power can't block it.
Aura Gnarlid gets +1/+1 for each Aura on the battlefield.

* The power of each potential blocking creature is checked against Aura  Gnarlid's power only as blockers are declared. Once a creature blocks  Aura Gnarlid, increasing the Gnarlid's power or decreasing the blocking  creature's power won't undo that block.

* Aura Gnarlid's second ability counts each Aura regardless of who  controls it.
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Bala Ged Scorpion
{3}{B}
Creature -- Scorpion
2/3
When Bala Ged Scorpion enters the battlefield, you may destroy target  creature with power 1 or less.

* The power of the targeted creature is checked both as you target it  and as the ability resolves.
-----

Battle-Rattle Shaman
{3}{R}
Creature -- Goblin Shaman
2/2
At the beginning of combat on your turn, you may have target creature  get +2/+0 until end of turn.

* This ability triggers when the beginning of combat step starts during  each of your turns. It resolves before you declare attackers.

* If a spell or ability (such as World at War) causes your turn to have  multiple combat phases, this ability triggers during each of them.
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Bear Umbra
{2}{G}{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks,  untap all lands you control."
Totem armor (If enchanted creature would be destroyed, instead remove  all damage from it and destroy this Aura.)

* When the enchanted creature attacks, all lands controlled by that  creature's controller (who is not necessarily the Aura's controller)  untap.
-----

Bloodthrone Vampire
{1}{B}
Creature -- Vampire
1/1
Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.

* You can sacrifice Bloodthrone Vampire to activate its own ability, but  it won't be on the battlefield to get the bonus.

* If you sacrifice an attacking or blocking creature during the declare  blockers step, it won't deal combat damage. If you wait until the combat  damage step, but that creature is dealt lethal damage, it'll be  destroyed before you get a chance to sacrifice it.
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Bramblesnap
{1}{G}
Creature -- Elemental
1/1
Trample
Tap an untapped creature you control: Bramblesnap gets +1/+1 until end  of turn.

* Since Bramblesnap's activated ability doesn't have a tap symbol in its  cost, you can tap a creature (including Bramblesnap itself) that hasn't  been under your control since your most recent turn began to pay the  cost.
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Brood Birthing
{1}{R}
Sorcery
If you control an Eldrazi Spawn, put three 0/1 colorless Eldrazi Spawn  creature tokens onto the battlefield. They have "Sacrifice this  creature: Add {1} to your mana pool." Otherwise, put one of those tokens  onto the battlefield.

* Whether you control an Eldrazi Spawn is checked as Brood Birthing  resolves.

* If you put a single token onto the battlefield this way, it's exactly  like the ones specified earlier: it's a 0/1 colorless Eldrazi Spawn  creature token that has "Sacrifice this creature: Add {1} to your mana  pool."
-----

Cast Through Time
{4}{U}{U}{U}
Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell as  it resolves if you cast it from your hand. At the beginning of your  next upkeep, you may cast that card from exile without paying its mana  cost.)

* Multiple instances of rebound on the same spell are redundant.

* The rebound effect is not optional. Each instant and sorcery spell you  cast from your hand is exiled instead of being put into your graveyard  as it resolves, whether you want it to be or not. Casting the spell  during your next upkeep is optional, however.

* If a spell moves itself into another zone as part of its resolution  (as Arc Blade, All Suns' Dawn, and Beacon of Unrest do), rebound won't  get a chance to apply.

* If a spell you cast from your hand has both rebound and buyback (and  the buyback cost was paid), you choose which effect to apply as it  resolves.

* You'll be able to cast a spell with flashback three times this way.  First you can cast it from your hand. It will be exiled due to rebound  as it resolves. Then you can cast it from exile due to rebound's delayed  triggered ability. It will be put into your graveyard as it resolves.  Then you can cast it from your graveyard due to flashback. It will be  exiled due to flashback as it resolves.

* For the rebound effect to happen, Cast Through Time needs to be on the  battlefield as the spell _finishes_ resolving. For example, if you cast  Warp World from your hand, and as part of its resolution it puts Cast  Through Time onto the battlefield, Warp World will rebound. Conversely,  if Warp World shuffles your Cast Through Time into your library as part  of its resolution, and doesn't put another one onto the battlefield, it  will not rebound.

* If you cast an instant or sorcery spell from your hand and it's exiled  due to rebound, the delayed triggered ability will allow you to cast it  during your next upkeep even if Cast Through Time has left the  battlefield by then.

* If you cast a card from exile "without paying its mana cost," you  can't pay any alternative costs. Any X in the mana cost will be 0. On  the other hand, if the card has optional additional costs (such as  kicker or multikicker), you may pay those when you cast the card. If the  card has mandatory additional costs (such as Momentous Fall does), you  must pay those if you choose to cast the card.

* If a spell has restrictions on when it can be cast (for example, "Cast  [this spell] only during the declare blockers step"), those  restrictions may prevent you from casting it from exile during your  upkeep.

* If you cast a spell using the madness or suspend abilities, you're  casting it from exile, not from your hand. Although those spells will  have rebound, the ability won't have any effect.

* Similarly, if you gain control of an instant or sorcery spell with  Commandeer, it will have rebound, but the ability won't do anything  because that spell wasn't cast from your hand.
-----

Conquering Manticore
{4}{R}{R}
Creature -- Manticore
5/5
Flying
When Conquering Manticore enters the battlefield, gain control of target  creature an opponent controls until end of turn. Untap that creature.  It gains haste until end of turn.

* You may target a creature that's already untapped.

* You retain control of the affected creature until end of turn, even if  you lose control of Conquering Manticore before then.
-----

Consuming Vapors
{3}{B}
Sorcery
Target player sacrifices a creature. You gain life equal to that  creature's toughness.
Rebound (If you cast this spell from your hand, exile it as it resolves.  At the beginning of your next upkeep, you may cast this card from exile  without paying its mana cost.)

* The sacrificed creature's last known existence on the battlefield is  checked to determine its toughness.

* If the targeted player doesn't sacrifice a creature (because the  player didn't control any creatures or due to Tajuru Preserver,  perhaps), you gain no life.
-----

Contaminated Ground
{1}{B}
Enchantment -- Aura
Enchant land
Enchanted land is a Swamp.
Whenever enchanted land becomes tapped, its controller loses 2 life.

* The enchanted land loses its existing land types and any abilities  printed on it. It now has the land type Swamp and has the ability to tap  to add {B} to its controller's mana pool. Contaminated Ground doesn't  change the enchanted land's name or whether it's legendary, basic, or  snow.

* Contaminated Ground's last ability triggers whenever the enchanted  land becomes tapped for any reason, not just when it's tapped for mana.

* If, while casting a spell or activating an ability, the enchanted  land's controller taps the land for mana to pay for it, Contaminated  Ground's ability triggers and goes on the stack on top of that spell or  ability. Contaminated Ground's ability will resolve first.

* On the other hand, the enchanted land's controller may tap the land  for mana, let Contaminated Ground's ability trigger and go on the stack,  then spend that mana to cast an instant or activate an ability in  response. In that case, that instant or ability will resolve first.
-----

Crab Umbra
{U}
Enchantment -- Aura
Enchant creature
{2}{U}: Untap enchanted creature.
Totem armor (If enchanted creature would be destroyed, instead remove  all damage from it and destroy this Aura.)

* Only Crab Umbra's controller (who is not necessarily the enchanted  creature's controller) can activate its activated ability.

* When Crab Umbra's activated ability resolves, it will untap the  creature Crab Umbra is enchanting at that time (regardless of what  creature Crab Umbra was enchanting when the ability was activated). If  Crab Umbra has left the battlefield by then, the ability will untap the  creature it was enchanting at the time it left the battlefield.
-----

Curse of Wizardry
{2}{B}{B}
Enchantment
As Curse of Wizardry enters the battlefield, choose a color.
Whenever a player casts a spell of the chosen color, that player loses 1  life.

* Curse of Wizardry affects all players, including you.

* If a player casts a spell of the chosen color, Curse of Wizardry's  second ability triggers and goes on the stack on top of it. The ability  will resolve before the spell does.
-----

Deathless Angel
{4}{W}{W}
Creature -- Angel
5/7
Flying
{W}{W}: Target creature is indestructible this turn.

* 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 on the  battlefield, or if its toughness is 0 or less.

* Deathless Angel's ability doesn't grant an ability to the targeted  creature. Rather, it affects the game rules and states something that's  now true about that creature. The creature will remain indestructible  for the rest of the turn even if it loses all abilities.
-----

Demonic Appetite
{B}
Enchantment -- Aura
Enchant creature you control
Enchanted creature gets +3/+3.
At the beginning of your upkeep, sacrifice a creature.

* When Demonic Appetite's triggered ability resolves, you may sacrifice  the creature enchanted by Demonic Appetite. If you control no other  creatures, you'll have to sacrifice that one.

* If another player gains control of either Demonic Appetite or the  enchanted creature (but not both), Demonic Appetite will be enchanting  an illegal permanent. The Aura will be put into its owner's graveyard as  a state-based action.
-----

Devastating Summons
{R}
Sorcery
As an additional cost to cast Devastating Summons, sacrifice X lands.
Put two X/X red Elemental creature tokens onto the battlefield.

* You may sacrifice zero lands as you cast Devastating Summons. If you  do, you'll put two 0/0 creature tokens onto the battlefield as the spell  resolves. Unless some effect (such as the one from Glorious Anthem) is  boosting their toughness, they'll be put into the graveyard as a  state-based action. Abilities that trigger when a creature enters the  battlefield will trigger, as will those that trigger when a creature  leaves the battlefield.
-----

Distortion Strike
{U}
Sorcery
Target creature gets +1/+0 until end of turn and is unblockable this  turn.
Rebound (If you cast this spell from your hand, exile it as it resolves.  At the beginning of your next upkeep, you may cast this card from exile  without paying its mana cost.)

* Distortion Strike doesn't grant an ability to the targeted creature.  Rather, it affects the game rules and states something that's now true  about that creature. The creature will remain unblockable for the rest  of the turn even if it loses all abilities.
-----

Domestication
{2}{U}{U}
Enchantment -- Aura
Enchant creature
You control enchanted creature.
At the beginning of your end step, if enchanted creature's power is 4 or  greater, sacrifice Domestication.

* Domestication's triggered ability has an "intervening 'if' clause."  That means (1) the ability triggers only if the enchanted creature's  power is 4 or greater as your end step begins, and (2) the ability does  nothing if the enchanted creature's power is 3 or less by the time it  resolves.

