_Alara Reborn_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from
Laurie Cheers, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified March 23, 2009
_Alara Reborn_ Prerelease tournaments: April 25-26, 2009.
Go to <www.wizards.com/Prerelease> to find a location near you.
_Alara Reborn_ official release date: Thursday, April 30,
2009. Go to <http://locator.wizards.com> to find a store near you.
_Alara Reborn_ Launch Parties: April 30-May 3, 2009. Go
to <www.wizards.com/launchparty> to find a location near you.
The _Alara Reborn_ set becomes legal for sanctioned
Constructed play on its official release date.
-- At that time, the following card sets will be permitted
in the Standard format: _Tenth Edition_, _Lorwyn_(TM), _Morningtide_(TM),
_Shadowmoor_(TM), _Eventide_(TM), _Shards of Alara_(TM), _Conflux_(TM), and
_Alara Reborn_.
-- At that time, the following card sets will be
permitted in the _Shards of Alara_ Block Constructed format: _Shards of Alara_,
_Conflux_, and _Alara Reborn_.
The _Alara Reborn_ set contains 145 cards (60 common, 40
uncommon, 35 rare, 10 mythic rare).
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
questions players might ask about a given card in the set.
Items in the "Card-Specific Notes" section
include full rules text for your reference. Not all cards in the set are
listed.
-----
GENERAL NOTES
***Theme: All Multicolored***
Every card in the _Alara Reborn_ set is multicolored.
Each one has at least two different colors in its mana cost, and each one is
printed with a gold frame. (Some of them are artifacts, so their frames contain
both silver and gold.) Accordingly, the set features a number of cards that
refer to "multicolored" or "monocolored."
Gloryscale Viashino
{1}{R}{G}{W}
Creature -- Viashino Soldier
3/3
Whenever you play a multicolored spell, Gloryscale
Viashino gets +3/+3 until end of turn.
Defiler of Souls
{3}{B}{B}{R}
Creature -- Demon
5/5
Flying
At the beginning of each player's upkeep, that player
sacrifices a monocolored creature.
* A spell, permanent, or card is multicolored if it has
more than one color. For example, a card that costs {3}{B}{R} is multicolored,
as is a card that costs {3}{B/R}.
* A spell, permanent, or card is monocolored if it has
exactly one color.
* Colorless spells, permanents, and cards are neither
multicolored nor monocolored. Land cards are colorless, as are artifacts that
don't have colored mana symbols in their mana costs.
-----
***Keyword Ability: Cascade***
Each time you play a spell with cascade, you'll get a
free bonus spell from your deck . . . but you don't know what it'll be!
Bituminous Blast
{3}{B}{R}
Instant
Cascade (When you play this spell, remove cards from the
top of your library from the game until you remove a nonland card that costs
less. You may play it without paying its mana cost. Put the removed cards on
the bottom in a random order.)
Bituminous Blast deals 4 damage to target creature.
Bloodbraid Elf
{2}{R}{G}
Creature -- Elf Berserker
3/2
Haste
Cascade (When you play this spell, remove cards from the
top of your library from the game until you remove a nonland card that costs
less. You may play it without paying its mana cost. Put the removed cards on
the bottom in a random order.)
The official rules for cascade are as follows:
502.85. Cascade
502.85a Cascade is a triggered ability that functions
only while the spell with cascade is on the stack. "Cascade" means
"When you play this spell, remove cards from the top of your library from
the game until you remove a nonland card whose converted mana cost is less than
this spell's converted mana cost. You may play that card without paying its
mana cost. Then put all cards removed from the game this way that weren't
played on the bottom of your library in a random order."
502.85b If a spell has multiple instances of cascade,
each triggers separately.
* On instant and sorcery cards, the cascade ability is
printed first; on permanent cards, the cascade ability is printed last.
Regardless of the card type, cascade triggers when the spell is played, not
when it resolves (that is, before the permanent would come into play).
* Here's the timing for cascade:
1) You play a spell with cascade.
2) The cascade ability triggers and goes on the stack on
top of the original spell.
3) The cascade ability resolves. If you find an
applicable card that you'd like to play, you do so.
4) The spell you played as a result of the cascade
ability resolves.
5) The original spell resolves.
* For the most part, cascade is mandatory. You must
remove cards from the top of your library from the game, even if you know that
you won't remove anything you want to play. Whether or not to play the last
card you remove is the only optional part.
* The spell you play as a result of the cascade ability
resolves before the original spell. If you play a creature spell with cascade
and then play an Aura as the result of the cascade ability, you can't enchant
that creature with it because the creature spell hasn't resolved yet.
* Cascade won't trigger if you put a copy of a spell with
cascade on the stack (due to Cloven Casting or Twincast, for example). That's
because you didn't play the copy.
* Countering the original spell doesn't counter the
cascade ability.
* Since cascade is a triggered ability, anything that
interacts with a triggered ability (such as Stifle) will interact with cascade.
* All players can see the cards you remove from the game
as the cascade ability resolves.
* If you remove a split card from the game this way,
check if at least one half of that split card has a converted mana cost that's
less than the converted mana cost of the spell with cascade. If so, you can
play either half of that split card.
* If you play a card this way, you play it as part of the
resolution of the cascade ability. Timing restrictions based on the card's type
(such as creature or sorcery) are ignored. Other play restrictions are not
(such as "Play [this card] only before attackers are declared").
* A spell played as part of the resolution of cascade is
played from the removed-from-the-game zone, not from your library.
* If you play a card "without paying its mana
cost," you can't pay any alternative costs, such as evoke or the
alternative cost provided by the morph ability. If it has X in its mana cost, X
must be 0. However, you can pay optional additional costs, such as conspire,
and you must still pay mandatory additional costs, such as the one on
Goldmeadow Stalwart.
* If you play a card this way, you're playing it as a
spell. It can be countered. If you play another card with cascade this way, the
new spell's cascade ability will trigger, and you'll repeat the process for the
new spell.
* After you play an applicable card, you randomly
rearrange the other cards removed from the game this way and put them on the
bottom of your library. Neither you nor any other player sees the order of
those cards.
* If you don't want to play the applicable card you
remove from the game with the cascade ability, you don't have to. Include it
with the other cards removed from the game this way when you randomly rearrange
them and put them on the bottom of your library. The same is true for an
applicable card that you can't play (because there are no legal targets, for
example).
* If you play a spell with cascade and there are no
nonland cards in your library with a converted mana cost that's less that that
spell's converted mana cost, you'll remove your entire library from the game.
Then you'll randomly rearrange those cards and put them back as your library.
Although you're essentially shuffling those cards, you're not technically doing
so; abilities that trigger whenever you shuffle your library won't trigger.
-----
***Returning Keyword Ability: Cycling***
***Returning Keyword Ability: Landcycling***
If you have a card with "cycling" in your hand,
you can pay its cycling cost and discard it to draw a new card. If you have a
card with a landcycling ability (such as "mountaincycling") in your
hand, you can pay its cycling cost and discard it to search your library for a
land card of the specified land type.
Igneous Pouncer
{4}{B}{R}
Creature -- Elemental
5/1
Haste
Swampcycling {2}, mountaincycling {2} ({2}, Discard this
card: Search your library for a Swamp or Mountain card, reveal it, and put it
into your hand. Then shuffle your library.)
