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Avacyn Restored_(TM) Frequently Asked QuestionsCompiled by Matt Tabak, with contributions from Laurie Cheers, Eli Shiffrin, and Thijs van OmmenDocument last modified March 26, 2012 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 As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated.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
Druids' Repository{1}{G}{G}EnchantmentWhenever a creature you control attacks, put a charge counter on Druids' Repository.Remove a charge counter from Druids' Repository: Add one mana of any color to your mana pool. * The first ability of Druids' Repository will trigger once for each creature you control that attacks. * You can activate the second ability of Druids' Repository multiple times in the same turn. It's a mana ability, doesn't use the stack, and can't be responded to.----- Dual Casting{1}{R}Enchantment -- AuraEnchant creatureEnchanted creature has "{R}, {T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy." * The ability granted by Dual Casting can target (and copy) any instant or sorcery spell you control, not just one with targets. * The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities. * The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. 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 the spell being copied is modal (that is, it says "Choose one --" or the like), the copy will have the same mode(s). You can't choose different ones. * If the spell being copied has an X whose value was determined as it was cast (like Earthquake does), the copy has the same value of X. * You can't choose to pay any additional costs for the 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 the copy too. For example, if you sacrifice a 3/3 creature to cast Fling and then copy it with the ability granted by Dual Casting, the copy of Fling will also deal 3 damage to its target.----- Emancipation Angel{1}{W}{W}Creature -- Angel3/3FlyingWhen Emancipation Angel enters the battlefield, return a permanent you control to its owner's hand. * The triggered ability doesn't target a permanent. You choose which one to return to its owner's hand as the ability resolves. No one can respond to the choice. * If Emancipation Angel is still on the battlefield as its triggered ability resolves, you may return Emancipation Angel itself.----- Essence Harvest{2}{B}SorceryTarget player loses X life and you gain X life, where X is the greatest power among creatures you control. * The value of X is determined when Essence Harvest resolves. If you control no creatures that time, no life will be lost or gained. * Essence Harvest targets only the player. It doesn't target any creatures. If that player is an illegal target when Essence Harvest tries to resolve, it will be countered and none of its effects will happen. No life will be lost or gained.----- Evernight Shade{3}{B}Creature -- Shade1/1{B}: Evernight Shade gets +1/+1 until end of turn.Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) * Evernight Shade's ability doesn't put +1/+1 counters on it; it just gives Evernight Shade +1/+1 until end of turn. If Evernight Shade has no +1/+1 counters on it and dies after its ability has resolved, undying will still return it to the battlefield.----- Exquisite Blood{4}{B}EnchantmentWhenever an opponent loses life, you gain that much life. * Damage dealt to an opponent usually causes that opponent to lose life. An opponent paying life also causes loss of life. * If you and an opponent both lose life simultaneously, and this causes your life total to become 0 or less, you'll lose the game before Exquisite Blood's triggered ability can resolve.----- Fettergeist{2}{U}Creature -- Spirit3/4FlyingAt the beginning of your upkeep, sacrifice Fettergeist unless you pay {1} for each other creature you control. * The amount of mana you need to pay is determined when the triggered ability resolves.----- Fleeting Distraction{U}InstantTarget creature gets -1/-0 until end of turn.Draw a card. * If the targeted creature is an illegal target when Fleeting Distraction tries to resolve, it will be countered and none of its effects will happen. You won't draw a card.----- Flowering Lumberknot{3}{G}Creature -- Treefolk5/5Flowering Lumberknot can't attack or block unless it's paired with a creature with soulbond. * Whether Flowering Lumberknot is paired is checked only when attackers or blockers are declared. After that point, Flowering Lumberknot becoming unpaired won't cause it to stop attacking or blocking. * If the creature Flowering Lumberknot is paired with loses soulbond, Flowering Lumberknot will remain paired but won't be able to attack or block.----- Gallows at Willow Hill{3}Artifact{3}, {T}, Tap three untapped Humans you control: Destroy target creature. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield. * You can tap any three untapped Humans you control, including ones you haven't controlled continuously since the beginning of your most recent turn, to pay the cost of the activated ability. * If the targeted creature is an illegal target when the ability tries to resolve, the ability will be countered and none of its effects will happen. The creature's controller won't put a Spirit token onto the battlefield.