* Domestication can target, and can enchant, a creature with power 4 or  greater. The enchanted creature's power is checked only when the  triggered ability triggers and resolves.

* If an effect changes the enchanted creature's power until end of turn,  it will still have the modified power during your end step.
-----

Dormant Gomazoa
{1}{U}{U}
Creature -- Jellyfish
5/5
Flying
Dormant Gomazoa enters the battlefield tapped.
Dormant Gomazoa doesn't untap during your untap step.
Whenever you become the target of a spell, you may untap Dormant  Gomazoa.

* Dormant Gomazoa's last ability triggers when you become the target of  any spell, including one you control. It doesn't matter who else or what  else the spell targets.

* A spell can target you only if it specifically says the word "target."  One that says "You draw two cards," for example, doesn't target you.

* You become the target of a spell when a spell is cast targeting you,  when a spell has one of its targets changed to you due to a spell or  ability like Deflection, when a spell that's targeting you is copied and  that target isn't changed, or when a spell is copied and one of its  targets is changed to you.

* Dormant Gomazoa's last ability won't trigger when you become the  target of an ability.

* If you become the target of a spell, Dormant Gomazoa's last ability  triggers and is put on the stack on top of that spell. Dormant Gomazoa's  last ability will resolve (allowing you to untap it) first.
----

Drana, Kalastria Bloodchief
{3}{B}{B}
Legendary Creature -- Vampire Shaman
4/4
Flying
{X}{B}{B}: Target creature gets -0/-X until end of turn and Drana,  Kalastria Bloodchief gets +X/+0 until end of turn.

* The value of X may exceed the targeted creature's toughness. Drana's  bonus is based on the value of X, regardless of what the targeted  creature's toughness was.

* If the targeted creature is an illegal target by the time the ability  resolves, the ability is countered. Drana won't get the bonus.

* You may target Drana itself with its ability. For example, if you do  and X is 3, Drana will become 7/1 until end of turn.
-----

Echo Mage
{1}{U}{U}
Creature -- Human Wizard
2/3
Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a  sorcery.)
LEVEL 2-3
2/4
{U}{U}, {T}: Copy target instant or sorcery spell. You may choose new  targets for the copy.
LEVEL 4+
2/5
{U}{U}, {T}: Copy target instant or sorcery spell twice. You may choose  new targets for the copies.

* Echo Mage's last two activated abilities can target (and copy) any  instant or sorcery spell, not just one with targets. It doesn't matter  who controls it.

* When either ability resolves, it creates a copy (or two) of a spell.  The copies are created on the stack, so they're not "cast." Abilities  that trigger when a player casts a spell won't trigger. Each copy will  then resolve like a normal spell, after players get a chance to cast  spells and activate abilities. Each copy resolves before the original  spell does.

* Each 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. If, for one of the targets, you can't  choose a new legal target, then it remains unchanged (even if the  current target is illegal).

* If you activate Echo Mage's last ability to copy a spell twice, you  may choose new targets for each copy independently. They don't have to  have the same targets as one another. Be sure to specify which of the  copies will resolve first.

* If the spell the ability copies is modal (that is, it says "Choose one  --" or the like), each copy will have the same mode as the original  spell. You can't choose a different one.

* If the spell the ability copies has an X whose value was determined as  it was cast (like Earthquake does), each copy has the same value of X  as the original spell.

* You can't choose to pay any additional costs for a copy. However,  effects based on any additional costs that were paid for the original  spell are copied as though those same costs were paid for each copy too.

* If a copy says that it affects "you," it affects the controller of  that copy, not the controller of the original spell. Similarly, if a  copy says that it affects an "opponent," it affects an opponent of that  copy's controller, not an opponent of the original spell's controller.
-----

Eldrazi Conscription
{8}
Tribal Enchantment -- Eldrazi Aura
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2.  (Whenever it attacks, defending player sacrifices two permanents.)

* Eldrazi Conscription is an Eldrazi. However, it doesn't turn the  enchanted creature into an Eldrazi.
-----

Emerge Unscathed
{W}
Instant
Target creature you control gains protection from the color of your  choice until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves.  At the beginning of your next upkeep, you may cast this card from exile  without paying its mana cost.)

* You choose the color as Emerge Unscathed resolves. Once you choose a  color, it's too late for players to respond.
-----

Emrakul, the Aeons Torn
{15}
Legendary Creature -- Eldrazi
15/15
Emrakul, the Aeons Torn can't be countered.
When you cast Emrakul, take an extra turn after this one.
Flying, protection from colored spells, annihilator 6
When Emrakul is put into a graveyard from anywhere, its owner shuffles  his or her graveyard into his or her library.

* Emrakul can be targeted by spells that try to counter it (such as Lay  Bare). Those spells will resolve, but the part of their effect that  would counter Emrakul won't do anything. Any other effects those spells  have will work as normal.

* "Protection from colored spells" means that Emrakul can't be the  target of colored spells (including colored Aura spells) or of abilities  whose sources are colored spells (such as the "when you cast" ability  of an Ulamog, the Infinite Gyre that's been turned red by Painter's  Servant). It also means that all damage that would be dealt to Emrakul  by colored spells is prevented. Like every protection ability, it works  only while Emrakul is on the battlefield.

* "Colored spells" is not synonymous with "colored instants and  sorceries." For example, if a player cycles Choking Tethers, its  triggered ability may target Emrakul because Choking Tethers wasn't cast  as a spell.

* Emrakul may be affected by colored spells that don't target it or deal  damage to it, including those that cause it to become blocked.  Abilities of colored permanents (such as Journey to Nowhere) may target  it. Auras may be moved onto it by abilities or by colored spells that  don't target it (such as Aura Graft).

* See also "New Keyword Ability: Annihilator," "Theme: 'When you cast  [this creature] abilities,'" and "Theme: Legendary Eldrazi" in the  General Notes section of this FAQ.
-----

Escaped Null
{3}{B}
Creature -- Zombie Berserker
1/2
Lifelink
Whenever Escaped Null blocks or becomes blocked, it gets +5/+0 until end  of turn.

* When Escaped Null blocks or becomes blocked, its last ability triggers  just once, no matter how many creatures Escaped Null blocked or became  blocked by.
-----

Explosive Revelation
{3}{R}{R}
Sorcery
Choose target creature or player. Reveal cards from the top of your  library until you reveal a nonland card. Explosive Revelation deals  damage equal to that card's converted mana cost to that creature or  player. Put the nonland card into your hand and the rest on the bottom  of your library in any order.

* If the targeted creature or player is an illegal target by the time  Explosive Revelation resolves, the spell is countered. You won't reveal  any cards from your library.

* Once you start revealing cards from your library, it's too late for  players to respond. If you target a creature, for example, its  controller can't wait to see how much damage will be dealt to it before  casting a damage prevention spell, activating a regeneration ability,  sacrificing it for some benefit, or anything else. Any such actions must  be done before Explosive Revelation starts to resolve.

* If all the cards in your library are land cards, you'll reveal all of  them, then arrange them in your library in whatever order you like. No  damage is dealt.
-----

Fissure Vent
{3}{R}{R}
Sorcery
Choose one or both -- Destroy target artifact; and/or destroy target  nonbasic land.

* You may choose just the first mode (targeting an artifact), just the  second mode (targeting a nonbasic land), or both modes (targeting an  artifact and a nonbasic land). You can't choose a mode unless there's a  legal target for it.
-----

Fleeting Distraction
{U}
Instant
Target creature gets -1/-0 until end of turn.
Draw a card.

* If the targeted creature is an illegal target by the time Fleeting  Distraction resolves, the spell is countered. You won't draw a card.
-----

Forked Bolt
{R}
Sorcery
Forked Bolt deals 2 damage divided as you choose among one or two target  creatures and/or players.

* You divide the damage as you cast Forked Bolt, not as it resolves.  Each target must be assigned at least 1 damage. (In other words, as you  cast Forked Bolt, you choose whether to have it deal 2 damage to a  single target, or deal 1 damage to each of two targets.)
-----

Frostwind Invoker
{4}{U}
Creature -- Merfolk Wizard
3/3
Flying
{8}: Creatures you control gain flying until end of turn.

* Only creatures you control as the activated ability resolves are  affected.
-----

Gelatinous Genesis
{X}{X}{G}
Sorcery
Put X X/X green Ooze creature tokens onto the battlefield.

* For example:
-- If you spend {2}{G} to cast Gelatinous Genesis, you'll get a single  1/1 creature token.
-- If you spend {4}{G}, you'll get two 2/2 creatures.
-- If you spend {6}{G}, you'll get three 3/3 creatures.
And so on.
-----

Gideon Jura
{3}{W}{W}
Planeswalker -- Gideon
6
[+2]: During target opponent's next turn, creatures that player controls  attack Gideon Jura if able.
[-2]: Destroy target tapped creature.
[0]: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature  that's still a planeswalker. Prevent all damage that would be dealt to  him this turn.

* Gideon Jura's first 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 the targeted opponent controls during the  declare attackers step of his or her next turn must attack Gideon Jura  if able. This includes creatures that come under that player's control  after the ability has resolved and creatures that have lost all  abilities.

* Gideon Jura's first ability causes creatures to attack him if able.  If, during the affected player's declare attackers step, a creature he  or she controls is tapped, is affected by a spell or ability that says  it can't attack, or is affected by "summoning sickness," then that  creature doesn't attack. If there's a cost associated with having a  creature attack, the player isn't forced to pay that cost, so the  creature doesn't have to attack in that case either.

* If a creature controlled by the affected player can't attack Gideon  Jura (because he's no longer on the battlefield, for example), that  player may have it attack you, another one of your planeswalkers, or  nothing at all.

* Gideon Jura's first ability applies during each combat phase of the  affected player's next turn (as opposed to applying during the affected  player's next combat phase). The distinction is relevant if there are no  combat phases during that turn (due to Fatespinner's effect, for  example) or there are multiples (due to World at War, for example).

* If Gideon Jura becomes a creature due to his third ability, that  doesn't count as having a creature enter the battlefield. Gideon Jura  was already on the battlefield; he only changed his types. Abilities  that trigger whenever a creature enters the battlefield won't trigger.

* If Gideon Jura becomes a creature, he may be affected by "summoning  sickness." You can't attack with him or use any of his {T} abilities (if  he gains any) unless he began your most recent turn on the battlefield  under your control. Note that summoning sickness cares about when Gideon  Jura came under your control, not when he became a creature.

