Community

 
Jump Menu:
Switch to Forum Live View
Locked: Commander FAQ
2 years ago  ::  Jun 13, 2011 - 1:17PM #1
Natedogg
  • Niftily helpful
  • DCI Level 2 Judge
Date Joined: Mar 16, 2001
Posts: 3,897
_Magic: The Gathering -- Commander_(TM) Frequently Asked Questions
Compiled by Matt Tabak, with contributions from Laurie Cheers, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified May 17, 2011
 
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 As  future sets are released, updates to the _Magic_(TM) rules may cause  some of this information to become outdated.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  www.wizards.com/customerservice
 
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 brand-new 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. None of the cards that have been printed in previous  _Magic_ products are listed.
-----
 
GENERAL NOTES
 
***Release Information***
 
The  _Magic: The Gathering -- Commander_ release consists of five different  decks: "Heavenly Inferno," "Mirror Mastery," "Counterpunch," "Political  Puppets," and "Devour for Power." Each deck includes a 100-card  singleton deck and three oversized foil commander cards.
 
_Magic: The Gathering -- Commander_ official release date: June 17, 2011
 
Release events will be held June 17-19, 2011. Go to www.wizards.com/locator to find an event or store near you.
-----
 
***New Cards***
 
Fifty-one  cards within the _Magic: The Gathering -- Commander_ release are  completely new to the _Magic_ game. These cards are legal for play in  the Vintage and Legacy formats. They aren't legal for play in the  Standard or Extended formats.
 
The  other cards in the _Magic: The Gathering -- Commander_ decks are legal  for play in any format that already allows those cards. That is,  appearing in this product doesn't change a card's legality in any  format.
 
For more information on  Magic formats, please visit www.wizards.com/MagicFormats For information  about the format legality of a specific card, please visit gatherer.wizards.com search for the card, then check the "Legality" tab.
-----
 
***Overview***
 
Created  by and popularized by fans, Commander is usually played as a  Free-for-All multiplayer casual format, although two-player games are  also popular. Each player starts at 40 life, and each player's deck is  led by a legendary creature designated as that deck's commander. That  commander determines what cards are allowed in the rest of the deck.
 
A  recommended banned list for the Commander format is maintained by the  rules committee at mtgcommander.net not by Wizards of the Coast.
-----
 
***Commander Deck Construction***
 
* Commander decks are exactly 100 cards, including the deck's commander.
 
* The deck's commander must be a legendary creature.
 
* Other than basic lands, each card must have a different English name.
 
*  A commander's color identity includes its colors, as defined by its  mana cost or characteristic-defining abilities, and also the colors of  any colored mana symbols in its rules text.
 
* The colors of colored mana symbols found only in reminder text aren't part of a commander's color identity.
 
*  A card can't be included in your deck if any mana symbol in its mana  cost or rules text is a color not in your commander's color identity. A  card also can't be included in your deck if it has a  characteristic-defining ability defining it to be a color not in your  commander's color identity.
 
* A  card with one or more basic land types can't be included in your deck if  it could produce mana of a color not in your commander's color  identity.
 
* During the game, if  mana would be added to your mana pool that isn't a color in your  commander's color identity, that much colorless mana is added to your  mana pool instead.
 
* Color identity is established before the game begins.
-----
 
***Using Your Commander***
 
Commanders often appear on the battlefield multiple times throughout the game.
 
*  Your commander begins the game in the command zone, a game area created  for the Commander format and now also used for nontraditional _Magic_  cards (vanguard, plane, and scheme cards) and for emblems created by  planeswalkers. The other 99 cards are shuffled and become your library.
 
*  You may cast your commander from the command zone. Each time you do  this, it costs {2} more to cast for each time you previously cast it  from the command zone that game.
 
*  If your commander would be put into your graveyard from anywhere or be  exiled from anywhere, you may choose to put it into the command zone  instead.
 
In addition to the  normal rules regarding winning and losing the game, the Commander format  adds this additional rule: A player that's been dealt 21 or more combat  damage by the same commander over the course of the game loses the  game.
 
* Players should keep track of combat damage dealt to them by each commander over the course of the game.
 