----- Gang of Devils{5}{R}Creature -- Devil3/3When Gang of Devils dies, it deals 3 damage divided as you choose among one, two, or three target creatures and/or players. * You divide the damage as you put Gang of Devils's triggered ability on the stack, not as it resolves. Each target must be assigned at least 1 damage. (In other words, as you put the ability on the stack, you choose whether to have it deal 3 damage to a single target, 2 damage to one target and 1 damage to another target, or 1 damage to each of three targets.)----- Geist Snatch{2}{U}{U}InstantCounter target creature spell. Put a 1/1 blue Spirit creature token with flying onto the battlefield. * If the target creature spell is an illegal target when Geist Snatch tries to resolve, Geist Snatch will be countered and none of its effects will happen. You won't put a Spirit token onto the battlefield. * If Geist Snatch resolves but the creature spell can't be countered, you'll still put the Spirit token onto the battlefield.----- Ghostly Flicker{2}{U}InstantExile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control. * The two targets can have different card types. For example, you can target one artifact and one creature with Ghostly Flicker.----- Ghoulflesh{B}Enchantment -- AuraEnchant creatureEnchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types. * If Ghoulflesh causes a creature to have 0 toughness or have damage marked on it equal to or greater than its toughness, it will be a black Zombie (in addition to its other colors and types) when it dies.----- Gisela, Blade of Goldnight{4}{R}{W}{W}Legendary Creature -- Angel5/5Flying, first strikeIf a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up. * Gisela doubles damage dealt to opponents and permanents your opponents control from any source, including sources controlled by those opponents. * If multiple replacement effects would modify how damage would be dealt, the player being dealt damage (or the controller of the permanent being dealt damage) chooses the order in which to apply those effects. * If damage dealt by a source you control is being divided among multiple permanents an opponent controls or among an opponent and one or more permanents he or she controls simultaneously, divide the original amount and double the results. For example, if you attack with a 5/5 creature with trample and your opponent blocks with a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then doubled to 4 and 6 damage, respectively. You can't double the damage to 10 first and then assign 2 to the creature and 8 to the player.----- Gloom Surgeon{1}{B}Creature -- Spirit2/1If combat damage would be dealt to Gloom Surgeon, prevent that damage and exile that many cards from the top of your library. * Combat damage that would be dealt to Gloom Surgeon will be prevented even if you can't exile that many cards from the top of your library. * If damage that can't be prevented (such as the damage Malignus deals) is dealt to Gloom Surgeon, you'll still exile cards from your library.----- Goldnight Commander{3}{W}Creature -- Human Cleric Soldier2/2Whenever another creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn. * The creature that entered the battlefield will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.----- Goldnight Redeemer{4}{W}{W}Creature -- Angel4/4FlyingWhen Goldnight Redeemer enters the battlefield, you gain 2 life for each other creature you control. * The amount of life you gain is based on the number of other creatures you control when the ability resolves.----- Grave Exchange{4}{B}{B}SorceryReturn target creature card from your graveyard to your hand. Target player sacrifices a creature. * Grave Exchange targets both a creature card in your graveyard and a player. You can't cast it unless there is a legal target to choose for both. You can target a player who controls no creatures. * If both targets are illegal when Grave Exchange tries to resolve, it will be countered and none of its effects will happen. If only one target is legal, the effect relevant to that target will happen and the other will not.----- Griselbrand{4}{B}{B}{B}{B}Legendary Creature -- Demon7/7Flying, lifelinkPay 7 life: Draw seven cards. * You can't activate Griselbrand's ability if you have 6 or less life.----- Grounded{1}{G}Enchantment -- AuraEnchant creatureEnchanted creature loses flying. * The creature can later gain flying from another effect. That will override Grounded's effect.----- Guise of Fire{R}Enchantment -- AuraEnchant creatureEnchanted creature gets +1/-1 and attacks each turn if able. * The controller of the enchanted creature still decides which player or planeswalker the creature 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 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.