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3 years ago  ::  Jun 17, 2010 - 10:27PM #1
Natedogg
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Date Joined: Mar 16, 2001
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_Archenemy_(TM) Frequently Asked Questions
Compiled by Mark L.  Gottlieb
Document last modified June 15, 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 As future  sets are released, updates to the _Magic_(TM) rules may cause some of  this information to become outdated.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 _Archenemy_ release consists of four different  game packs: Assemble the Doomsday Machine, Bring About the Undead  Apocalypse, Scorch the World with Dragonfire, and Trample Civilization  Underfoot. Each game pack contains a 60-card traditional _Magic_ deck  and a 20-card scheme deck. There are a total of 45 different scheme  cards overall.

_Archenemy_ official release date: Friday, June  18, 2010.

Release events held June 18-20, 2010. Go to  to find an  event or store near you.
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***Overview***

Archenemy  is a casual variant in which one player assumes the role of the  archenemy, and all the other players team up in an attempt to defeat him  or her. The archenemy is aided by a supplemental deck of oversized  scheme cards, which add powerful effects to the game.

All players  need their own decks (made of traditional _Magic_ cards). The archenemy  also needs his or her own scheme deck, made of at least twenty scheme  cards and with no more than two of any scheme card with a particular  English name.

An Archenemy game is best as a four-player game  (played as a one vs. three matchup) among players with Constructed  decks. Of course, players can set up an Archenemy game as they see fit  (including playing with Limited decks, playing with more people on the  team facing off against the archenemy, and so on). There's even a  Free-for-All variant in which each player is an archenemy!
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***Starting  an Archenemy Game***

An Archenemy game is played between two  "teams." One team is the archenemy by himself or herself. The players  determine, using any means they see fit, which one of them will be the  archenemy that game. The opposing team may have any number of players.  That team will take a shared team turn.

Before the game begins,  each player shuffles his or her traditional _Magic_ deck, then the  archenemy shuffles his or her scheme deck so that the cards are in a  random order. The archenemy's scheme deck is placed face down next to  his or her library.

The archenemy declares whether or not he or  she will take a mulligan first. Then the players on the other team do  the same. Teammates may consult while making their decisions. Then all  mulligans are taken at the same time. (The first time a player takes a  mulligan in a multiplayer game, he or she draws a new hand of seven  cards rather than six cards. Subsequent hands decrease by one card as  normal.) The process then repeats among the players who took mulligans. A  player may take a mulligan even after his or her teammate has decided  to keep his or her opening hand.

The archenemy starts the game  with 40 life. Each other player starts the game with 20 life.

***Playing  an Archenemy Game***

The archenemy takes the first turn of the  game. Since it's a multiplayer game, the archenemy doesn't skip his or  her draw step that turn.

Immediately after the archenemy's  precombat main phase begins during each of his or her turns, that player  sets the top card of his or her scheme deck in motion. This turn-based  action doesn't use the stack. Abilities that trigger as a result of that  scheme being set in motion do use the stack.

The archenemy's  attacking creatures attack individual players and/or planeswalkers, not  the opposing team as a whole. The archenemy can attack more than one  player and/or planeswalker at once. The defending players don't have to  be sitting next to the archenemy to be attacked. As the archenemy  declares attackers, he or she announces which player or planeswalker  each one is attacking.

During the declare blockers step, each  defending player declares blockers. A player's creatures may block only  the creatures that are attacking that player or one of his or her  planeswalkers.

***Taking a Shared Team Turn***

Archenemy  uses the shared team turn option, just as the Two-Headed Giant  multiplayer variant does.

* All players on the opposing team take  their turn at the same time. They all begin their draw steps or their  declare attackers steps at the same time, for example.

* Each  player on the opposing team draws a card during that team's draw step.

*  Each player on the opposing team may play a land during each of that  team's turns.

* Attacking creatures controlled by any member of  the opposing team all attack at the same time. Each one must attack the  archenemy or a planeswalker the archenemy controls. Players can never  attack themselves or a teammate.

* The "active team" is the team  whose turn it is. That may be the archenemy, or it may be the opposing  team.

* The opposing team as a whole (rather than the individual  players on it) gets priority. If that team has priority, any player on  that team may cast a spell, activate an ability, or take a special  action. If no player on that team wishes to do anything, the team passes  priority.