*  This rule includes a player's own commander, who can deal combat damage  to its owner if the commander is controlled by another player or if  combat damage gets redirected to that player.
-----
 
***Alternate Mulligan Rule***
 
The  Commander variant uses an alternate mulligan rule. Each time a player  takes a mulligan, rather than shuffling his or her entire hand of cards  into his or her library, that player exiles any number of cards from his  or her hand. Then the player draws a number of cards equal to one less  than the number of cards he or she exiled this way. Once a player keeps  an opening hand, that player shuffles all cards he or she exiled this  way into his or her library.
-----
 
***Leaving the Game***
 
Unlike  two-player games, multiplayer games can continue 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.
-----
 
***Oversized Commanders***
 
Each  _Magic: The Gathering-Commander_ game pack comes with three oversized  foil commander cards that correspond to traditional cards in the game  pack. Only one of these can be the deck's commander during a given game.
 
* You must have the traditional _Magic_ card version of your commander.
 
*  When the commander is in a public zone, such as the command zone or the  battlefield, you may substitute the oversized card for the traditional  _Magic_ card.
 
* If your commander is in a hidden zone, such as your library or hand, use the traditional _Magic_ card.
 
* The oversized cards are only for fun and aren't required for Commander game play.
-----
 
***New Ability Word: Join Forces***
 
Join  forces is an ability word. It appears in italics at the beginning of  abilities that allow all players to contribute mana toward an overall  effect. (An ability word has no rules meaning.)
 
Alliance of Arms
{W}
Sorcery
Join  forces -- Starting with you, each player may pay any amount of mana.  Each player puts X 1/1 white Soldier creature tokens onto the  battlefield, where X is the total amount of mana paid this way.
 
*  The opportunity to pay mana happens when the join forces ability  resolves. If the join forces ability is on a spell, and that spell is  countered, none of that spell's effects will occur, so no player will  have the opportunity to pay mana.
 
*  Each player in turn order gets one opportunity to pay any amount of  mana. Once all players have had this opportunity, the join forces  ability continues resolving.
 
*  The mana paid for the join forces ability of a spell doesn't change that  spell's converted mana cost. The converted mana cost of Alliance of  Arms, for example, is always 1.
 
*  None of the join forces abilities have targets. Each player may pay  mana, and each player will benefit from the four sorceries with a join  forces ability.
 
* One creature (Mana-Charged Dragon) has a join forces triggered ability.
 
*  Spells with join forces abilities ignore the spell's mana cost when  determining the total effect. For example, the {W} spent to cast  Alliance of Arms will not add 1 to the total mana paid for the join  forces ability.
 
* Spells with  join forces abilities will have the same effect for each player based on  the total amount of mana paid for those abilities. It doesn't matter  how much mana any individual player paid.
-----
 
***New Keyword: Hexproof***
 
Hexproof is a new name for an existing ability. The rules for hexproof are as follows:
 
702.11. Hexproof
 
702.11a Hexproof is a static ability.
 
702.11b "Hexproof" on a permanent means "This permanent can't be the target of spells or abilities your opponents control."
 
702.11c "Hexproof" on a player means "You can't be the target of spells or abilities your opponents control."
 
702.11d Multiple instances of hexproof on the same permanent or player are redundant.
 
*  A permanent with hexproof can still be the target or spells or  abilities controlled by that permanent's controller or that player's  teammates. The same is true for a player with hexproof.
 
* Aura spells target a permanent or player. You can't cast an Aura spell targeting an opponent's permanent with hexproof.
 
*  Auras on the battlefield don't target anything. Granting hexproof to a  permanent or player doesn't cause opponents' Auras to become unattached.
-----
 
***Cycle: Vows***
 
Vows  are a cycle of Auras that can be used aggressively to boost your  creatures or can be used politically to boost an opposing creature while  making sure it doesn't attack you.
 
Vow of Duty
{2}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can't attack you or a planeswalker you control.
 
*  Each Vow can enchant a creature you control. If an opponent gains  control of such a creature, you'll still control the Vow and that  creature won't be able to attack you or a planeswalker you control.
-----
 
CARD-SPECIFIC NOTES
 
Acorn Catapult
{4}
Artifact
{1},  {T}: Acorn Catapult deals 1 damage to target creature or player. That  creature's controller or that player puts a 1/1 green Squirrel creature  token onto the battlefield.
 
* If  the creature or player is an illegal target when the ability tries to  resolve, it will be countered and none of its effects will happen. No  Squirrel will be created.
 