----- Havengul Skaab{5}{U}Creature -- Zombie Horror4/5Whenever Havengul Skaab attacks, return another creature you control to its owner's hand. * If you don't control any other creatures, the ability won't do anything.----- Herald of War{3}{W}{W}Creature -- Angel3/3FlyingWhenever Herald of War attacks, put a +1/+1 counter on it.Angel spells and Human spells you cast cost {1} less to cast for each +1/+1 counter on Herald of War. * The +1/+1 counter is put on Herald of War before blockers are declared and combat damage is dealt. * The cost reduction is based on the total number of +1/+1 counters on Herald of War, not just the ones put on it by its own ability. * If there are additional costs to cast a creature spell, such as a kicker cost, apply those increases before applying cost reductions. * A creature spell that's both an Angel and a Human will cost {1} less to cast for each +1/+1 counter on Herald of War.----- Holy Justiciar{3}{W}Creature -- Human Cleric2/1{2}{W}, {T}: Tap target creature. If that creature is a Zombie, exile it. * If the creature is an untapped Zombie, it will become tapped, then exiled.----- Howlgeist{5}{G}Creature -- Spirit Wolf4/2Creatures with power less than Howlgeist's power can't block it.Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) * The comparison of power is performed only when blockers are declared. Increasing the power of a blocking creature (or decreasing the power of Howlgeist) after this point won't cause any creature to stop blocking or become unblocked.----- Infinite Reflection{5}{U}Enchantment -- AuraEnchant creatureWhen Infinite Reflection enters the battlefield attached to a creature, each other nontoken creature you control becomes a copy of that creature.Nontoken creatures you control enter the battlefield as a copy of enchanted creature. * Infinite Reflection can enchant a creature controlled by another player. * If Infinite Reflection enters the battlefield attached to a creature and then becomes attached to a different creature before its enters-the-battlefield trigger resolves, each other nontoken creature you control will become a copy of the first creature. * If Infinite Reflection leaves the battlefield or becomes attached to a different creature, none of the copy effects end. Your creatures will still be copies of whatever creature each was a copy of. * If Infinite Reflection enters the battlefield attached to a token creature, the nontoken creatures that become copies of that creature are not themselves tokens. * Creatures you control don't copy whether the enchanted creature is tapped or untapped, whether it has any counters on it, whether it has any Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, types, color, or so on. * Because creatures you control enter the battlefield as a copy of the enchanted creature, any enters-the-battlefield triggered abilities printed on such creatures won't trigger. However, if the enchanted creature has any enters-the-battlefield triggered abilities, those will trigger. * Replacement effects that modify how a permanent enters the battlefield are now applied in the following order: control-changing effects (such as Gather Specimens), then copy effects (such as the abilities of Infinite Reflection and Clone), then all other effects. This is a recent rules change introduced with the release of the _Dark Ascension_ set. * If a creature such as Clone is entering the battlefield under your control, there will be two copy effects to apply: the creature's own and Infinite Reflection's. No matter what order these effects are applied, the creature will be a copy of the enchanted creature when it enters the battlefield. * Other enters-the-battlefield replacement abilities printed on the creature entering the battlefield won't be applied because the creature will already be a copy of the enchanted creature at that point (and therefore it won't have those abilities). For example, if the enchanted creature is Serra Angel, a creature that normally enters the battlefield tapped will enter the battlefield as an untapped copy of Serra Angel, and a creature that would normally enter the battlefield with counters on it will enter the battlefield as a copy of Serra Angel with no counters. * External abilities may still affect how a creature enters the battlefield. For example, if your opponent controls Urabrask the Hidden, which reads, in part, "Creatures your opponents control enter the battlefield tapped," a creature entering the battlefield under your control will be a tapped copy of the enchanted creature. * If you control more than one Infinite Reflection, you can apply those copy effects in any order. Creatures you control will enter the battlefield as a copy of the one whose copy effect you apply last.----- Joint Assault{G}InstantTarget creature gets +2/+2 until end of turn. If it's paired with a creature, that creature also gets +2/+2 until end of turn. * Joint Assault targets only one creature. If that creature is an illegal target when Joint Assault tries to resolve, it will be countered and none of its effects will happen. No creature will get +2/+2. * Joint Assault checks whether the target creature is paired only when it resolves. If it becomes unpaired later in the turn, neither creature will lose the bonus. Similarly, if it becomes paired later in the turn, the creature it's paired with won't gain the bonus.