Rise Eldrazi FAQ

April 5, 2018 | Author: CopySix | Category: Faq, Magic (Paranormal), Leisure
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Magic the Gathering - Rise of the Eldrazi Frequently Asked Questions - FAQ's...

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_Rise of the Eldrazi_(TM) Frequently Asked Questions Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen Document last modified April 12, 2010 An FAQ is a collection of clarifications and rulings involving the cards in a new _Magic: The Gathering_(R) set. It's intended to make playing with these new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated. If you can't find the answer you're looking for here, please contact us at . This FAQ has two sections, each of which serves a different purpose. The first section ("General Notes") explains the new mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed. ----GENERAL NOTES ***Release Information*** The _Rise of the Eldrazi_ set contains 248 cards (100 common, 60 uncommon, 53 rare, 15 mythic rare, and 20 basic land). Prerelease events: April 17-18, 2010 Launch Parties: April 23-25, 2010 The _Rise of the Eldrazi_ set becomes legal for sanctioned Constructed play on its official release date: Friday, April 23, 2010. -- At that time, the following card sets will be permitted in the Standard format: _Shards of Alara_(R), _Conflux_(R), _Alara Reborn_(TM), _Magic 2010_, _Zendikar_(TM), _Worldwake_(TM), and _Rise of the Eldrazi_. -- At that time, the following card sets will be permitted in the _Zendikar_ Block Constructed format: _Zendikar_, _Worldwake_, and _Rise of the Eldrazi_. Go to to find an event or store near you. ----***New Creature Type: Eldrazi*** Fittingly for a set named _Rise of the Eldrazi_, there are a number of Eldrazi cards in it. Eldrazi is a new creature type that has no intrinsic rules meaning. However, many interesting abilities and aspects of the game appear on Eldrazi cards. ***New Keyword Ability: Annihilator***

Annihilator is a triggered ability that makes some Eldrazi creatures even more brutal when they attack. Ulamog's Crusher {8} Creature -- Eldrazi 8/8 Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) Ulamog's Crusher attacks each turn if able. The official rules for the annihilator ability are as follows: 702.83. Annihilator 702.83a Annihilator is a triggered ability that appears on some creatures. "Annihilator N" means "Whenever this creature attacks, defending player sacrifices N permanents." 702.83b If a creature has multiple instances of annihilator, each triggers separately. * The defending player is the player that the creature with annihilator is attacking, or the controller of the planeswalker that the creature with annihilator is attacking. * Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before he or she declares blockers. Any creatures sacrificed this way won't be able to block. * If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything. * In a Two-Headed Giant game, the controller of an attacking creature with annihilator chooses which of the defending players is affected by the ability. Only that player sacrifices permanents. The choice is made as the ability resolves; once a player is chosen, it's too late for anyone to respond. ***Returning Card Type: Tribal*** Tribal is a card type last seen in the _Lorwyn_(R) and _Morningtide_(R) sets. Tribals have creature types even though they're not creatures. In this set, it means that some instants, sorceries, and enchantments are Eldrazi. 308. Tribals 308.1. Each tribal card has another card type. Casting and resolving a tribal card follows the rules for casting and resolving a card of the other card type.

308.2. Tribal subtypes are always a single word and are listed after a long dash: "Tribal Enchantment -- Merfolk." The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called _creature types_. Tribals may have multiple subtypes. See rule 204.3k for the complete list of creature types. * Tribal is not a permanent type. However, a tribal card can become a permanent if another of its types allows it to do so. * If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type. * One card (Spawnsire of Ulamog) refers to "Eldrazi cards." It affects both Eldrazi creature cards and Eldrazi tribal cards. * Two cards (Eye of Ugin and Eldrazi Temple) refer to "Eldrazi spells." These affect both Eldrazi creature spells and Eldrazi tribal spells. * Eldrazi Temple also refers to just "Eldrazi." This part of its ability affects Eldrazi permanents, which includes Eldrazi tribals on the battlefield. It doesn't affect Eldrazi cards that aren't on the battlefield. ***New Card Frames: Colorless Cards*** Although the Eldrazi Drone creatures are normal, colored cards, many Eldrazi (including the Eldrazi tribals) are colorless. These cards have transparent frames, allowing the art to run all the way to the border. All Is Dust {7} Tribal Sorcery -- Eldrazi Each player sacrifices all colored permanents he or she controls. * Colorless spells and colorless permanents behave just like their colored counterparts, except that you don't need mana of a specific color to cast them. * The colorless Eldrazi (including the creatures and the tribals) are not artifacts. Spells and abilities that affect artifacts won't affect them. ***Theme: "When you cast [this creature]" abilities*** Some Eldrazi creatures have abilities that trigger when you cast them. Artisan of Kozilek {9} Creature -- Eldrazi 10/9 When you cast Artisan of Kozilek, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)

* Such an ability triggers as soon as the creature has been cast. It goes on the stack on top of that creature spell, and will resolve before the creature enters the battlefield. * Abilities like this exist independently of the creature. If the creature spell is countered, the ability is not (and vice versa). * You can cast the creature even if there are no legal targets for the ability. ***Theme: Legendary Eldrazi*** Three of the Eldrazi creatures are legendary. They each have an ability that says "When [this creature] is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library." * This ability triggers when the legendary Eldrazi is put into your graveyard from any zone, not just from the battlefield. * Since this ability doesn't specifically trigger on leaving the battlefield, it doesn't behave like a leaves-the-battlefield ability. The ability will trigger from the graveyard. -- If the legendary Eldrazi had lost this ability while on the battlefield and then was then put into your graveyard, the ability would still trigger and your graveyard would get shuffled into your library. -- However, if the legendary Eldrazi lost this ability when it was put into your graveyard (due to Yixlid Jailer, for example), the ability won't trigger. * If the legendary Eldrazi somehow leaves your graveyard after the ability triggers but before it resolves, it won't get shuffled into your library. However, the rest of your graveyard will. If your graveyard is empty, you still shuffle your library. * If a replacement effect has a legendary Eldrazi move to a different zone instead of being put into a graveyard, the ability won't trigger at all. ***Theme: Eldrazi Spawn tokens*** Many spells and abilities in this set cause you to put Eldrazi Spawn creature tokens onto the battlefield. These tokens all have the same characteristics. Spawning Breath {1}{R} Instant Spawning Breath deals 1 damage to target creature or player. Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." * Sacrificing an Eldrazi Spawn token to add {1} to mana ability. No player may respond to it. You may while you're casting a spell, you're activating an resolving spell or ability requires a mana payment example.

your mana pool is a activate the ability ability, or a from you, for

* Some abilities affect Eldrazi Spawn. Such abilities affect these tokens, of course. Such abilities also affect Mistform Ultimus and creatures with changeling, since they have the creature types Eldrazi and Spawn. * Not all creatures with creature types Eldrazi and Spawn have "Sacrifice this creature: Add {1} to your mana pool." These tokens do only because the effects that create them say that they have that ability. Mistform Ultimus doesn't have that ability, for example. If an Eldrazi Spawn token loses its abilities, you'll no longer be able to sacrifice it for mana. * Some of the instants and sorceries that create Eldrazi Spawn tokens, such as Spawning Breath, have targets. If all the spell's targets are illegal by the time it resolves, the entire spell is countered. You won't get any Eldrazi Spawn tokens. ----***New Card Layout: Levelers*** ***New Keyword Ability: Level up*** The _Rise of the Eldrazi_ set features a number of creatures with a distinctive layout: Their text boxes contain three striped bands, and each band has a power/toughness box associated with it on the right side of the card. In addition, the top band contains the "level up" keyword ability, and the second and third bands each feature a level symbol, denoted by either {LEVEL N1-N2} or {LEVEL N3+} (see below) in rules documents, on the left side of the card. Coralhelm Commander {U}{U} Creature -- Merfolk Soldier 2/2 Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) {LEVEL 2-3} 3/3 Flying {LEVEL 4+} 4/4 Flying Other Merfolk creatures you control get +1/+1. The official rules for the level up ability are as follows: 702.84. Level up 702.84a Level up is an activated ability. "Level up [cost]" means "[Cost]: Put a level counter on this permanent. Activate this ability only any time you could cast a sorcery." 702.84b Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 710, "Leveler Cards." The official rules for levelers are as follows:

710. Leveler Cards 710.1. Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols. 710.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as "N1-N2," or a single number followed by a plus sign, indicated here as "N3+." Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as "[P/T]." 710.2a "{LEVEL N1-N2} [Abilities] [P/T]" means "As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it's [P/T] and has [abilities]." 710.2b "{LEVEL N3+} [Abilities] [P/T]" means "As long as this creature has N3 or more level counters on it, it's [P/T] and has [abilities]." 710.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which level symbol. Leveler cards each contain only one text box. 710.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.84) at all times; it may be activated regardless of how many level counters are on that permanent. 710.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box. 710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box. In other words, you could interpret Coralhelm Commander's text box as though it said the following: 2/2 Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) As long as Coralhelm Commander has at least two level counters on it, but no more than three level counters on it, it's 3/3 and has flying. As long as Coralhelm Commander has four or more level counters on it, it's 4/4 and has flying and "Other Merfolk creatures you control get +1/+1." * When a leveler enters the battlefield, it will generally have zero level counters on it, meaning it will have the power and toughness printed in its uppermost power/toughness box.

* The abilities a leveler grants to itself don't overwrite any other abilities it may have. In particular, they don't overwrite the creature's level up ability; it always has that. * Although the abilities granted by its {LEVEL N3+} symbol don't overwrite the abilities granted by its {LEVEL N1-N2} symbol, once the creature has at least N3 level counters on it, it won't have the abilities granted by its {LEVEL N1-N2} symbol anymore. This is simply because it will no longer have the necessary number of level counters on it for that symbol to do anything. * Effects that set a leveler's power or toughness to a specific value, including the effects from a level symbol's ability, apply in timestamp order. The timestamp of each level symbol's ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it. For example, say Coralhelm Commander is on the battlefield, then Godhead of Awe, which says "Other creatures are 1/1," enters the battlefield. After the second level counter is put on Coralhelm Commander, it will be 1/1 (not 3/3) and have flying, because Godhead of Awe's ability applies last. (If Godhead of Awe entered the battlefield before Coralhelm Commander, on the other hand, then the Commander's ability would apply last and it would be 3/3.) * Effects that modify a leveler's power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. * If another creature becomes a copy of a leveler, all of the leveler's printed abilities -- including those represented by level symbols -are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy. * A creature's level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly. ----***New Keyword Ability: Rebound*** Rebound is an ability that lets you cast an instant or sorcery a second time for free during your next upkeep. Distortion Strike {U} Sorcery Target creature gets +1/+0 until end of turn and is unblockable this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

The official rules for the rebound ability are as follows: 702.85. Rebound 702.85a Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. "Rebound" means "If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost." 702.85b Casting a card without paying its mana cost as the result of a rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g. 702.85c Multiple instances of rebound on the same spell are redundant. * If a spell with rebound that you cast from your hand is countered for any reason (due to a spell like Cancel, or because all of its targets are illegal), the spell doesn't resolve and rebound has no effect. The spell is simply put into your graveyard. You won't get to cast it again next turn. * If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent's hand due to Sen Triplets), rebound won't have any effect. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel). * If a replacement effect would cause a spell with rebound that you cast from your hand to be put somewhere else instead of your graveyard (such as Leyline of the Void might), you choose whether to apply the rebound effect or the other effect as the spell resolves. * Rebound will have no effect on copies of spells because you don't cast them from your hand. * If you cast a spell with rebound from your hand and it resolves, it isn't put into your graveyard. Rather, it's exiled directly from the stack. Effects that care about cards being put into your graveyard won't do anything. * At the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. You may handle them in any order. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Timing restrictions based on the card's type (if it's a sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law). * If you are unable to cast a card from exile this way (because there are no legal targets for it, for example), or you choose not to, nothing happens when the delayed triggered ability resolves. The card remains exiled for the rest of the game, and you won't get another chance to cast the card. The same is true if the ability is countered (due to Stifle, perhaps).