* Gideon Jura's third ability causes him to become a creature with the  creature types Human Soldier. He remains a planeswalker with the  planeswalker type Gideon. (He also retains any other card types or  subtypes he may have had.) Each subtype is correlated to the proper card  type: Gideon is just a planeswalker type (not a creature type), and  Human and Soldier are just creature types (not planeswalker types).

* If you activate Gideon Jura's third ability and then unpreventable  damage is dealt to him (due to Unstable Footing, for example), that  damage has all applicable results: specifically, the damage is marked on  Gideon Jura (since he's a creature) and that damage causes that many  loyalty counters to be removed from him (since he's a planeswalker). If  the total amount of damage marked on Gideon Jura is lethal damage, he's  destroyed as a state-based action. If Gideon Jura has no loyalty  counters on him, he's put into his owner's graveyard as a state-based  action.

* If you activate Gideon Jura's third ability and then a creature enters  the battlefield as a copy of him, that copy will be just a  planeswalker, not a creature. (The effect of Gideon's third ability  isn't copied, just as the effect of a Giant Growth, for example,  wouldn't be copied.) Since both permanents will be planeswalkers with  the planeswalker type Gideon, each one will be put into his owner's  graveyard as a state-based action due to the "planeswalker uniqueness  rule."

* If you activate Gideon Jura's third ability and then a permanent  that's already on the battlefield becomes a copy of him, that copy will  be just a planeswalker, not a creature. If the original Gideon Jura is  still on the battlefield by the time the copy effect happens, each of  those permanents will be put into his owner's graveyard as a state-based  action due to the "planeswalker uniqueness rule." If the original  Gideon Jura is gone by this time, the other permanent will be put into  his owner's graveyard as a state-based action for having no loyalty  counters on him (unless, for some odd reason, he already had loyalty  counters on him).

* Say you activate Gideon Jura's third ability, then an opponent gains  control of him before combat. You may have any of your creatures attack  Gideon Jura (since he's still a planeswalker). Then Gideon Jura may  block (since he's a creature). He may block any eligible attacking  creature, including one that's attacking him! During combat, he behaves  as an attacked planeswalker and/or a blocking creature, as appropriate.  For example, he deals combat damage to any creatures he's blocking, but  he doesn't deal combat damage to any unblocked creatures that are  attacking him.
-----

Gigantomancer
{7}{G}
Creature -- Human Shaman
1/1
{1}: Target creature you control becomes 7/7 until end of turn.

* This ability overwrites all previous effects that set the targeted  creature's power and toughness to specific values. Other effects that  set its power or toughness to specific values that start to apply after  this ability resolves will overwrite this effect.

* The timestamp of each level symbol's ability is the same as the  timestamp of the leveler itself, regardless of when the most recent  level counter was put on it. If a leveler is affected by Gigantomancer's  ability, then enough level counters are put on it to reach a level  indicated by a new level symbol, it will still be 7/7, not the power and  toughness indicated by that level symbol. (See "New Card Layout:  Levelers" in the General Notes section of this FAQ.)

* Effects that modify the targeted creature's power or toughness, such  as the effects of Giant Growth or Glorious Anthem, will apply to it no  matter when they started to take effect. The same is true for counters  that change the creature's power or toughness (such as +1/+1 counters)  and effects that switch its power and toughness.
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Goblin Tunneler
{1}{R}
Creature -- Goblin Rogue
1/1
{T}: Target creature with power 2 or less is unblockable this turn.

* The power of the targeted creature is checked both as you target it  and as the ability resolves. After the ability resolves, the creature  will remain unblockable even if its power becomes greater than 2.

* The ability doesn't grant an ability to the targeted creature. Rather,  it affects the game rules and states something that's now true about  that creature. After the ability resolves, the creature will remain  unblockable for the rest of the turn even if it loses all abilities.
-----

Gravity Well
{1}{G}{G}
Enchantment
Whenever a creature with flying attacks, it loses flying until end of  turn.

* This ability triggers and resolves during the declare attackers step.  The creature will no longer have flying by the time blockers are  declared.

* After attackers are declared and any Gravity Well abilities have  resolved, a spell or ability that grants flying to a creature will work  normally. This includes other abilities that trigger "whenever [a  creature] attacks" (such as the one Order of the Golden Cricket has).
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Grotag Siege-Runner
{1}{R}
Creature -- Goblin Rogue
2/1
{R}, Sacrifice Grotag Siege-Runner: Destroy target creature with  defender. Grotag Siege-Runner deals 2 damage to that creature's  controller.

* If the targeted creature is an illegal target by the time the ability  resolves, the ability is countered. Its controller won't be dealt  damage.
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Growth Spasm
{2}{G}
Sorcery
Search your library for a basic land card, put it onto the battlefield  tapped, then shuffle your library. Put a 0/1 colorless Eldrazi Spawn  creature token onto the battlefield. It has "Sacrifice this creature:  Add {1} to your mana pool."

* You put an Eldrazi Spawn token onto the battlefield whether or not you  put a basic land card onto the battlefield.
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3 years ago  ::  Apr 13, 2010 - 3:59PM #2
Natedogg
  • Niftily helpful
  • DCI Level 2 Judge
Date Joined: Mar 16, 2001
Posts: 3,932
Hand of Emrakul
{9}
Creature -- Eldrazi
7/7
You may sacrifice four Eldrazi Spawn rather than pay Hand of Emrakul's  mana cost.
Annihilator 1 (Whenever this creature attacks, defending player  sacrifices a permanent.)

* Casting Hand of Emrakul by paying its alternative cost doesn't change  when you can cast it. You can cast it only at the normal time you could  cast a creature spell.

* Casting Hand of Emrakul by paying its alternative cost doesn't change  its mana cost or converted mana cost.

* Effects that increase or reduce the cost to cast Hand of Emrakul will  apply to it even if you choose to pay its alternative cost.
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Harmless Assault
{2}{W}{W}
Instant
Prevent all combat damage that would be dealt this turn by attacking  creatures.

* Combat damage dealt by blocking creatures isn't prevented.
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Haze Frog
{3}{G}{G}
Creature -- Frog
2/1
Flash (You may cast this spell any time you could cast an instant.)
When Haze Frog enters the battlefield, prevent all combat damage that  other creatures would deal this turn.

* Combat damage dealt by Haze Frog itself during the turn it enters the  battlefield isn't prevented. Combat damage that would be dealt by all  other creatures is prevented, including creatures that weren't on the  battlefield at the time the ability resolved.

* If two Haze Frogs enter the battlefield during the same turn, each  one's ability will prevent the other one's combat damage.
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Hedron-Field Purists
{2}{W}
Creature -- Human Cleric
0/3
Level up {2}{W} ({2}{W}: Put a level counter on this. Level up only as a  sorcery.)
LEVEL 1-4
1/4
If a source would deal damage to you or a creature you control, prevent 1  of that damage.
LEVEL 5+
2/5
If a source would deal damage to you or a creature you control, prevent 2  of that damage.

* The prevention effects prevent 1 or 2 damage, as applicable, from each  source (regardless of who controls it) each time that source would deal  damage to you or a creature you control. They prevent damage of any  kind, not just combat damage.

* Remember that Hedron-Field Purists never has both of these prevention  effects at the same time. See "New Card Layout: Levelers" in the General  Notes section of this FAQ.

* If a source would deal damage to multiple applicable recipients, the  prevention effects apply to each of those recipients separately. For  example, if Hedron-Field Purists is level 1 and you cast Earthquake  ("Earthquake deals X damage to each creature without flying and each  player") with X equal to 3, that Earthquake will deal 2 damage to you, 2  damage to each creature without flying you control, 3 damage to each  other player, and 3 damage to each creature without flying other players  control.

* The prevention effects don't affect damage dealt directly to a  planeswalker you control (such as combat damage, or damage Sarkhan the  Mad deals to himself due to his first ability). They can prevent  noncombat damage that's redirected from you to a planeswalker you  control if you apply these effects first.

* The effects from multiple Hedron-Field Purists are cumulative.
-----

Hellcarver Demon
{3}{B}{B}{B}
Creature -- Demon
6/6
Flying
Whenever Hellcarver Demon deals combat damage to a player, sacrifice all  other permanents you control and discard your hand. Exile the top six  cards of your library. You may cast any number of nonland cards exiled  this way without paying their mana costs.

* The triggered ability is mandatory. All the permanents you control,  including all lands, will be sacrificed.

* The cards from your library are exiled face up.

* You cast nonland cards from exile as part of the resolution of  Hellcarver Demon's ability. You may cast those cards in any order.  Timing restrictions based on the card's type (such as creature or  sorcery) are ignored. Other restrictions are not (such as "Cast [this  card] only before the combat damage step"). You cast all of the cards  you like, putting them onto the stack, then Hellcarver Demon's ability  finishes resolving. The spells you cast this way will then resolve as  normal, one at a time, in the opposite order that they were put on the  stack.

* If you cast a card "without paying its mana cost," you can't pay any  alternative costs. On the other hand, if the card has optional  additional costs (such as kicker or multikicker), you may pay those when  you cast the card. If the card has mandatory additional costs (such as  Momentous Fall does), you must pay those when you cast the card.

* Any cards you can't cast (because they're lands or they have no legal  targets, perhaps) or choose not to cast simply remain exiled.

* If you control two Hellcarver Demons that deal combat damage to a  player at the same time, each Demon's ability triggers. When the first  one resolves, you'll sacrifice all permanents except that Hellcarver  Demon (meaning you'll sacrifice the other one). Then you'll exile six  cards from your library and may cast nonland cards exiled that way.  After those spells resolve, the other Demon's ability resolves. You'll  sacrifice all permanents you now control (including the first Demon and  any permanents put on the battlefield as a result of the spells you just  cast), exile six more cards from your library, and cast any number of  them.
-----
Irresistible Prey
{G}
Sorcery
Target creature must be blocked this turn if able.
Draw a card.

* You can target a creature you don't control or that otherwise couldn't  attack that turn.

* If the targeted creature is an illegal target by the time Irresistible  Prey resolves, the spell is countered. You won't draw a card.

* The creature affected by Irresistible Prey doesn't have to attack that  turn.

* If the affected creature attacks, the defending player must assign at  least one blocker to it during the declare blockers step, unless that  player controls no creatures that could block it.

* If there are multiple combat phases in a turn, the affected creature  must be blocked only in the first one in which it's able to be blocked.
-----

It That Betrays
{12}
Creature -- Eldrazi
11/11
Annihilator 2 (Whenever this creature attacks, defending player  sacrifices two permanents.)
Whenever an opponent sacrifices a nontoken permanent, put that card onto  the battlefield under your control.