----- Kessig Malcontents{2}{R}Creature -- Human Warrior3/1When Kessig Malcontents enters the battlefield, it deals damage to target player equal to the number of Humans you control. * The number of Humans you control is counted when the enters-the-battlefield ability resolves.----- Killing Wave{X}{B}SorceryFor each creature, its controller sacrifices it unless he or she pays X life. * First, the active player chooses whether to pay X life for each creature he or she controls. Then each other player in turn order chooses for his or her creatures. Then each player pays life and sacrifices creatures at the same time. Players will know the decisions of players who chose before them. * A player may choose to pay life for some creatures and sacrifice the rest. It's not an all-or-nothing decision. * You can't pay more life than you have. * If you can't sacrifice a creature (perhaps because of Sigarda, Host of Herons), you can choose not to pay life and nothing will happen.----- Lightning Mauler{1}{R}Creature -- Human Berserker2/1Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)As long as Lightning Mauler is paired with another creature, both creatures have haste. * A creature that loses haste after it's been declared as an attacking creature doesn't stop attacking.----- Lone Revenant{3}{U}{U}Creature -- Spirit4/4Hexproof (This creature can't be the target of spells or abilities your opponents control.)Whenever Lone Revenant deals combat damage to a player, if you control no other creatures, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. * You must put one of the cards into your hand, even if you'd rather put all four on the bottom of your library. * If you control Lone Revenant and any other creature (including another Lone Revenant), its ability won't trigger. * Check whether Lone Revenant's ability triggers after combat damage is dealt but before any creatures that are destroyed due to combat damage leave the battlefield. For example, if you control Lone Revenant and another creature, and that other creature takes lethal damage in the same combat damage step that Lone Revenant deals damage to a player, Lone Revenant's ability won't trigger. * If you control no creatures when Lone Revenant's ability resolves, you'll still look at the top four cards and put one into your hand.----- Lunar Mystic{2}{U}{U}Creature -- Human Wizard2/2Whenever you cast an instant spell, you may pay {1}. If you do, draw a card. * The triggered ability will go on the stack on top of the instant spell and resolve before it. * The decision to pay {1} is made when the triggered ability resolves. It's not an additional cost of the instant spell.----- Mad Prophet{3}{R}Creature -- Human Shaman2/2Haste{T}, Discard a card: Draw a card. * Discarding a card is part of the ability's activation cost. You can't activate the ability if you have no cards in hand.----- Malicious Intent{1}{R}Enchantment -- AuraEnchant creatureEnchanted creature has "{T}: Target creature can't block this turn." * Once a creature has been declared as a blocking creature, making it unable to block will have no effect.----- Malignus{3}{R}{R}Creature -- Elemental Spirit*/*Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up.Damage that would be dealt by Malignus can't be prevented. * 'If Malignus becomes blocked by a creature with protection from red, the damage Malignus deals to that creature won't be prevented.----- Mass Appeal{2}{U}SorceryDraw a card for each Human you control. * The number of Humans you control is counted only when Mass Appeal resolves.----- Mental Agony{3}{B}SorceryTarget player discards two cards and loses 2 life. * If the targeted player has fewer than two cards in his or her hand, that player will still lose 2 life (and discard one card, if applicable).----- Mist Raven{2}{U}{U}Creature -- Bird2/2FlyingWhen Mist Raven enters the battlefield, return target creature to its owner's hand. * Mist Raven's ability is mandatory. If Mist Raven is the only creature on the battlefield when its ability triggers, you must choose it as the target.----- Misthollow Griffin{2}{U}{U}Creature -- Griffin3/3FlyingYou may cast Misthollow Griffin from exile. * Misthollow Griffin can also be cast from a player's hand. * Misthollow Griffin doesn't have an ability that exiles itself. Some other effect will be needed to get the card into exile. * You must still pay Misthollow Griffin's mana cost when you cast it from exile. * Misthollow Griffin's ability doesn't change when you can cast creature spells: when you have priority during your main phase when the stack is empty.----- Natural End{2}{G}InstantDestroy target artifact or enchantment. You gain 3 life. * If the artifact or enchantment is an illegal target when Natural End tries to resolve, Natural End will be countered and none of its effects will happen. You won't gain 3 life.