* If  the ability resolves, but the damage is prevented or redirected, the  targeted player or the controller of the targeted creature puts the  Squirrel token onto the battlefield, regardless of how much damage was  dealt or what the damage was ultimately dealt to.
-----
 
Animar, Soul of Elements
{U}{R}{G}
Legendary Creature -- Elemental
1/1
Protection from white and from black
Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements.
Creature spells you cast cost {1} less to cast for each +1/+1 counter on Animar.
 
*  The triggered ability triggers only when a creature spell is cast,  after costs are paid. The counter put on Animar for each creature spell  cast won't affect the cost of that creature spell, only future ones.
 
* The triggered ability will resolve before the creature spell does.
 
* If the creature spell is countered, you'll still put a +1/+1 counter on Animar.
-----
 
Archangel of Strife
{5}{W}{W}
Creature -- Angel
6/6
Flying
As Archangel of Strife enters the battlefield, each player chooses war or peace.
Creatures controlled by players who chose war get +3/+0.
Creatures controlled by players who chose peace get +0/+3.
 
*  Archangel of Strife's second and third abilities are linked. Similarly,  its second and fourth abilities are linked. The bonus a player's  creatures get depends only on the choice that player made when Archangel  of Strife entered the battlefield.
 
*  The active player chooses war or peace first, followed by each other  player in turn order. Each player will know what previous players chose  when making his or her choice.
 
*  Archangel of Strife's bonuses apply immediately. Depending on your  choice, Archangel of Strife will enter the battlefield as either a 9/6  or 6/9 creature.
 
* If there are  two Archangels of Strife on the battlefield, and you choose war for one  and peace for the other, your creatures get +3/+3.
 
*  As soon as Archangel of Strife leaves the battlefield, the bonus stops  applying. If it returns to the battlefield, players will be able to make  new choices.
-----
 
Avatar of Slaughter
{6}{R}{R}
Creature -- Avatar
8/8
All creatures have double strike and attack each turn if able.
 
*  If, during a player's declare attackers step, a creature is tapped, is  affected by a spell or ability that says it can't attack, or hasn't been  under that player's control continuously since the turn began (and  doesn't have haste), then it doesn't attack. If there's a cost  associated with having a creature attack, the player isn'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, creatures must attack only in the first one in which they're able to.
-----
 
Basandra, Battle Seraph
{3}{R}{W}
Legendary Creature -- Angel
4/4
Flying
Players can't cast spells during combat.
{R}: Target creature attacks this turn if able.
 
*  While Basandra, Battle Seraph is on the battlefield, players can't cast  any spells during the combat phase, including permanent spells with  flash.
 
* Players may still activate abilities during combat.
 
*  If, during a player's declare attackers step, a creature is tapped, is  affected by a spell or ability that says it can't attack, or hasn't been  under that player's control continuously since the turn began (and  doesn't have haste), then it doesn't attack. If there's a cost  associated with having a creature attack, the player isn't forced to pay  that cost, so it doesn't have to attack in that case either.
-----
 
Celestial Force
{5}{W}{W}{W}
Creature -- Elemental
7/7
At the beginning of each upkeep, you gain 3 life.
 
* In a Two-Headed Giant game, this ability triggers once at the beginning of each team's upkeep.
-----
 
Champion's Helm
{3}
Artifact -- Equipment
Equipped creature gets +2/+2.
As  long as equipped creature is legendary, it has hexproof. (It can't be  the target of spells or abilities your opponents control.)
Equip {1}
 
*  It's possible for a Champion's Helm you control to be attached to a  creature an opponent controls (if an opponent gains control of your  equipped creature, for example). In this case, the creature couldn't be  the target of spells or abilities you control, as you are an opponent of  the controller of the creature with hexproof.
-----
 
Chaos Warp
{2}{R}
Instant
The  owner of target permanent shuffles it into his or her library, then  reveals the top card of his or her library. If it's a permanent card, he  or she puts it onto the battlefield.
 
*  The owner of a token is the player under whose control the token was  put onto the battlefield. If a token is shuffled into a player's library  this way, that player shuffles before revealing the top card of that  library.
 
* If the permanent is an  illegal target by the time Chaos Warp tries to resolve, it will be  countered and none of its effects will occur. No library will be  shuffled and no card will be revealed.
 
*  A permanent card is a card with one or more of the following card  types: artifact, creature, enchantment, land, or planeswalker.
 
*  If the revealed card is a permanent card but can't enter the  battlefield (perhaps because it's an Aura with nothing to enchant), it  remains on top of that library.
 