* The player seated in the opposing team's rightmost  seat (from their perspective) is its primary player. Whenever possible,  each player on that team makes his or her own choices. However, if the  players on that team fail to agree on a choice, such as which creatures  attack or what order triggered abilities are put on the stack, the  primary player makes that choice.

* Although the opposing team's  turn is shared, its resources (cards in hand, mana, and so on) are not  shared. Teammates may review each other's hands and discuss strategies  at any time. Teammates can't manipulate each other's cards or  permanents.

* Each player on the opposing team is an individual  with his or her own life total. If one of those players leaves the game,  the rest of the players continue to play.

* If each player would  make choices and/or take actions at the same time, first each player on  the active team (whether that's the archenemy or the opposing team)  makes any choices required in whatever order they like, then the players  on the other team do the same. Once all choices have been made, the  actions happen simultaneously.

* If an effect instructs more than  one player to draw cards, first each player on the active team (whether  that's the archenemy or the opposing team) performs his or her draws in  whatever order that team likes, then each player on the other team does  the same.

* If multiple triggered abilities have triggered since  the last time a team received priority, first the members of the active  team (whether that's the archenemy or the opposing team) put all  triggered abilities any of them controls on the stack in any order they  choose, then the members of the other team do the same.

* If an  effect gives a player on the opposing team an extra turn, or adds a  phase or step to that player's turn, that team takes the extra turn,  phase, or step. If an effect causes a player on the opposing team to  skip a step, phase, or turn, that team does so. If a single effect  causes more than one player on the opposing team to add or skip the same  step, phase, or turn, the team adds or skips only that step, phase, or  turn. If an effect causes the archenemy to control another player's  turn, the archenemy controls the opposing team's turn.

***Leaving  the Game***

Unlike in a two-player game, a multiplayer game  continues after a player leaves the game (because that player lost the  game or conceded).

* When a player leaves the game, all  permanents, spells, and other cards owned by that player also leave the  game.

* If that player controlled any abilities or copies of  spells that were waiting to resolve, they cease to exist.

* If  that player controlled any permanents owned by another player, the  effects that gave control of them to the player who left end. If that  doesn't give control of them to a different player (perhaps because they  entered the battlefield under the control of the player who left),  they're exiled.

***Winning the Game***

* The archenemy  wins the game if all of his or her opponents have lost the game, or if  an effect states that that player wins the game.

* The opposing  team wins the game if the archenemy has lost the game, or if an effect  states that a member of that team wins the game.

* If the  opposing team wins the game, each member of that team wins, even those  that had previously lost.
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***Supervillain Rumble  Option***

As an alternative option, an Archenemy game may be  played in which _each_ player is an archenemy.

* Each player must  have his or her own scheme deck.

* There are no teams. Rather,  the players play a Free-for-All game.

* The starting player is  randomly determined. All other rules that apply to the archenemy in an  Archenemy game apply to each player in a Supervillain Rumble game. Most  importantly, each player sets a scheme in motion during each of his or  her precombat main phases.

* A player wins the game when all his  or her opponents have lost the game, or when an effect says that player  wins the game.
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***New Card Type: Scheme***

Scheme  cards are oversized _Magic_ cards that feature the "Archenemy" back (as  opposed to the "Deckmaster" back). Each one represents a dastardly plot  undertaken by the archenemy.

Behold the Power of Destruction
Scheme
When  you set this scheme in motion, destroy all nonland permanents target  opponent controls.

* Scheme cards start the game in a zone called  the "command zone." They remain there throughout the game.

*  Scheme cards have no mana cost. They can't be cast as spells. They're  not permanents. Since scheme cards have no mana costs, they're all  colorless.

* Scheme cards have no subtypes.

* A scheme  card may have any number of static, triggered, and/or activated  abilities. As long as a scheme card is face up in the command zone, its  static abilities affect the game, its triggered abilities may trigger,  and its activated abilities may be activated.

* Scheme cards  refer to themselves as "this scheme" rather than by name.

*  Scheme cards may be "set in motion." To set a scheme in motion, the  archenemy moves the top card off of his or her scheme deck and turns it  face up.

* Most scheme cards have abilities that trigger "When  you set this scheme in motion." When such an ability triggers, it's put  on the stack, then players may respond by casting spells and activating  abilities.