Five _Alara Reborn_ cards each have a pair of landcycling
abilities. At the time you cycle one of those cards, you choose which one of
those landcycling abilities you're using. You can't use both. For example, when
you cycle Igneous Pouncer, you're either using the swampcycling ability or the
mountaincycling ability, and you must determine which at that time (not as the ability
resolves and you're searching your deck).
The official rules for cycling are as follows:
502.18. Cycling
502.18a Cycling is an activated ability that functions
only while the card with cycling is in a player's hand. "Cycling
[cost]" means "[Cost], Discard this card: Draw a card."
502.18b Although the cycling ability is playable only if
the card is in a player's hand, it continues to exist while the object is in
play and in all other zones. Therefore objects with cycling will be affected by
effects that depend on objects having one or more activated abilities.
502.18c Some cards with cycling have abilities that
trigger when they're cycled. "When you cycle [this card]" means
"When you discard [this card] to pay a cycling cost." These abilities
trigger from whatever zone the card winds up in after it's cycled.
502.18d Typecycling is a variant of the cycling ability.
"[Type]cycling [cost]" means "[Cost], Discard this card: Search
your library for a [type] card, reveal it, and put it into your hand. Then
shuffle your library." This type is usually a subtype (as in
"mountaincycling") but can be any card type, subtype, supertype, or
combination thereof (as in "basic landcycling").
502.18e Any cards that trigger when a player cycles a
card will trigger when a card is discarded to pay a typecycling cost. Any
effect that stops players from cycling cards will stop players from playing
cards' typecycling abilities.
* Unlike the normal cycling ability, landcycling doesn't
allow you to draw a card. Instead, it lets you search your library for a land
card of the specified land type, reveal it, put it into your hand, then shuffle
your library.
* Landcycling is a form of cycling. Any ability that
triggers on a card being cycled also triggers on a card being landcycled. Any
ability that stops a cycling ability from being played also stops a landcycling
ability from being played.
* Cycling (and, thus, landcycling) is an activated
ability. Effects that interact with activated abilities (such as Stifle or
Rings of Brighthearth) will interact with cycling. Effects that interact with
spells (such as Remove Soul or Faerie Tauntings) will not.
* A landcycling ability lets you search for any card in
your library with the stated land type. It doesn't have to be a basic land. For
example, if you play a card's mountaincycling ability, you may find a Mountain,
a Snow-Covered Mountain, a Madblind Mountain, or a Steam Vents from your deck,
among other possibilities.
-----
***Cycle: Sojourners***
A cycle of cards in this set (the Sojourners) each have
cycling as well as an ability that triggers when you cycle it or when it's put
into a graveyard from play.
Jund Sojourners
{B}{R}{G}
Creature -- Viashino Shaman
3/2
When you cycle Jund Sojourners or it's put into a
graveyard from play, you may have it deal 1 damage to target creature or
player.
Cycling {2}{R} ({2}{R}, Discard this card: Draw a card.)
* A Sojourner's triggered ability acts as a cycle-triggered
ability or as a leaves-play ability, as appropriate. The player who controls
the triggered ability is the player who cycled the Sojourner, or the player who
last controlled the Sojourner in play.
* If you cycle a Sojourner, the cycling ability goes on
the stack, then the triggered ability goes on the stack on top of it. The
triggered ability will resolve before you draw a card from the cycling ability.
* You can cycle a Sojourner even if there are no targets
for the triggered ability. That's because the cycling ability itself has no
targets.
* The cycling ability and the triggered ability are
separate. If the triggered ability is countered (with Stifle, for example, or
if all its targets have become illegal), the cycling ability will still resolve
and you'll draw a card.
-----
***Returning Mechanic: Hybrid***
Hybrid mana symbols represent a cost that can be paid
with either of two colors. For example, {W/B} can be paid with either {W} or
{B}. It's both a white and a black mana symbol. A card with the mana cost {W/B}
is both white and black, and its converted mana cost is 1. Visually, the {W/B}
symbol is a circle divided in half: the upper left looks like a white mana
symbol (sun on a white background) and the lower right looks like a black mana symbol
(skull on a gray background).
Esper Stormblade
{W/B}{U}
Artifact Creature -- Vedalken Wizard
2/1
As long as you control another multicolored permanent,
Esper Stormblade gets +1/+1 and has flying.
* Hybrid mana symbols appear only in costs, such as the
mana cost in the upper right corner of a card or the cost to play an activated
ability such as cycling.
* A card with a hybrid mana symbol in its mana cost is a
hybrid card. A hybrid card is each color that appears in its mana cost,
regardless of what mana was spent to play it. For example, the Esper Stormblade
above is white, blue, and black.
* As you play a hybrid spell or an activated ability with
a hybrid cost, you choose which color of mana you will spend for each hybrid
mana symbol at the same time you would choose modes or choose a value for an X
in a mana cost. For example, you choose whether you'll play Esper Stormblade by
paying {W}{U} or {B}{U}. If an effect then reduces the cost to play that spell
by one or more colored mana, it applies to that spell only if you've chosen a
method of paying for it that includes those colors.
* Each hybrid card in the _Alara Reborn_ set has a mana
cost that includes one hybrid mana symbol and one mana symbol of a different
color. Since these cards are each three colors, they appear in the gold frames
that are standard for multicolored cards.
-----
***Cycle: Borderposts***
This set has a cycle of colored artifacts that each has
an alternative cost and an ability that produces two colors of mana.
Fieldmist Borderpost
{1}{W}{U}
Artifact
You may pay {1} and return a basic land you control to
its owner's hand rather than pay Fieldmist Borderpost's mana cost.
Fieldmist Borderpost comes into play tapped.
{T}: Add {W} or {U} to your mana pool.
* Playing a Borderpost by paying its alternative cost
doesn't change when you can play it. You can play it only at the normal time
you could play an artifact spell. It also doesn't change the spell's mana cost
or converted mana cost. The only difference is the cost you actually pay.
* Effects that increase or reduce the cost to play a
Borderpost will apply to whichever cost you chose to pay.
* To satisfy the alternative cost, you may return any
basic land you control to its owner's hand, regardless of that land's subtype
or whether it's tapped.
* As you play a spell, you get a chance to play mana
abilities before you pay that spell's costs. Therefore, you may tap a basic
land for mana, then both spend that mana and return that land to your hand to
pay a Borderpost's alternative cost. (Of course, you can return a different
basic land instead.)
-----
***Returning Mechanics***
Many abilities and mechanics introduced in the _Shards of
Alara_ set appear in the _Alara Reborn_ set. For more information about the
five shards and their mechanics (the Bant shard's keyword "exalted,"
the Esper shard's colored artifacts, the Grixis shard's keyword
"unearth," the Jund shard's keyword "devour," and the Naya
shard's "5 power matters" mechanic), see the _Shards of Alara_ FAQ at
<www.wizards.com/Magic/TCG/Resources.aspx?x=magic/rules/faqs>.
-----
CARD-SPECIFIC NOTES
Arsenal Thresher
{2}{W/B}{U}
Artifact Creature -- Construct
2/2
As Arsenal Thresher comes into play, you may reveal any
number of other artifact cards from your hand. Arsenal Thresher comes into play
with a +1/+1 counter on it for each card revealed this way.
* If multiple Arsenal Threshers are coming into play at
the same time (for example, if Warp World is resolving), you may reveal the
same artifact cards from your hand for each of them.