* If you cast a card from exile this way, it will go to your graveyard when it resolves or is countered. It won't go back to exile. ----***New Keyword Ability: Totem Armor*** Totem armor is an ability of some Auras that can save the permanents they're enchanting from being destroyed. Boar Umbra {2}{G} Enchantment -- Aura Enchant creature Enchanted creature gets +3/+3. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) The official rules for the totem armor ability are as follows: 702.86. Totem armor 702.86a Totem armor is a static ability that appears on some Auras. "Totem armor" means "If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura." 702.86b Multiple instances of totem armor on the same permanent are redundant. * Totem armor's effect is mandatory. If the enchanted permanent would be destroyed, you must remove all damage from it and destroy the Aura that has totem armor instead. * Totem armor's effect is applied no matter why the enchanted permanent would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Doom Blade). In either case, all damage is removed from the permanent and the Aura is destroyed instead. * Totem armor has no effect if the enchanted permanent is put into a graveyard for any other reason, such as if it's sacrificed, if it's legendary and another legendary permanent with the same name is on the battlefield, or if its toughness is 0 or less. * If a permanent you control is enchanted with multiple Auras that have totem armor, and the enchanted permanent would be destroyed, one of those Auras is destroyed instead -- but only one of them. You choose which one because you control the enchanted permanent. * If a creature enchanted with an Aura that has totem armor is indestructible, lethal damage and effects that try to destroy it simply have no effect. Totem armor won't do anything because it won't have to. * If a creature enchanted with an Aura that has totem armor would be destroyed by multiple state-based actions at the same time (because it's been dealt lethal damage and been dealt damage by a source with deathtouch, for example), the totem armor's effect will replace all of them and save the creature.

* If a spell or ability (such as Planar Cleansing) would destroy both an Aura with totem armor and the permanent it's enchanting at the same time, totem armor's effect will save the enchanted permanent from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once. * Totem armor's effect is not regeneration. Specifically, if totem armor's effect is applied, the enchanted permanent does not become tapped and is not removed from combat as a result. Effects that say the enchanted permanent can't be regenerated (as Vendetta does) won't prevent totem armor's effect from being applied. * Say you control a permanent enchanted with an Aura that has totem armor, and the enchanted permanent has gained a regeneration shield. The next time it would be destroyed, you choose whether to apply the regeneration effect or the totem armor effect. The other effect is unused and remains, in case the permanent would be destroyed again. * Say you control a permanent enchanted with an Aura that has totem armor, and that Aura has gained a regeneration shield. The next time the enchanted permanent would be destroyed, the Aura would be destroyed instead -- but it regenerates, so nothing is destroyed at all. Alternately, if that Aura somehow becomes indestructible, the enchanted permanent is effectively indestructible as well. * If a spell or ability says that it would "destroy" a permanent enchanted with an Aura that has totem armor, that spell or ability causes the Aura to be destroyed instead. (This matters for cards such as Karmic Justice.) Totem armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has totem armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability. ----***Theme: Converted Mana Cost*** A number of cards in this set check the converted mana cost of a card or of a permanent. Baneful Omen {4}{B}{B}{B} Enchantment At the beginning of your end step, you may reveal the top card of your library. If you do, each opponent loses life equal to that card's converted mana cost. * The converted mana cost of a card that's not on the battlefield is determined solely by the mana symbols printed in its upper right corner. The converted mana cost is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5. * The converted mana cost of a permanent is determined the same way, unless it's copying something else. In that case, its converted mana

cost is the converted mana cost of whatever it's copying. In all cases, ignore any alternative costs or additional costs (such as kicker) paid when the permanent was cast. * If the mana cost of a permanent includes {X}, X is considered to be 0. The same is true for a card that's not on the battlefield or the stack. The value of X is taken into account only when determining the converted mana cost of a spell on the stack. * If a card or a permanent has no mana symbols in its upper right corner (because it's a land, for example, or because it's a token that's not copying of something else), its converted mana cost is 0. ----CARD-SPECIFIC NOTES All Is Dust {7} Tribal Sorcery -- Eldrazi Each player sacrifices all colored permanents he or she controls. * A colored permanent is a permanent with at least one colored mana symbol in its mana cost. Note that effects may cause a colored permanent to become colorless (as Moonlace could), or a colorless permanent to become colored (as Crimson Wisps could). * Tokens may also be colored permanents. The effect that creates a token states what color it is or whether it's colorless. * Lands have no mana cost, so they are colorless unless an effect (such as the one Dryad Arbor has) states otherwise. * All Is Dust doesn't destroy permanents. Rather, it causes them to be sacrificed. Regeneration, totem armor, and indestructibility can't save permanents from All Is Dust. * All the colored permanents are sacrificed at the same time. ----Angelheart Vial {5} Artifact Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial. {2}, {T}, Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card. * If you're dealt enough damage to reduce your life total to 0 or less, you'll lose the game before you can put charge counters on Angelheart Vial. ----Arrogant Bloodlord {1}{B}{B} Creature -- Vampire Knight 4/4

Whenever Arrogant Bloodlord blocks or becomes blocked by a creature with power 1 or less, destroy Arrogant Bloodlord at end of combat. * The power of the other creature is checked only when it blocks or becomes blocked by Arrogant Bloodlord. Once the Bloodlord's ability triggers, it will be destroyed at end of combat (after combat damage has been dealt) even if the other creature's power changes before then. * If Arrogant Bloodlord blocks or becomes blocked by a creature whose power is 2 or greater, Arrogant Bloodlord's ability won't trigger. It still won't trigger if the other creature's power changes to 1 or less later in combat. * If Arrogant Bloodlord becomes blocked by multiple creatures with power 1 or less, its ability triggers that many times. Each of those abilities will cause it to be destroyed separately (in case Arrogant Bloodlord isn't destroyed the first time due to an Aura with totem armor, for example). The same is true if it somehow blocks multiple creatures with power 1 or less. ----Aura Finesse {U} Instant Attach target Aura you control to target creature. Draw a card. * You may target any Aura you control, and you may target any creature (including one you don't control). Whether the Aura could legally enchant the creature is irrelevant as you're choosing the targets. * If you target an Aura that's attached to a creature, you may also target the creature it's attached to. Aura Finesse won't cause the Aura to move, but you'll still draw a card when it resolves. * As Aura Finesse resolves, if the targeted Aura can't legally enchant the targeted creature (for example, because the Aura is red and the creature has protection from red, or because the Aura has "enchant creature you control" and an opponent controls the creature), the spell resolves but the Aura doesn't move. You still draw a card. * As Aura Finesse resolves, if either target is illegal, the spell resolves but the Aura doesn't move. You still draw a card. If both targets are illegal, Aura Finesse is countered and you don't draw a card. * You still control the Aura, even if you attach it to a creature you don't control. ----Aura Gnarlid {2}{G} Creature -- Beast 2/2 Creatures with power less than Aura Gnarlid's power can't block it. Aura Gnarlid gets +1/+1 for each Aura on the battlefield.

* The power of each potential blocking creature is checked against Aura Gnarlid's power only as blockers are declared. Once a creature blocks Aura Gnarlid, increasing the Gnarlid's power or decreasing the blocking creature's power won't undo that block. * Aura Gnarlid's second ability counts each Aura regardless of who controls it. ----Bala Ged Scorpion {3}{B} Creature -- Scorpion 2/3 When Bala Ged Scorpion enters the battlefield, you may destroy target creature with power 1 or less. * The power of the targeted creature is checked both as you target it and as the ability resolves. ----Battle-Rattle Shaman {3}{R} Creature -- Goblin Shaman 2/2 At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn. * This ability triggers when the beginning of combat step starts during each of your turns. It resolves before you declare attackers. * If a spell or ability (such as World at War) causes your turn to have multiple combat phases, this ability triggers during each of them. ----Bear Umbra {2}{G}{G} Enchantment -- Aura Enchant creature Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control." Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) * When the enchanted creature attacks, all lands controlled by that creature's controller (who is not necessarily the Aura's controller) untap. ----Bloodthrone Vampire {1}{B} Creature -- Vampire 1/1 Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn. * You can sacrifice Bloodthrone Vampire to activate its own ability, but it won't be on the battlefield to get the bonus.

* If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it. ----Bramblesnap {1}{G} Creature -- Elemental 1/1 Trample Tap an untapped creature you control: Bramblesnap gets +1/+1 until end of turn. * Since Bramblesnap's activated ability doesn't have a tap symbol in its cost, you can tap a creature (including Bramblesnap itself) that hasn't been under your control since your most recent turn began to pay the cost. ----Brood Birthing {1}{R} Sorcery If you control an Eldrazi Spawn, put three 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." Otherwise, put one of those tokens onto the battlefield. * Whether you control an Eldrazi Spawn is checked as Brood Birthing resolves. * If you put a single token onto the battlefield this way, it's exactly like the ones specified earlier: it's a 0/1 colorless Eldrazi Spawn creature token that has "Sacrifice this creature: Add {1} to your mana pool." ----Cast Through Time {4}{U}{U}{U} Enchantment Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.) * Multiple instances of rebound on the same spell are redundant. * The rebound effect is not optional. Each instant and sorcery spell you cast from your hand is exiled instead of being put into your graveyard as it resolves, whether you want it to be or not. Casting the spell during your next upkeep is optional, however. * If a spell moves itself into another zone as part of its resolution (as Arc Blade, All Suns' Dawn, and Beacon of Unrest do), rebound won't get a chance to apply.

* If a spell you cast from your hand has both rebound and buyback (and the buyback cost was paid), you choose which effect to apply as it resolves. * You'll be able to cast a spell with flashback three times this way. First you can cast it from your hand. It will be exiled due to rebound as it resolves. Then you can cast it from exile due to rebound's delayed triggered ability. It will be put into your graveyard as it resolves. Then you can cast it from your graveyard due to flashback. It will be exiled due to flashback as it resolves. * For the rebound effect to happen, Cast Through Time needs to be on the battlefield as the spell _finishes_ resolving. For example, if you cast Warp World from your hand, and as part of its resolution it puts Cast Through Time onto the battlefield, Warp World will rebound. Conversely, if Warp World shuffles your Cast Through Time into your library as part of its resolution, and doesn't put another one onto the battlefield, it will not rebound. * If you cast an instant or sorcery spell from your hand and it's exiled due to rebound, the delayed triggered ability will allow you to cast it during your next upkeep even if Cast Through Time has left the battlefield by then. * If you cast a card from exile "without paying its mana cost," you can't pay any alternative costs. Any X in the mana cost will be 0. On the other hand, if the card has optional additional costs (such as kicker or multikicker), you may pay those when you cast the card. If the card has mandatory additional costs (such as Momentous Fall does), you must pay those if you choose to cast the card. * If a spell has restrictions on when it can be cast (for example, "Cast [this spell] only during the declare blockers step"), those restrictions may prevent you from casting it from exile during your upkeep. * If you cast a spell using the madness or suspend abilities, you're casting it from exile, not from your hand. Although those spells will have rebound, the ability won't have any effect. * Similarly, if you gain control of an instant or sorcery spell with Commandeer, it will have rebound, but the ability won't do anything because that spell wasn't cast from your hand. ----Conquering Manticore {4}{R}{R} Creature -- Manticore 5/5 Flying When Conquering Manticore enters the battlefield, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. * You may target a creature that's already untapped.