* The second ability triggers whenever an opponent sacrifices a nontoken  permanent for any reason, not just due to the annihilator ability.

* It doesn't matter whose graveyard the permanent is put into, only that  it was last controlled by, and sacrificed by, an opponent.

* If an opponent sacrifices a nontoken permanent as part of paying the  cost of a spell or ability, the second ability triggers and goes on the  stack on top of it. This ability will resolve, causing you to return the  card to the battlefield before the other spell or ability resolves.

* When the second ability resolves, you must return the card to the  battlefield, even if you don't want to.

* If an opponent sacrifices an Aura, you'll choose what it enchants as  you return it to the battlefield. No player can respond to the choice.  Since an Aura doesn't target anything if it isn't cast as a spell, you  can enchant a permanent with shroud this way.

* If the sacrificed permanent that caused the second ability to trigger  somehow leaves the graveyard before the ability resolves (possibly  because it was returned to the battlefield by the ability of another It  That Betrays), the ability simply won't do anything when it resolves.
-----

Jaddi Lifestrider
{4}{G}
Creature -- Elemental
2/8
When Jaddi Lifestrider enters the battlefield, you may tap any number of  untapped creatures you control. You gain 2 life for each creature  tapped this way.

* You don't choose which creatures to tap until the ability resolves.  You may tap Jaddi Lifestrider itself this way, assuming it's still on  the battlefield untapped by this time.
-----

Joraga Treespeaker
{G}
Creature -- Elf Druid
1/1
Level up {1}{G} ({1}{G}: Put a level counter on this. Level up only as a  sorcery.)
LEVEL 1-4
1/2
{T}: Add {G}{G} to your mana pool.
LEVEL 5+
1/4
Elves you control have "{T}: Add {G}{G} to your mana pool."

* If Joraga Treespeaker is level 5 or greater, it grants the mana  ability to each Elf you control, including itself.
-----

Keening Stone
{6}
Artifact
{5}, {T}: Target player puts the top X cards of his or her library into  his or her graveyard, where X is the number of cards in that player's  graveyard.

* The value of X is determined as the ability starts to resolve. If the  targeted player has five cards in his or her graveyard at that time, for  example, this ability will put five more cards into that graveyard from  the top of that player's library.
-----

Khalni Hydra
{G}{G}{G}{G}{G}{G}{G}{G}
Creature -- Hydra
8/8
Khalni Hydra costs {G} less to cast for each green creature you control.
Trample

* For the purpose of determining the cost reduction, the number of green  creatures you control is checked as you cast Khalni Hydra, before your  last chance to activate mana abilities to pay for it. For example, if  you control Wild Cantor (a red and green creature with the ability  "Sacrifice Wild Cantor: Add one mana of any color to your mana pool") as  you cast Khalni Hydra, first the cost to cast Khalni Hydra is reduced  by {G}, then you could sacrifice Wild Cantor for mana to help pay for  it.

* Khalni Hydra's cost reduction effect doesn't change its mana cost or  converted mana cost.

* If an effect (such as the one from Lodestone Golem) imposes an  additional generic mana cost to casting Khalni Hydra, the Hydra's  ability will reduce it too. It'll reduce the amount of green mana you  need to spend first, though.
-----

Kiln Fiend
{1}{R}
Creature -- Elemental Beast
1/2
Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0  until end of turn.

* If you cast an instant or sorcery spell, Kiln Fiend's ability triggers  and goes on the stack on top of it. The ability will resolve before the  spell does.
-----

Kor Line-Slinger
{1}{W}
Creature -- Kor Scout
0/1
{T}: Tap target creature with power 3 or less.

* The power of the targeted creature is checked both as you target it  and as the ability resolves.
-----

Kor Spiritdancer
{1}{W}
Creature -- Kor Wizard
0/2
Kor Spiritdancer gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.

* If you cast an Aura spell, Kor Spiritdancer's second ability triggers  and goes on the stack on top of it. The ability will resolve before the  spell does.

* The second ability triggers when you cast any Aura spell, not just one  that targets Kor Spiritdancer.
-----

Last Kiss
{2}{B}
Instant
Last Kiss deals 2 damage to target creature and you gain 2 life.

* You gain 2 life even if the damage is prevented.

* If the targeted creature is an illegal target by the time Last Kiss  resolves, the spell is countered. You won't gain life.
-----

Lavafume Invoker
{2}{R}
Creature -- Goblin Shaman
2/2
{8}: Creatures you control get +3/+0 until end of turn.

* Only creatures you control as the activated ability resolves are  affected.
-----

Lay Bare
{2}{U}{U}
Instant
Counter target spell. Look at its controller's hand.

* If the targeted spell is an illegal target by the time Lay Bare  resolves, Lay Bare is countered. You won't look at its controller's  hand.
-----

Lighthouse Chronologist
{1}{U}
Creature -- Human Wizard
1/3
Level up {U} ({U}: Put a level counter on this. Level up only as a  sorcery.)
LEVEL 4-6
2/4
LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra  turn after this one.

* In a two-player game, if you have a level 7 Lighthouse Chronologist  and there are no other extra-turn effects, the game will proceed like  this (with extra turns in brackets): your turn, your opponent's turn,  [your turn], your turn, your opponent's turn, [your turn], your turn,  your opponent's turn, and so on.

* In a four-player game, if you have a level 7 Lighthouse Chronologist  and there are no other extra-turn effects, the game will proceed like  this (with extra turns in brackets):  your turn, opponent A's turn,  [your turn], opponent B's turn, [your turn], opponent C's turn, [your  turn], your turn, opponent A's turn, and so on. The same principle  applies to a multiplayer game with a different number of players.

* The effects of multiple level 7 Lighthouse Chronologists are  cumulative. If you control two of them in a two-player game, you'll take  three turns for each turn your opponent takes.

* In a two-player game, if you and your opponent each control a level 7  Lighthouse Chronologist, they'll essentially cancel each other out and  you'll alternate turns. Since all the turns you'd be taking are extra  turns created by these abilities, make sure you know whose normal turn  is supposed to be next in case one or both of the Lighthouse  Chronologists leaves the battlefield.

* In a multiplayer game, if multiple players each control a level 7  Lighthouse Chronologist, extra turns may sometimes be created faster  than they can be taken. Keep track of them carefully. If multiple  Chronologist's abilities trigger during the same turn, the player whose  turn would show up sooner in the natural turn order will get the first  extra turn. For example, say Players B and C each control a level 7  Lighthouse Chronologist. Player A takes a turn. The game will proceed  like this (with extra turns in brackets): Player A's current turn,  [Player B's turn], [Player C's turn], [Player B's turn], [Player C's  turn], and so on. Because Players B and C will each add another extra  turn after the other player's extra turn, Player A will not take another  turn as long as both level 7 Lighthouse Chronologists remain on the  battlefield.
-----

Lightmine Field
{2}{W}{W}
Enchantment
Whenever one or more creatures attack, Lightmine Field deals damage to  each of those creatures equal to the number of attacking creatures.

* Lightmine Field's ability triggers when any creatures attack,  including your own.

* Which creatures are dealt damage is based on which creatures were  declared as attackers during the declare attackers step.

* How much damage each of those creatures is dealt is based how many  creatures are attacking at the time the ability resolves.

* For example: If a creature attacks but is removed from combat before  Lightmine Field's ability resolves (because it would be destroyed and  regenerates, perhaps), that creature is dealt damage by Lightmine Field  but isn't counted when determining the amount of damage. On the other  hand, if a creature is put onto the battlefield attacking (due to  Preeminent Captain's ability, perhaps), it isn't dealt damage by  Lightmine Field, but it is counted when determining the amount of  damage.
-----

Linvala, Keeper of Silence
{2}{W}{W}
Legendary Creature -- Angel
3/4
Flying
Activated abilities of creatures your opponents control can't be  activated.

* Linvala's ability affects only creatures on the battlefield. Activated  abilities that work in other zones (such as cycling or unearth) can  still be activated.

* No abilities of creatures your opponents control can be activated,  including mana abilities.

* Triggered abilities and static abilities of creatures your opponents  control work normally.
-----

Lord of Shatterskull Pass
{3}{R}
Creature -- Minotaur Shaman
3/3
Level up {1}{R} ({1}{R}: Put a level counter on this. Level up only as a  sorcery.)
LEVEL 1-5
6/6
LEVEL 6+
6/6
Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each  creature defending player controls.

* The last ability triggers and resolves during the declare attackers  step, before blockers are declared.

* In a multiplayer game, the only player affected by the last ability is  the one Lord of Shatterskull Pass is attacking (or the one who controls  the planeswalker Lord of Shatterskull Pass is attacking).

* If a level 6 Lord of Shatterskull Pass attacks in a Two-Headed Giant  game, its controller chooses which one of the defending players is  affected by its ability. The choice is made as the ability resolves.
-----

Luminous Wake
{2}{W}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature attacks or blocks, you gain 4 life.

* The controller of Luminous Wake (who is not necessarily the controller  of the enchanted creature) controls the triggered ability and gains  life when it resolves. In other words, if you enchant your opponent's  creature with Luminous Wake, you -- not your opponent -- gain life  whenever that creature attacks or blocks.

* When the enchanted creature blocks, Luminous Wake's ability triggers  just once, even if that creature somehow blocked multiple attacking  creatures.
-----

Lust for War
{2}{R}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature becomes tapped, Lust for War deals 3 damage  to that creature's controller.
Enchanted creature attacks each turn if able.

* Lust for War's triggered ability triggers when the enchanted creature  becomes tapped for any reason, not just when it attacks.

* If, during its controller's declare attackers step, the enchanted  creature is tapped, is affected by a spell or ability that says it can't  attack, or is affected by "summoning sickness," then that creature  doesn't attack. If there's a cost associated with having that creature  attack, its controller isn't forced to pay that cost, so the creature  doesn't have to attack in that case either.

* If there are multiple combat phases in a turn, the enchanted creature  must attack only in the first one in which it's able to.
-----

Magmaw
{3}{R}{R}
Creature -- Elemental
4/4
{1}, Sacrifice a nonland permanent: Magmaw deals 1 damage to target  creature or player.

* You may sacrifice Magmaw to pay its own activation cost. If you do,  Magmaw will still deal 1 damage to the targeted creature or player  (unless, for some reason, you targeted Magmaw itself, in which case the  ability will be countered for having no legal targets).
-----

Merfolk Skyscout
{2}{U}{U}
Creature -- Merfolk Scout
2/3
Flying
Whenever Merfolk Skyscout attacks or blocks, untap target permanent.