* If Arsenal Thresher and another artifact are coming
into play from your hand at the same time, you may reveal that other artifact
for Arsenal Thresher. If that artifact is a second Arsenal Thresher, you may
reveal each Arsenal Thresher for the other.
-----
Aven Mimeomancer
{1}{W}{U}
Creature -- Bird Wizard
3/1
Flying
At the beginning of your upkeep, you may put a feather
counter on target creature. If you do, that creature is 3/1 and has flying as
long as it has a feather counter on it.
* If the second ability affects a creature, it overwrites
most other effects that change or set its power and toughness. But certain
other effects can still apply to it afterward. They are:
-- Effects that happen after this ability resolves that
change the creature's power or toughness (like Giant Growth) or set its power
and toughness to certain values (like Lignify).
-- Counters that change the creature's power and
toughness, such as +1/+1 or -1/-1 counters, regardless of when they were put on
that creature.
-- Static abilities that change the creature's power and
toughness (such as those from Glorious Anthem), regardless of when they first
took effect.
-- Effects that switch the creature's power and
toughness, regardless of when they first took effect.
* If the second ability affects a creature, it doesn't
cause that creature to lose any of its abilities. It just gives that creature
flying as well.
* The affected creature remains 3/1 and has flying as
long as it has a feather counter on it. The effect continues even if Aven
Mimeomancer leaves play.
* You may put a feather counter on a creature that
already has a feather counter on it. Doing so has no visible effect unless some
other effect has changed the creature's power or toughness, or caused it to
lose flying, since the last feather counter was put on it.
* If all feather counters on a creature are moved to a
different creature, the ability doesn't follow them. The first creature stops
being affected by the ability because it no longer has a feather counter on it.
The second creature is not affected by the ability because Aven Mimeomancer
didn't target it.
-----
Behemoth Sledge
{1}{G}{W}
Artifact -- Equipment
Equipped creature gets +2/+2 and has lifelink and
trample.
Equip {3}
* If a creature has multiple instances of lifelink, each
one triggers separately.
-----
Blitz Hellion
{3}{R}{G}
Creature -- Hellion
7/7
Trample, haste
At end of turn, Blitz Hellion's owner shuffles it into
his or her library.
* Blitz Hellion's last ability triggers at the end of
each turn in which it's in play. If it's not in play by the time this ability
resolves, nothing happens. Blitz Hellion stays wherever it is, and its owner
doesn't shuffle his or her library.
* A token that's copying Blitz Hellion will be shuffled
into its owner's library when this ability resolves, then will cease to exist.
For practical purposes, the token should not actually be put into the library,
though the library is still shuffled.
-----
Brainbite
{2}{U}{B}
Sorcery
Target opponent reveals his or her hand. You choose a
card from it. That player discards that card.
Draw a card.
* You may target an opponent who has no cards in hand.
* When Brainbite resolves, you'll draw a card even if the
targeted opponent has no cards in hand.
-----
Cloven Casting
{5}{U}{R}
Enchantment
Whenever you play a multicolored instant or sorcery
spell, you may pay {1}. If you do, copy that spell. You may choose new targets
for the copy.
* This ability triggers only once for each multicolored
instant or sorcery spell you play. You can't use a single Cloven Casting to
copy the same spell twice.
* You can copy the spell that caused Cloven Casting's
ability to trigger even if it's been countered by the time that ability
resolves.
* The copy will have the same targets as the spell it's
copying unless you choose new ones. You may change any number of the targets,
including all of them or none of them. The new targets must be legal.
* If a modal spell is copied, the copy will have the same
mode as the original.
* Abilities that trigger when a spell is played (such as
this ability or cascade) won't trigger when you create a copy this way.
-----
Crystallization
{G/U}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature can't attack or block.
When enchanted creature becomes the target of a spell or
ability, remove that creature from the game.
* When the enchanted creature becomes the target of a
spell or ability, Crystallization's last ability will trigger. When that
ability resolves, that creature will be removed from the game, even if
Crystallization has left play or is enchanting a different creature by that
time. If Crystallization is still enchanting the same creature, Crystallization
will then be put into its owner's graveyard as a state-based effect.
-----
Dauntless Escort
{1}{G}{W}
Creature -- Rhino Soldier
3/3
Sacrifice Dauntless Escort: Creatures you control are
indestructible this turn.
* Once Dauntless Escort's ability resolves, it's
continually in effect until the turn ends. Unlike similar spells and abilities
that give all creatures you control flying or +1/+1, for example, this 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 you control at any point
during the remainder of the turn are indestructible, including creatures that
come under your control after Dauntless Escort's ability has resolved and
creatures that lose all abilities.
* If any creature leaves your control, Dauntless Escort's
ability no longer applies to it. If such a creature had lethal damage on it,
it's destroyed immediately as a state-based effect.
* 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 in play, or if its toughness
is 0 or less.
-----
Deadshot Minotaur
{3}{R}{G}
Creature -- Minotaur
3/4
When Deadshot Minotaur comes into play, it deals 3 damage
to target creature with flying.
Cycling {R/G} ({R/G}, Discard this card: Draw a card.)
* The comes-into-play ability is mandatory. If you're the
only player who controls a creature with flying, you must target one of those
creatures.
-----
Deathbringer Thoctar
{4}{B}{R}
Creature -- Zombie Beast
3/3
Whenever another creature is put into a graveyard from
play, you may put a +1/+1 counter on Deathbringer Thoctar.
Remove a +1/+1 counter from Deathbringer Thoctar:
Deathbringer Thoctar deals 1 damage to target creature or player.
* If Deathbringer Thoctar and another creature are dealt
lethal damage at the same time, Deathbringer Thoctar will be put into a
graveyard before it would receive any counters. Its ability will still trigger,
but it will do nothing when it resolves.
* You may remove any +1/+1 counter from Deathbringer
Thoctar to play its second ability, not just a +1/+1 counter put on it with its
first ability.
-----
Demonspine Whip
{B}{R}
Artifact -- Equipment
{X}: Equipped creature gets +X/+0 until end of turn.
Equip {1}
* When the first ability resolves, the +X/+0 bonus is
given to the creature that Demonspine Whip is attached to at that time,
regardless of what creature (if any) it was attached to when the ability was
played. If Demonspine Whip is in play but not attached to a creature at this
time, no creature gets the bonus.
* Once Demonspine Whip's ability resolves and gives the
+X/+0 bonus to a creature, that bonus stays with that creature for the rest of
the turn even if Demonspine Whip moves to another creature or leaves play.
* If Demonspine Whip is no longer in play by the time its
first ability resolves, the game checks whether it was attached to a creature
at the time it left play. If it was, that creature gets the +X/+0 bonus. If it
wasn't, no creature gets the bonus.
-----
Double Negative
{U}{U}{R}
Instant
Counter up to two target spells.
* You may play Double Negative with no targets, one
target, or two targets.
* In order to counter two target spells, both of those
spells must be on the stack at the time you play Double Negative. Two spells
can be on the stack at the same time as the result of an ability (such as
cascade or replicate), as the result of a copy effect (such as the one from
Cloven Casting or Twincast), or because a spell has been played in response to
another spell.
*It's unusual for a player to play a spell in response to
his or her own spell, and that will be specifically called out when it happens.
Under normal circumstances, if a player plays a spell, it is assumed that the
player passes priority afterward. If that player plays another spell, it is
assumed that each other player has also passed priority, which caused the first
spell to resolve and the first player to receive priority again. Unless the
first player says otherwise, only one spell will be on the stack at a time in
that scenario.