* You retain control of the affected creature until end of turn, even if you lose control of Conquering Manticore before then. ----Consuming Vapors {3}{B} Sorcery Target player sacrifices a creature. You gain life equal to that creature's toughness. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) * The sacrificed creature's last known existence on the battlefield is checked to determine its toughness. * If the targeted player doesn't sacrifice a creature (because the player didn't control any creatures or due to Tajuru Preserver, perhaps), you gain no life. ----Contaminated Ground {1}{B} Enchantment -- Aura Enchant land Enchanted land is a Swamp. Whenever enchanted land becomes tapped, its controller loses 2 life. * The enchanted land loses its existing land types and any abilities printed on it. It now has the land type Swamp and has the ability to tap to add {B} to its controller's mana pool. Contaminated Ground doesn't change the enchanted land's name or whether it's legendary, basic, or snow. * Contaminated Ground's last ability triggers whenever the enchanted land becomes tapped for any reason, not just when it's tapped for mana. * If, while casting a spell or activating an ability, the enchanted land's controller taps the land for mana to pay for it, Contaminated Ground's ability triggers and goes on the stack on top of that spell or ability. Contaminated Ground's ability will resolve first. * On the other hand, the enchanted land's controller may tap the land for mana, let Contaminated Ground's ability trigger and go on the stack, then spend that mana to cast an instant or activate an ability in response. In that case, that instant or ability will resolve first. ----Crab Umbra {U} Enchantment -- Aura Enchant creature {2}{U}: Untap enchanted creature. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

* Only Crab Umbra's controller (who is not necessarily the enchanted creature's controller) can activate its activated ability. * When Crab Umbra's activated ability resolves, it will untap the creature Crab Umbra is enchanting at that time (regardless of what creature Crab Umbra was enchanting when the ability was activated). If Crab Umbra has left the battlefield by then, the ability will untap the creature it was enchanting at the time it left the battlefield. ----Curse of Wizardry {2}{B}{B} Enchantment As Curse of Wizardry enters the battlefield, choose a color. Whenever a player casts a spell of the chosen color, that player loses 1 life. * Curse of Wizardry affects all players, including you. * If a player casts a spell of the chosen color, Curse of Wizardry's second ability triggers and goes on the stack on top of it. The ability will resolve before the spell does. ----Deathless Angel {4}{W}{W} Creature -- Angel 5/7 Flying {W}{W}: Target creature is indestructible this turn. * Lethal damage and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is on the battlefield, or if its toughness is 0 or less. * Deathless Angel's ability doesn't grant an ability to the targeted creature. Rather, it affects the game rules and states something that's now true about that creature. The creature will remain indestructible for the rest of the turn even if it loses all abilities. ----Demonic Appetite {B} Enchantment -- Aura Enchant creature you control Enchanted creature gets +3/+3. At the beginning of your upkeep, sacrifice a creature. * When Demonic Appetite's triggered ability resolves, you may sacrifice the creature enchanted by Demonic Appetite. If you control no other creatures, you'll have to sacrifice that one. * If another player gains control of either Demonic Appetite or the enchanted creature (but not both), Demonic Appetite will be enchanting

an illegal permanent. The Aura will be put into its owner's graveyard as a state-based action. ----Devastating Summons {R} Sorcery As an additional cost to cast Devastating Summons, sacrifice X lands. Put two X/X red Elemental creature tokens onto the battlefield. * You may sacrifice zero lands as you cast Devastating Summons. If you do, you'll put two 0/0 creature tokens onto the battlefield as the spell resolves. Unless some effect (such as the one from Glorious Anthem) is boosting their toughness, they'll be put into the graveyard as a state-based action. Abilities that trigger when a creature enters the battlefield will trigger, as will those that trigger when a creature leaves the battlefield. ----Distortion Strike {U} Sorcery Target creature gets +1/+0 until end of turn and is unblockable this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) * Distortion Strike doesn't grant an ability to the targeted creature. Rather, it affects the game rules and states something that's now true about that creature. The creature will remain unblockable for the rest of the turn even if it loses all abilities. ----Domestication {2}{U}{U} Enchantment -- Aura Enchant creature You control enchanted creature. At the beginning of your end step, if enchanted creature's power is 4 or greater, sacrifice Domestication. * Domestication's triggered ability has an "intervening 'if' clause." That means (1) the ability triggers only if the enchanted creature's power is 4 or greater as your end step begins, and (2) the ability does nothing if the enchanted creature's power is 3 or less by the time it resolves. * Domestication can target, and can enchant, a creature with power 4 or greater. The enchanted creature's power is checked only when the triggered ability triggers and resolves. * If an effect changes the enchanted creature's power until end of turn, it will still have the modified power during your end step. ----Dormant Gomazoa

{1}{U}{U} Creature -- Jellyfish 5/5 Flying Dormant Gomazoa enters the battlefield tapped. Dormant Gomazoa doesn't untap during your untap step. Whenever you become the target of a spell, you may untap Dormant Gomazoa. * Dormant Gomazoa's last ability triggers when you become the target of any spell, including one you control. It doesn't matter who else or what else the spell targets. * A spell can target you only if it specifically says the word "target." One that says "You draw two cards," for example, doesn't target you. * You become the target of a spell when a spell is cast targeting you, when a spell has one of its targets changed to you due to a spell or ability like Deflection, when a spell that's targeting you is copied and that target isn't changed, or when a spell is copied and one of its targets is changed to you. * Dormant Gomazoa's last ability won't trigger when you become the target of an ability. * If you become the target of a spell, Dormant Gomazoa's last ability triggers and is put on the stack on top of that spell. Dormant Gomazoa's last ability will resolve (allowing you to untap it) first. ---Drana, Kalastria Bloodchief {3}{B}{B} Legendary Creature -- Vampire Shaman 4/4 Flying {X}{B}{B}: Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until end of turn. * The value of X may exceed the targeted creature's toughness. Drana's bonus is based on the value of X, regardless of what the targeted creature's toughness was. * If the targeted creature is an illegal target by the time the ability resolves, the ability is countered. Drana won't get the bonus. * You may target Drana itself with its ability. For example, if you do and X is 3, Drana will become 7/1 until end of turn. ----Echo Mage {1}{U}{U} Creature -- Human Wizard 2/3 Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3

2/4 {U}{U}, {T}: Copy target instant or sorcery spell. You may choose new targets for the copy. LEVEL 4+ 2/5 {U}{U}, {T}: Copy target instant or sorcery spell twice. You may choose new targets for the copies. * Echo Mage's last two activated abilities can target (and copy) any instant or sorcery spell, not just one with targets. It doesn't matter who controls it. * When either ability resolves, it creates a copy (or two) of a spell. The copies are created on the stack, so they're not "cast." Abilities that trigger when a player casts a spell won't trigger. Each copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities. Each copy resolves before the original spell does. * Each copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal). * If you activate Echo Mage's last ability to copy a spell twice, you may choose new targets for each copy independently. They don't have to have the same targets as one another. Be sure to specify which of the copies will resolve first. * If the spell the ability copies is modal (that is, it says "Choose one --" or the like), each copy will have the same mode as the original spell. You can't choose a different one. * If the spell the ability copies has an X whose value was determined as it was cast (like Earthquake does), each copy has the same value of X as the original spell. * You can't choose to pay any additional costs for a copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for each copy too. * If a copy says that it affects "you," it affects the controller of that copy, not the controller of the original spell. Similarly, if a copy says that it affects an "opponent," it affects an opponent of that copy's controller, not an opponent of the original spell's controller. ----Eldrazi Conscription {8} Tribal Enchantment -- Eldrazi Aura Enchant creature Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.)

* Eldrazi Conscription is an Eldrazi. However, it doesn't turn the enchanted creature into an Eldrazi. ----Emerge Unscathed {W} Instant Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) * You choose the color as Emerge Unscathed resolves. Once you choose a color, it's too late for players to respond. ----Emrakul, the Aeons Torn {15} Legendary Creature -- Eldrazi 15/15 Emrakul, the Aeons Torn can't be countered. When you cast Emrakul, take an extra turn after this one. Flying, protection from colored spells, annihilator 6 When Emrakul is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library. * Emrakul can be targeted by spells that try to counter it (such as Lay Bare). Those spells will resolve, but the part of their effect that would counter Emrakul won't do anything. Any other effects those spells have will work as normal. * "Protection from colored spells" means that Emrakul can't be the target of colored spells (including colored Aura spells) or of abilities whose sources are colored spells (such as the "when you cast" ability of an Ulamog, the Infinite Gyre that's been turned red by Painter's Servant). It also means that all damage that would be dealt to Emrakul by colored spells is prevented. Like every protection ability, it works only while Emrakul is on the battlefield. * "Colored spells" is not synonymous with "colored instants and sorceries." For example, if a player cycles Choking Tethers, its triggered ability may target Emrakul because Choking Tethers wasn't cast as a spell. * Emrakul may be affected by colored spells that don't target it or deal damage to it, including those that cause it to become blocked. Abilities of colored permanents (such as Journey to Nowhere) may target it. Auras may be moved onto it by abilities or by colored spells that don't target it (such as Aura Graft). * See also "New Keyword Ability: Annihilator," "Theme: 'When you cast [this creature] abilities,'" and "Theme: Legendary Eldrazi" in the General Notes section of this FAQ. ----Escaped Null

{3}{B} Creature -- Zombie Berserker 1/2 Lifelink Whenever Escaped Null blocks or becomes blocked, it gets +5/+0 until end of turn. * When Escaped Null blocks or becomes blocked, its last ability triggers just once, no matter how many creatures Escaped Null blocked or became blocked by. ----Explosive Revelation {3}{R}{R} Sorcery Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Explosive Revelation deals damage equal to that card's converted mana cost to that creature or player. Put the nonland card into your hand and the rest on the bottom of your library in any order. * If the targeted creature or player is an illegal target by the time Explosive Revelation resolves, the spell is countered. You won't reveal any cards from your library. * Once you start revealing cards from your library, it's too late for players to respond. If you target a creature, for example, its controller can't wait to see how much damage will be dealt to it before casting a damage prevention spell, activating a regeneration ability, sacrificing it for some benefit, or anything else. Any such actions must be done before Explosive Revelation starts to resolve. * If all the cards in your library are land cards, you'll reveal all of them, then arrange them in your library in whatever order you like. No damage is dealt. ----Fissure Vent {3}{R}{R} Sorcery Choose one or both -- Destroy target artifact; and/or destroy target nonbasic land. * You may choose just the first mode (targeting an artifact), just the second mode (targeting a nonbasic land), or both modes (targeting an artifact and a nonbasic land). You can't choose a mode unless there's a legal target for it. ----Fleeting Distraction {U} Instant Target creature gets -1/-0 until end of turn. Draw a card. * If the targeted creature is an illegal target by the time Fleeting Distraction resolves, the spell is countered. You won't draw a card.