* When Merfolk Skyscout blocks, its second ability triggers just once,  even if it somehow blocked multiple attacking creatures.

* You may target any permanent with the ability, including Merfolk  Skyscout itself or a permanent that's already untapped.
-----

Might of the Masses
{G}
Instant
Target creature gets +1/+1 until end of turn for each creature you  control.

* The bonus is determined as Might of the Masses resolves. It won't  change if the number of creatures you control changes later in the turn.

* If you target a creature you control with Might of the Masses,  remember to count that one when determining the amount of the bonus.
-----

Momentous Fall
{2}{G}{G}
Instant
As an additional cost to cast Momentous Fall, sacrifice a creature.
You draw cards equal to the sacrificed creature's power, then you gain  life equal to its toughness.

* The sacrificed creature's last known existence on the battlefield is  checked to determine its power and its toughness.
-----

Mortician Beetle
{B}
Creature -- Insect
1/1
Whenever a player sacrifices a creature, you may put a +1/+1 counter on  Mortician Beetle.

* Mortician Beetle's ability triggers whenever any player, including  you, sacrifices a creature because some other spell, ability, or cost  instructed the player to do so. Mortician Beetle itself doesn't allow  you to sacrifice any creatures.
-----

Mul Daya Channelers
{1}{G}{G}
Creature -- Elf Druid Shaman
2/2
Play with the top card of your library revealed.
As long as the top card of your library is a creature card, Mul Daya  Channelers gets +3/+3.
As long as the top card of your library is a land card, Mul Daya  Channelers has "{T}: Add two mana of any one color to your mana pool."

* When playing with the top card of your library revealed, if an effect  tells you to draw several cards, reveal each one before you draw it.

* If the top card of your library changes during the process of casting a  spell or activating an ability, the new top card won't be revealed  until the process of casting the spell or activating the ability ends  (all targets are chosen, all costs are paid, and so on).

* If the top card of your library is both a creature card and a land  card (as Dryad Arbor is), Mul Daya Channelers gets both bonuses.
-----

Narcolepsy
{1}{U}
Enchantment -- Aura
Enchant creature
At the beginning of each upkeep, if enchanted creature is untapped, tap  it.

* Narcolepsy's triggered ability has an "intervening 'if' clause." That  means (1) the ability triggers only if the enchanted creature is  untapped as any player's upkeep begins, and (2) the ability does nothing  if the enchanted creature is already tapped by the time it resolves.

* Narcolepsy doesn't keep the enchanted creature continually tapped. The  creature untaps during its controller's untap step as normal, then is  tapped when Narcolepsy's ability resolves during that upkeep. The  creature may be tapped in response (for example, if it has an activated  ability with {T} in its cost).
-----

Near-Death Experience
{2}{W}{W}{W}
Enchantment
At the beginning of your upkeep, if you have exactly 1 life, you win the  game.

* This ability has an "intervening 'if' clause." That means (1) the  ability triggers only if you have exactly 1 life as your upkeep begins,  and (2) the ability does nothing if your life total is anything other  than 1 by the time it resolves.

* In a Two-Headed Giant game, anything that cares about your life total  checks your team's life total. (This is a change from previous rules.)  You'll win the game if your team has exactly 1 life.
-----

Nighthaze
{B}
Sorcery
Target creature gains swampwalk until end of turn.
Draw a card.

* If the targeted creature is an illegal target by the time the ability  resolves, the ability is countered. You won't draw a card.
-----

Not of This World
{7}
Tribal Instant -- Eldrazi
Counter target spell or ability that targets a permanent you control.
Not of This World costs {7} less to cast if it targets a spell or  ability that targets a creature you control with power 7 or greater.

* The spell or ability you target with Not of This World may have any  number of targets, as long as one of them is a permanent you control.

* Not of This World's first ability checks the current state of the  targets of the spell or ability it's targeting to determine whether one  of them is a permanent you control. For example, say a player casts  Forked Bolt targeting you and a creature you control. If, in response,  another spell or ability causes that creature to no longer be under your  control, then you can't cast Not of This World targeting Forked Bolt.  Alternately, if you cast Not of This World targeting Forked Bolt and, in  response, another spell or ability causes that creature to no longer be  under your control, Not of This World will be countered when it tries  to resolve for having an illegal target.

* Not of This World's second ability checks the current state of the  targets of the spell or ability it's targeting to determine whether one  of them is a creature you control with power 7 or greater. This check is  made as you cast Not of This World, before you activate mana abilities.  It doesn't matter what the power of the creature was at the time the  targeted spell or ability was cast.

* Not of This World doesn't check whether the targets of the spell or  ability it's targeting are currently legal for that spell or ability,  only who controls them and what their power is. For example, say a  player casts Forked Bolt targeting you and a creature you control. If,  in response, another spell or ability causes that creature to gain  shroud, then you can still cast Not of This World targeting Forked Bolt.

* If a spell or ability targets you, but not a permanent you control,  you can't cast Not of This World targeting it. Keep in mind that if a  player casts a spell or activates an ability with the intent of dealing  damage to a planeswalker you control, that spell or ability is actually  targeting you, not that planeswalker.
-----

Oust
{W}
Sorcery
Put target creature into its owner's library second from the top. Its  controller gains 3 life.

* If the targeted creature's owner has one or more cards in his or her  library, that creature is put into that library directly under the top  card.

* If the targeted creature's owner has no cards left in his or her  library, that creature is put into that library as the only card there.

* If the targeted creature is a token, it will cease to exist after it's  put into its owner's library.

* Note that the creature's controller, not its owner, is the one who  gains life.

* If the targeted creature is an illegal target by the time Oust  resolves, the spell is countered. No one gains life.
-----

Overgrown Battlement
{1}{G}
Creature -- Wall
0/4
Defender
{T}: Add {G} to your mana pool for each creature with defender you  control.

* Overgrown Battlement's activated ability is a mana ability. No player  can respond to it (such as by destroying a creature with defender).
-----

Pawn of Ulamog
{1}{B}{B}
Creature -- Vampire Shaman
2/2
Whenever Pawn of Ulamog or another nontoken creature you control is put  into a graveyard from the battlefield, you may put a 0/1 colorless  Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice  this creature: Add {1} to your mana pool."

* If multiple nontoken creatures you control (possibly including Pawn of  Ulamog itself) are put into their owners' graveyards at the same time,  Pawn of Ulamog's triggered ability will trigger that many times.

* If you control more than one Pawn of Ulamog and a nontoken creature  you control is put into a graveyard, each of those Pawns' abilities will  trigger. You may put up to that many Eldrazi Spawn tokens onto the  battlefield.
-----

Pennon Blade
{3}
Artifact -- Equipment
Equipped creature gets +1/+1 for each creature you control.
Equip {4}

* As long as you control Pennon Blade, its ability constantly counts the  number of creatures you control. It doesn't matter who controls the  creature it's equipping (in case an opponent somehow manages to take  control of that creature). If you control the creature it's equipping,  the bonus will include that creature too.
-----

Perish the Thought
{2}{B}
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That  player shuffles that card into his or her library.

* If the targeted player's hand is empty, you can't choose a card for  that player to shuffle into his or her library. No shuffle occurs.
-----

Pestilence Demon
{5}{B}{B}{B}
Creature -- Demon
7/6
Flying
{B}: Pestilence Demon deals 1 damage to each creature and each player.

* Pestilence Demon deals 1 damage to itself, as well as to each other  creature and each player.
-----

Phantasmal Abomination
{1}{U}{U}
Creature -- Illusion
5/5
Defender
When Phantasmal Abomination becomes the target of a spell or ability,  sacrifice it.

* If Phantasmal Abomination becomes the target of a spell or ability,  Phantasmal Abomination's ability triggers and goes on the stack on top  of that spell or ability. Phantasmal Abomination's ability will resolve  (causing it to be sacrificed) first. Unless the spell or ability has  another target, it will then be countered when it tries to resolve for  having no legal targets.
-----

Puncturing Light
{1}{W}
Instant
Destroy target attacking or blocking creature with power 3 or less.

* The power of the targeted creature is checked both as you target it  and as Puncturing Light resolves.

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

* A "blocking creature" is one that has been declared as a blocker this  combat, or one that was put onto the battlefield 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 on the battlefield or have  otherwise left combat by then.
-----

Rage Nimbus
{2}{R}
Creature -- Elemental
5/3
Defender, flying
{1}{R}: Target creature attacks this turn if able.

* If, during its controller's declare attackers step, a creature  affected by Rage Nimbus's activated ability is tapped, is affected by a  spell or ability that says it can't attack, or is affected by "summoning  sickness," then that creature doesn't attack. If there's a cost  associated with having that creature attack, its controller isn't forced  to pay that cost, so the creature doesn't have to attack in that case  either.
-----

Raid Bombardment
{2}{R}
Enchantment
Whenever a creature you control with power 2 or less attacks, Raid  Bombardment deals 1 damage to defending player.

* The power of the attacking creature is checked only when the ability  triggers. Once it triggers, Raid Bombardment will deal 1 damage to the  defending player even if the creature's power changes before the ability  resolves.

* If you attack with multiple creatures with power 2 or less, Raid  Bombardment's ability triggers that many times.

* In a multiplayer game, the ability checks who the defending player is  for each individual attacking creature with power 2 or less.

* If Raid Bombardment's ability triggers in a Two-Headed Giant game, the  ability's controller chooses which one of the defending players is  dealt damage. The choice is made as the ability resolves. A different  choice may be made for each ability.
-----

Reality Spasm
{X}{U}{U}
Instant
Choose one -- Tap X target permanents; or untap X target permanents.

* You choose Reality Spasm's mode as you cast it.

* You may target any permanents with Reality Spasm, regardless of  whether they're tapped or untapped.
-----

Realms Uncharted
{2}{G}
Instant
Search your library for four land cards with different names and reveal  them. An opponent chooses two of those cards. Put the chosen cards into  your graveyard and the rest into your hand. Then shuffle your library.

* You may reveal fewer than four land cards if you like. If you reveal  one or two cards, those cards are put into your graveyard. If you reveal  three cards, an opponent will choose two of those cards and you'll put  them into your graveyard; the remaining revealed card is put into your  hand.
-----

Renegade Doppelganger
{1}{U}
Creature -- Shapeshifter
0/1
Whenever another creature enters the battlefield under your control, you  may have Renegade Doppelganger become a copy of that creature until end  of turn. (If it does, it loses this ability for the rest of the turn.)