-----
Dragon Appeasement
{3}{B}{R}{G}
Enchantment
Skip your draw step.
Whenever you sacrifice a creature, you may draw a card.
* Dragon Appeasement itself doesn't allow you to
sacrifice any creatures. Its last ability triggers whenever you sacrifice a
creature because some other spell, ability, or cost instructed you to.
-----
Dragon Broodmother
{2}{R}{R}{R}{G}
Creature -- Dragon
4/4
Flying
At the beginning of each upkeep, put a 1/1 red and green
Dragon creature token with flying and devour 2 into play. (As the token comes
into play, you may sacrifice any number of creatures. It comes into play with
twice that many +1/+1 counters on it.)
* Putting a token creature with devour into play works
the same as putting any other creature with devour into play. The token may
devour Dragon Broodmother itself!
* In a Two-Headed Giant game, Dragon Broodmother's second
ability triggers only once at the beginning of each team's upkeep, not once for
each player. You'll get one Dragon token at the beginning of your team's upkeep
and one Dragon token at the beginning of the opposing team's upkeep.
-----
Drastic Revelation
{2}{U}{B}{R}
Sorcery
Discard your hand. Draw seven cards, then discard three
cards at random.
* You discard your hand as part of Drastic Revelation's
effect, not as an additional cost. If you have no cards in hand at this point,
you simply don't discard any; the rest of the spell will still have its effect.
* You'll discard three cards at random even if some other
effect replaces your seven draws.
* If there are fewer than seven cards left in your
library, you'll draw all the cards in your library, then you'll discard three
cards at random. Then you'll lose the game as a state-based effect.
-----
Enigma Sphinx
{4}{W}{U}{B}
Artifact Creature -- Sphinx
5/4
Flying
When Enigma Sphinx is put into your graveyard from play,
put it into your library third from the top.
Cascade (When you play this spell, remove cards from the
top of your library from the game until you remove a nonland card that costs
less. You may play it without paying its mana cost. Put the removed cards on
the bottom in a random order.)
* After Enigma Sphinx's middle ability triggers, if
Enigma Sphinx is removed from your graveyard in response, it won't be put into
your library.
* If you have zero or one card left in your library when
Enigma Sphinx's middle ability resolves, Enigma Sphinx is put on the bottom of
your library.
* If you control an Enigma Sphinx that's owned by another
player, it's put into that player's graveyard from play, so Enigma Sphinx's
middle ability won't trigger.
-----
Ethersworn Shieldmage
{1}{W}{U}
Artifact Creature -- Vedalken Wizard
2/2
Flash
When Ethersworn Shieldmage comes into play, prevent all
damage that would be dealt to artifact creatures this turn.
* When Ethersworn Shieldmage's triggered ability
resolves, it doesn't lock in which permanents will be affected. For the rest of
the turn, any time damage would be dealt to a permanent, check whether it's an
artifact creature at that time. If it is, that damage is prevented.
-----
Etherwrought Page
{1}{W}{U}{B}
Artifact
At the beginning of your upkeep, choose one -- You gain 2
life; or look at the top card of your library, then you may put that card into
your graveyard; or each opponent loses 1 life.
* You choose a mode when the ability triggers.
* You may choose a different mode each time it triggers.
-----
Fight to the Death
{R}{W}
Instant
Destroy all blocking creatures and all blocked creatures.
* A "blocking creature" is one that has been
declared as a blocker this combat, or one that was put into play 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 in play or have otherwise left combat by then.
* 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 in play or have
otherwise left combat by then.
* Attacking creatures that haven't been blocked are
unaffected by Fight to the Death.
* If Fight to the Death is played before blockers are
declared or after combat ends, it won't do anything.
-----
Filigree Angel
{5}{W}{W}{U}
Artifact Creature -- Angel
4/4
Flying
When Filigree Angel comes into play, you gain 3 life for
each artifact you control.
* Filigree Angel's comes-into-play ability counts
Filigree Angel itself, assuming that it's still in play and still an artifact
by the time the ability resolves.
-----
Finest Hour
{2}{G}{W}{U}
Enchantment
Exalted (Whenever a creature you control attacks alone,
that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's
the first combat phase of the turn, untap that creature. After this phase,
there is an additional combat phase.
* Finest Hour's second ability has an "intervening
'if' clause." The ability won't trigger at all unless it's the first
combat phase of the turn.
* Unlike other similar cards, Finest Hour doesn't create
a main phase in between the two combat phases. The second combat phase will
begin immediately after the current one ends.
-----
Flurry of Wings
{G}{W}{U}
Instant
Put X 1/1 white Bird Soldier creature tokens with flying
into play, where X is the number of attacking creatures.
* An "attacking creature" is one that has been
declared as an attacker this combat, or one that was put into play attacking
this combat. Unless that creature leaves combat, it continues to be an
attacking creature through the end of combat step.
* Flurry of Wings counts the number of creatures that are
attacking as it resolves. It doesn't matter how many creatures were originally
declared as attackers that turn. It also doesn't matter who controls those
creatures, or who or what they're attacking.
* If Flurry of Wings is played before attackers have been
declared or after combat ends, it won't do anything.
-----
Giant Ambush Beetle
{3}{B/G}{R}
Creature -- Insect
4/3
Haste
When Giant Ambush Beetle comes into play, you may have
target creature block it this turn if able.
* You decide whether to have the targeted creature block
Giant Ambush Beetle this turn if able at the time the comes-into-play ability
resolves, not at the time Giant Ambush Beetle attacks.
* Deciding to have the targeted creature block doesn't
force you to attack with Giant Ambush Beetle that turn. If Giant Ambush Beetle
doesn't attack, the targeted creature is free to block whichever creature its
controller chooses, or block no creatures at all.
* If you choose to have the targeted creature block but
that creature isn't able to block Giant Ambush Beetle (for example, because the
targeted creature can block only creatures with flying), the requirement to
block does nothing. The targeted creature is free to block whichever creature
its controller chooses, or block no creatures at all.
* Tapped creatures, creatures that can't block as the
result of an effect, creatures with unpaid costs to block (such as those from
War Cadence), and creatures that aren't controlled by the defending player are
exempt from effects that would require them to block. Such creatures can be
targeted by Giant Ambush Beetle's ability, but the requirement to block does
nothing.
-----
Glory of Warfare
{2}{R}{W}
Enchantment
As long as it's your turn, creatures you control get
+2/+0.
As long as it's not your turn, creatures you control get
+0/+2.
* There is never a point at which Glory of Warfare will
give a creature you control +2/+2 or +0/+0. A creature that's normally 1/1, for
example, will change from being 3/1 to being 1/3 when your turn ends and
another player's turn begins. At no time will it be 3/3 or 1/1.
-----
Grixis Sojourners
{1}{U}{B}{R}
Creature -- Zombie Ogre
4/3
When you cycle Grixis Sojourners or it's put into a
graveyard from play, you may remove target card in a graveyard from the game.
Cycling {2}{B} ({2}{B}, Discard this card: Draw a card.)
* Grixis Sojourner's triggered ability may target Grixis
Sojourners itself. By the time the ability triggers, Grixis Sojourner will
already be in your graveyard.