----- Outwit{U}InstantCounter target spell that targets a player. * The spell you target could also target other things, as long as it also targets a player.----- Pillar of Flame{R}SorceryPillar of Flame deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. * A creature dealt damage by Pillar of Flame that dies that turn will be exiled even if it wasn't the target of Pillar of Flame (because the damage was redirected somehow). * A creature dealt damage by Pillar of Flame that turn will be exiled no matter why the creature would die. It could have its toughness reduced to 0 or less or be destroyed by another spell or ability.----- Primal Surge{8}{G}{G}SorceryExile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process. * A permanent card is an artifact, creature, enchantment, land, or planeswalker card. * Repeating the process includes the instruction to repeat the process. That is, you'll keep exiling cards and putting them onto the battlefield until you fail to put a permanent card onto the battlefield. * If you exile a permanent card that you can't put onto the battlefield (such as an Aura with nothing legal to enchant) or one you don't want to put onto the battlefield, Primal Surge finishes resolving. * If putting any of those permanent cards onto the battlefield causes abilities to trigger, those abilities will wait to go on the stack until Primal Surge has finished resolving. Starting with the active player, each player puts his or her abilities on the stack in any order.----- Rain of Thorns{4}{G}{G}SorceryChoose one or more -- Destroy target artifact; destroy target enchantment; and/or destroy target land. * You can choose just one mode, any two of the modes, or all three. You make this choice as you cast Rain of Thorns.----- Riders of Gavony{2}{W}{W}Creature -- Human Knight3/3VigilanceAs Riders of Gavony enters the battlefield, choose a creature type.Human creatures you control have protection from creatures of the chosen type. * You must choose an existing _Magic_ creature type, such as Zombie or Warrior. Card types such as artifact can't be chosen.----- Rite of Ruin{5}{R}{R}SorceryChoose an order for artifacts, creatures, and lands. Each player sacrifices one permanent of the first type, sacrifices two of the second type, then sacrifices three of the third type. * First you choose the order for the card types. Then each player in turn order (starting with the active player) chooses one permanent he or she controls of the first card type. Then those permanents are sacrificed at the same time. Then each player in turn order chooses two permanents he or she controls of the second card type. Then those permanents are sacrificed at the same time. Finally, each player in turn order chooses three permanents of the third card type, then those permanents are sacrificed at the same time. * Permanents sacrificed for one card type won't be on the battlefield to be chosen for subsequent card types. * If any abilities trigger while Rite of Ruin is resolving, those abilities will wait until Rite of Ruin finishes resolving before going on the stack. Starting with the active player, each player puts his or her abilities on the stack in any order.----- Rush of Blood{2}{R}InstantTarget creature gets +X/+0 until end of turn, where X is its power. * The value of X is determined when Rush of Blood resolves. The bonus won't change later in the turn if the creature's power changes. * If the creature has power less than 0, the "bonus" will be negative. For example, a creature that's somehow become -1/3 would get -1/+0 and become -2/3.----- Scroll of Avacyn{1}Artifact{1}, Sacrifice Scroll of Avacyn: Draw a card. If you control an Angel, you gain 5 life. * Whether you control an Angel is checked when the ability resolves.----- Scroll of Griselbrand{1}Artifact{1}, Sacrifice Scroll of Griselbrand: Target opponent discards a card. If you control a Demon, that player loses 3 life. * Whether you control a Demon is checked when the ability resolves.----- Second Guess{1}{U}InstantCounter target spell that's the second spell cast this turn. * Second Guess can't be cast unless the spell it targets is the second spell cast this turn. * It doesn't matter if the first spell cast that turn has resolved yet or not. It also doesn't matter how many spells have been cast after the second one, as long as the second spell cast is still on the stack. * Most spells and abilities that copy a spell create that copy on the stack. These copies are not cast and won't count toward the number of spells cast that turn. However, a few (like Isochron Scepter's ability) instruct you to copy a spell and "cast the copy." These spells are cast and will count toward the number of spells cast that turn.----- Sheltering Word{1}{G}InstantTarget creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities opponents control.) * If a creature gains hexproof in response to a spell or ability controlled by an opponent that targets only it, that spell or ability will countered for having an illegal target when it tries to resolve.