* When a creature enters the battlefield under your control, you can  choose not to copy it. In that case, Renegade Doppelganger remains 0/1  and still has its triggered ability.

* If Renegade Doppelganger becomes a copy of another creature, that  doesn't count as having a creature enter the battlefield. Renegade  Doppelganger was already on the battlefield; it only changed its  characteristics. If Renegade Doppelganger gains any  enters-the-battlefield triggered abilities, they won't do anything. The  same is true of any "as [this creature] enters the battlefield" or  "[this creature] enters the battlefield with" abilities.

* If Renegade Doppelganger becomes a copy of another creature, it copies  exactly what was printed on that card and nothing more (unless that  card is copying something else or it's a token; see below). It doesn't  copy whether the original creature is tapped or untapped, whether it has  any counters on it or Auras attached to it, or whether it's been  affected by any noncopy effects that changed its power, toughness,  types, color, or so on.

* If Renegade Doppelganger becomes a copy of a creature that is itself  copying something else (for example, if the creature that entered the  battlefield is a Clone), then Renegade Doppelganger becomes a copy of  whatever that creature is copying.

* If Renegade Doppelganger becomes a copy of a token, Renegade  Doppelganger copies the original characteristics of that token as stated  by the effect that put it onto the battlefield. Renegade Doppelganger  doesn't become a token.

* Noncopy effects that have already applied to Renegade Doppelganger  will continue to apply to it after it becomes a copy of something else.  For example, if Giant Growth had given it +3/+3 earlier in the turn,  then it becomes a copy of Runeclaw Bear (a 2/2 creature), it will be a  5/5 Runeclaw Bear.

* During the cleanup step, Renegade Doppelganger's copy effect wears  off. It will go back to being a 0/1 blue creature named Renegade  Doppelganger, and will have its original ability again. Note that this  happens at the same time that damage marked on the Renegade Doppelganger  is removed. If it was dealt damage earlier in the turn, this damage  will not cause Renegade Doppelganger to be destroyed when its copy  effect wears off.

* If a creature enters the battlefield under your control and Renegade  Doppelganger's ability triggers, it can become a copy of that creature  when the ability resolves even if that creature has left the battlefield  by then. If it has, its last existence on the battlefield is checked to  see what it was (specifically, if it was itself or if it was copying  something else).

* If Renegade Doppelganger becomes a copy of a legendary creature, both  creatures will be put into the graveyard as a state-based action (unless  one has left the battlefield before the Doppelganger's ability  resolves).

* Renegade Doppelganger's ability isn't targeted. It can copy a creature  with shroud or protection.

* If the creature Renegade Doppelganger copies has an ability that  triggers at the beginning of the end step, that ability will trigger and  resolve before Renegade Doppelganger's copy effect wears off.

* If Renegade Doppelganger becomes a copy of a creature with an ability  that causes you to make a choice (such as naming a card or choosing a  color) as it enters the battlefield, and another ability that refers to  that choice, those abilities of the Doppelganger won't do anything. You  won't have the chance to make a choice since the Doppelganger is already  on the battlefield, so the value of that choice is undefined.

* If Renegade Doppelganger and another creature enter the battlefield  under your control at the same time, Renegade Doppelganger's ability  will trigger. When the ability resolves, Renegade Doppelganger can  become a copy of that creature.

* If multiple creatures enter the battlefield under your control at the  same time, Renegade Doppelganger's ability will trigger once for each of  them. You choose the order that those abilities will resolve. It's  possible to have Renegade Doppelganger become a copy of something,  activate an activated ability of that creature, then have it become a  copy of something else under this scenario. The last ability that  resolves that you choose to use determines what it ends up a copy of.
-----

Repay in Kind
{5}{B}{B}
Sorcery
Each player's life total becomes the lowest life total among all  players.

* For a player's life total to become a certain number that's lower than  his or her current life total, what actually happens is that the player  loses the appropriate amount of life. For example, if the lowest life  total in the game is 5 and another player has 12 life, Repay in Kind  will cause that player to lose 7 life. Abilities that interact with life  loss will interact with this effect accordingly.

* In a Two-Headed Giant game, anything that cares about a player's life  total checks the life total of that player's team. In addition, if an  effect would cause the life total of each member of a team to become a  certain number, that team chooses one of its members. On that team, only  that player is affected, then the life total change is applied to the  entire team. (These are changes from previous rules.) For example, if  one team has 13 life and another team has 21 life, the team with the  higher life total chooses one of its members and Repay in Kind causes  that player to lose 8 life, thus causing that team's life total to also  be 13.
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Repel the Darkness
{2}{W}
Instant
Tap up to two target creatures.
Draw a card.

* You may target zero, one, or two creatures. The creatures don't need  to be untapped.

* If you target zero creatures, Repel the Darkness can't be countered  for having no legal targets. When it resolves, all that happens is that  you draw a card.

* If you target one creature and that target is illegal as Repel the  Darkness resolves, the spell is countered. You don't draw a card.

* If you target two creatures and they're both illegal as Repel the  Darkness resolves, the spell is countered; you don't draw a card. If  just one is illegal, the spell does resolve; the remaining legal target  becomes tapped (if it's untapped at that time) and you draw a card.
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Sarkhan the Mad
{3}{B}{R}
Planeswalker -- Sarkhan
7
[0]: Reveal the top card of your library and put it into your hand.  Sarkhan the Mad deals damage to himself equal to that card's converted  mana cost.
[-2]: Target creature's controller sacrifices it, then that player puts a  5/5 red Dragon creature token with flying onto the battlefield.
[-4]: Each Dragon creature you control deals damage equal to its power  to target player.

* Unlike previous planeswalkers, Sarkhan the Mad has no way to raise his  loyalty.

* Once the first ability starts to resolve and you reveal the top card  of your library (and see how much damage Sarkhan the Mad deals to  himself), it's too late to respond.

* The first ability causes Sarkhan to deal damage directly to himself,  resulting in that many loyalty counters being removed from him. The  damage would never have been dealt to you, so prevention effects that  would prevent damage from being dealt to you won't affect it.

* If the targeted creature is an illegal target by the time the second  ability resolves, the ability is countered. The player won't get a  Dragon token.

* If the targeted creature is a legal target by the time the second  ability resolves but its controller can't sacrifice it (due to Tajuru  Preserver, perhaps), the ability continues to resolve. That player gets a  Dragon token.

* You choose a single target as you activate the third ability. All your  Dragons deal damage to that player.

* If you target an opponent with the third ability, you choose  separately for each Dragon creature you control whether or not to  redirect the damage dealt by that Dragon to a planeswalker that player  controls.

* If two or more planeswalkers on the battlefield share a planeswalker  subtype, all are put into their owners' graveyards. This means that if  Sarkhan Vol and Sarkhan the Mad are on the battlefield, both are put  into their owners' graveyards.
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Sea Gate Oracle
{2}{U}
Creature -- Human Wizard
1/3
When Sea Gate Oracle enters the battlefield, look at the top two cards  of your library. Put one of them into your hand and the other on the  bottom of your library.

* If there's only one card in your library as this ability resolves,  you'll put it into your hand.
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3 years ago  ::  Apr 13, 2010 - 4:05PM #3
Natedogg
  • Niftily helpful
  • DCI Level 2 Judge
Date Joined: Mar 16, 2001
Posts: 3,932
See Beyond
{1}{U}
Sorcery
Draw two cards, then shuffle a card from your hand into your library.

* The card you shuffle into your library may be any card from your hand.  It doesn't have to be one of the cards you drew with the spell.

* You have to shuffle a card from your hand into your library even if  you don't draw any cards (due to replacement effects or Maralen of the  Mornsong's ability, for example). If your hand is empty, you don't  shuffle your library.
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Shrivel
{1}{B}
Sorcery
All creatures get -1/-1 until end of turn.

* Only creatures on the battlefield as Shrivel resolves are affected.
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Smite
{W}
Instant
Destroy target blocked creature.

* 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 on the  battlefield or have otherwise left combat by then.
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Snake Umbra
{2}{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals  damage to an opponent, you may draw a card."
Totem armor (If enchanted creature would be destroyed, instead remove  all damage from it and destroy this Aura.)

* Snake Umbra grants the triggered ability to the creature. It triggers  whenever the enchanted creature deals damage to an opponent of its  controller (who is not necessarily an opponent of the Aura's  controller). In other words, if your Snake Umbra winds up enchanting  your opponent's creature, that opponent will draw a card whenever that  creature damages you.

* The ability triggers when the enchanted creature deals any damage, not  just combat damage.
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Soul's Attendant
{W}
Creature -- Human Cleric
1/1
Whenever another creature enters the battlefield, you may gain 1 life.

* If Soul's Attendant and another creature enter the battlefield at the  same time, Soul's Attendant's ability will trigger.
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Soulsurge Elemental
{3}{R}
Creature -- Elemental
*/1
First strike
Soulsurge Elemental's power is equal to the number of creatures you  control.

* Soulsurge Elemental's power is continuously calculated, regardless of  where it is. If it's on the battlefield, it counts itself.
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Spawnsire of Ulamog
{10}
Creature -- Eldrazi
7/11
Annihilator 1 (Whenever this creature attacks, defending player  sacrifices a permanent.)
{4}: Put two 0/1 colorless Eldrazi Spawn creature tokens onto the  battlefield. They have "Sacrifice this creature: Add {1} to your mana  pool."
{20}: Cast any number of Eldrazi cards you own from outside the game  without paying their mana costs.

* You cast Eldrazi cards from outside the game as part of the resolution  of Spawnsire of Ulamog's last ability. You may cast those cards in any  order. Timing restrictions based on the card's type (such as creature or  sorcery) are ignored. Other restrictions are not (such as the one from  Rule of Law). You cast all of the cards you like, putting them onto the  stack, then the ability finishes resolving. The spells you cast this way  will then resolve as normal, one at a time, in the opposite order that  they were put on the stack. They'll remain in the game for the remainder  of that game.

* If you cast a card "without paying its mana cost," you can't pay any  alternative costs. On the other hand, if the card has additional costs,  you may pay those.

* In a casual game, the cards you cast from outside the game come from  your personal collection. In a sanctioned event, those cards must come  from your sideboard. Note that you can't cast cards from exile this way;  exile is a zone in the game.
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Sphinx-Bone Wand
{7}
Artifact
Whenever you cast an instant or sorcery spell, you may put a charge  counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage  equal to the number of charge counters on it to target creature or  player.