* If the revealed card is not a permanent card, it remains on top of that library.
-----
 
Collective Voyage
{G}
Sorcery
Join  forces -- Starting with you, each player may pay any amount of mana.  Each player searches his or her library for up to X basic land cards,  where X is the total amount of mana paid this way, puts them onto the  battlefield tapped, then shuffles his or her library.
 
* You may find any number of basic lands up to X, including zero. However, searching and shuffling your library is not optional.
 
* See also "Join Forces" in the General Notes section above.
-----
 
Command Tower
Land
{T}: Add to your mana pool one mana of any color in your commander's color identity.
 
*  The color identity of your commander is set before the game begins and  doesn't change during the game, even your commander is in a hidden zone  (like the hand or library) or an effect changes your commander's color.
 
*  If your commander is a card like Kozilek, Butcher of Truth that has no  colors in its color identity, Command Tower's ability produces no mana.
 
* In formats other than Commander, Command Tower's ability produces no mana.
-----
 
Crescendo of War
{3}{W}
Enchantment
At the beginning of each upkeep, put a strife counter on Crescendo of War.
Attacking creatures get +1/+0 for each strife counter on Crescendo of War.
Blocking creatures you control get +1/+0 for each strife counter on Crescendo of War.
 
* In a Two-Headed Giant game, the first ability triggers once during each team's upkeep.
-----
 
Damia, Sage of Stone
{4}{G}{U}{B}
Legendary Creature -- Gorgon Wizard
4/4
Deathtouch
Skip your draw step.
At the beginning of your upkeep, if you have fewer than seven cards in hand, draw cards equal to the difference.
 
*  The number of cards in your hand is checked at the beginning of your  upkeep before you have the opportunity to cast spells and activate  abilities. If you have seven or more cards in your hand at that time,  Damia's last ability won't trigger.
 
* After the ability has triggered but before it resolves, you have the opportunity to cast spells and activate abilities.
 
*  When Damia's triggered ability tries to resolve, if you have seven or  more cards in your hand, it will have no effect. If you have fewer than  seven cards in your hand, you'll determine the difference and draw that  many cards.
 
* Effects can modify  the number of cards you'll draw. For example, if you have four cards in  your hand and control Thought Reflection ("If you would draw a card,  draw two cards instead."), you'll draw six cards.
-----
 
Death by Dragons
{4}{R}{R}
Sorcery
Each player other than target player puts a 5/5 red Dragon creature token with flying onto the battlefield.
 
*  If the player is an illegal target when Death by Dragons tries to  resolve, it will be countered and none of its effects will happen. No  player will put a Dragon token onto the battlefield.
 
* If Death by Dragons resolves, the player who's targeted is the only one who won't put a Dragon token onto the battlefield.
-----
 
Dread Cacodemon
{7}{B}{B}{B}
Creature -- Demon
8/8
When  Dread Cacodemon enters the battlefield, if you cast it from your hand,  destroy all creatures your opponents control, then tap all other  creatures you control.
 
* If you  put Dread Cacodemon directly onto the battlefield from your hand,  perhaps because of Kaalia of the Vast's ability, its ability won't  trigger.
-----
 
Edric, Spymaster of Trest
{1}{G}{U}
Legendary Creature -- Elf Rogue
2/2
Whenever a creature deals combat damage to one of your opponents, its controller may draw a card.
 
*  A creature controlled by an opponent that deals combat damage to  another opponent will cause Edric's ability to trigger. The creature's  controller chooses whether to draw a card.
 
* When a creature you control deals combat damage to one of your opponents, you may draw a card.
-----
 
Flusterstorm
{U}
Instant
Counter target instant or sorcery spell unless its controller pays {1}.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
 
* Storm is an ability previously seen in the _Scourge_(TM) set and _Time Spiral_(TM) block.
 
*  The copies created by the storm ability are put directly onto the stack  -- they aren't cast. That means the storm ability of the copies won't  trigger and the copies don't contribute to the count of spells cast this  turn.
 
* Each storm spell with a  target allows you to change the target for each copy of that spell. You  make that choice for each copy individually.
 
*  When counting spells cast in a turn, you do count spells that were cast  face down, spells cast from zones other than a hand, and spells that  were countered.
 
* A copy of a  spell can be countered, just like any other spell, but each copy has to  be countered individually. Countering a storm spell won't counter the  copies of it.
 