----- Sigarda, Host of Herons{2}{G}{W}{W}Legendary Creature -- Angel5/5Flying, hexproofSpells 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, 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 Brain Gorger'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 Killing Wave 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. * 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.----- Somberwald Sage{2}{G}Creature -- Human Druid0/1{T}: Add three mana of any one color to your mana pool. Spend this mana only to cast creature spells. * Mana produced by Somberwald Sage can be spent on any part of a creature spell's total cost. This includes additional costs (such as kicker) and alternative costs (such as evoke costs). * Mana produced by Somberwald Sage can't be spent on activated abilities, even ones that put a creature card directly onto the battlefield, such as unearth or ninjutsu. * Mana produced by Somberwald Sage can't be spent on noncreature spells that would put creature tokens onto the battlefield.----- Somberwald Vigilante{R}Creature -- Human Warrior1/1Whenever Somberwald Vigilante becomes blocked by a creature, Somberwald Vigilante deals 1 damage to that creature. * Somberwald Vigilante's ability will trigger for each creature it becomes blocked by. * The ability resolves before combat damage is dealt, so it could cause blocking creatures to be destroyed and thus not deal combat damage.----- Soul of the Harvest{4}{G}{G}Creature -- Elemental6/6TrampleWhenever another nontoken creature enters the battlefield under your control, you may draw a card. * A creature card that enters the battlefield as a copy of a token creature is still a nontoken creature. You'll be able to draw a card.----- Stolen Goods{3}{U}SorceryTarget opponent exiles cards from the top of his or her library until he or she exiles a nonland card. Until end of turn, you may cast that card without paying its mana cost. * You cast the card from exile. Each land card exiled this way will remain exiled. * If you can't cast the nonland card (perhaps because there are no legal targets available) or if you choose not to cast it, it will remain exiled. * You must follow the normal timing restrictions of the exiled card. * If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs, such as kicker costs. If the card has mandatory additional costs, you must pay those. * If the card has {X} in its mana cost, you must choose 0 as its value. * If there are no nonland cards left in that library, the opponent will exile all cards from his or her library, and Stolen Goods will finish resolving.-----
Tamiyo, the Moon Sage{3}{U}{U}Planeswalker -- Tamiyo4[+1]: Tap target permanent. It doesn't untap during its controller's next untap step.[-2]: Draw a card for each tapped creature target player controls.[-8]: You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand." * Tamiyo's first ability tracks the permanent, but not its controller. If the permanent changes controllers before its first controller's next untap step has come around, then it won't untap during its new controller's next untap step. * The number of tapped creatures the player controls is determined when Tamiyo's second ability resolves. * Tamiyo's third ability creates one emblem with two abilities. * If you activate Tamiyo's third ability when she has eight loyalty counters on her, she'll be put into your graveyard before the emblem is created. She won't return to your hand. * Cards that are put into your graveyard can be returned to your hand by the emblem's ability even if they were never in your hand.----- Terminus{4}{W}{W}SorceryPut all creatures on the bottom of their owners' libraries.Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) * Each player chooses the order for his or her own creatures. This order isn't revealed to other players.----- Terrifying Presence{1}{G}InstantPrevent all combat damage that would be dealt by creatures other than target creature this turn. * Although Terrifying Presence doesn't affect the target creature, if that creature is an illegal target when Terrifying Presence tries to resolve, it will be countered and none of its effects will happen. No damage will be prevented.----- Tibalt, the Fiend-Blooded{R}{R}Planeswalker -- Tibalt2[+1]: Draw a card, then discard a card at random.[-4]: Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player.[-6]: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn. * The number of cards in the target player's hand is determined when Tibalt's second ability resolves. * When Tibalt's third ability resolves, all creatures will become untapped and gain haste, including ones you controlled before the ability resolved.----- Timberland Guide{1}{G}Creature -- Human Scout1/1When Timberland Guide enters the battlefield, put a +1/+1 counter on target creature. * You may choose Timberland Guide as the target of its own ability.