* If you cast an instant or sorcery spell, Sphinx-Bone Wand's ability  triggers and goes on the stack on top of it. The ability will resolve  before the spell does.

* If the targeted creature or player is an illegal target by the time  the ability resolves, the ability is countered. You won't put a charge  counter on Sphinx-Bone Wand and it won't deal damage.

* If Sphinx-Bone Wand leaves the battlefield before its ability  resolves, you won't be able to put a charge counter on it. As a result,  it won't deal damage.
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Splinter Twin
{2}{R}{R}
Enchantment -- Aura
Enchant creature
Enchanted creature has "{T}: Put a token that's a copy of this creature  onto the battlefield. That token has haste. Exile it at the beginning of  the next end step."

* Splinter Twin grants an activated ability to the enchanted creature.  That creature's controller (who is not necessarily the Aura's  controller) can activate it. The creature's controller is the player who  gets the token.

* The token that's put onto the battlefield copies exactly what's  printed on the enchanted creature (unless that creature is copying  something else or it's a token; see below), plus it has haste. It  doesn't copy whether the enchanted creature is tapped or untapped,  whether it has any counters on it or Auras attached to it, or whether  it's been affected by any noncopy effects that changed its power,  toughness, types, color, or so on. In particular, it doesn't copy the  ability granted to the enchanted creature by Splinter Twin.

* If the enchanted creature is copying something else when the ability  resolves (for example, if it's a Renegade Doppelganger), then the token  enters the battlefield as a copy of whatever the enchanted creature is  copying, plus it has haste.

* If the enchanted creature is a token, the new token copies the  characteristics of the original token as stated by the effect that put  it onto the battlefield, plus it has haste.

* If the enchanted creature has {X} in its mana cost (such as Protean  Hydra), X is considered to be zero.

* Any enters-the-battlefield abilities of the enchanted creature will  trigger when the token is put onto the battlefield. Any "as [this  creature] enters the battlefield" or "[this creature] enters the  battlefield with" abilities of the enchanted creature will also work.

* The token will not be kicked, even if the creature it's copying was.

* If you activate the ability and the enchanted creature leaves the  battlefield before the ability resolves, you still get a token. The  enchanted creature's last existence on the battlefield is checked to see  what it was (specifically, if it was itself or if it was copying  something else).

* If the enchanted creature is legendary, that creature and the token  will both be put into the graveyard as a state-based action (unless the  enchanted creature has left the battlefield before activated ability  resolves).

* The token is exiled at the beginning of the next end step regardless  of who controls it at that time, or whether Splinter Twin or the  enchanted creature is still on the battlefield at that time.

* If the ability is activated during a turn's end step, the token will  be exiled at the beginning of the following turn's end step.

* If the token isn't exiled when the delayed triggered ability resolves  (due to Stifle, perhaps), it remains on the battlefield indefinitely. It  continues to have haste.
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Stalwart Shield-Bearers
{1}{W}
Creature -- Human Soldier
0/3
Defender
Other creatures you control with defender get +0/+2.

* Stalwart Shield-Bearers continually checks which creatures you control  have defender and gives the bonus only to them. If an effect causes a  creature with defender to lose defender (as Shoal Serpent does),  Stalwart Shield-Bearers stops giving it the bonus for as long as it  doesn't have defender. On the other hand, if a spell or ability causes a  creature to be able to attack as though it didn't have defender (as  Warmonger's Chariot does), Stalwart Shield-Bearers continues to give it  the bonus because it never actually loses the defender ability.
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Suffer the Past
{X}{B}
Instant
Exile X target cards from target player's graveyard. For each card  exiled this way, that player loses 1 life and you gain 1 life.

* The life that's lost and the life that's gained are based on the  number of cards that are actually exiled, not on the value of X (in case  any of the targeted cards somehow leave the graveyard in response and  thus can't be exiled this way).

* If the targeted player becomes an illegal target by the time Suffer  the Past resolves but the targeted cards don't, you still exile the  cards and gain life. The player won't be lose any life, though.

* Suffer the Past's effect causes a single life-gain event, not a number  of separate ones. This matters for cards such as Cradle of Vitality.
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Surrakar Spellblade
{1}{U}{U}
Creature -- Surrakar
2/1
Whenever you cast an instant or sorcery spell, you may put a charge  counter on Surrakar Spellblade.
Whenever Surrakar Spellblade deals combat damage to a player, you may  draw X cards, where X is the number of charge counters on it.

* If you cast an instant or sorcery spell, Surrakar Spellblade's first  ability triggers and goes on the stack on top of it. The ability will  resolve before the spell does.

* When Surrakar Spellblade's second ability resolves, you either draw a  card for each charge counter on it or you draw no cards at all.

* If Surrakar Spellblade leaves the battlefield after its second ability  triggers but before it resolves, its last existence on the battlefield  is checked to determine how many charge counters were on it.
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Surreal Memoir
{3}{R}
Sorcery
Return an instant card at random from your graveyard to your hand.
Rebound (If you cast this spell from your hand, exile it as it resolves.  At the beginning of your next upkeep, you may cast this card from exile  without paying its mana cost.)

* Surreal Memoir isn't targeted. You don't choose an instant card at  random from your graveyard until it resolves. Once you randomly select a  card, it's too late for players to respond.

* If you have only one instant card in your graveyard as Surreal Memoir  resolves, that's the one you'll return to your hand.

* If you're playing a format involving only cards from the _Urza's  Saga_(TM) set and later, you may change the order of your graveyard at  any time. That means the easiest way to choose an instant card at random  from your graveyard is to take all the instant cards in your graveyard,  turn them face down, shuffle them, and pick a card. Then you just put  the rest back.

* If you're playing a format involving cards printed earlier than the  _Urza's Saga_ set, you may not reorder your graveyard. In this case, you  need to be more careful when selecting an instant card at random,  perhaps by using dice, writing the names of the instant cards on slips  of paper and choosing one of them randomly, or carefully noting the  existing graveyard order so you can reestablish it after performing the  method suggested above, for example.

* If you have multiple instant cards in your graveyard with the same  name, and one of them is being targeted by another spell on the stack or  is enchanted (with Spellweaver Volute, for example), you must  differentiate them so you know which one (if any) is chosen at random.  In that case, it may be better to use dice or another method that allows  you to differentiate between the instant cards to choose one at random.

* All players get to see which card you chose at random.
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Survival Cache
{2}{W}
Sorcery
You gain 2 life. Then if you have more life than an opponent, draw a  card.
Rebound (If you cast this spell from your hand, exile it as it resolves.  At the beginning of your next upkeep, you may cast this card from exile  without paying its mana cost.)

* In a Two-Headed Giant game, anything that cares about your life total  checks the life total of your team. (This is a change from previous  rules.) For example, say that your team has 10 life and your opponent's  team has 11 life when you cast Survival Cache. You'll gain 2 life, so  your team's life total becomes 12. Since your life total (12) is greater  than an opponent's life total (11), you'll draw a card.
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Tajuru Preserver
{1}{G}
Creature -- Elf Shaman
2/1
Spells and abilities your opponents control can't cause you to sacrifice  permanents.

* As a spell or ability an opponent controls resolves, if it would force  you to sacrifice a permanent (as the annihilator ability does), you  just don't. That part of the effect does nothing. If that spell or  ability gives you the option to sacrifice a permanent (as Prowling  Pangolin's ability does), you can't take that option.

* If a spell or ability an opponent controls instructs you to perform an  action unless you sacrifice a permanent (as Ogre Marauder does), you  can't choose to sacrifice a permanent. You must perform the action. On  the other hand, if a spell or ability an opponent controls instructs you  to sacrifice a permanent unless you perform an action (as Rishadan  Brigand does), you can choose whether or not to perform the action. If  you don't perform the action, nothing happens, since you can't sacrifice  any permanents.

* You may still sacrifice permanents to pay the costs of spells you cast  and abilities you activate, or because a resolving spell or ability you  control instructs or allows you to do so. Notably, you may still  sacrifice Eldrazi Spawn creature tokens for mana.

* You may sacrifice a permanent to pay the activation cost of an  ability, even if that ability comes from a permanent an opponent  controls (such as Excavation).

* You may sacrifice a permanent as a special action, even if the effect  that allows you to do so comes from an opponent's permanent (such as  Damping Engine or Volrath's Curse). No one controls special actions.

* This ability affects only sacrifices. It won't stop a creature from  being put into the graveyard due to lethal damage or having 0 toughness,  and it won't stop a permanent from being put into the graveyard due to  the "legend rule" or the "planeswalker uniqueness rule." None of these  are sacrifices; they're the result of game rules.
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Thought Gorger
{2}{B}{B}
Creature -- Horror
2/2
Trample
When Thought Gorger enters the battlefield, put a +1/+1 counter on it  for each card in your hand. If you do, discard your hand.
When Thought Gorger leaves the battlefield, draw a card for each +1/+1  counter on it.

* As Thought Gorger's first ability resolves, putting a +1/+1 counter on  it for each card in your hand is mandatory. The effect says "if you do"  because performing that action might be impossible. If Thought Gorger  has left the battlefield by the time the ability resolves, you can't put  any +1/+1 counters on it, so you won't discard your hand.

* When Thought Gorger's second ability resolves, its last existence on  the battlefield is checked to see how many +1/+1 counters it had on it.  All of them are counted, not just the ones put on it by its  enters-the-battlefield ability.

* Once an ability starts to resolve, it's too late to respond to it. For  example, you can't count a card in your hand while determining how many  +1/+1 counters Thought Gorger gets and then cast it in response. If a  card is counted, it'll be discarded.
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Time of Heroes
{1}{W}
Enchantment
Each creature you control with a level counter on it gets +2/+2.

* Each creature you control with a level counter on it gets just +2/+2,  regardless of how many level counters it has. It doesn't get the bonus  for each counter.

* Time of Heroes affects any creature you control with a level counter  on it, not just levelers. (Of course, it's pretty hard to get level  counters onto a creature that's not a leveler, but it can be done with  copy effects, Fate Transfer, or Quicksilver Elemental, among other  possibilities.)
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Training Grounds
{U}
Enchantment
Activated abilities of creatures you control cost up to {2} less to  activate. This effect can't reduce the amount of mana an ability costs  to activate to less than one mana.