* When a spell like  Twincast copies a spell that has storm, the copied spell's storm  ability doesn't trigger. You get just one new spell.
-----
 
Homeward Path
Land
{T}: Add {1} to your mana pool.
{T}: Each player gains control of all creatures he or she owns.
 
* The owner of a card is the player who started the game with that card in his or her deck.
 
* The owner of a token is the player under whose control the token was put onto the battlefield.
-----
 
Hydra Omnivore
{4}{G}{G}
Creature -- Hydra
8/8
Whenever Hydra Omnivore deals combat damage to an opponent, it deals that much damage to each other opponent.
 
*  The damage dealt by Hydra Omnivore as a result of its triggered ability  is not combat damage (and doesn't cause the ability to trigger again).
-----
 
Kaalia of the Vast
{1}{W}{B}{R}
Legendary Creature -- Human Cleric
2/2
Flying
Whenever  Kaalia of the Vast attacks an opponent, you may put an Angel, Demon, or  Dragon creature card from your hand onto the battlefield tapped and  attacking that opponent.
 
* Kaalia's ability doesn't trigger if it attacks a planeswalker.
 
*  The creature card is already tapped and attacking as it's put onto the  battlefield. Any abilities that trigger when a creature becomes tapped  or when a creature attacks won't trigger for that card.
 
*  If the opponent Kaalia attacked is no longer in the game when its  ability resolves, you may put an Angel, Demon, or Dragon creature card  onto the battlefield tapped, but it won't be attacking anyone and it  won't be an attacking creature.
-----
 
Karador, Ghost Chieftain
{5}{B}{G}{W}
Legendary Creature -- Centaur Spirit
3/4
Karador, Ghost Chieftain costs {1} less to cast for each creature card in your graveyard.
During each of your turns, you may cast one creature card from your graveyard.
 
*  If Karador is your commander, calculate any cost increases, including  the one based on the number of times you've cast Karador from the  command zone, before considering Karador's cost-reduction ability.
 
* If you somehow cast Karador from a graveyard, its cost-reduction ability won't count itself.
 
*  Although Karador's second ability allows you to cast one creature card  from your graveyard on each of your turns, it doesn't change when you  can cast that card. Unless it has flash, the creature card must be cast  during one of your main phases when the stack is empty.
 
* Karador's second ability doesn't affect the costs you need to pay to cast that creature spell.
 
* Karador's first ability functions on the stack. Karador's second ability functions only on the battlefield.
 
*  If you cast a creature card from your graveyard, then Karador leaves  the battlefield, then returns to the battlefield, you may cast another  creature card from your graveyard that turn. If you didn't cast a  creature card from your graveyard while Karador was on the battlefield  the first time, you may still cast only one creature card from your  graveyard when it returns to the battlefield.
-----
 
Magmatic Force
{5}{R}{R}{R}
Creature -- Elemental
7/7
At the beginning of each upkeep, Magmatic Force deals 3 damage to target creature or player.
 
*  The controller of Magmatic Force when its ability triggers always  chooses the target, even when the ability triggers during another  player's upkeep.
 
* In a Two-Headed Giant game, this ability triggers once at the beginning of each team's upkeep.
-----
 
Martyr's Bond
{4}{W}{W}
Enchantment
Whenever  Martyr's Bond or another nonland permanent you control is put into a  graveyard from the battlefield, each opponent sacrifices a permanent  that shares a card type with it.
 
*  If Martyr's Bond and other nonland permanents are put into the  graveyard from the battlefield at the same time, Martyr's Bond will  trigger for itself and each of those other nonland permanents.
 
*  Each opponent must sacrifice only one permanent for each trigger, even  if the nonland permanent you controlled that went to the graveyard had  multiple types. For example, if an artifact creature you control is put  into a graveyard from the battlefield, each opponent sacrifices exactly  one artifact or creature, and that permanent doesn't need to be an  artifact creature.
-----
 
The Mimeoplasm
{2}{G}{U}{B}
Legendary Creature -- Ooze
0/0
As  The Mimeoplasm enters the battlefield, you may exile two creature cards  from graveyards. If you do, it enters the battlefield as a copy of one  of those cards with a number of additional +1/+1 counters on it equal to  the power of the other card.
 
* You can't choose to exile just one creature card.
 
* The two creature cards may come from the same graveyard or different graveyards.
 
*  You choose which one The Mimeoplasm is copying and which one determines  how many +1/+1 counters are placed on The Mimeoplasm as The Mimeoplasm  enters the battlefield.
 