-----
Illusory Demon
{1}{U}{B}
Creature -- Demon Illusion
4/3
Flying
When you play a spell, sacrifice Illusory Demon.
* If you play a spell, the spell goes on the stack, then
Illusory Demon's triggered ability goes on the stack on top of it. The
triggered ability will resolve (and you'll sacrifice Illusory Demon) before the
spell resolves.
-----
Intimidation Bolt
{1}{R}{W}
Instant
Intimidation Bolt deals 3 damage to target creature.
Other creatures can't attack this turn.
* If the targeted creature has become an illegal target
by the time Intimidation Bolt resolves, Intimidation Bolt is countered.
Creatures will still be able to attack that turn.
* If the targeted creature survives the damage, it can
attack this turn, but no other creatures can. If the targeted creature is
destroyed, no creatures can attack this turn, including creatures that come
into play later on.
* For the second part of Intimidation Bolt's effect to do
anything, it must be played before attackers are declared.
-----
Karrthus, Tyrant of Jund
{4}{B}{R}{G}
Legendary Creature -- Dragon
7/7
Flying, haste
When Karrthus, Tyrant of Jund comes into play, gain
control of all Dragons, then untap all Dragons.
Other Dragon creatures you control have haste.
* The triggered ability's control-change effect has no
duration. Each Dragon you gain control of this way will remain under your
control until the game ends, that permanent leaves play, or some other effect
changes its controller.
* When the triggered ability resolves, you'll gain
control of all Dragons, including the Dragons you already control (such as
Karrthus itself). Usually this will have no appreciable effect, though it will
override any previous control-change abilities (such as if you had gained
control of one of those Dragons only for the rest of the turn). Then you'll
untap all Dragons, including the ones you already controlled and Karrthus
itself (if it had somehow managed to become tapped by then).
-----
Kathari Bomber
{1}{B}{R}
Creature -- Bird Shaman
2/2
Flying
When Kathari Bomber deals combat damage to a player, put
two 1/1 red Goblin creature tokens into play and sacrifice Kathari Bomber.
Unearth {3}{B}{R} ({3}{B}{R}: Return this card from your
graveyard to play. It gains haste. Remove it from the game at end of turn or if
it would leave play. Unearth only as a sorcery.)
* When the triggered ability resolves, you put two Goblin
tokens into play regardless of how much combat damage Kathari Bomber dealt to
the player. You get the tokens even if you can't sacrifice Kathari Bomber
(because it's no longer under your control).
-----
Knight of New Alara
{2}{G}{W}
Creature -- Human Knight
2/2
Each other multicolored creature you control gets +1/+1
for each of its colors.
* For example, a white creature gets no bonus. A white
and blue creature gets +2/+2. A white, blue, and black creature gets +3/+3, and
so on.
-----
Knotvine Paladin
{G}{W}
Creature -- Human Knight
2/2
Whenever Knotvine Paladin attacks, it gets +1/+1 until
end of turn for each untapped creature you control.
* The number of untapped creatures you control is counted
as the ability resolves, and the bonus is locked in at that time. By this
point, other attacking creatures will already be tapped (unless they have
vigilance).
-----
Lavalanche
{X}{B}{R}{G}
Sorcery
Lavalanche deals X damage to target player and each
creature he or she controls.
* If the targeted player has become an illegal target by
the time Lavalanche resolves, Lavalanche is countered. Nothing will be dealt
damage.
* Because Lavalanche doesn't target any creatures, it
will deal damage to creatures with shroud. Any damage it would deal to
creatures with appropriate protection abilities will still be prevented,
however.
-----
Leonin Armorguard
{2}{G}{W}
Creature -- Cat Soldier
3/3
When Leonin Armorguard comes into play, creatures you
control get +1/+1 until end of turn.
* Leonin Armorguard gets this bonus too.
-----
Lich Lord of Unx
{1}{U}{B}
Creature -- Zombie Wizard
2/2
{U}{B}, {T}: Put a 1/1 blue and black Zombie Wizard
creature token into play.
{U}{U}{B}{B}: Target player loses X life and puts the top
X cards of his or her library into his or her graveyard, where X is the number
of Zombies you control.
* The second ability counts all Zombies you control, not
just the tokens put into play with the first ability. It will count Lich Lord
of Unx itself if it's still under your control and still a Zombie when the
ability resolves.
-----
Lorescale Coatl
{1}{G}{U}
Creature -- Snake
2/2
Whenever you draw a card, you may put a +1/+1 counter on
Lorescale Coatl.
* If a spell or ability causes you to draw multiple
cards, Lorescale Coatl's ability triggers that many times.
* If a spell or ability causes you to put cards in your
hand without specifically using the word "draw," Lorescale Coatl's
ability won't trigger.
-----
Madrush Cyclops
{1}{B}{R}{G}
Creature -- Cyclops Warrior
3/4
Creatures you control have haste.
* Madrush Cyclops gives itself haste.
-----
Maelstrom Nexus
{W}{U}{B}{R}{G}
Enchantment
The first spell you play each turn has cascade. (When you
play your first spell, remove cards from the top of your library from the game
until you remove a nonland card that costs less. You may play it without paying
its mana cost. Put the removed cards on the bottom in a random order.)
* Maelstrom Nexus affects the first spell you play each
turn, not just the first spell you play on your own turn.
* If the first spell you play in a turn already has
cascade, both cascade abilities will trigger separately. Deal with them one at
a time: First one cascade ability will resolve, and you'll play the applicable
card if you want. That new spell will resolve. Then the other cascade ability
will resolve in the same way. Finally, the original spell will resolve.
* This effect takes into account spells that were played
earlier in the turn that Maelstrom Nexus came into play, including any spells
still on the stack. If you've already played any spells that turn (including
Maelstrom Nexus itself), this ability won't give any of your spells cascade
that turn.
* A spell's converted mana cost is determined solely by
the mana symbols printed in its upper right corner. If its mana cost includes
{X}, take the chosen value of X into account. Ignore any alternative costs, additional
costs, cost increases, or cost reductions.
-----
Maelstrom Pulse
{1}{B}{G}
Sorcery
Destroy target nonland permanent and all other permanents
with the same name as that permanent.
* If the targeted permanent has become an illegal target
by the time Maelstrom Pulse resolves, Maelstrom Pulse is countered. Nothing
will be destroyed.
* If the targeted permanent isn't destroyed (because it
regenerates, or because it's indestructible), all other permanents with the
same name as it will still be destroyed.
* A token's name is the same as the creature types listed
by the effect that created it, unless that effect specifically gives that token
a name. For example, Lich Lord of Unx's effect creates a token with the name
"Zombie Wizard."
* A face-down creature has no name, so it doesn't have
the same name as anything else.
-----
Mage Slayer
{1}{R}{G}
Artifact -- Equipment
Whenever equipped creature attacks, it deals damage equal
to its power to defending player.
Equip {3}
* This ability triggers and resolves in the declare
attackers step. The creature will still deal its combat damage as normal later
on during the combat phase.
* When the equipped creature attacks, the first ability
will trigger. When that ability resolves, that creature will deal damage equal
to its power to defending player, even if Mage Slayer has left play or is
equipping a different creature by that time.
-----
Mask of Riddles
{U}{B}
Artifact -- Equipment
Equipped creature has fear.
Whenever equipped creature deals combat damage to a
player, you may draw a card.