* Training Grounds won't affect a cost that isn't the cost to activate a  creature's activated ability. For example, it won't affect Flameblast  Dragon's {X}{R} cost, since that's a cost paid when a triggered ability  resolves, and it won't affect a kicker cost, since that's an additional  cost to cast a spell. Activated ability costs appear before a colon (icon7.gif in a card's rules text, or,  in the case of some keywords, before a colon in reminder text.

* Training Grounds affects only creatures you control on the  battlefield. The costs of activated abilities that work in other zones  (such as cycling or unearth) won't be reduced.

* Training Grounds won't affect the part of an activation cost  represented by colored mana symbols or snow mana symbols. It also won't  affect nonmana parts of an activation cost, if there are any.

* Training Grounds can reduce the part of an activation cost represented  by generic mana symbols down to nothing, as long as it still costs at  least one mana. For example, if an activation cost is {2}{G}, you'd have  to pay only {G}. If an activation cost is {2}, though, you'd still have  to pay {1}.

* Training Grounds can reduce the amount you pay for a creature's  activated ability cost that includes {X}. For example, Drana, Kalastria  Bloodchief has an activated ability that costs {X}{B}{B}. If you control  Training Grounds and you activate the ability with X equal to 5, you'll  have to pay only {3}{B}{B}. This is true even if the ability states  that {X} must be paid with a certain color of mana, as Crimson  Hellkite's ability does.

* If an activated ability of a creature you control costs no generic  mana to activate (for example, if it costs {R}{R}, it costs {0}, or it  costs only nonmana actions such as {T} or "Sacrifice a creature"),  Training Grounds simply won't affect it. In particular, it won't  increase the cost to include a mana payment of {1}.

* Training Grounds takes the total cost to activate a creature's  activated ability into account, not just the cost printed on it. For  example, Furnace Spirit has an activated ability that costs {R}, and  Suppression Field says "Activated abilities cost {2} more to activate  unless they're mana abilities." Since activating Furnace Spirit's  activated ability would now cost {2}{R}, Training Grounds reduces that  cost back to {R}.

* You may choose not to apply Training Ground's cost reduction effect.  You may also choose to apply only part of it (causing an activated  ability of a creature you control to cost just {1} less to activate).
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Traitorous Instinct
{3}{R}
Sorcery
Gain control of target creature until end of turn. Untap that creature.  Until end of turn, it gets +2/+0 and gains haste.

* You may target a creature you already control. You may target a  creature that's already untapped.
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Transcendent Master
{1}{W}{W}
Creature -- Human Cleric Avatar
3/3
Level up {1} ({1}: Put a level counter on this. Level up only as a  sorcery.)
LEVEL 6-11
6/6
Lifelink
LEVEL 12+
9/9
Lifelink
Transcendent Master is indestructible.

* 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 on the  battlefield, or if its toughness is 0 or less.
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Tuktuk the Explorer
{2}{R}
Legendary Creature -- Goblin
1/1
Haste
When Tuktuk the Explorer is put into a graveyard from the battlefield,  put a legendary 5/5 colorless Goblin Golem artifact creature token named  Tuktuk the Returned onto the battlefield.

* Both Tuktuk the Explorer and Tuktuk the Returned are legendary  creatures. However, since they have different names, one of each may  coexist on the battlefield without being affected by the "legend rule."
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Ulamog, the Infinite Gyre
{11}
Legendary Creature -- Eldrazi
10/10
When you cast Ulamog, the Infinite Gyre, destroy target permanent.
Annihilator 4 (Whenever this creature attacks, defending player  sacrifices four permanents.)
Ulamog is indestructible.
When Ulamog is put into a graveyard from anywhere, its owner shuffles  his or her graveyard into his or her library.

* 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 on the  battlefield, or if its toughness is 0 or less.

* See also "New Keyword Ability: Annihilator," "Theme: 'When you cast  [this creature] abilities,'" and "Theme: Legendary Eldrazi" in the  General Notes section of this FAQ.
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Ulamog's Crusher
{8}
Creature -- Eldrazi
8/8
Annihilator 2 (Whenever this creature attacks, defending player  sacrifices two permanents.)
Ulamog's Crusher attacks each turn if able.

* If, during your declare attackers step, Ulamog's Crusher is tapped, is  affected by a spell or ability that says it can't attack, or is  affected by "summoning sickness," then it doesn't attack. If there's a  cost associated with having Ulamog's Crusher attack, you aren't forced  to pay that cost, so it doesn't have to attack in that case either.

* If there are multiple combat phases in a turn, Ulamog's Crusher must  attack only in the first one in which it's able to.
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Umbra Mystic
{2}{W}
Creature -- Human Wizard
2/2
Auras attached to permanents you control have totem armor. (If an  enchanted permanent you control would be destroyed, instead remove all  damage from it and destroy an Aura attached to it.)

* All _Rise of the Eldrazi_ cards printed with totem armor are Auras  with "enchant creature." But Umbra Mystic grants totem armor to Auras  attached to any permanent you control, not just creatures. The ability  works the same way even if the Aura is enchanting a land, an artifact,  or any other permanent.

* Umbra Mystic grants totem armor to Auras attached to permanents you  control, regardless of who controls those Auras. Conversely, it doesn't  grant totem armor to Auras you control that are attached to permanents  controlled by other players.

* If a permanent you control would be destroyed, and it's enchanted by  an Aura with totem armor, it doesn't matter who controls that Aura. The  totem armor effect is mandatory. If that permanent is enchanted by  multiple Auras, you choose which one is destroyed, regardless of who  controls them.

* Say you control a permanent that's enchanted by an Aura you control,  and that Aura is itself enchanted by an Aura. If the permanent would be  destroyed, instead the first Aura is destroyed . . . but since that Aura  would be destroyed, instead the second Aura is destroyed.

* Multiple instances of totem armor on the same Aura are redundant.
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Unified Will
{1}{U}
Instant
Counter target spell if you control more creatures than that spell's  controller.

* Whether you control more creatures than the targeted spell's  controller is checked only as Unified Will resolves. If that player  controls more creatures than you at this time, or you each control the  same amount, Unified Will simply doesn't do anything.
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Valakut Fireboar
{4}{R}
Creature -- Elemental Boar
1/7
Whenever Valakut Fireboar attacks, switch its 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 Valakut  Fireboar's power and toughness are switched, then it gets +2/+0 until  end of turn, it will be 7/3 that turn.
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Vendetta
{B}
Instant
Destroy target nonblack creature. It can't be regenerated. You lose life  equal to that creature's toughness.

* If the targeted creature is an illegal target by the time Vendetta  resolves, the spell is countered. You won't lose life.

* The destroyed creature's last existence on the battlefield is checked  to determine its toughness.

* If the targeted creature isn't destroyed due to totem armor's effect,  Vendetta continues to resolve. You lose life equal to the creature's  current toughness (after the Aura with totem armor has been destroyed).
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Vengevine
{2}{G}{G}
Creature -- Elemental
4/3
Haste
Whenever you cast a spell, if it's the second creature spell you cast  this turn, you may return Vengevine from your graveyard to the  battlefield.

* If you cast your second creature spell in a turn and Vengevine is in  your graveyard, Vengevine's second ability triggers and goes on the  stack on top of it. The ability will resolve, allowing you to return  Vengevine to the battlefield, before the creature spell does.

* Vengevine's triggered ability works only if Vengevine is already in  your graveyard as you finish casting your second creature spell in a  turn, and it remains there continuously until the ability resolves.

* Vengevine doesn't need to be in your graveyard as you start casting  your second creature spell in a turn, only as you finish. This matters  if you sacrifice a Vengevine on the battlefield while casting that  creature spell, perhaps to pay a cost of that spell or a cost of a mana  ability.

* Vengevine's triggered ability checks the card types of the spells you  cast over the course of the entire turn, not just the ones you cast  while Vengevine is in your graveyard. For example, if you cast a  creature spell, then Vengevine is put into your graveyard, then you cast  another creature spell, Vengevine's ability triggers.

* Vengevine's ability triggers only for the second creature spell you  cast in a turn. It won't trigger for the third, fourth, or so on. It  also doesn't matter how many noncreature spells you cast in a turn; the  ability counts just the creature spells.
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Warmonger's Chariot
{2}
Artifact -- Equipment
Equipped creature gets +2/+2.
As long as equipped creature has defender, it can attack as though it  didn't have defender.
Equip {3}

* The second ability doesn't cause the equipped creature to lose  defender. It just lets it attack.

* If the equipped creature doesn't have defender, the second ability  simply doesn't affect it.
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World at War
{3}{R}{R}
Sorcery
After the first postcombat main phase this turn, there's an additional  combat phase followed by an additional main phase. At the beginning of  that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves.  At the beginning of your next upkeep, you may cast this card from exile  without paying its mana cost.)

* As long as World at War resolves before the first postcombat main  phase of a turn ends, it will have its full effect. That will happen in  most cases, since it's a sorcery (meaning it's probably cast during the  first or second main phase of a turn), and it has rebound (meaning it'll  be cast during your upkeep). If, however, it's cast later than that, it  won't create any new phases. For example, if one World at War creates a  second combat phase and a third main phase in a turn, then a second  World at War is cast during that third main phase, no additional phases  are created. The rebound effect still works, though.

* Multiple World at War effects are cumulative, as long as they're cast  early enough. The first one modifies the turn structure to this:  beginning phase, precombat main phase, combat phase, postcombat main  phase, [new combat phase], [new postcombat main phase], ending phase.  Each subsequent one inserts another combat phase and main phase into the  turn after the original postcombat main phase and before the newest  combat phase.

* Unlike other similar cards (such as Relentless Assault), World at War  doesn't untap the creatures that have attacked this turn when it  resolves. Rather, those creatures untap when the new combat phase  created by the spell begins. All creatures that attacked this turn  untap, regardless of which combat phase they attacked in (if there have  been more than one) or who controls them (if you're playing a Two-Headed  Giant game, for example).

* You don't have to attack with any creatures during the new combat  phase.
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Wrap in Flames
{3}{R}
Sorcery
Wrap in Flames deals 1 damage to each of up to three target creatures.  Those creatures can't block this turn.

* You may target zero, one, two, or three creatures.

* The "can't block" effect applies to each of the targeted creatures --  and only those creatures -- even if Wrap in Flames deals no damage to  one or more of them (due to a prevention effect, for example) or Wrap in  Flames deals damage to a different creature (due to a redirection  effect).

* If any of the targeted creatures is an illegal target by the time Wrap  in Flames resolves, it won't be dealt damage and will be able to block.  The other targeted creatures will still be affected.
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