* Treat  The Mimeoplasm as though it were the creature card it's copying entering  the battlefield. Any "As [this card] enters the battlefield," "[This  card] enters the battlefield with," and "When [this card] enters the  battlefield" abilities of that creature card will work.
 
*  Specifically, if The Mimeoplasm enters the battlefield as a copy of a  creature card that enters the battlefield with a number of +1/+1  counters, The Mimeoplasm will enter the battlefield with those +1/+1  counters and +1/+1 counters equal to the power of the other exiled card.
-----
 
Minds Aglow
{U}
Sorcery
Join  forces -- Starting with you, each player may pay any amount of mana.  Each player draws X cards, where X is the total amount of mana paid this  way.
 
* The card-drawing part of the effect is not optional. A player can't choose to draw fewer than X cards.
 
* See also "Join Forces" in the General Notes section above.
-----
 
Nin, the Pain Artist
{U}{R}
Legendary Creature -- Vedalken Wizard
1/1
{X}{U}{R}, {T}: Nin, the Pain Artist deals X damage to target creature. That creature's controller draws X cards.
 
* You may choose a value for X that's greater than the creature's toughness. Its controller will draw that many cards.
 
* The effect is not optional. The creature's controller can't choose to draw fewer than X cards.
 
*  If the creature is an illegal target when Nin's ability tries to  resolve, it will be countered and none of its effects will happen. No  player will draw cards.
 
* If the  ability resolves, but the damage is prevented or redirected, the  controller of the targeted creature will draw X cards, regardless of how  much damage was dealt or what the damage was ultimately dealt to.
 
* If the damage is lethal, the cards are drawn before the creature is destroyed (the next time state-based actions are checked).
-----
 
Riddlekeeper
{2}{U}
Creature -- Homunculus
1/4
Whenever  a creature attacks you or a planeswalker you control, that creature's  controller puts the top two cards of his or her library into his or her  graveyard.
 
* Riddlekeeper doesn't  impose a cost to attack. Creatures can attack you or a planeswalker you  control even if their controller has no cards left in his or her  library.
-----
 
Riku of Two Reflections
{2}{U}{R}{G}
Legendary Creature -- Human Wizard
2/2
Whenever  you cast an instant or sorcery spell, you may pay {U}{R}. If you do,  copy that spell. You may choose new targets for the copy.
Whenever  another nontoken creature enters the battlefield under your control,  you may pay {G}{U}. If you do, put a token that's a copy of that  creature onto the battlefield.
 
*  Each time the first ability triggers, you can pay {U}{R} only one time  to get one copy of the spell. Each time the second ability triggers, you  can pay {G}{U} only one time to get one token.
 
*  If the spell that caused Riku's first ability to trigger has left the  stack by the time the ability resolves, you can still pay {U}{R}. If you  do, you'll copy the spell as it last existed on the stack.
 
* Riku's first ability triggers whenever you cast any instant or sorcery spell, regardless of whether that spell has targets.
 
* If the copied spell has {X} in its mana cost, the value of X is copied.
 
*  If the copied spell is modal (that is, it says "Choose one --" or the  like), the copy has the same mode as the original spell. You can't  choose a different one.
 
* You  can't pay any additional costs for the copy. However, effects based on  any additional costs paid for the original spell are copied as though  those same costs were paid for the copy. Notably, if the original spell  was kicked (or kicked a certain number of times), the copy will also be  kicked (or kicked that many times).
 
*  If the creature that caused Riku's second ability to trigger has  already left the battlefield by the time the ability resolves, you can  still pay {G]{U}. If you do, you'll still put a token onto the  battlefield. That token has the copiable values of the characteristics  of that creature as it last existed on the battlefield.
 
*  As the token is created, it checks the printed values of the creature  it's copying, as well as any copy effects that have been applied to it.
 
*  The copiable values of the token's characteristics are the same as the  copiable values of the characteristics of the creature it's copying.
 
*  If the creature had {X} in its mana cost, X must be 0. Note this is  different from an {X} found in the mana cost of a copied spell.
-----
 
Ruhan of the Fomori
{1}{R}{W}{U}
Legendary Creature -- Giant Warrior
7/7
At  the beginning of combat on your turn, choose an opponent at random.  Ruhan of the Fomori attacks that player this combat if able.
 
* Ruhan must attack the chosen player if able, not a planeswalker controlled by the chosen player.
 