----Forked Bolt {R} Sorcery Forked Bolt deals 2 damage divided as you choose among one or two target creatures and/or players. * You divide the damage as you cast Forked Bolt, not as it resolves. Each target must be assigned at least 1 damage. (In other words, as you cast Forked Bolt, you choose whether to have it deal 2 damage to a single target, or deal 1 damage to each of two targets.) ----Frostwind Invoker {4}{U} Creature -- Merfolk Wizard 3/3 Flying {8}: Creatures you control gain flying until end of turn. * Only creatures you control as the activated ability resolves are affected. ----Gelatinous Genesis {X}{X}{G} Sorcery Put X X/X green Ooze creature tokens onto the battlefield. * For example: -- If you spend {2}{G} to cast Gelatinous Genesis, you'll get a single 1/1 creature token. -- If you spend {4}{G}, you'll get two 2/2 creatures. -- If you spend {6}{G}, you'll get three 3/3 creatures. And so on. ----Gideon Jura {3}{W}{W} Planeswalker -- Gideon 6 [+2]: During target opponent's next turn, creatures that player controls attack Gideon Jura if able. [-2]: Destroy target tapped creature. [0]: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn. * Gideon Jura's first ability doesn't lock in what it applies to. That's because the effect states a true thing about a set of creatures, but doesn't actually change the characteristics of those creatures. As a result, whatever creatures the targeted opponent controls during the declare attackers step of his or her next turn must attack Gideon Jura if able. This includes creatures that come under that player's control after the ability has resolved and creatures that have lost all abilities.

* Gideon Jura's first ability causes creatures to attack him if able. If, during the affected player's declare attackers step, a creature he or she controls is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then that creature doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so the creature doesn't have to attack in that case either. * If a creature controlled by the affected player can't attack Gideon Jura (because he's no longer on the battlefield, for example), that player may have it attack you, another one of your planeswalkers, or nothing at all. * Gideon Jura's first ability applies during each combat phase of the affected player's next turn (as opposed to applying during the affected player's next combat phase). The distinction is relevant if there are no combat phases during that turn (due to Fatespinner's effect, for example) or there are multiples (due to World at War, for example). * If Gideon Jura becomes a creature due to his third ability, that doesn't count as having a creature enter the battlefield. Gideon Jura was already on the battlefield; he only changed his types. Abilities that trigger whenever a creature enters the battlefield won't trigger. * If Gideon Jura becomes a creature, he may be affected by "summoning sickness." You can't attack with him or use any of his {T} abilities (if he gains any) unless he began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when Gideon Jura came under your control, not when he became a creature. * Gideon Jura's third ability causes him to become a creature with the creature types Human Soldier. He remains a planeswalker with the planeswalker type Gideon. (He also retains any other card types or subtypes he may have had.) Each subtype is correlated to the proper card type: Gideon is just a planeswalker type (not a creature type), and Human and Soldier are just creature types (not planeswalker types). * If you activate Gideon Jura's third ability and then unpreventable damage is dealt to him (due to Unstable Footing, for example), that damage has all applicable results: specifically, the damage is marked on Gideon Jura (since he's a creature) and that damage causes that many loyalty counters to be removed from him (since he's a planeswalker). If the total amount of damage marked on Gideon Jura is lethal damage, he's destroyed as a state-based action. If Gideon Jura has no loyalty counters on him, he's put into his owner's graveyard as a state-based action. * If you activate Gideon Jura's third ability and then a creature enters the battlefield as a copy of him, that copy will be just a planeswalker, not a creature. (The effect of Gideon's third ability isn't copied, just as the effect of a Giant Growth, for example, wouldn't be copied.) Since both permanents will be planeswalkers with the planeswalker type Gideon, each one will be put into his owner's graveyard as a state-based action due to the "planeswalker uniqueness rule."

* If you activate Gideon Jura's third ability and then a permanent that's already on the battlefield becomes a copy of him, that copy will be just a planeswalker, not a creature. If the original Gideon Jura is still on the battlefield by the time the copy effect happens, each of those permanents will be put into his owner's graveyard as a statebased action due to the "planeswalker uniqueness rule." If the original Gideon Jura is gone by this time, the other permanent will be put into his owner's graveyard as a state-based action for having no loyalty counters on him (unless, for some odd reason, he already had loyalty counters on him). * Say you activate Gideon Jura's third ability, then an opponent gains control of him before combat. You may have any of your creatures attack Gideon Jura (since he's still a planeswalker). Then Gideon Jura may block (since he's a creature). He may block any eligible attacking creature, including one that's attacking him! During combat, he behaves as an attacked planeswalker and/or a blocking creature, as appropriate. For example, he deals combat damage to any creatures he's blocking, but he doesn't deal combat damage to any unblocked creatures that are attacking him. ----Gigantomancer {7}{G} Creature -- Human Shaman 1/1 {1}: Target creature you control becomes 7/7 until end of turn. * This ability overwrites all previous effects that set the targeted creature's power and toughness to specific values. Other effects that set its power or toughness to specific values that start to apply after this ability resolves will overwrite this effect. * The timestamp of each level symbol's ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it. If a leveler is affected by Gigantomancer's ability, then enough level counters are put on it to reach a level indicated by a new level symbol, it will still be 7/7, not the power and toughness indicated by that level symbol. (See "New Card Layout: Levelers" in the General Notes section of this FAQ.) * Effects that modify the targeted creature's power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. ----Goblin Tunneler {1}{R} Creature -- Goblin Rogue 1/1 {T}: Target creature with power 2 or less is unblockable this turn.

* The power of the targeted creature is checked both as you target it and as the ability resolves. After the ability resolves, the creature will remain unblockable even if its power becomes greater than 2. * The ability doesn't grant an ability to the targeted creature. Rather, it affects the game rules and states something that's now true about that creature. After the ability resolves, the creature will remain unblockable for the rest of the turn even if it loses all abilities. ----Gravity Well {1}{G}{G} Enchantment Whenever a creature with flying attacks, it loses flying until end of turn. * This ability triggers and resolves during the declare attackers step. The creature will no longer have flying by the time blockers are declared. * After attackers are declared and any Gravity Well abilities have resolved, a spell or ability that grants flying to a creature will work normally. This includes other abilities that trigger "whenever [a creature] attacks" (such as the one Order of the Golden Cricket has). ----Grotag Siege-Runner {1}{R} Creature -- Goblin Rogue 2/1 {R}, Sacrifice Grotag Siege-Runner: Destroy target creature with defender. Grotag Siege-Runner deals 2 damage to that creature's controller. * If the targeted creature is an illegal target by the time the ability resolves, the ability is countered. Its controller won't be dealt damage. ----Growth Spasm {2}{G} Sorcery Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." * You put an Eldrazi Spawn token onto the battlefield whether or not you put a basic land card onto the battlefield. ----Hand of Emrakul {9} Creature -- Eldrazi 7/7

You may sacrifice four Eldrazi Spawn rather than pay Hand of Emrakul's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent.) * Casting Hand of Emrakul by paying its alternative cost doesn't change when you can cast it. You can cast it only at the normal time you could cast a creature spell. * Casting Hand of Emrakul by paying its alternative cost doesn't change its mana cost or converted mana cost. * Effects that increase or reduce the cost to cast Hand of Emrakul will apply to it even if you choose to pay its alternative cost. ----Harmless Assault {2}{W}{W} Instant Prevent all combat damage that would be dealt this turn by attacking creatures. * Combat damage dealt by blocking creatures isn't prevented. ----Haze Frog {3}{G}{G} Creature -- Frog 2/1 Flash (You may cast this spell any time you could cast an instant.) When Haze Frog enters the battlefield, prevent all combat damage that other creatures would deal this turn. * Combat damage dealt by Haze Frog itself during the turn it enters the battlefield isn't prevented. Combat damage that would be dealt by all other creatures is prevented, including creatures that weren't on the battlefield at the time the ability resolved. * If two Haze Frogs enter the battlefield during the same turn, each one's ability will prevent the other one's combat damage. ----Hedron-Field Purists {2}{W} Creature -- Human Cleric 0/3 Level up {2}{W} ({2}{W}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 1/4 If a source would deal damage to you or a creature you control, prevent 1 of that damage. LEVEL 5+ 2/5 If a source would deal damage to you or a creature you control, prevent 2 of that damage.

* The prevention effects prevent 1 or 2 damage, as applicable, from each source (regardless of who controls it) each time that source would deal damage to you or a creature you control. They prevent damage of any kind, not just combat damage. * Remember that Hedron-Field Purists never has both of these prevention effects at the same time. See "New Card Layout: Levelers" in the General Notes section of this FAQ. * If a source would deal damage to multiple applicable recipients, the prevention effects apply to each of those recipients separately. For example, if Hedron-Field Purists is level 1 and you cast Earthquake ("Earthquake deals X damage to each creature without flying and each player") with X equal to 3, that Earthquake will deal 2 damage to you, 2 damage to each creature without flying you control, 3 damage to each other player, and 3 damage to each creature without flying other players control. * The prevention effects don't affect damage dealt directly to a planeswalker you control (such as combat damage, or damage Sarkhan the Mad deals to himself due to his first ability). They can prevent noncombat damage that's redirected from you to a planeswalker you control if you apply these effects first. * The effects from multiple Hedron-Field Purists are cumulative. ----Hellcarver Demon {3}{B}{B}{B} Creature -- Demon 6/6 Flying Whenever Hellcarver Demon deals combat damage to a player, sacrifice all other permanents you control and discard your hand. Exile the top six cards of your library. You may cast any number of nonland cards exiled this way without paying their mana costs. * The triggered ability is mandatory. All the permanents you control, including all lands, will be sacrificed. * The cards from your library are exiled face up. * You cast nonland cards from exile as part of the resolution of Hellcarver Demon's ability. You may cast those cards in any order. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other restrictions are not (such as "Cast [this card] only before the combat damage step"). You cast all of the cards you like, putting them onto the stack, then Hellcarver Demon's ability finishes resolving. The spells you cast this way will then resolve as normal, one at a time, in the opposite order that they were put on the stack. * If you cast a card "without paying its mana cost," you can't pay any alternative costs. On the other hand, if the card has optional additional costs (such as kicker or multikicker), you may pay those when you cast the card. If the card has mandatory additional costs

(such as Momentous Fall does), you must pay those when you cast the card. * Any cards you can't cast (because they're lands or they have no legal targets, perhaps) or choose not to cast simply remain exiled. * If you control two Hellcarver Demons that deal combat damage to a player at the same time, each Demon's ability triggers. When the first one resolves, you'll sacrifice all permanents except that Hellcarver Demon (meaning you'll sacrifice the other one). Then you'll exile six cards from your library and may cast nonland cards exiled that way. After those spells resolve, the other Demon's ability resolves. You'll sacrifice all permanents you now control (including the first Demon and any permanents put on the battlefield as a result of the spells you just cast), exile six more cards from your library, and cast any number of them. ----Irresistible Prey {G} Sorcery Target creature must be blocked this turn if able. Draw a card. * You can target a creature you don't control or that otherwise couldn't attack that turn. * If the targeted creature is an illegal target by the time Irresistible Prey resolves, the spell is countered. You won't draw a card. * The creature affected by Irresistible Prey doesn't have to attack that turn. * If the affected creature attacks, the defending player must assign at least one blocker to it during the declare blockers step, unless that player controls no creatures that could block it. * If there are multiple combat phases in a turn, the affected creature must be blocked only in the first one in which it's able to be blocked. ----It That Betrays {12} Creature -- Eldrazi 11/11 Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control. * The second ability triggers whenever an opponent sacrifices a nontoken permanent for any reason, not just due to the annihilator ability. * It doesn't matter whose graveyard the permanent is put into, only that it was last controlled by, and sacrificed by, an opponent.