Equip {2}
* If a Mask of Riddles you control somehow winds up
equipping a creature you don't control, Mask of Riddles's triggered ability
will still trigger whenever that creature deals combat damage to a player (even
if that player is you). You will control that ability, so you may draw a card.
-----
Mayael's Aria
{R}{G}{W}
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on
each creature you control if you control a creature with power 5 or greater.
Then you gain 10 life if you control a creature with power 10 or greater. Then
you win the game if you control a creature with power 20 or greater.
* This ability triggers at the beginning of each of your
upkeeps. Whether you control any applicable creatures is checked only when the
ability resolves.
* The three parts of the ability happen sequentially. For
example, if you control a creature with 9 power when the ability starts to
resolve, you'll put a +1/+1 counter on each creature you control -- and now,
since you control a creature with 10 power, you'll gain 10 life.
-----
Meddling Mage
{W}{U}
Creature -- Human Wizard
2/2
As Meddling Mage comes into play, name a nonland card.
The named card can't be played.
* No one can play spells or abilities between the time a
card is named and the time that Meddling Mage's ability starts to work.
* Spells with the chosen name that somehow happen to
already be on the stack when Meddling Mage comes into play are not affected by
Meddling Mage's ability.
* Although the named card can't be played, it can still
be put into play by a spell or ability (if it's a permanent card).
* If you want to name a split card, you must name both
halves of it (for example, "Boom // Bust"). Neither side of that
split card (Boom or Bust) can be played.
* If a card with morph is named, that card may still be
played face down. Face-down cards have no names.
* Some cards (such as Isochron Scepter, for example) let
you play a copy of a card. A copy of a card isn't actually a card, so Meddling
Mage can't stop this.
* Once Meddling Mage leaves play, the named card can be
played again.
-----
Mind Funeral
{1}{U}{B}
Sorcery
Target opponent reveals cards from the top of his or her
library until four land cards are revealed. That player puts all cards revealed
this way into his or her graveyard.
* The four land cards, as well as all the other cards
revealed during this process, are put into the graveyard. If there aren't four
land cards left in the targeted opponent's library, that player's entire
library is put into the graveyard.
-----
Morbid Bloom
{4}{B}{G}
Sorcery
Remove target creature card in a graveyard from the game,
then put X 1/1 green Saproling creature tokens into play, where X is the
removed card's toughness.
* If the targeted card is removed from the graveyard
before Morbid Bloom resolves, the spell is countered. You won't get any
Saproling tokens.
* If a creature card has "*" in its toughness,
the ability that defines "*" works in all zones. The value of X is
equal to the toughness of the targeted creature card as it last existed in the
graveyard.
-----
Mycoid Shepherd
{1}{G}{G}{W}
Creature -- Fungus
5/4
Whenever Mycoid Shepherd or another creature you control
with power 5 or greater is put into a graveyard from play, you may gain 5 life.
* Mycoid Shepherd's ability will trigger when it's put
into a graveyard from play no matter what its power is at that time.
* If another creature you control is put into a graveyard
from play, Mycoid Shepherd's ability checks that creature's power as it last
existed in play. If it was 5 or greater, the ability will trigger.
* If Mycoid Shepherd and another creature you control
with power 5 or greater are put into a graveyard from play at the same time,
Mycoid Shepherd's ability will trigger twice.
-----
Necromancer's Covenant
{3}{W}{B}{B}
Enchantment
When Necromancer's Covenant comes into play, remove all
creature cards in target player's graveyard from the game, then put a 2/2 black
Zombie creature token into play for each card removed this way.
Zombies you control have lifelink.
* The Zombie tokens are put into play under your control.
* Necromancer's Covenant grants lifelink to all Zombies
you control, not just the tokens put into play with its first ability.
-----
Nemesis of Reason
{3}{U}{B}
Creature -- Leviathan Horror
3/7
Whenever Nemesis of Reason attacks, defending player puts
the top ten cards of his or her library into his or her graveyard.
* If the defending player has fewer than ten cards in his
or her library, that player's entire library is put into his or her graveyard.
-----
Nulltread Gargantuan
{1}{G}{U}
Creature -- Beast
5/6
When Nulltread Gargantuan comes into play, put a creature
you control on top of its owner's library.
* Nulltread Gargantuan's ability doesn't target the
creature you put on top of its owner's library. You don't choose one until the
ability resolves. No one can respond to the choice.
* If you control no other creatures, you'll have to put
Nulltread Gargantuan on top of its owner's library.
-----
Offering to Asha
{2}{W}{U}
Instant
Counter target spell unless its controller pays {4}. You
gain 4 life.
* You gain 4 life whether or not the targeted spell's
controller pays {4} and whether or not the targeted spell is countered.
-----
Predatory Advantage
{3}{R}{G}
Enchantment
At the end of each opponent's turn, if that player didn't
play a creature spell this turn, put a 2/2 green Lizard creature token into
play.
* Predatory Advantage's ability has an "intervening
'if' clause." That means (1) the ability won't trigger at all unless the opponent
whose turn it is didn't play a creature spell that turn, and (2) the ability
will do nothing unless the opponent whose turn it is still hasn't played a
creature spell by the time it resolves.
* Predatory Advantage checks whether a player played a
creature spell, not whether a creature came into play under that player's
control. If that player played a creature spell but you countered it, for
example, you won't get a Lizard token that turn.
* In a Two-Headed Giant game, Predatory Advantage's ability
triggers twice at the end of the opposing team's turn: once for each player. If
neither of those players played a creature spell that turn, you'll get two
Lizards. If one of those players played a creature spell but the other didn't,
you'll get one Lizard.
-----
Retaliator Griffin
{1}{R}{G}{W}
Creature -- Griffin
2/2
Flying
Whenever a source an opponent controls deals damage to
you, you may put that many +1/+1 counters on Retaliator Griffin.
* The source of combat damage is the creature that dealt
it.
* If a spell causes damage to be dealt, that spell will
always identify the source of the damage. In most cases, the source is the
spell itself. For example, Breath of Malfegor says "Breath of Malfegor
deals 5 damage to each opponent."
* If an ability causes damage to be dealt, that ability
will always identify the source of the damage. The ability itself is never the
source. However, the source of the ability is often the source of the damage.
For example, Deathbringer Thoctar's ability says "Deathbringer Thoctar
deals 1 damage to target creature or player."
* If the source of the damage is a permanent, Retaliator
Griffin checks whether an opponent controls that permanent at the time that
damage is dealt. If the permanent has left play by then, its last known
information is used. If the source of the damage is a spell, whether it's
controlled by an opponent is obvious. If the source of the damage is a card in
some other zone (such as a cycled Jund Sojourner), Retaliator Griffin checks
whether the card's owner, rather than its controller, is an opponent.
* If Retaliator Griffin is dealt lethal damage at the
same time that you're dealt damage by a source an opponent controls, Retaliator
Griffin will be put into a graveyard before it would receive any counters. Its
ability will still trigger, but it will do nothing when it resolves.
-----
Sages of the Anima
{3}{G}{U}
Creature -- Elf Wizard
3/4
If you would draw a card, instead reveal the top three
cards of your library. Put all creature cards revealed this way into your hand
and the rest on the bottom of your library in any order.
* Other players don't get to see the order that you put
the cards on the bottom of your library.
* If an effect would cause you to draw multiple cards,
each individual draw is replaced by Sages of the Anima's effect. Process the
draws one at a time.
* If there are fewer than three cards in your library,
you'll reveal all of them.