* If a face-up scheme card's "When you set this scheme  in motion" ability is neither on the stack nor waiting to be put on the  stack (either because it resolved, it's been countered, or it left the  stack after triggering because no legal targets could be chosen), that  scheme card is turned face down and put on the bottom of its owner's  scheme deck. This is a state-based action. Ongoing schemes (see below)  are exempt from this.

* Some schemes have the supertype  "ongoing." An ongoing scheme remains face up until an effect causes it  to be "abandoned." To abandon a scheme is to turn it face down and put  it on the bottom of its owner's scheme deck.

* A face-up scheme  card that's turned face down becomes a new object with no relation to  its previous existence.

* The owner of a scheme card is the  player who started the game with it in his or her scheme deck. The  controller of a scheme card is its owner.

* When a scheme card is  turned face up, it gets a new timestamp.

* If an effect would  cause a scheme card to leave the command zone, it doesn't; the scheme  card remains in the command zone. If an effect would bring a scheme card  into the game from outside the game, it doesn't; the scheme card  remains outside the game.
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***Theme: "Hot Seat" Cards***

Some  schemes cause a player to choose self or others. That player must  decide whether to take one for the team, or spread the pain around (and  emerge unscathed!)

Feed the Machine
Scheme
When you set  this scheme in motion, target opponent chooses self or others. If that  player chooses self, he or she sacrifices two creatures. If the player  chooses others, each of your other opponents sacrifices a creature.

*  The targeted player may choose "self" even if he or she can't perform  the resulting action. For example, a player targeted with Feed the  Machine may choose "self" even if he or she controls no creatures.

*  The targeted player may choose "others" even if there are no others  (because all of his or her teammates have lost the game, for example),  or the archenemy's other opponents can't perform the resulting action.

*  In a Supervillain Rumble game, the targeted player may still choose  "others." Each player who isn't the active player or the targeted player  will thus be affected.
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CARD-SPECIFIC NOTES

All  Shall Smolder in My Wake
Scheme
When you set this scheme in  motion, destroy up to one target artifact, up to one target enchantment,  and up to one target nonbasic land.

* You may choose zero, one,  two, or three targets.
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Approach My Molten Realm
Scheme
When  you set this scheme in motion, until your next turn, if a source would  deal damage, it deals double that damage instead.

* The effect  doesn't wear off until just before your next untap step (even if an  effect will cause that untap step to be skipped).

* This ability  applies no matter who or what the damage would be dealt to: a creature, a  player, or a planeswalker. It also doesn't matter who controls the  source.

* If multiple effects modify how damage will be dealt,  the player who would be dealt damage or the controller of the permanent  that would be dealt damage chooses the order to apply the effects. For  example, Mending Hands says, "Prevent the next 4 damage that would be  dealt to target creature or player this turn" and Lava Axe says "Lava  Axe deals 5 damage to target player." Suppose a Lava Axe would deal 5  damage to a player who has cast Mending Hands targeting him or herself.  The player who would be dealt damage can either (a) prevent 4 damage  first and then let this scheme's effect double the remaining 1 damage,  taking 2 damage, or (b) double the damage to 10 and then prevent 4  damage, taking 6 damage.

* If a spell or ability divides damage  among multiple recipients (such as Fireball does), the damage is divided  before this effect doubles it.
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Choose Your Champion
Scheme
When  you set this scheme in motion, target opponent chooses a player. Until  your next turn, only you and the chosen player can cast spells and  attack with creatures.

* The effect doesn't wear off until just  before your next untap step (even if an effect will cause that untap  step to be skipped).

* The player is chosen as the ability  resolves. Once a player is chosen, it's too late for other players to  respond by casting spells.

* The targeted opponent may choose  himself or herself.

* The targeted opponent may choose you. In  that case, only you can cast spells and attack with creatures before  your next turn begins.

* Players other than you and the chosen  player may still perform game actions besides casting spells and  attacking with creatures: They may block with creatures, activate  abilities, perform special actions, and so on.
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Dance,  Pathetic Marionette
Scheme
When you set this scheme in motion,  each opponent reveals cards from the top of his or her library until he  or she reveals a creature card. Choose one of the revealed creature  cards and put it onto the battlefield under your control. Put all other  cards revealed this way into their owners' graveyards.

* You'll  put just one creature card onto the battlefield this way. The other  revealed creature cards, and all the revealed noncreature cards, will  wind up in their owners' graveyards.