----- Tormentor's Trident{2}Artifact -- EquipmentEquipped creature gets +3/+0 and attacks each turn if able.Equip {3} * You still decide which player or planeswalker the equipped creature attacks. * If, during your declare attackers step, the equipped creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under your 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, you're not forced to pay that cost, so it doesn't have to attack in that case either.----- Triumph of Cruelty{2}{B}EnchantmentAt the beginning of your upkeep, target opponent discards a card if you control the creature with the greatest power or tied for the greatest power. * Triumph of Cruelty's ability will trigger at the beginning of each of your upkeeps regardless of who controls the creature with the greatest power. The ability checks whether the opponent will discard a card when it resolves.----- Triumph of Ferocity{2}{G}EnchantmentAt the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power. * Triumph of Ferocity's ability will trigger at the beginning of each of your upkeeps regardless of who controls the creature with the greatest power. The ability checks whether you'll draw a card when it resolves.----- Tyrant of Discord{4}{R}{R}{R}Creature -- Elemental7/7When Tyrant of Discord enters the battlefield, target opponent chooses a permanent he or she controls at random and sacrifices it. If a nonland permanent is sacrificed this way, repeat this process. * Repeating the process includes the instruction to repeat the process. That is, the opponent will keep sacrificing permanents until he or she sacrifices a land. * Repeating the process does not include targeting an opponent. Only one opponent will have to sacrifice permanents. * If any abilities trigger while Tyrant of Discord's enters-the-battlefield ability is resolving, those abilities will wait until the enters-the-battlefield ability finishes resolving before going on the stack. Starting with the active player, each player puts his or her abilities on the stack in any order. * If the target opponent can't sacrifice permanents (perhaps because of Sigarda, Host of Herons), the opponent will choose a permanent at random but not sacrifice it. The ability will then finish resolving.----- Ulvenwald Tracker{G}Creature -- Human Shaman1/1{1}{G}, {T}: Target creature you control fights another target creature. (Each deals damage equal to its power to the other.) * The second target may be a creature any player controls, including you. * If either or both targets are illegal when Ulvenwald Tracker's ability tries to resolve, no creature will deal or be dealt damage.----- Unhallowed Pact{2}{B}Enchantment -- AuraEnchant creatureWhen enchanted creature dies, return that card to the battlefield under your control. * The card will return to the battlefield under your control only if it's still in the graveyard when Unhallowed Pact's ability resolves. If it's not (perhaps because an ability like undying has already returned it to the battlefield), nothing happens. * If Unhallowed Pact is enchanting a token creature, that creature can't return to the battlefield.----- Vanguard's Shield{2}Artifact -- EquipmentEquipped creature gets +0/+3 and can block an additional creature.Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) * Abilities that allow a creature to block an additional creature are cumulative.----- Vexing Devil{R}Creature -- Devil4/3When Vexing Devil enters the battlefield, any opponent may have it deal 4 damage to him or her. If a player does, sacrifice Vexing Devil. * If a player chooses to have Vexing Devil deal 4 damage to him or her, but some or all of that damage is prevented or redirected, Vexing Devil will still be sacrificed.----- Wandering Wolf{1}{G}Creature -- Wolf2/1Creatures with power less than Wandering Wolf's power can't block it. * The comparison of power is only done when blockers are declared. Increasing the power of a blocking creature (or decreasing the power of Wandering Wolf) after this point won't cause any creature to stop blocking or become unblocked.----- Wild Defiance{2}{G}EnchantmentWhenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn. * Wild Defiance's ability will resolve before that instant or sorcery spell. * If an instant or sorcery spell targets the same creature you control more than once, Wild Defiance will trigger only once.----- Yew Spirit{4}{G}Creature -- Spirit Treefolk3/3{2}{G}{G}: Yew Spirit gets +X/+X until end of turn, where X is its power. * The value of X is determined when the ability resolves. The bonus won't change later in the turn if the creature's power changes. * If Yew Spirit has power less than 0, the "bonus" will be negative. For example, if it's somehow become -10/3, it would get -10/-10 and become -20/-7.----- Zealous Conscripts{4}{R}Creature -- Human Warrior3/3HasteWhen Zealous Conscripts enters the battlefield, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn. * The enters-the-battlefield ability can target any permanent, including one that's untapped or one that you already control.----- All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. (C)2012 Wizards.
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