* This effect is mandatory. Even if there are no more
creature cards in your library, you have to do this instead of drawing a card.
* If a spell or ability causes you to put cards in your
hand without specifically using the word "draw," Sages of the Anima's
ability won't affect it.
* If two or more replacement effects would apply to a
card-drawing event, the player who's drawing the card chooses what order to
apply them. It's possible that after applying one of them, the others will no
longer be applicable because the player would no longer draw a card. For
example, if you have more than one Sages of the Anima in play and you would
draw a card, each Sages of the Anima's replacement effect could apply. Once you
use one, the rest are no longer applicable.
-----
Sen Triplets
{2}{W}{U}{B}
Legendary Artifact Creature -- Human Wizard
3/3
At the beginning of your upkeep, choose target opponent.
This turn, that player can't play spells or activated abilities and plays with
his or her hand revealed. You can play cards from that player's hand this turn.
* Playing a card this way works just like playing any
other card, with one exception: You're playing the card from your opponent's
hand rather than your own. To be specific:
-- A card played this way follows the normal timing rules
for its card type, as well as any other applicable restrictions such as
"Play [this card] only during combat." For example, you can't play a
card from the targeted opponent's hand during your end step unless it's an
instant or has flash.
-- To play a nonland card from your opponent's hand this
way, you must pay its mana cost.
-- You can play a land card from the targeted opponent's
hand only if you haven't played a land yet that turn.
* You control the spells you play from your opponent's
hand, so you make decisions for them as appropriate. For example, if one of
those spells says "target creature you control," you'll target one of
your creatures, not one of your opponent's creatures.
* If you play a spell with cascade this way, you'll
control the cascade ability. When it resolves, you'll find a new card to play
from your own library.
* You can play spells from the targeted player's hand,
but not abilities. Specifically, you can't cycle cards in that player's hand.
* This ability doesn't prevent the targeted opponent's
triggered abilities from triggering. If one does, that player puts it on the
stack and, if applicable, chooses targets for it. Those abilities will resolve
as normal.
* If the resolution of a spell or ability involves having
the targeted player play a spell, that part of the effect simply won't work.
* After this ability resolves, the targeted player still
gets priority at the appropriate times, and can still perform special actions
(such as turning a face-down creature face up). However, since that player
can't play any spells or abilities -- including mana abilities -- there's not
much he or she can actually accomplish this way.
* If you start to play a card from the targeted
opponent's hand, there's no way for the opponent to get rid of that card in
response (like discarding it to pay Gathan Raiders's morph cost, for example).
That's because the first thing that happens when you start to play a card is
that it moves to the stack, so it's not in your opponent's hand anymore.
* Once Sen Triplets's ability resolves, it remains in
effect for the rest of the turn whether or not you still control Sen Triplets.
-----
Shield of the Righteous
{W}{U}
Artifact -- Equipment
Equipped creature gets +0/+2 and has vigilance.
Whenever equipped creature blocks a creature, that
creature doesn't untap during its controller's next untap step.
Equip {2}
* When the equipped creature blocks a creature, Shield of
the Righteous's second ability doesn't tap the blocked creature (in case it
happens to be untapped due to vigilance, for example). It just causes that
creature to not untap during its controller's next untap step.
* If the blocked creature is already untapped at the time
its controller's next untap step begins, this ability has no effect. It won't
apply at some later time when that creature is tapped.
* Shield of the Righteous's second ability doesn't track
the blocked creature's controller. If that creature changes controllers before
its old controller's next untap step, this ability will prevent it from
untapping during its new controller's next untap step.
-----
Sigil Captain
{1}{G}{W}{W}
Creature -- Rhino Soldier
3/3
Whenever a creature comes into play under your control,
if that creature is 1/1, put two +1/+1 counters on it.
* Sigil Captain's ability has an "intervening 'if'
clause." That means (1) the ability won't trigger at all unless the
creature that comes into play under your control is 1/1, and (2) the ability
will do nothing unless that creature is still 1/1 at the time the ability
resolves.
* For that reason, two Sigil Captains don't work well
together. When a 1/1 creature comes into play under your control, the abilities
of both Sigil Captains will trigger. When the first resolves, two +1/+1
counters are put on the 1/1 creature. When the second resolves, it will do
nothing because the creature that came into play is now 3/3.
* Sigil Captain's ability checks a creature's initial
power and toughness upon being put in play, so it will take into account
counters that it comes into play with and static abilities that may give it a
continuous power boost once it's in play (such as the one on Glorious Anthem).
After the creature is already in play, changing its power and toughness to 1/1
with a spell, activated ability, or triggered ability won't allow this ability
to trigger; it's too late by then.
* If, for some reason, Sigil Captain enters play as a 1/1
creature (due to a pair of Engineered Plagues, for example), it will cause its
own ability to trigger.
-----
Sigil of the Nayan Gods
{1}{G}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1 for each creature you
control.
Cycling {G/W} ({G/W}, Discard this card: Draw a card.)
* Sigil of the Nayan Gods's ability counts the number of
creatures you control, regardless of who controls the creature the Aura is
enchanting. If you control the creature it's enchanting, the bonus will include
that creature too.
-----
Skyclaw Thrash
{3}{U}{R}
Artifact Creature -- Viashino Warrior
4/4
Whenever Skyclaw Thrash attacks, flip a coin. If you win
the flip, Skyclaw Thrash gets +1/+1 and gains flying until end of turn.
* If you lose the flip, nothing happens. Skyclaw Thrash
continues to attack as normal.
-----
Slave of Bolas
{3}{U/R}{B}
Sorcery
Gain control of target creature. Untap that creature. It
gains haste until end of turn. Sacrifice it at end of turn.
* You may target a creature you already control.
* If you don't control the targeted creature when the
"at end of turn" ability resolves, it won't be sacrificed. If it's
still in play but under another player's control, the ability won't try to have
you sacrifice it again at the end of the turn after that.
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Soul Manipulation
{1}{U}{B}
Instant
Choose one or both -- Counter target creature spell;
and/or return target creature card in your graveyard to your hand.
* You may choose just the first mode (targeting a
creature spell), just the second mode (targeting a creature card in your
graveyard), or both modes (targeting a creature spell and a creature card in
your graveyard). You can't choose a mode unless there's a legal target for it.
* If you choose both modes, you choose their targets at
the same time. You can't counter your own creature spell and then return that
card from your graveyard to your hand.
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Sovereigns of Lost Alara
{4}{W}{U}
Creature -- Spirit
4/5
Exalted (Whenever a creature you control attacks alone,
that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may
search your library for an Aura card that could enchant that creature, put it
into play attached to that creature, then shuffle your library.
* Any Aura card you find with Sovereigns of Lost Alara's
second ability must be able to enchant the attacking creature as it currently
exists. You need to check the Aura's enchant ability as well as any effects, such
as protection, that would make it illegal to attach that Aura to the attacking
creature. For example, if the attacking creature were an artifact creature with
protection from blue, you could find an Aura with "enchant artifact,"
but you could not find a blue Aura.
* If you choose to search your library but no applicable
Aura card is left in your deck (or you choose not to find one), then nothing
comes into play and you simply shuffle your library.
* The attacking creature is not targeted by either this
ability or the Aura, so a creature with shroud can be enchanted this way.