* If an opponent has no  creature cards left in his or her library, that player will wind up  revealing his or her entire library and putting it into his or her  graveyard. You'll still get to choose a creature card revealed by  another player.
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The Dead Shall Serve
Scheme
When  you set this scheme in motion, for each opponent, put up to one target  creature card from that player's graveyard onto the battlefield under  your control. Each of those creatures attacks its owner each combat if  able.

* For each opponent, you may choose not to target any  creature cards in that player's graveyard.

* Each of the  creatures you put onto the battlefield this way must attack its owner,  not a planeswalker that player controls.

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

* If one of these creatures can't attack its owner  during any given turn (due to a spell or ability such as Chronomantic  Escape, or because a player on the opposing team has gained control of  it, for example), it may attack another player, attack a planeswalker an  opponent controls, or not attack at all. If there's a cost associated  with having that creature attack its owner, you aren't forced to pay  that cost, so it may attack another player, attack a planeswalker an  opponent controls, or not attack at all.

* If there are multiple  combat phases in a turn, each of these creatures must attack its owner  in each of them that it's able to.
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A Display of My Dark  Power
Scheme
When you set this scheme in motion, until your next  turn, whenever a player taps a land for mana, that player adds one mana  to his or her mana pool of any type that land produced.

* The  ability affects all players, not just you.

* The effect doesn't  wear off until just before your next untap step (even if an effect will  cause that untap step to be skipped).

* The types of mana are  white, blue, black, red, green, and colorless.

* If a land  produces more than one type of mana at a single time (as Boros Garrison  does, for example), the land's controller chooses which one of those  types of mana is produced by the delayed triggered ability.

* If a  land is tapped for mana but doesn't produce any (for example, if you  tap Gaea's Cradle for mana while you control no creatures), the delayed  triggered ability won't produce any mana either.
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Every  Hope Shall Vanish
Scheme
When you set this scheme in motion, each  opponent reveals his or her hand. Choose a nonland card from each of  those hands. Those players discard those cards.

* First you  choose a nonland card in each opponent's hand (if he or she has any).  Then all the chosen cards are discarded at the same time.
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Every  Last Vestige Shall Rot
Scheme
When you set this scheme in motion,  you may pay {X}. If you do, put each nonland permanent target player  controls with converted mana cost X or less on the bottom of its owner's  library.

* You choose the target player when the ability  triggers. As the ability resolves, you choose a value for X and decide  whether to pay {X}. If you do decide to pay {X}, it's too late for any  player to respond since the ability is already in the midst of  resolving.
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I Bask in Your Silent Awe
Ongoing Scheme
(An  ongoing scheme remains face up until it's abandoned.)
Each opponent  can't cast more than one spell each turn.
At the beginning of your  upkeep, if no opponent cast a spell since your last turn ended, abandon  this scheme.

* Players can't respond to the action of setting a  scheme in motion. That means that if this scheme is turned face up, your  opponents can't cast spells before the static ability takes effect.

*  If any of your opponents cast a spell during your upkeep or draw step,  that player can't cast another spell during the turn this scheme is set  in motion.

* The scheme is abandoned if all your opponents  refrain from casting spells during their entire turn, and during your  subsequent upkeep before this scheme's last ability resolves. They may  still activate abilities and perform special actions.
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I  Call on the Ancient Magics
Scheme
When you set this scheme in  motion, each other player searches his or her library for a card,  reveals it, and puts it into his or her hand. Then you search your  library for two cards and put them into your hand. Each player shuffles  his or her library.

* Your opponents each find a card in whatever  order they like. They may consult with each other during this process.  You'll know what cards they've found before you search.

* You  don't reveal the cards you search for.
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I Delight in Your  Convulsions
Scheme
When you set this scheme in motion, each  opponent loses 3 life. You gain life equal to the life lost this way.

*  The amount of life a player can lose is not bounded by his or her life  total. For example, if your opponents have 1, 2, and 10 life,  respectively, when this scheme's ability resolves, each of them will  lose 3 life. This brings their life totals to -2, -1, and 7 life,  respectively. You gain 9 life. Then the first two opponents lose the  game as a state-based action. (If the first two opponents concede before  the triggered ability resolves, however, you'll gain only 3 life.)
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I  Know All, I See All
Ongoing Scheme
(An ongoing scheme remains  face up until it's abandoned.)
Untap all permanents you control  during each opponent's untap step.
At the beginning of each end step,  if three or more cards were put into your graveyard this turn from  anywhere, abandon this scheme.

* As an opponent's untap step  begins, if you control this face-up scheme card, all your permanents  untap during that untap step. You have no choice about what untaps.  Those permanents untap at the same time as the active players'  permanents.

* Since your opponents take a shared team turn, they  all have the same untap step. Your permanents untap just once during  that step, no matter how many opponents you have.

* During an  opponent's untap step, effects that would otherwise cause your  permanents to stay tapped don't apply because they apply only during  *your* untap step. For example, if you control a Deep-Slumber Titan (a  creature that says "Deep-Slumber Titan doesn't untap during your untap  step"), you untap Deep-Slumber Titan during each opponent's untap step.

*  Controlling more than one face-up I Know All, I See All card is  redundant. You can't untap your permanents more than once in a single  untap step.

* The last ability won't trigger at all unless, as an  end step starts, three or more cards have already been put into your  graveyard that turn. Those cards don't still need to be in your  graveyard at that time.

* The last ability of this scheme counts  the number of cards put into your graveyard over the course of the  entire turn, even if it wasn't face up the whole time. Specifically,  during the turn you set this scheme in motion, its last ability will  count cards that were put into your graveyard during your upkeep or draw  step.

* The last ability doesn't count tokens that were put into  your graveyard from the battlefield, because they're not cards. The  same is true for copies of spells that were put into your graveyard when  they resolved or were countered.
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Ignite the Cloneforge!
Scheme
When  you set this scheme in motion, put a token onto the battlefield that's a  copy of target permanent an opponent controls.

* You can target  any permanent an opponent controls, not just a creature.

* The  token that's put onto the battlefield copies exactly what's printed on  the targeted permanent (unless that permanent is copying something else  or it's a token; see below). It doesn't copy whether that permanent 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 the targeted  permanent is copying something else when the ability resolves (for  example, if it's a Clone), then the token enters the battlefield as a  copy of whatever that permanent is copying.

* If the targeted  permanent is a token, the new token copies the characteristics of the  original token as stated by the effect that put it onto the battlefield.

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

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

* If the targeted permanent leaves the  battlefield before the ability resolves, the ability is countered. You  don't get a token.

* If the targeted permanent is legendary or is  a planeswalker, that permanent and the token will both be put into the  graveyard as a state-based action. You don't get a chance to activate  any of the token's abilities.

* If the targeted permanent is an  Aura, you choose a legal permanent, player, or other card for the token  to enchant as it enters the battlefield. A permanent you choose must be  able to be enchanted by the token. (For example, if the Aura it's  copying is red and has "enchant creature," the permanent must be a  creature, and it can't have protection from red.) Since the token Aura  wasn't cast as a spell, it doesn't target what it will enchant; you may  choose something that has shroud, for example. As the ability resolves,  no player can respond between the time you choose what the token will  enchant and the time it enters the battlefield. If you can't choose  something for the token to enchant, it enters the battlefield  unattached, then is put into your graveyard as a state-based action.
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Into  the Earthen Maw
Scheme
When you set this scheme in motion, exile  up to one target creature with flying, up to one target creature without  flying, and all cards from up to one target opponent's graveyard.

*  You may choose zero, one, two, or three targets.
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Introductions  Are in Order
Scheme
When you set this scheme in motion, choose  one — Search your library for a creature card, reveal it, put it into  your hand, then shuffle your library; or you may put a creature card  from your hand onto the battlefield.

* You choose this ability's  mode as you put it on the stack.
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Mortal Flesh Is Weak
Scheme
When  you set this scheme in motion, each opponent's life total becomes the  lowest life total among your opponents.

* 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 among  your opponents is 5 and another opponent has 12 life, this scheme's  ability will cause that player to lose 7 life. Abilities that interact  with life loss will interact with this effect accordingly.
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My  Crushing Masterstroke
Scheme
When you set this scheme in motion,  gain control of all nonland permanents your opponents control until end  of turn. Untap those permanents. They gain haste until end of turn. Each  of them attacks its owner this turn if able.

* Each of those  permanents attacks its owner if able, not necessarily the player you  gained control of it from.

* Any of those permanents that are  creatures at the time your declare attackers step begins must attack its  owner if able. This includes permanents that became creatures after you  gained control of them, such as an animated Chimeric Staff. Any of  those permanents that aren't creatures at that time can't attack.

*  If, during your declare attackers step, one of the creatures you gained  control of this way is tapped or is affected by a spell or ability that  says it can't attack, then it doesn't attack. If there's a cost  associated with having that creature attack, you aren't forced to pay  that cost, so it doesn't have to attack in that case either.

* If  one of those creatures can't attack its owner that turn due to a spell  or ability (such as Chronomantic Escape), you may have it attack another  player, attack a planeswalker an opponent controls, or not attack at  all. If there's a cost with having that creature attack its owner, you  aren't forced to pay that cost, so you may have it attack another  player, attack a planeswalker an opponent controls, or not attack at  all.

* If there are multiple combat phases that turn, each of  those permanents must attack its owner only in the first one in which  it's able to.
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My Genius Knows No Bounds
Scheme
When  you set this scheme in motion, you may pay {X}. If you do, you gain X  life and draw X cards.

* As the ability resolves, you choose a  value for X and decide whether to pay {X}. If you do decide to pay {X},  it's too late for any player to respond since the ability is already in  the midst of resolving.
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My Undead Horde Awakens
Ongoing  Scheme
(An ongoing scheme remains face up until it's abandoned.)
At  the beginning of your end step, you may put target creature card from  an opponent's graveyard onto the battlefield under your control.
When  a creature put onto the battlefield with this scheme is put into a  graveyard, abandon this scheme.

* You put a creature card on the  battlefield this way during the end step of each of your turns. As soon  as any one of those creatures is put back into a graveyard for any  reason, this scheme is abandoned.

* When this scheme is  abandoned, nothing happens to the rest of the creatures that were put  onto the battlefield with it. They simply remain on the battlefield.
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My  Wish Is Your Command
Scheme
When you set this scheme in motion,  each opponent reveals his or her hand. You may choose a noncreature,  nonland card revealed this way and cast it without paying its mana cost.

*  You choose a total of one card, and that card can't be a creature or a  land.

* If you choose a card, you cast it as part of the  resolution of this ability. Timing restrictions based on the card's type  are ignored. Other restrictions are not (such as "Cast [this card] only  during your end step").

* If you choose a card you can't cast  (because there are no legal targets for the spell, for example), nothing  happens to it. It remains in its owner's hand.

* If you cast a  card "without paying its mana cost," the value of any X in the card's  mana cost must be 0. You can't pay any alternative costs for that card.  On the other hand, if the card has optional additional costs (such as  kicker or replicate), you may pay those when you cast the card. If the  card has mandatory additional costs (such as Fling does), you must pay  those when you cast the card.
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Nature Demands an Offering
Scheme
When  you set this scheme in motion, target opponent chooses a creature you  don't control and puts it on top of its owner's library, then repeats  this process for an artifact, an enchantment, and a land. Then the owner  of each permanent chosen this way shuffles his or her library.

*  The targeted opponent may choose a creature he or she controls, or may  choose a creature one of your other opponents controls. The same is true  for each of the other permanent types listed.

* The four  permanents are put on top of their owners' libraries in sequence. That  means that a single artifact creature, for example, can't be chosen as  both the creature and as the artifact.

* If there are no  applicable choices for one of the permanent types, it's simply skipped.  The process is still repeated for the other listed permanent types.

*  If a player owns multiple permanents chosen this way, that player  shuffles his or her library just once.

* The owner of a token  permanent chosen this way still shuffles his or her library, even though  the token ceases to exist.

* If one of the chosen permanents is  controlled by an opponent but owned by you, you'll wind up shuffling  your library.
-----

Nature Shields Its Own
Ongoing Scheme
(An  ongoing scheme remains face up until it's abandoned.)
Whenever a  creature attacks and isn't blocked, if you're the defending player, put a  0/1 green Plant creature token onto the battlefield blocking that  creature.
When four or more creatures attack you, abandon this scheme  at end of combat.

* You're the defending player if a creature is  attacking you or a planeswalker you control.

* For each  unblocked creature attacking you, you must put a Plant token onto the  battlefield blocking it, even if you don't want to.

* The Plant  token blocks the attacking creature even if the block couldn't legally  be declared (for example, if the attacking creature has flying).

*  Putting a blocking creature onto the battlefield doesn't trigger  "Whenever a creature blocks" abilities. It also won't check blocking  restrictions, costs, or requirements.