* If an opponent sacrifices a nontoken permanent as part of paying the cost of a spell or ability, the second ability triggers and goes on the stack on top of it. This ability will resolve, causing you to return the card to the battlefield before the other spell or ability resolves. * When the second ability resolves, you must return the card to the battlefield, even if you don't want to. * If an opponent sacrifices an Aura, you'll choose what it enchants as you return it to the battlefield. No player can respond to the choice. Since an Aura doesn't target anything if it isn't cast as a spell, you can enchant a permanent with shroud this way. * If the sacrificed permanent that caused the second ability to trigger somehow leaves the graveyard before the ability resolves (possibly because it was returned to the battlefield by the ability of another It That Betrays), the ability simply won't do anything when it resolves. ----Jaddi Lifestrider {4}{G} Creature -- Elemental 2/8 When Jaddi Lifestrider enters the battlefield, you may tap any number of untapped creatures you control. You gain 2 life for each creature tapped this way. * You don't choose which creatures to tap until the ability resolves. You may tap Jaddi Lifestrider itself this way, assuming it's still on the battlefield untapped by this time. ----Joraga Treespeaker {G} Creature -- Elf Druid 1/1 Level up {1}{G} ({1}{G}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 1/2 {T}: Add {G}{G} to your mana pool. LEVEL 5+ 1/4 Elves you control have "{T}: Add {G}{G} to your mana pool." * If Joraga Treespeaker is level 5 or greater, it grants the mana ability to each Elf you control, including itself. ----Keening Stone {6} Artifact {5}, {T}: Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in that player's graveyard.

* The value of X is determined as the ability starts to resolve. If the targeted player has five cards in his or her graveyard at that time, for example, this ability will put five more cards into that graveyard from the top of that player's library. ----Khalni Hydra {G}{G}{G}{G}{G}{G}{G}{G} Creature -- Hydra 8/8 Khalni Hydra costs {G} less to cast for each green creature you control. Trample * For the purpose of determining the cost reduction, the number of green creatures you control is checked as you cast Khalni Hydra, before your last chance to activate mana abilities to pay for it. For example, if you control Wild Cantor (a red and green creature with the ability "Sacrifice Wild Cantor: Add one mana of any color to your mana pool") as you cast Khalni Hydra, first the cost to cast Khalni Hydra is reduced by {G}, then you could sacrifice Wild Cantor for mana to help pay for it. * Khalni Hydra's cost reduction effect doesn't change its mana cost or converted mana cost. * If an effect (such as the one from Lodestone Golem) imposes an additional generic mana cost to casting Khalni Hydra, the Hydra's ability will reduce it too. It'll reduce the amount of green mana you need to spend first, though. ----Kiln Fiend {1}{R} Creature -- Elemental Beast 1/2 Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until end of turn. * If you cast an instant or sorcery spell, Kiln Fiend's ability triggers and goes on the stack on top of it. The ability will resolve before the spell does. ----Kor Line-Slinger {1}{W} Creature -- Kor Scout 0/1 {T}: Tap target creature with power 3 or less. * The power of the targeted creature is checked both as you target it and as the ability resolves. ----Kor Spiritdancer {1}{W} Creature -- Kor Wizard

0/2 Kor Spiritdancer gets +2/+2 for each Aura attached to it. Whenever you cast an Aura spell, you may draw a card. * If you cast an Aura spell, Kor Spiritdancer's second ability triggers and goes on the stack on top of it. The ability will resolve before the spell does. * The second ability triggers when you cast any Aura spell, not just one that targets Kor Spiritdancer. ----Last Kiss {2}{B} Instant Last Kiss deals 2 damage to target creature and you gain 2 life. * You gain 2 life even if the damage is prevented. * If the targeted creature is an illegal target by the time Last Kiss resolves, the spell is countered. You won't gain life. ----Lavafume Invoker {2}{R} Creature -- Goblin Shaman 2/2 {8}: Creatures you control get +3/+0 until end of turn. * Only creatures you control as the activated ability resolves are affected. ----Lay Bare {2}{U}{U} Instant Counter target spell. Look at its controller's hand. * If the targeted spell is an illegal target by the time Lay Bare resolves, Lay Bare is countered. You won't look at its controller's hand. ----Lighthouse Chronologist {1}{U} Creature -- Human Wizard 1/3 Level up {U} ({U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 4-6 2/4 LEVEL 7+ 3/5 At the beginning of each end step, if it's not your turn, take an extra turn after this one.

* In a two-player game, if you have a level 7 Lighthouse Chronologist and there are no other extra-turn effects, the game will proceed like this (with extra turns in brackets): your turn, your opponent's turn, [your turn], your turn, your opponent's turn, [your turn], your turn, your opponent's turn, and so on. * In a four-player game, if you have a level 7 Lighthouse Chronologist and there are no other extra-turn effects, the game will proceed like this (with extra turns in brackets): your turn, opponent A's turn, [your turn], opponent B's turn, [your turn], opponent C's turn, [your turn], your turn, opponent A's turn, and so on. The same principle applies to a multiplayer game with a different number of players. * The effects of multiple level 7 Lighthouse Chronologists are cumulative. If you control two of them in a two-player game, you'll take three turns for each turn your opponent takes. * In a two-player game, if you and your opponent each control a level 7 Lighthouse Chronologist, they'll essentially cancel each other out and you'll alternate turns. Since all the turns you'd be taking are extra turns created by these abilities, make sure you know whose normal turn is supposed to be next in case one or both of the Lighthouse Chronologists leaves the battlefield. * In a multiplayer game, if multiple players each control a level 7 Lighthouse Chronologist, extra turns may sometimes be created faster than they can be taken. Keep track of them carefully. If multiple Chronologist's abilities trigger during the same turn, the player whose turn would show up sooner in the natural turn order will get the first extra turn. For example, say Players B and C each control a level 7 Lighthouse Chronologist. Player A takes a turn. The game will proceed like this (with extra turns in brackets): Player A's current turn, [Player B's turn], [Player C's turn], [Player B's turn], [Player C's turn], and so on. Because Players B and C will each add another extra turn after the other player's extra turn, Player A will not take another turn as long as both level 7 Lighthouse Chronologists remain on the battlefield. ----Lightmine Field {2}{W}{W} Enchantment Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures. * Lightmine Field's ability triggers when any creatures attack, including your own. * Which creatures are dealt damage is based on which creatures were declared as attackers during the declare attackers step. * How much damage each of those creatures is dealt is based how many creatures are attacking at the time the ability resolves. * For example: If a creature attacks but is removed from combat before Lightmine Field's ability resolves (because it would be destroyed and regenerates, perhaps), that creature is dealt damage by Lightmine Field

but isn't counted when determining the amount of damage. On the other hand, if a creature is put onto the battlefield attacking (due to Preeminent Captain's ability, perhaps), it isn't dealt damage by Lightmine Field, but it is counted when determining the amount of damage. ----Linvala, Keeper of Silence {2}{W}{W} Legendary Creature -- Angel 3/4 Flying Activated abilities of creatures your opponents control can't be activated. * Linvala's ability affects only creatures on the battlefield. Activated abilities that work in other zones (such as cycling or unearth) can still be activated. * No abilities of creatures your opponents control can be activated, including mana abilities. * Triggered abilities and static abilities of creatures your opponents control work normally. ----Lord of Shatterskull Pass {3}{R} Creature -- Minotaur Shaman 3/3 Level up {1}{R} ({1}{R}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-5 6/6 LEVEL 6+ 6/6 Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each creature defending player controls. * The last ability triggers and resolves during the declare attackers step, before blockers are declared. * In a multiplayer game, the only player affected by the last ability is the one Lord of Shatterskull Pass is attacking (or the one who controls the planeswalker Lord of Shatterskull Pass is attacking). * If a level 6 Lord of Shatterskull Pass attacks in a Two-Headed Giant game, its controller chooses which one of the defending players is affected by its ability. The choice is made as the ability resolves. ----Luminous Wake {2}{W} Enchantment -- Aura Enchant creature Whenever enchanted creature attacks or blocks, you gain 4 life.

* The controller of Luminous Wake (who is not necessarily the controller of the enchanted creature) controls the triggered ability and gains life when it resolves. In other words, if you enchant your opponent's creature with Luminous Wake, you -- not your opponent -gain life whenever that creature attacks or blocks. * When the enchanted creature blocks, Luminous Wake's ability triggers just once, even if that creature somehow blocked multiple attacking creatures. ----Lust for War {2}{R} Enchantment -- Aura Enchant creature Whenever enchanted creature becomes tapped, Lust for War deals 3 damage to that creature's controller. Enchanted creature attacks each turn if able. * Lust for War's triggered ability triggers when the enchanted creature becomes tapped for any reason, not just when it attacks. * If, during its controller's declare attackers step, the enchanted creature is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then that creature doesn't attack. If there's a cost associated with having that creature attack, its controller isn't forced to pay that cost, so the creature doesn't have to attack in that case either. * If there are multiple combat phases in a turn, the enchanted creature must attack only in the first one in which it's able to. ----Magmaw {3}{R}{R} Creature -- Elemental 4/4 {1}, Sacrifice a nonland permanent: Magmaw deals 1 damage to target creature or player. * You may sacrifice Magmaw to pay its own activation cost. If you do, Magmaw will still deal 1 damage to the targeted creature or player (unless, for some reason, you targeted Magmaw itself, in which case the ability will be countered for having no legal targets). ----Merfolk Skyscout {2}{U}{U} Creature -- Merfolk Scout 2/3 Flying Whenever Merfolk Skyscout attacks or blocks, untap target permanent. * When Merfolk Skyscout blocks, its second ability triggers just once, even if it somehow blocked multiple attacking creatures.

* You may target any permanent with the ability, including Merfolk Skyscout itself or a permanent that's already untapped. ----Might of the Masses {G} Instant Target creature gets +1/+1 until end of turn for each creature you control. * The bonus is determined as Might of the Masses resolves. It won't change if the number of creatures you control changes later in the turn. * If you target a creature you control with Might of the Masses, remember to count that one when determining the amount of the bonus. ----Momentous Fall {2}{G}{G} Instant As an additional cost to cast Momentous Fall, sacrifice a creature. You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness. * The sacrificed creature's last known existence on the battlefield is checked to determine its power and its toughness. ----Mortician Beetle {B} Creature -- Insect 1/1 Whenever a player sacrifices a creature, you may put a +1/+1 counter on Mortician Beetle. * Mortician Beetle's ability triggers whenever any player, including you, sacrifices a creature because some other spell, ability, or cost instructed the player to do so. Mortician Beetle itself doesn't allow you to sacrifice any creatures. ----Mul Daya Channelers {1}{G}{G} Creature -- Elf Druid Shaman 2/2 Play with the top card of your library revealed. As long as the top card of your library is a creature card, Mul Daya Channelers gets +3/+3. As long as the top card of your library is a land card, Mul Daya Channelers has "{T}: Add two mana of any one color to your mana pool." * When playing with the top card of your library revealed, if an effect tells you to draw several cards, reveal each one before you draw it. * If the top card of your library changes during the process of casting a spell or activating an ability, the new top card won't be revealed

until the process of casting the spell or activating the ability ends (all targets are chosen, all costs are paid, and so on). * If the top card of your library is both a creature card and a land card (as Dryad Arbor is), Mul Daya Channelers gets both bonuses. ----Narcolepsy {1}{U} Enchantment -- Aura Enchant creature At the beginning of each upkeep, if enchanted creature is untapped, tap it. * Narcolepsy's triggered ability has an "intervening 'if' clause." That means (1) the ability triggers only if the enchanted creature is untapped as any player's upkeep begins, and (2) the ability does nothing if the enchanted creature is already tapped by the time it resolves. * Narcolepsy doesn't keep the enchanted creature continually tapped. The creature untaps during its controller's untap step as normal, then is tapped when Narcolepsy's ability resolves during that upkeep. The creature may be tapped in response (for example, if it has an activated ability with {T} in its cost). ----Near-Death Experience {2}{W}{W}{W} Enchantment At the beginning of your upkeep, if you have exactly 1 life, you win the game. * This ability has an "intervening 'if' clause." That means (1) the ability triggers only if you have exactly 1 life as your upkeep begins, and (2) the ability does nothing if your life total is anything other than 1 by the time it resolves. * In a Two-Headed Giant game, anything that cares about your life total checks your team's life total. (This is a change from previous rules.) You'll win the game if your team has exactly 1 life. ----Nighthaze {B} Sorcery Target creature gains swampwalk until end of turn. Draw a card. * If the targeted creature is an illegal target by the time the ability resolves, the ability is countered. You won't draw a card. ----Not of This World {7} Tribal Instant -- Eldrazi Counter target spell or ability that targets a permanent you control.