* If the attacking creature has left play by the time
Sovereigns of Lost Alara's second ability resolves, you can't put an Aura into
play this way. You may still choose to search your library just to shuffle it.
-----
Spellbound Dragon
{3}{U}{R}
Creature -- Dragon
3/5
Flying
Whenever Spellbound Dragon attacks, draw a card, then
discard a card. Spellbound Dragon gets +X/+0 until end of turn, where X is the
discarded card's converted mana cost.
* You'll discard a card even if some other effect
replaces the draw.
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Spellbreaker Behemoth
{1}{R}{G}{G}
Creature -- Beast
5/5
Spellbreaker Behemoth can't be countered.
Creature spells you control with power 5 or greater can't
be countered.
* Any spells or abilities that would counter Spellbreaker
Behemoth or (once it's in play) a creature spell you control with power 5 or
greater can still be played and will still resolve. They just won't counter
that spell. Any other effects they have will happen as normal.
* Effects that affect a creature's power (such as the one
from Glorious Anthem, for example) apply only to creatures in play, not to
creature spells on the stack.
* If a creature card has "*" in its power, the
ability that defines "*" works in all zones, including the stack.
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Tainted Sigil
{1}{W}{B}
Artifact
{T}, Sacrifice Tainted Sigil: You gain life equal to the
total life lost by all players this turn. (Damage causes loss of life.)
* Tainted Sigil's ability counts the life lost by all
players, including you.
* When Tainted Sigil's ability resolves, it checks how
much life each player lost over the course of the turn, then it totals that
number and you gain that much life in one shot. It doesn't matter how a player
lost life or what caused it. It also doesn't matter if Tainted Sigil wasn't in
play when some or all of the life was lost.
* If you lose enough life to lower your life total to 0
or less, you'll lose the game as a state-based effect before you can play
Tainted Sigil's ability.
* All combat damage dealt within a single combat damage
step resolves at once. You can't let some of it resolve, use Tainted Sigil's
ability, and let the rest resolve.
* Tainted Sigil's ability checks only whether life was
lost. It doesn't care whether life was also gained. For example, say one player
lost 4 life during the turn and no one else lost any, but that same player also
gained 6 life that turn. That player has a higher life total than he or she
started the turn with -- but Tainted Sigil's ability counts only the life loss,
so you'll gain 4 life.
-----
Thopter Foundry
{W/B}{U}
Artifact
{1}, Sacrifice a nontoken artifact: Put a 1/1 blue
Thopter artifact creature token with flying into play. You gain 1 life.
* The nontoken artifact you sacrifice may be Thopter
Foundry itself.
-----
Thought Hemorrhage
{2}{B}{R}
Sorcery
Name a nonland card. Target player reveals his or her
hand. Thought Hemorrhage deals 3 damage to that player for each card with that
name revealed this way. Search that player's graveyard, hand, and library for
all cards with that name and remove them from the game. Then that player
shuffles his or her library.
* The card is named as Thought Hemorrhage resolves.
Spells and abilities can't be played between the time a card is named and the
time that Thought Hemorrhage has the rest of its effect.
* If the targeted player has multiple cards with the
chosen name in his or her hand, the damage dealt by Thought Hemorrhage is all
considered to be the same instance of damage. A single effect that prevents
"the next time a source would deal damage," for example, will prevent
all of it.
* Thought Hemorrhage has no effect on cards in play that
have the same name as the named card.
* The cards you're searching for must be found if they're
in the graveyard, because that's a zone everyone can see. Finding those cards in
the hand and library is optional, though. This is true even though the targeted
player has revealed his or her hand.
-----
Thraximundar
{4}{U}{B}{R}
Legendary Creature -- Zombie Assassin
6/6
Haste
Whenever Thraximundar attacks, defending player sacrifices
a creature.
Whenever a player sacrifices a creature, you may put a
+1/+1 counter on Thraximundar.
* Thraximundar's middle ability resolves during the
declare attackers step. The defending player sacrifices a creature before it
would get a chance to block.
* Thraximundar's last ability triggers whenever any
player (including you) sacrifices a creature for any reason. It doesn't trigger
only when a creature is sacrificed due to its middle ability. Note that
Thraximundar itself doesn't allow you to sacrifice any creatures.
-----
Time Sieve
{U}{B}
Artifact
{T}, Sacrifice five artifacts: Take an extra turn after
this one.
* One of the five artifacts you sacrifice may be Time
Sieve itself.
-----
Unscythe, Killer of Kings
{U}{B}{B}{R}
Legendary Artifact -- Equipment
Equipped creature gets +3/+3 and has first strike.
Whenever a creature dealt damage by equipped creature
this turn is put into a graveyard, you may remove that card from the game. If
you do, put a 2/2 black Zombie creature token into play.
Equip {2}
* Whenever a creature is put into a graveyard from play,
check whether that creature had been dealt damage this turn by the creature
that Unscythe is currently attached to. If so, Unscythe's second ability will
trigger. This is true even if Unscythe wasn't attached to the creature at the
time it dealt that damage. Only the currently equipped creature is checked, not
any creatures that Unscythe may have been attached to earlier in the turn.
* Unscythe's second ability cares about any damage, not
just combat damage.
* If Unscythe's second ability triggers, but the creature
that was put into a graveyard is somehow removed from the graveyard in response
(or it was a token), it won't be able to be removed from the graveyard with
Unscythe's ability. You won't get a Zombie token.
-----
Vedalken Heretic
{G}{U}
Creature -- Vedalken Rogue
1/1
Whenever Vedalken Heretic deals damage to an opponent,
you may draw a card.
* Vedalken Heretic's ability triggers when it deals any
damage to an opponent, not just combat damage.
-----
Vengeful Rebirth
{4}{R}{G}
Sorcery
Return target card from your graveyard to your hand. If
you return a nonland card to your hand this way, Vengeful Rebirth deals damage
equal to that card's converted mana cost to target creature or player.
Remove Vengeful Rebirth from the game.
* Vengeful Rebirth has two targets: a card in your
graveyard, and a creature or player.
* You can return a land card to your hand with Vengeful
Rebirth. It just won't deal any damage to the targeted creature or player if
you do.
* If the targeted creature or player becomes an illegal
target but the targeted card in your graveyard doesn't, Vengeful Rebirth will
still return that card from your graveyard to your hand, but it won't deal any
damage. Vengeful Rebirth will then be removed from the game.
* If the targeted card in your graveyard becomes an
illegal target but the targeted creature or player doesn't, Vengeful Rebirth
won't return that card to your hand and it won't deal any damage (because you
didn't return a nonland card to your hand this way). Vengeful Rebirth will
still be removed from the game, though.
* If both targets are illegal, Vengeful Rebirth is
countered. It will go to your graveyard.
-----
Vithian Renegades
{1}{R}{G}
Creature -- Human Shaman
3/2
When Vithian Renegades comes into play, destroy target
artifact.
* The comes-into-play ability is mandatory. If you're the
only player who controls any artifacts, you must target one of them.
-----
Wargate
{X}{G}{W}{U}
Sorcery
Search your library for a permanent card with converted
mana cost X or less, put it into play, then shuffle your library.
* A permanent card is an artifact, creature, enchantment,
land, or planeswalker card.
* You may always find a permanent card with converted mana cost 0. (If X is 0, that's all you can find.) Cards with no mana cost (such as land cards), cards with mana cost {0}, and cards with mana cost {X} all have converted mana cost 0.
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