* Putting a blocking  creature onto the battlefield will trigger "When this creature becomes  blocked by a creature" abilities. It will also trigger "When this  creature becomes blocked" abilities in this case, because the attacking  creature had not yet been blocked that combat.

* The last ability  triggers only if four or more creatures were declared as attackers  during your opponents' declare attackers step. Only creatures attacking  you are counted; creatures attacking your planeswalkers are not. The  creatures may be controlled by different players.
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Nothing  Can Stop Me Now
Ongoing Scheme
(An ongoing scheme remains face up  until it's abandoned.)
If a source an opponent controls would deal  damage to you, prevent 1 of that damage.
At the beginning of each end  step, if you've been dealt 5 or more damage this turn, abandon this  scheme.

* The prevention effect prevents 1 damage from each  source an opponent controls each time that source would deal damage to  you. It prevents damage of any kind, not just combat damage.

*  The prevention effect doesn't affect damage dealt directly to a  planeswalker you control (such as combat damage). It can prevent  noncombat damage that's redirected from you to a planeswalker you  control if you apply this effect first.

* The effects from more  than one of these schemes are cumulative.

* The last ability  won't trigger at all unless, as an end step starts, you have already  been dealt 5 or more damage that turn. It doesn't matter whether any of  it was combat damage or not, nor does it matter who controlled the  sources of that damage. (In other words, it will count damage dealt to  you by sources you control.)
-----

Only Blood Ends Your  Nightmares
Scheme
When you set this scheme in motion, each  opponent sacrifices a creature. Then each opponent who didn't sacrifice a  creature discards two cards.

* Each opponent who can sacrifice a  creature must do so, and thus won't discard any cards. Each opponent  who can't sacrifice a creature (either because he or she doesn't control  any, or because he or she controls Tajuru Preserver) will wind up  discarding two cards. Your opponents have no choice in the matter.
-----

Rotted  Ones, Lay Siege
Scheme
When you set this scheme in motion, for  each opponent, put a 2/2 black Zombie creature token onto the  battlefield that attacks that player each combat if able.

* For  each Zombie token you put onto the battlefield this way, make sure it's  clear who its designated player is. A token's designated player won't  change for the rest of the game.

* Each of these Zombies must  attack its designated player, not a planeswalker that player controls.

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

* If one of these Zombies can't attack its  designated player during any given turn (because that player has left  the game, due to a spell or ability such as Chronomantic Escape, or  because a player on the opposing team has gained control of it, for  example), it may attack another player, attack a planeswalker an  opponent controls, or not attack at all. If there's a cost with having  that creature attack its designated player, you aren't forced to pay  that cost, so it may attack another player, attack a planeswalker an  opponent controls, or not attack at all.

* If there are multiple  combat phases in a turn, each of these Zombies must attack its  designated player in each of them that it's able to.
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Tooth,  Claw, and Tail
Scheme
When you set this scheme in motion, destroy  up to three target nonland permanents.

* You may choose zero,  one, two, or three targets.
-----

Which of You Burns  Brightest?
Scheme
When you set this scheme in motion, you may pay  {X}. If you do, this scheme deals X damage to target opponent and each  creature he or she controls.

* You choose the target opponent  when the ability triggers. As the ability resolves, you choose a value  for X and decide whether to pay {X}. If you do decide to pay {X}, it's  too late for any player to respond since the ability is already in the  midst of resolving.
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Your Puny Minds Cannot Fathom
Scheme
When  you set this scheme in motion, draw four cards. You have no maximum  hand size until your next turn.

* What your maximum hand size is  (or whether you even have one) matters only during the cleanup step  during the ending phase of your turn.

* The effect doesn't wear  off until just before your next untap step (even if an effect will cause  that untap step to be skipped). Effectively, that means it removes your  maximum hand size just during the turn in which you set it in motion.

*  If multiple effects modify your hand size, apply them in timestamp  order. For example, if you put Null Profusion (an enchantment that says  your maximum hand size is two) onto the battlefield and later set this  scheme in motion, you'll have no maximum hand size until your next turn.  However, if you set this scheme in motion and then put Null Profusion  onto the battlefield that turn, your maximum hand size would be two.
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Your  Will Is Not Your Own
Scheme
When you set this scheme in motion,  gain control of target creature an opponent controls until end of turn.  Untap that creature. It gets +3/+3 and gains haste and trample until end  of turn.

* You may target any creature an opponent controls,  even one that's already untapped.
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