*  If, during your declare attackers step, Ruhan is tapped, is affected by  a spell or ability that says it can't attack, or hasn't been under your  control continuously since your turn began (and doesn't have haste),  then it doesn't attack. If there's a cost associated with having Ruhan  attack the chosen player, you aren't forced to pay that cost, so it  doesn't have to attack that player in that case either.
 
*  If Ruhan isn't forced to attack the chosen player for one of the above  reasons but can still attack, you may choose to have Ruhan attack  another player, attack a planeswalker, or not attack at all.
 
*  If your turn has multiple combat phases, Ruhan's ability triggers at  the beginning of each of them. Ignore any choices made during previous  combat phases.
-----
 
Scythe Specter
{4}{B}{B}
Creature -- Specter
4/4
Flying
Whenever  Scythe Specter deals combat damage to a player, each opponent discards a  card. Each player who discarded a card with the highest converted mana  cost among cards discarded this way loses life equal to that converted  mana cost.
 
* Each opponent in  turn order chooses a card to discard without revealing it, then all the  chosen cards are discarded simultaneously. No one sees what the other  players are discarding before deciding which card to discard.
 
*  If there are multiple cards tied for the highest converted mana cost,  each player who discarded one of those cards will lose life equal to  that converted mana cost.
 
* If an  opponent discards a split card, each side will be considered  separately. For example, if the first opponent discards Wax/Wane (a  split card with converted mana costs 1 and 1), a second opponent  discards Giant Growth (converted mana cost 1), and all other opponents  discard land cards, the first and second opponents each lose 1 life.
 
*  If Scythe Specter deals combat damage to multiple players  simultaneously (perhaps because some of the combat damage was redirected  to another player), its ability will trigger for each of those players.
 
*  In a Two-Headed Giant game, each member of the opposing team will be  able to see the other's hand before deciding what to discard. If each  member discards a card with the same converted mana cost, each player  will lose that much life, resulting in the team losing life equal to  twice that converted mana cost.
-----
 
Sewer Nemesis
{3}{B}
Creature -- Horror
*/*
As Sewer Nemesis enters the battlefield, choose a player.
Sewer Nemesis's power and toughness are each equal to the number of cards in the chosen player's graveyard.
Whenever the chosen player casts a spell, that player puts the top card of his or her library into his or her graveyard.
 
*  If the chosen player leaves the game, Sewer Nemesis's power and  toughness each become 0. Unless another effect is raising its toughness  above 0, it will be put into its owner's graveyard as a state-based  action.
-----
 
Skullbriar, the Walking Grave
{B}{G}
Legendary Creature -- Zombie Elemental
1/1
Haste
Whenever Skullbriar, the Walking Grave deals combat damage to a player, put a +1/+1 counter on it.
Counters remain on Skullbriar as it moves to any zone other than a player's hand or library.
 
*  Skullbriar will get one +1/+1 counter each time it deals combat damage  to a player (including you if its combat damage gets redirected),  regardless of how much damage is dealt.
 
* Skullbriar retains all counters, not just +1/+1 counters.
 
*  The counters that remain on Skullbriar as it changes zones aren't  "placed" on Skullbriar. Effects like Doubling Season's and Melira,  Sylvok Outcast's won't affect those counters.
 
*  Counters that adjust power and/or toughness affect Skullbriar's power  and/or toughness in zones other than the battlefield. For example, a  Skullbriar in the command zone with a +1/+1 counter on it will be 2/2.
 
*  Effects that last "for as long as that creature has a [kind of] counter  on it," such as Aven Mimeomancer's, stop applying to Skullbriar once it  leaves the battlefield. Even though Skullbriar retains the counters, it  becomes a new object with no relation to its last existence in its  previous zone.
 
* Skullbriar's  last ability only works if it has that ability in the zone it's moving  from. For example, with Yixlid Jailer ("Cards in graveyards lose all  abilities") on the battlefield, a Skullbriar with a counter on it in a  graveyard loses that counter when it's put onto the battlefield.  Conversely, that Skullbriar moving from the graveyard to the battlefield  would retain that counter if Humility ("All creatures lose all  abilities and are 1/1") were on the battlefield; if Skullbriar then left  the battlefield with Humility still on the battlefield, it would lose  the counter.
 