Not of This World costs {7} less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater. * The spell or ability you target with Not of This World may have any number of targets, as long as one of them is a permanent you control. * Not of This World's first ability checks the current state of the targets of the spell or ability it's targeting to determine whether one of them is a permanent you control. For example, say a player casts Forked Bolt targeting you and a creature you control. If, in response, another spell or ability causes that creature to no longer be under your control, then you can't cast Not of This World targeting Forked Bolt. Alternately, if you cast Not of This World targeting Forked Bolt and, in response, another spell or ability causes that creature to no longer be under your control, Not of This World will be countered when it tries to resolve for having an illegal target. * Not of This World's second ability checks the current state of the targets of the spell or ability it's targeting to determine whether one of them is a creature you control with power 7 or greater. This check is made as you cast Not of This World, before you activate mana abilities. It doesn't matter what the power of the creature was at the time the targeted spell or ability was cast. * Not of This World doesn't check whether the targets of the spell or ability it's targeting are currently legal for that spell or ability, only who controls them and what their power is. For example, say a player casts Forked Bolt targeting you and a creature you control. If, in response, another spell or ability causes that creature to gain shroud, then you can still cast Not of This World targeting Forked Bolt. * If a spell or ability targets you, but not a permanent you control, you can't cast Not of This World targeting it. Keep in mind that if a player casts a spell or activates an ability with the intent of dealing damage to a planeswalker you control, that spell or ability is actually targeting you, not that planeswalker. ----Oust {W} Sorcery Put target creature into its owner's library second from the top. Its controller gains 3 life. * If the targeted creature's owner has one or more cards in his or her library, that creature is put into that library directly under the top card. * If the targeted creature's owner has no cards left in his or her library, that creature is put into that library as the only card there. * If the targeted creature is a token, it will cease to exist after it's put into its owner's library. * Note that the creature's controller, not its owner, is the one who gains life.

* If the targeted creature is an illegal target by the time Oust resolves, the spell is countered. No one gains life. ----Overgrown Battlement {1}{G} Creature -- Wall 0/4 Defender {T}: Add {G} to your mana pool for each creature with defender you control. * Overgrown Battlement's activated ability is a mana ability. No player can respond to it (such as by destroying a creature with defender). ----Pawn of Ulamog {1}{B}{B} Creature -- Vampire Shaman 2/2 Whenever Pawn of Ulamog or another nontoken creature you control is put into a graveyard from the battlefield, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool." * If multiple nontoken creatures you control (possibly including Pawn of Ulamog itself) are put into their owners' graveyards at the same time, Pawn of Ulamog's triggered ability will trigger that many times. * If you control more than one Pawn of Ulamog and a nontoken creature you control is put into a graveyard, each of those Pawns' abilities will trigger. You may put up to that many Eldrazi Spawn tokens onto the battlefield. ----Pennon Blade {3} Artifact -- Equipment Equipped creature gets +1/+1 for each creature you control. Equip {4} * As long as you control Pennon Blade, its ability constantly counts the number of creatures you control. It doesn't matter who controls the creature it's equipping (in case an opponent somehow manages to take control of that creature). If you control the creature it's equipping, the bonus will include that creature too. ----Perish the Thought {2}{B} Sorcery Target opponent reveals his or her hand. You choose a card from it. That player shuffles that card into his or her library. * If the targeted player's hand is empty, you can't choose a card for that player to shuffle into his or her library. No shuffle occurs.

----Pestilence Demon {5}{B}{B}{B} Creature -- Demon 7/6 Flying {B}: Pestilence Demon deals 1 damage to each creature and each player. * Pestilence Demon deals 1 damage to itself, as well as to each other creature and each player. ----Phantasmal Abomination {1}{U}{U} Creature -- Illusion 5/5 Defender When Phantasmal Abomination becomes the target of a spell or ability, sacrifice it. * If Phantasmal Abomination becomes the target of a spell or ability, Phantasmal Abomination's ability triggers and goes on the stack on top of that spell or ability. Phantasmal Abomination's ability will resolve (causing it to be sacrificed) first. Unless the spell or ability has another target, it will then be countered when it tries to resolve for having no legal targets. ----Puncturing Light {1}{W} Instant Destroy target attacking or blocking creature with power 3 or less. * The power of the targeted creature is checked both as you target it and as Puncturing Light resolves. * An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step. * A "blocking creature" is one that has been declared as a blocker this combat, or one that was put onto the battlefield blocking this combat. Unless that creature leaves combat, it continues to be a blocking creature through the end of combat step, even if the creature or creatures that it was blocking are no longer on the battlefield or have otherwise left combat by then. ----Rage Nimbus {2}{R} Creature -- Elemental 5/3 Defender, flying {1}{R}: Target creature attacks this turn if able.

* If, during its controller's declare attackers step, a creature affected by Rage Nimbus's activated ability is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then that creature doesn't attack. If there's a cost associated with having that creature attack, its controller isn't forced to pay that cost, so the creature doesn't have to attack in that case either. ----Raid Bombardment {2}{R} Enchantment Whenever a creature you control with power 2 or less attacks, Raid Bombardment deals 1 damage to defending player. * The power of the attacking creature is checked only when the ability triggers. Once it triggers, Raid Bombardment will deal 1 damage to the defending player even if the creature's power changes before the ability resolves. * If you attack with multiple creatures with power 2 or less, Raid Bombardment's ability triggers that many times. * In a multiplayer game, the ability checks who the defending player is for each individual attacking creature with power 2 or less. * If Raid Bombardment's ability triggers in a Two-Headed Giant game, the ability's controller chooses which one of the defending players is dealt damage. The choice is made as the ability resolves. A different choice may be made for each ability. ----Reality Spasm {X}{U}{U} Instant Choose one -- Tap X target permanents; or untap X target permanents. * You choose Reality Spasm's mode as you cast it. * You may target any permanents with Reality Spasm, regardless of whether they're tapped or untapped. ----Realms Uncharted {2}{G} Instant Search your library for four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library. * You may reveal fewer than four land cards if you like. If you reveal one or two cards, those cards are put into your graveyard. If you reveal three cards, an opponent will choose two of those cards and you'll put them into your graveyard; the remaining revealed card is put into your hand. -----

Renegade Doppelganger {1}{U} Creature -- Shapeshifter 0/1 Whenever another creature enters the battlefield under your control, you may have Renegade Doppelganger become a copy of that creature until end of turn. (If it does, it loses this ability for the rest of the turn.) * When a creature enters the battlefield under your control, you can choose not to copy it. In that case, Renegade Doppelganger remains 0/1 and still has its triggered ability. * If Renegade Doppelganger becomes a copy of another creature, that doesn't count as having a creature enter the battlefield. Renegade Doppelganger was already on the battlefield; it only changed its characteristics. If Renegade Doppelganger gains any enters-thebattlefield triggered abilities, they won't do anything. The same is true of any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities. * If Renegade Doppelganger becomes a copy of another creature, it copies exactly what was printed on that card and nothing more (unless that card is copying something else or it's a token; see below). It doesn't copy whether the original creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or whether it's been affected by any noncopy effects that changed its power, toughness, types, color, or so on. * If Renegade Doppelganger becomes a copy of a creature that is itself copying something else (for example, if the creature that entered the battlefield is a Clone), then Renegade Doppelganger becomes a copy of whatever that creature is copying. * If Renegade Doppelganger becomes a copy of a token, Renegade Doppelganger copies the original characteristics of that token as stated by the effect that put it onto the battlefield. Renegade Doppelganger doesn't become a token. * Noncopy effects that have already applied to Renegade Doppelganger will continue to apply to it after it becomes a copy of something else. For example, if Giant Growth had given it +3/+3 earlier in the turn, then it becomes a copy of Runeclaw Bear (a 2/2 creature), it will be a 5/5 Runeclaw Bear. * During the cleanup step, Renegade Doppelganger's copy effect wears off. It will go back to being a 0/1 blue creature named Renegade Doppelganger, and will have its original ability again. Note that this happens at the same time that damage marked on the Renegade Doppelganger is removed. If it was dealt damage earlier in the turn, this damage will not cause Renegade Doppelganger to be destroyed when its copy effect wears off. * If a creature enters the battlefield under your control and Renegade Doppelganger's ability triggers, it can become a copy of that creature when the ability resolves even if that creature has left the battlefield by then. If it has, its last existence on the battlefield

is checked to see what it was (specifically, if it was itself or if it was copying something else). * If Renegade Doppelganger becomes a copy of a legendary creature, both creatures will be put into the graveyard as a state-based action (unless one has left the battlefield before the Doppelganger's ability resolves). * Renegade Doppelganger's ability isn't targeted. It can copy a creature with shroud or protection. * If the creature Renegade Doppelganger copies has an ability that triggers at the beginning of the end step, that ability will trigger and resolve before Renegade Doppelganger's copy effect wears off. * If Renegade Doppelganger becomes a copy of a creature with an ability that causes you to make a choice (such as naming a card or choosing a color) as it enters the battlefield, and another ability that refers to that choice, those abilities of the Doppelganger won't do anything. You won't have the chance to make a choice since the Doppelganger is already on the battlefield, so the value of that choice is undefined. * If Renegade Doppelganger and another creature enter the battlefield under your control at the same time, Renegade Doppelganger's ability will trigger. When the ability resolves, Renegade Doppelganger can become a copy of that creature. * If multiple creatures enter the battlefield under your control at the same time, Renegade Doppelganger's ability will trigger once for each of them. You choose the order that those abilities will resolve. It's possible to have Renegade Doppelganger become a copy of something, activate an activated ability of that creature, then have it become a copy of something else under this scenario. The last ability that resolves that you choose to use determines what it ends up a copy of. ----Repay in Kind {5}{B}{B} Sorcery Each player's life total becomes the lowest life total among all players. * For a player's life total to become a certain number that's lower than his or her current life total, what actually happens is that the player loses the appropriate amount of life. For example, if the lowest life total in the game is 5 and another player has 12 life, Repay in Kind will cause that player to lose 7 life. Abilities that interact with life loss will interact with this effect accordingly. * In a Two-Headed Giant game, anything that cares about a player's life total checks the life total of that player's team. In addition, if an effect would cause the life total of each member of a team to become a certain number, that team chooses one of its members. On that team, only that player is affected, then the life total change is applied to the entire team. (These are changes from previous rules.) For example, if one team has 13 life and another team has 21 life, the team with the higher life total chooses one of its members and Repay in Kind causes

that player to lose 8 life, thus causing that team's life total to also be 13. ----Repel the Darkness {2}{W} Instant Tap up to two target creatures. Draw a card. * You may target zero, one, or two creatures. The creatures don't need to be untapped. * If you target zero creatures, Repel the Darkness can't be countered for having no legal targets. When it resolves, all that happens is that you draw a card. * If you target one creature and that target is illegal as Repel the Darkness resolves, the spell is countered. You don't draw a card. * If you target two creatures and they're both illegal as Repel the Darkness resolves, the spell is countered; you don't draw a card. If just one is illegal, the spell does resolve; the remaining legal target becomes tapped (if it's untapped at that time) and you draw a card. ----Sarkhan the Mad {3}{B}{R} Planeswalker -- Sarkhan 7 [0]: Reveal the top card of your library and put it into your hand. Sarkhan the Mad deals damage to himself equal to that card's converted mana cost. [-2]: Target creature's controller sacrifices it, then that player puts a 5/5 red Dragon creature token with flying onto the battlefield. [-4]: Each Dragon creature you control deals damage equal to its power to target player. * Unlike previous planeswalkers, Sarkhan the Mad has no way to raise his loyalty. * Once the first ability starts to resolve and you reveal the top card of your library (and see how much damage Sarkhan the Mad deals to himself), it's too late to respond. * The first ability causes Sarkhan to deal damage directly to himself, resulting in that many loyalty counters being removed from him. The damage would never have been dealt to you, so prevention effects that would prevent damage from being dealt to you won't affect it. * If the targeted creature is an illegal target by the time the second ability resolves, the ability is countered. The player won't get a Dragon token. * If the targeted creature is a legal target by the time the second ability resolves but its controller can't sacrifice it (due to Tajuru

Preserver, perhaps), the ability continues to resolve. That player gets a Dragon token. * You choose a single target as you activate the third ability. All your Dragons deal damage to that player. * If you target an opponent with the third ability, you choose separately for each Dragon creature you control whether or not to redirect the damage dealt by that Dragon to a planeswalker that player controls. * If two or more planeswalkers on the battlefield share a planeswalker subtype, all are put into their owners' graveyards. This means that if Sarkhan Vol and Sarkhan the Mad are on the battlefield, both are put into their owners' graveyards. ----Sea Gate Oracle {2}{U} Creature -- Human Wizard 1/3 When Sea Gate Oracle enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library. * If there's only one card in your library as this ability resolves, you'll put it into your hand. ----See Beyond {1}{U} Sorcery Draw two cards, then shuffle a card from your hand into your library. * The card you shuffle into your library may be any card from your hand. It doesn't have to be one of the cards you drew with the spell. * You have to shuffle a card from your hand into your library even if you don't draw any cards (due to replacement effects or Maralen of the Mornsong's ability, for example). If your hand is empty, you don't shuffle your library. ----Shrivel {1}{B} Sorcery All creatures get -1/-1 until end of turn. * Only creatures on the battlefield as Shrivel resolves are affected. ----Smite {W} Instant Destroy target blocked creature.

* A "blocked creature" is an attacking creature that has been blocked by a creature this combat, or has become blocked as the result of a spell or ability this combat. Unless the attacking creature leaves combat, it continues to be a blocked creature through the end of combat step, even if the creature or creatures that blocked it are no longer on the battlefield or have otherwise left combat by then. ----Snake Umbra {2}{G} Enchantment -- Aura Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card." Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) * Snake Umbra grants the triggered ability to the creature. It triggers whenever the enchanted creature deals damage to an opponent of its controller (who is not necessarily an opponent of the Aura's controller). In other words, if your Snake Umbra winds up enchanting your opponent's creature, that opponent will draw a card whenever that creature damages you. * The ability triggers when the enchanted creature deals any damage, not just combat damage. ----Soul's Attendant {W} Creature -- Human Cleric 1/1 Whenever another creature enters the battlefield, you may gain 1 life. * If Soul's Attendant and another creature enter the battlefield at the same time, Soul's Attendant's ability will trigger. ----Soulsurge Elemental {3}{R} Creature -- Elemental */1 First strike Soulsurge Elemental's power is equal to the number of creatures you control. * Soulsurge Elemental's power is continuously calculated, regardless of where it is. If it's on the battlefield, it counts itself. ----Spawnsire of Ulamog {10} Creature -- Eldrazi 7/11 Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent.)

{4}: Put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." {20}: Cast any number of Eldrazi cards you own from outside the game without paying their mana costs. * You cast Eldrazi cards from outside the game as part of the resolution of Spawnsire of Ulamog's last ability. You may cast those cards in any order. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law). You cast all of the cards you like, putting them onto the stack, then the ability finishes resolving. The spells you cast this way will then resolve as normal, one at a time, in the opposite order that they were put on the stack. They'll remain in the game for the remainder of that game. * If you cast a card "without paying its mana cost," you can't pay any alternative costs. On the other hand, if the card has additional costs, you may pay those. * In a casual game, the cards you cast from outside the game come from your personal collection. In a sanctioned event, those cards must come from your sideboard. Note that you can't cast cards from exile this way; exile is a zone in the game. ----Sphinx-Bone Wand {7} Artifact Whenever you cast an instant or sorcery spell, you may put a charge counter on Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage equal to the number of charge counters on it to target creature or player. * If you cast an instant or sorcery spell, Sphinx-Bone Wand's ability triggers and goes on the stack on top of it. The ability will resolve before the spell does. * If the targeted creature or player is an illegal target by the time the ability resolves, the ability is countered. You won't put a charge counter on Sphinx-Bone Wand and it won't deal damage. * If Sphinx-Bone Wand leaves the battlefield before its ability resolves, you won't be able to put a charge counter on it. As a result, it won't deal damage. ----Splinter Twin {2}{R}{R} Enchantment -- Aura Enchant creature Enchanted creature has "{T}: Put a token that's a copy of this creature onto the battlefield. That token has haste. Exile it at the beginning of the next end step." * Splinter Twin grants an activated ability to the enchanted creature. That creature's controller (who is not necessarily the Aura's

controller) can activate it. The creature's controller is the player who gets the token. * The token that's put onto the battlefield copies exactly what's printed on the enchanted creature (unless that creature is copying something else or it's a token; see below), plus it has haste. It doesn't copy whether the enchanted creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or whether it's been affected by any noncopy effects that changed its power, toughness, types, color, or so on. In particular, it doesn't copy the ability granted to the enchanted creature by Splinter Twin. * If the enchanted creature is copying something else when the ability resolves (for example, if it's a Renegade Doppelganger), then the token enters the battlefield as a copy of whatever the enchanted creature is copying, plus it has haste. * If the enchanted creature is a token, the new token copies the characteristics of the original token as stated by the effect that put it onto the battlefield, plus it has haste. * If the enchanted creature has {X} in its mana cost (such as Protean Hydra), X is considered to be zero. * Any enters-the-battlefield abilities of the enchanted creature will trigger when the token is put onto the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the enchanted creature will also work. * The token will not be kicked, even if the creature it's copying was. * If you activate the ability and the enchanted creature leaves the battlefield before the ability resolves, you still get a token. The enchanted creature's last existence on the battlefield is checked to see what it was (specifically, if it was itself or if it was copying something else). * If the enchanted creature is legendary, that creature and the token will both be put into the graveyard as a state-based action (unless the enchanted creature has left the battlefield before activated ability resolves). * The token is exiled at the beginning of the next end step regardless of who controls it at that time, or whether Splinter Twin or the enchanted creature is still on the battlefield at that time. * If the ability is activated during a turn's end step, the token will be exiled at the beginning of the following turn's end step. * If the token isn't exiled when the delayed triggered ability resolves (due to Stifle, perhaps), it remains on the battlefield indefinitely. It continues to have haste. ----Stalwart Shield-Bearers {1}{W} Creature -- Human Soldier

0/3 Defender Other creatures you control with defender get +0/+2. * Stalwart Shield-Bearers continually checks which creatures you control have defender and gives the bonus only to them. If an effect causes a creature with defender to lose defender (as Shoal Serpent does), Stalwart Shield-Bearers stops giving it the bonus for as long as it doesn't have defender. On the other hand, if a spell or ability causes a creature to be able to attack as though it didn't have defender (as Warmonger's Chariot does), Stalwart Shield-Bearers continues to give it the bonus because it never actually loses the defender ability. ----Suffer the Past {X}{B} Instant Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life. * The life that's lost and the life that's gained are based on the number of cards that are actually exiled, not on the value of X (in case any of the targeted cards somehow leave the graveyard in response and thus can't be exiled this way). * If the targeted player becomes an illegal target by the time Suffer the Past resolves but the targeted cards don't, you still exile the cards and gain life. The player won't be lose any life, though. * Suffer the Past's effect causes a single life-gain event, not a number of separate ones. This matters for cards such as Cradle of Vitality. ----Surrakar Spellblade {1}{U}{U} Creature -- Surrakar 2/1 Whenever you cast an instant or sorcery spell, you may put a charge counter on Surrakar Spellblade. Whenever Surrakar Spellblade deals combat damage to a player, you may draw X cards, where X is the number of charge counters on it. * If you cast an instant or sorcery spell, Surrakar Spellblade's first ability triggers and goes on the stack on top of it. The ability will resolve before the spell does. * When Surrakar Spellblade's second ability resolves, you either draw a card for each charge counter on it or you draw no cards at all. * If Surrakar Spellblade leaves the battlefield after its second ability triggers but before it resolves, its last existence on the battlefield is checked to determine how many charge counters were on it. -----

Surreal Memoir {3}{R} Sorcery Return an instant card at random from your graveyard to your hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) * Surreal Memoir isn't targeted. You don't choose an instant card at random from your graveyard until it resolves. Once you randomly select a card, it's too late for players to respond. * If you have only one instant card in your graveyard as Surreal Memoir resolves, that's the one you'll return to your hand. * If you're playing a format involving only cards from the _Urza's Saga_(TM) set and later, you may change the order of your graveyard at any time. That means the easiest way to choose an instant card at random from your graveyard is to take all the instant cards in your graveyard, turn them face down, shuffle them, and pick a card. Then you just put the rest back. * If you're playing a format involving cards printed earlier than the _Urza's Saga_ set, you may not reorder your graveyard. In this case, you need to be more careful when selecting an instant card at random, perhaps by using dice, writing the names of the instant cards on slips of paper and choosing one of them randomly, or carefully noting the existing graveyard order so you can reestablish it after performing the method suggested above, for example. * If you have multiple instant cards in your graveyard with the same name, and one of them is being targeted by another spell on the stack or is enchanted (with Spellweaver Volute, for example), you must differentiate them so you know which one (if any) is chosen at random. In that case, it may be better to use dice or another method that allows you to differentiate between the instant cards to choose one at random. * All players get to see which card you chose at random. ----Survival Cache {2}{W} Sorcery You gain 2 life. Then if you have more life than an opponent, draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) * In a Two-Headed Giant game, anything that cares about your life total checks the life total of your team. (This is a change from previous rules.) For example, say that your team has 10 life and your opponent's team has 11 life when you cast Survival Cache. You'll gain 2 life, so your team's life total becomes 12. Since your life total (12) is greater than an opponent's life total (11), you'll draw a card. -----

Tajuru Preserver {1}{G} Creature -- Elf Shaman 2/1 Spells and abilities your opponents control can't cause you to sacrifice permanents. * As a spell or ability an opponent controls resolves, if it would force you to sacrifice a permanent (as the annihilator ability does), you just don't. That part of the effect does nothing. If that spell or ability gives you the option to sacrifice a permanent (as Prowling Pangolin's ability does), you can't take that option. * If a spell or ability an opponent controls instructs you to perform an action unless you sacrifice a permanent (as Ogre Marauder does), you can't choose to sacrifice a permanent. You must perform the action. On the other hand, if a spell or ability an opponent controls instructs you to sacrifice a permanent unless you perform an action (as Rishadan Brigand does), you can choose whether or not to perform the action. If you don't perform the action, nothing happens, since you can't sacrifice any permanents. * You may still sacrifice permanents to pay the costs of spells you cast and abilities you activate, or because a resolving spell or ability you control instructs or allows you to do so. Notably, you may still sacrifice Eldrazi Spawn creature tokens for mana. * You may sacrifice a permanent to pay the activation cost of an ability, even if that ability comes from a permanent an opponent controls (such as Excavation). * You may sacrifice a permanent as a special action, even if the effect that allows you to do so comes from an opponent's permanent (such as Damping Engine or Volrath's Curse). No one controls special actions. * This ability affects only sacrifices. It won't stop a creature from being put into the graveyard due to lethal damage or having 0 toughness, and it won't stop a permanent from being put into the graveyard due to the "legend rule" or the "planeswalker uniqueness rule." None of these are sacrifices; they're the result of game rules. ----Thought Gorger {2}{B}{B} Creature -- Horror 2/2 Trample When Thought Gorger enters the battlefield, put a +1/+1 counter on it for each card in your hand. If you do, discard your hand. When Thought Gorger leaves the battlefield, draw a card for each +1/+1 counter on it. * As Thought Gorger's first ability resolves, putting a +1/+1 counter on it for each card in your hand is mandatory. The effect says "if you do" because performing that action might be impossible. If Thought

Gorger has left the battlefield by the time the ability resolves, you can't put any +1/+1 counters on it, so you won't discard your hand. * When Thought Gorger's second ability resolves, its last existence on the battlefield is checked to see how many +1/+1 counters it had on it. All of them are counted, not just the ones put on it by its enters-thebattlefield ability. * Once an ability starts to resolve, it's too late to respond to it. For example, you can't count a card in your hand while determining how many +1/+1 counters Thought Gorger gets and then cast it in response. If a card is counted, it'll be discarded. ----Time of Heroes {1}{W} Enchantment Each creature you control with a level counter on it gets +2/+2. * Each creature you control with a level counter on it gets just +2/+2, regardless of how many level counters it has. It doesn't get the bonus for each counter. * Time of Heroes affects any creature you control with a level counter on it, not just levelers. (Of course, it's pretty hard to get level counters onto a creature that's not a leveler, but it can be done with copy effects, Fate Transfer, or Quicksilver Elemental, among other possibilities.) ----Training Grounds {U} Enchantment Activated abilities of creatures you control cost up to {2} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana. * Training Grounds won't affect a cost that isn't the cost to activate a creature's activated ability. For example, it won't affect Flameblast Dragon's {X}{R} cost, since that's a cost paid when a triggered ability resolves, and it won't affect a kicker cost, since that's an additional cost to cast a spell. Activated ability costs appear before a colon (:) in a card's rules text, or, in the case of some keywords, before a colon in reminder text. * Training Grounds affects only creatures you control on the battlefield. The costs of activated abilities that work in other zones (such as cycling or unearth) won't be reduced. * Training Grounds won't affect the part of an activation cost represented by colored mana symbols or snow mana symbols. It also won't affect nonmana parts of an activation cost, if there are any. * Training Grounds can reduce the part of an activation cost represented by generic mana symbols down to nothing, as long as it still costs at least one mana. For example, if an activation cost is

{2}{G}, you'd have to pay only {G}. If an activation cost is {2}, though, you'd still have to pay {1}. * Training Grounds can reduce the amount you pay for a creature's activated ability cost that includes {X}. For example, Drana, Kalastria Bloodchief has an activated ability that costs {X}{B}{B}. If you control Training Grounds and you activate the ability with X equal to 5, you'll have to pay only {3}{B}{B}. This is true even if the ability states that {X} must be paid with a certain color of mana, as Crimson Hellkite's ability does. * If an activated ability of a creature you control costs no generic mana to activate (for example, if it costs {R}{R}, it costs {0}, or it costs only nonmana actions such as {T} or "Sacrifice a creature"), Training Grounds simply won't affect it. In particular, it won't increase the cost to include a mana payment of {1}. * Training Grounds takes the total cost to activate a creature's activated ability into account, not just the cost printed on it. For example, Furnace Spirit has an activated ability that costs {R}, and Suppression Field says "Activated abilities cost {2} more to activate unless they're mana abilities." Since activating Furnace Spirit's activated ability would now cost {2}{R}, Training Grounds reduces that cost back to {R}. * You may choose not to apply Training Ground's cost reduction effect. You may also choose to apply only part of it (causing an activated ability of a creature you control to cost just {1} less to activate). ----Traitorous Instinct {3}{R} Sorcery Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +2/+0 and gains haste. * You may target a creature you already control. You may target a creature that's already untapped. ----Transcendent Master {1}{W}{W} Creature -- Human Cleric Avatar 3/3 Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 6-11 6/6 Lifelink LEVEL 12+ 9/9 Lifelink Transcendent Master is indestructible. * Lethal damage and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of

reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is on the battlefield, or if its toughness is 0 or less. ----Tuktuk the Explorer {2}{R} Legendary Creature -- Goblin 1/1 Haste When Tuktuk the Explorer is put into a graveyard from the battlefield, put a legendary 5/5 colorless Goblin Golem artifact creature token named Tuktuk the Returned onto the battlefield. * Both Tuktuk the Explorer and Tuktuk the Returned are legendary creatures. However, since they have different names, one of each may coexist on the battlefield without being affected by the "legend rule." ----Ulamog, the Infinite Gyre {11} Legendary Creature -- Eldrazi 10/10 When you cast Ulamog, the Infinite Gyre, destroy target permanent. Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents.) Ulamog is indestructible. When Ulamog is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library. * Lethal damage and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is on the battlefield, or if its toughness is 0 or less. * See also "New Keyword Ability: Annihilator," "Theme: 'When you cast [this creature] abilities,'" and "Theme: Legendary Eldrazi" in the General Notes section of this FAQ. ----Ulamog's Crusher {8} Creature -- Eldrazi 8/8 Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) Ulamog's Crusher attacks each turn if able. * If, during your declare attackers step, Ulamog's Crusher is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Ulamog's Crusher attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.

* If there are multiple combat phases in a turn, Ulamog's Crusher must attack only in the first one in which it's able to. ----Umbra Mystic {2}{W} Creature -- Human Wizard 2/2 Auras attached to permanents you control have totem armor. (If an enchanted permanent you control would be destroyed, instead remove all damage from it and destroy an Aura attached to it.) * All _Rise of the Eldrazi_ cards printed with totem armor are Auras with "enchant creature." But Umbra Mystic grants totem armor to Auras attached to any permanent you control, not just creatures. The ability works the same way even if the Aura is enchanting a land, an artifact, or any other permanent. * Umbra Mystic grants totem armor to Auras attached to permanents you control, regardless of who controls those Auras. Conversely, it doesn't grant totem armor to Auras you control that are attached to permanents controlled by other players. * If a permanent you control would be destroyed, and it's enchanted by an Aura with totem armor, it doesn't matter who controls that Aura. The totem armor effect is mandatory. If that permanent is enchanted by multiple Auras, you choose which one is destroyed, regardless of who controls them. * Say you control a permanent that's and that Aura is itself enchanted by destroyed, instead the first Aura is Aura would be destroyed, instead the

enchanted by an Aura you control, an Aura. If the permanent would be destroyed . . . but since that second Aura is destroyed.

* Multiple instances of totem armor on the same Aura are redundant. ----Unified Will {1}{U} Instant Counter target spell if you control more creatures than that spell's controller. * Whether you control more creatures than the targeted spell's controller is checked only as Unified Will resolves. If that player controls more creatures than you at this time, or you each control the same amount, Unified Will simply doesn't do anything. ----Valakut Fireboar {4}{R} Creature -- Elemental Boar 1/7 Whenever Valakut Fireboar attacks, switch its power and toughness until end of turn.

* Effects that switch a creature's power and toughness are applied after every other effect that modifies that creature's power and toughness, no matter when they started to take effect. For example, if Valakut Fireboar's power and toughness are switched, then it gets +2/+0 until end of turn, it will be 7/3 that turn. ----Vendetta {B} Instant Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness. * If the targeted creature is an illegal target by the time Vendetta resolves, the spell is countered. You won't lose life. * The destroyed creature's last existence on the battlefield is checked to determine its toughness. * If the targeted creature isn't destroyed due to totem armor's effect, Vendetta continues to resolve. You lose life equal to the creature's current toughness (after the Aura with totem armor has been destroyed). ----Vengevine {2}{G}{G} Creature -- Elemental 4/3 Haste Whenever you cast a spell, if it's the second creature spell you cast this turn, you may return Vengevine from your graveyard to the battlefield. * If you cast your second creature spell in a turn and Vengevine is in your graveyard, Vengevine's second ability triggers and goes on the stack on top of it. The ability will resolve, allowing you to return Vengevine to the battlefield, before the creature spell does. * Vengevine's triggered ability works only if Vengevine is already in your graveyard as you finish casting your second creature spell in a turn, and it remains there continuously until the ability resolves. * Vengevine doesn't need to be in your graveyard as you start casting your second creature spell in a turn, only as you finish. This matters if you sacrifice a Vengevine on the battlefield while casting that creature spell, perhaps to pay a cost of that spell or a cost of a mana ability. * Vengevine's triggered ability checks the card types of the spells you cast over the course of the entire turn, not just the ones you cast while Vengevine is in your graveyard. For example, if you cast a creature spell, then Vengevine is put into your graveyard, then you cast another creature spell, Vengevine's ability triggers. * Vengevine's ability triggers only for the second creature spell you cast in a turn. It won't trigger for the third, fourth, or so on. It

also doesn't matter how many noncreature spells you cast in a turn; the ability counts just the creature spells. ----Warmonger's Chariot {2} Artifact -- Equipment Equipped creature gets +2/+2. As long as equipped creature has defender, it can attack as though it didn't have defender. Equip {3} * The second ability doesn't cause the equipped creature to lose defender. It just lets it attack. * If the equipped creature doesn't have defender, the second ability simply doesn't affect it. ----World at War {3}{R}{R} Sorcery After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) * As long as World at War resolves before the first postcombat main phase of a turn ends, it will have its full effect. That will happen in most cases, since it's a sorcery (meaning it's probably cast during the first or second main phase of a turn), and it has rebound (meaning it'll be cast during your upkeep). If, however, it's cast later than that, it won't create any new phases. For example, if one World at War creates a second combat phase and a third main phase in a turn, then a second World at War is cast during that third main phase, no additional phases are created. The rebound effect still works, though. * Multiple World at War effects are cumulative, as long as they're cast early enough. The first one modifies the turn structure to this: beginning phase, precombat main phase, combat phase, postcombat main phase, [new combat phase], [new postcombat main phase], ending phase. Each subsequent one inserts another combat phase and main phase into the turn after the original postcombat main phase and before the newest combat phase. * Unlike other similar cards (such as Relentless Assault), World at War doesn't untap the creatures that have attacked this turn when it resolves. Rather, those creatures untap when the new combat phase created by the spell begins. All creatures that attacked this turn untap, regardless of which combat phase they attacked in (if there have been more than one) or who controls them (if you're playing a TwoHeaded Giant game, for example). * You don't have to attack with any creatures during the new combat phase.

----Wrap in Flames {3}{R} Sorcery Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn. * You may target zero, one, two, or three creatures. * The "can't block" effect applies to each of the targeted creatures -and only those creatures -- even if Wrap in Flames deals no damage to one or more of them (due to a prevention effect, for example) or Wrap in Flames deals damage to a different creature (due to a redirection effect). * If any of the targeted creatures is an illegal target by the time Wrap in Flames resolves, it won't be dealt damage and will be able to block. The other targeted creatures will still be affected. ----All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. (c)2010 Wizards.

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