* If a card becomes a  copy of Skullbriar, counters will remain on that card when it leaves  the battlefield (unless it goes to your hand or library). Once it does  so, it stops being a copy of Skullbriar, so those counters will cease to  exist when that card next changes zones.
-----
 
Spell Crumple
{1}{U}{U}
Instant
Counter  target spell. If that spell is countered this way, put it on the bottom  of its owner's library instead of into that player's graveyard. Put  Spell Crumple on the bottom of its owner's library.
 
* If a commander is countered this way, it will be put on the bottom of its owner's library.
 
*  If the spell is an illegal target when Spell Crumple tries to resolve,  it will be countered and none of its effects will happen. Spell Crumple  will be put into its owner's graveyard.
 
*  If the targeted spell can't be countered, it won't be put onto the  bottom of its owner's library. Spell Crumple will still be put on the  bottom of its owner's library.
-----
 
Stranglehold
{3}{R}
Enchantment
Your opponents can't search libraries.
If an opponent would begin an extra turn, that player skips that turn instead.
 
*  If your opponent controls a Stranglehold and an effect says "You may  search your library . . . If you do, shuffle your library," you can't  choose to search, so you won't shuffle.
 
*  If your opponent controls a Stranglehold and an effect says "Search  your library . . . Then shuffle your library," the search effect fails,  but you will still have to shuffle.
 
*  Since opponents can't search libraries, they won't be able to find any  cards in a library. The effect applies to all opponents and all  libraries, including your library. If a spell or ability's effect has  other parts that don't depend on searching for or finding cards, they  will still work normally.
 
*  Effects that tell an opponent to reveal cards from a library or look at  cards from the top of a library will still work. Only effects that use  the word "search" will fail.
 
* An  "extra turn" means a turn created by a spell or ability. It doesn't  refer to a turn taken in a sanctioned tournament after the time limit  for the round has expired.
 
* If  an opponent's extra turn is created while Stranglehold is on the  battlefield, but Stranglehold leaves the battlefield before that turn  would begin, that opponent takes the extra turn as normal.
-----
 
Tariel, Reckoner of Souls
{4}{W}{B}{R}
Legendary Creature -- Angel
4/7
Flying, vigilance
{T}: Choose a creature card at random from target opponent's graveyard. Put that card onto the battlefield under your control.
 
* The only target of this ability is the opponent.
 
*  The creature card is chosen at random from among creature cards in the  target opponent's graveyard as the ability resolves. Players can respond  to the ability knowing the targeted player, but they won't know which  creature card is about to enter the battlefield.
-----
 
Trench Gorger
{6}{U}{U}
Creature -- Leviathan
6/6
Trample
When  Trench Gorger enters the battlefield, you may search your library for  any number of land cards, exile them, then shuffle your library. If you  do, Trench Gorger's power and toughness each become equal to the number  of cards exiled this way.
 
* If you choose not to search, Trench Gorger will simply be 6/6.
 
* While Trench Gorger's ability is on the stack, it's on the battlefield as a 6/6.
 
* If Trench Gorger leaves the battlefield before its triggered ability resolves, you may still search your library.
 
* After the ability resolves, Trench Gorger's power and toughness won't change if one of the exiled cards leaves exile.
-----
 
Vish Kal, Blood Arbiter
{4}{W}{B}{B}
Legendary Creature -- Vampire
5/5
Flying, lifelink
Sacrifice a creature: Put X +1/+1 counters on Vish Kal, Blood Arbiter, where X is the sacrificed creature's power.
Remove all +1/+1 counters from Vish Kal: Target creature gets -1/-1 until end of turn for each +1/+1 counter removed this way.
 
* Vish Kal's last ability doesn't deal damage. It doesn't cause you to gain any life from its lifelink ability.
-----
 
Zedruu the Greathearted
{1}{R}{W}{U}
Legendary Creature -- Minotaur Monk
2/4
At  the beginning of your upkeep, you gain X life and draw X cards, where X  is the number of permanents you own that your opponents control.
{R}{W}{U}: Target opponent gains control of target permanent you control.
 
* The owner of a card is the player who started the game with that card in his or her deck.
 
* The owner of a token is the player under whose control the token was put onto the battlefield.
 
*  If either the opponent or the permanent you control becomes an illegal  target by the time Zedruu's last ability tries to resolve, the ability  does nothing.
-----
 
All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. (C)2011 Wizards.
Wizards.Com Boards Net Rep
DCI Level 2 Judge

Questions don't have to make sense, but answers do.
Quick Reply
Cancel
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing