_Shards of Alara_(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 September 23, 2008

_Shards of Alara_ Prerelease tournaments: September 27-28, 2008
_Shards of Alara_ official release date: October 3, 2008
_Shards of Alara_ Launch Parties: October 3-5, 2008

The _Shards of Alara_ 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), and _Shards of Alara_.
At that time, the following card sets will be permitted in the _Shards of
Alara_ Block Constructed format: _Shards of Alara_.

The _Shards of Alara_ set contains 249 cards (20 basic land, 101 common, 60
uncommon, 53 rare, 15 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

***New Rarity: Mythic Rare***

The rarity of each _Magic: The Gathering_(R) game card is expressed in the
color of its expansion symbol. Basic lands and common cards have black
expansion symbols, uncommon cards have silver expansion symbols, and rare
cards have gold expansion symbols. A new rarity is introduced in the _Shards
of Alara_ set: mythic rare.

A mythic rare card is approximately twice as rare as a rare card from the
same set. Mythic rare cards have red-orange expansion symbols.

Starting with the _Shards of Alara_ set, each _Magic_ booster pack contains
the following: one basic land, ten commons, three uncommons, one rare or
mythic rare, and 1 non-game ad card (which may be a token). If the pack
happens to contain a foil premium card, it will do so in place of one of the
commons, regardless of that premium card's rarity. (Every game card in the
set can appear as a regular card or as a premium card.)
-----

***Theme: Shards***

Multicolored cards are prominently featured in the _Shards of Alara_ set. In
particular, three-colored play is highlighted. The set contains thirty-five
cards that are exactly three colors, which is more than any other set in
_Magic_(TM) history. The set also contains a number of cards that support
three-colored decks, such as the Obelisk cycle and the Panorama cycle.

Five combinations of three colors each are highlighted. These are the three-
colored "arcs": groups of three colors that appear consecutively on the
_Magic_ color wheel on the back of each card.

Each of these three-color arcs is represented in this set by a "shard": an
independent fraction of the Alara plane in which only three of the five
colors of _Magic_ appear. Each shard has its own keyword or theme.
-- The shard of Bant is green, white, and blue. Its keyword ability is
exalted.
-- The shard of Esper is white, blue, and black. Its theme is colored
artifacts.
-- The shard of Grixis is blue, black, and red. Its keyword ability is
unearth.
-- The shard of Jund is black, red, and green. Its keyword ability is devour.
-- The shard of Naya is red, green, and white. Its theme is enormous
creatures, also known as "5 power matters."
-----

***New Format for Launch Parties***

The _Shards of Alara Launch Parties_ on October 3–6, 2008 are Wizards Play
Network events that feature a new format: the Theme Tournament. Designed to
highlight the fun and flavorful aspects of the _Shards of Alara_ set, the
Theme Tournaments have the same structure as the Prerelease tournaments
(Sealed Deck format in which each player receives one tournament pack and
three boosters), with a few additional rules.

As players build their decks, they must choose one of the five shards (Bant,
Esper, Grixis, Jund, or Naya). The mana cost of each card in a player's deck
may contain only mana symbols that match the chosen shard's three colors.
(Mana symbols in a card's text box are ignored.) Colorless cards may be
played in any deck. In addition, a deck may not generate mana outside its
shard's colors. Any card which would generate mana of a color that doesn't
match the chosen shard generates colorless mana instead.

Go to  to find a location near you.
-----

***Jund Keyword Ability: Devour***

Devour is an ability that allows the most vicious creatures to grow in size
by preying upon other creatures.

Skullmulcher
{4}{G}
Creature -- Elemental
3/3
Devour 1 (As this comes into play, you may sacrifice any number of creatures.
This creature comes into play with that many +1/+1 counters on it.)
When Skullmulcher comes into play, draw a card for each creature it devoured.

The official rules for devour are as follows:

502.82. Devour

502.82a Devour is a static ability. "Devour N" means "As this object comes
into play, you may sacrifice any number of creatures. This permanent comes
into play with N +1/+1 counters on it for each creature sacrificed this way."

502.82b Some objects have abilities that refer to the number of creatures the
permanent devoured. "It devoured" means "sacrificed as a result of its devour
ability as it came into play."

* Devour appears only on creature cards.

* A creature with devour can devour other creatures no matter how it comes
into play.

* You may choose to not sacrifice any creatures.

* If you play a creature with devour as a spell, you choose how many and
which creatures to devour as part of the resolution of that spell. (It can't
be countered at this point.) The same is true of a spell or ability that lets
you put a creature with devour into play.

* You may sacrifice only creatures that are already in play. If a creature
with devour and another creature are coming into play under your control at
the same time, the creature with devour can't devour that other creature. The
creature with devour also can't devour itself.

* If multiple creatures with devour are coming into play under your control
at the same time, you may use each one's devour ability. A creature you
already control can be devoured by only one of them, however. (In other
words, you can't sacrifice the same creature to satisfy multiple devour
abilities.) All creatures devoured this way are sacrificed at the same time.
-----

***Bant Keyword Ability: Exalted***

Exalted is an ability that pumps up a single heroic attacker.

Angelic Benediction
{3}{W}
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, you may tap target creature.

The official rules for exalted are as follows:

502.83. Exalted

502.83a Exalted is a triggered ability. "Exalted" means "Whenever a creature
you control attacks alone, that creature gets +1/+1 until end of turn."

502.83b A creature "attacks alone" if it's the only creature declared as an
attacker in a given combat phase. See rule 306.5.

* If you declare exactly one creature as an attacker, each exalted ability on
each permanent you control (including, perhaps, the attacking creature
itself) will trigger. The bonuses are given to the attacking creature, not to
the permanent with exalted. Ultimately, the attacking creature will wind up
with +1/+1 for each of your exalted abilities.

* Some cards with exalted abilities have other abilities that also trigger
when a creature you control attacks alone. Each time a creature you control
attacks alone, both the exalted ability and the other ability will trigger.

* If you attack with multiple creatures, but then all but one are removed
from combat, your exalted abilities won't trigger.

* Some effects put creatures into play attacking. Since those creatures were
never declared as attackers, they're ignored by exalted abilities. They won't
cause exalted abilities to trigger. If any exalted abilities have already
triggered (because exactly one creature was declared as an attacker), those
abilities will resolve as normal even though there may now be multiple
attackers.

* Exalted abilities will resolve before blockers are declared.

* Exalted bonuses last until end of turn. If an effect creates an additional
combat phase during your turn, a creature that attacked alone during the
first combat phase will still have its exalted bonuses in that new phase. If
a creature attacks alone during the second combat phase, all your exalted
abilities will trigger again.

* In a Two-Headed Giant game, a creature "attacks alone" if it's the only
creature declared as an attacker by your entire team. If you control that
attacking creature, your exalted abilities will trigger but your teammate's
exalted abilities won't.
-----

***Grixis Keyword Ability: Unearth***

Unearth is an ability that lets a dead creature come screaming back to life
for one last turn.

Dregscape Zombie
{1}{B}
Creature -- Zombie
2/1
Unearth {B} ({B}: 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.)

The official rules for unearth are as follows:

502.84. Unearth

502.84a Unearth is an activated ability that functions while the card is in a
graveyard. "Unearth [cost]" means "[Cost]: Return this card from your
graveyard to play. It gains haste. Remove it from the game at end of turn. If
it would leave play, remove it from the game instead of putting it anywhere
else. Play this ability only any time you could play a sorcery."

* Unearth appears only on creature cards.

* You may play the unearth ability of a card in your graveyard no matter how
it wound up in your graveyard.

* If you play a card's unearth ability but that card is removed from your
graveyard before the ability resolves, that unearth ability will resolve and
do nothing.

* Playing a creature card's unearth ability isn't the same as playing the
creature card. The unearth ability is put on the stack, but the creature card
is not. Spells and abilities that interact with activated abilities (such as
Stifle) will interact with unearth, but spells and abilities that interact
with spells (such as Remove Soul) will not.

* At end of turn, a creature returned to play with unearth is removed from
the game. This is a delayed triggered ability, and it can be countered by
effects such as Stifle or Voidslime that counter triggered abilities. If the
ability is countered, the creature will stay in play and the delayed trigger
won't trigger again. However, the replacement effect will still remove the
creature from the game when it eventually leaves play.

* Unearth grants haste to the creature that's returned to play. However,
neither of the "remove from the game" abilities is granted to that creature.
If that creature loses all its abilities, it will still be removed from the
game at the end of the turn, and if it would leave play, it is still removed
from the game instead.

* If a creature returned to play with unearth would leave play for any
reason, it's removed from the game instead -- unless the spell or ability
that's causing the creature to leave play is actually trying to remove it
from the game! In that case, it succeeds at removing it from the game. If it
later returns the creature card to play (as Oblivion Ring or Flickerwisp
might, for example), the creature card will return to play as a new object
with no relation to its previous existence. The unearth effect will no longer
apply to it.
-----

***Esper Theme: Colored Artifacts***

The majority of Esper cards are colored artifacts. In fact, every Esper
creature is an artifact creature, all of which are white and/or blue and/or
black!

Filigree Sages
{3}{U}
Artifact Creature -- Vedalken Wizard
2/3
{2}{U}: Untap target artifact.

* Colored artifacts appear in frames that have elements of both artifact
cards and colored cards. Besides the frame, you can tell that the card is
colored by checking its mana cost, and you can tell that the card is an
artifact by checking its type line.

* The only difference between a colored artifact and a colorless artifact is,
obviously, its color. Unlike most artifacts, a colored artifact requires
colored mana to play. Also unlike most artifacts, a colored artifact has a
color in all zones. It will interact with cards that care about color. Other
than that, a colored artifact behaves just like any other artifact. It will
interact as normal with any card that cares about artifacts, such as Shatter
or Arcbound Ravager.
-----

***Naya Theme: 5 Power Matters***

The Naya shard has a number of cards that look for creatures with power 5 or
greater. These cards work in a variety of ways.

Rakeclaw Gargantuan
{2}{R}{G}{W}
Creature -- Beast
5/3
{1}: Target creature with power 5 or greater gains first strike until end of
turn.

* If an ability says "target creature with power 5 or greater," it checks
that creature's power twice: when the creature becomes the target, and when
the ability resolves. Once the ability resolves, it will continue to apply to
the affected creature no matter what its power may become later in the turn.
(Relevant cards: Bloodthorn Taunter, Godtoucher, Mosstodon, Rakeclaw
Gargantuan, and Spearbreaker Behemoth.)

* If an ability affects a number of creatures with power 5 or greater but
doesn't target them, it checks the creatures' powers only once: when the
ability resolves. Once the ability resolves, it will continue to apply to the
affected creatures no matter what their powers may become later in the turn.
(Relevant card: Gustrider Exuberant.)

* If an ability triggers when a creature with power 5 or greater comes into
play, it checks that creature's power only once: when that creature comes
into play. The trigger checks a creature's initial power 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,
boosting its power with a spell (such as Giant Growth), activated ability, or
triggered ability won't allow this ability to trigger; it's too late by then.
Once the ability triggers, it will resolve no matter what the creature's
power may become while the ability is on the stack. (Relevant cards: Mighty
Emergence and Where Ancients Tread.)

* Some cards have abilities that say "At the end of your turn, if you control
a creature with power 5 or greater, [effect]." These abilities have
"intervening 'if' clauses." That means (1) the ability won't trigger at all
unless you control a creature with power 5 or greater as your end step
begins, and (2) the ability will do nothing if you don't control a creature
with power 5 or greater by the time it resolves. (It doesn't have to be the
same creature as the one that allowed the ability to trigger.) Power-boosting
effects that last "until end of turn" will still be in effect when this kind
of ability triggers and resolves. An ability like this will trigger a maximum
of once per turn, no matter how many applicable creatures you control.
(Relevant cards: Drumhunter, Exuberant Firestoker, and Sunseed Nurturer.)

* Some cards check the power of creature cards that aren't in play. If a
creature card you look at this way has "*" in its power, the ability that
defines its power works in all zones. (Relevant cards: Mayael the Anima and
Sacellum Godspeaker.)
-----

***Returning Keyword Ability: Cycling***

If you have a card with cycling in your hand, you can pay its cycling cost
and discard it to draw a new card. Cycling appears on cards from all shards.
It has previously appeared on cards from the _Urza's Saga_(TM) block, the
_Onslaught_(TM) block, and the _Future Sight_(R) set.

Ridge Rannet
{5}{R}{R}
Creature -- Beast
6/4
Cycling {2} ({2}, Discard this card: Draw a card.)

The relevant cycling rules 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 the graveyard.

* Cycling 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 cycle of cards in this set (the Resounding cards) have eight-mana cycling
costs and abilities that trigger when they're cycled. Each shard has one.

Resounding Roar
{1}{G}
Instant
Target creature gets +3/+3 until end of turn.
Cycling {5}{R}{G}{W} ({5}{R}{G}{W}, Discard this card: Draw a card.)
When you cycle Resounding Roar, target creature gets +6/+6 until end of turn.

* If you cycle a card with a cycle trigger, the cycling ability goes on the
stack, then the triggered ability goes on the stack on top of it. The trigger
will resolve before you draw a card from the cycling ability.

* You can cycle a card that has a cycle trigger 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.

* The cycle triggers on the Resounding cards are all mandatory. If you cycle
one, you must choose targets if possible (except for Resounding Silence,
which targets "up to two target attacking creatures" -- "up to two" means
zero, one, or two) and the effect must happen.
-----

***Cycle: Charms***

Each shard has a Charm that costs one mana of each of that shard's colors.
The Charms are modal spells with three modes. As you play a Charm, you choose
one of its modes.

Naya Charm
{R}{G}{W}
Instant
Choose one -- Naya Charm deals 3 damage to target creature; or return target
card in a graveyard to its owner's hand; or tap all creatures target player
controls.

* You can choose a mode only if you can choose legal targets for that mode.
If you can't choose legal targets for any of the modes, you can't play the
spell.

* While the spell is on the stack, treat it as though its only text is the
chosen mode. The other two modes are treated as though they don't exist. You
don't choose targets for those modes.

* If a modal spell is copied, the copy will have the same mode as the
original.
-----

***Cycle: Heralds***

Each shard has a Herald that allows you to search your library for a specific
mythic rare card and put it into play.

Angel's Herald
{W}
Creature -- Human Cleric
1/1
{2}{W}, {T}, Sacrifice a green creature, a white creature, and a blue
creature: Search your library for a card named Empyrial Archangel and put it
into play. Then shuffle your library.

* To play the ability, you must sacrifice three different creatures. You
can't sacrifice just one three-colored creature, for example.

* You may sacrifice multicolored creatures as part of the cost of the search
ability. For example, you may sacrifice a red-green creature, a green-white-
blue creature, and a blue creature to pay for Angel's Herald's ability. If
you sacrifice a multicolored creature this way, specify which part of the
cost that creature is satisfying.

* You may sacrifice the Herald itself to help pay for the cost of its
ability.
-----

***Cycle: Panoramas***

Each shard has a Panorama that allows you to search your library for a basic
land appropriate to that shard and put it into play.

Naya Panorama
Land
{T}: Add {1} to your mana pool.
{1}, {T}, Sacrifice Naya Panorama: Search your library for a basic Mountain,
Forest, or Plains card and put it into play tapped. Then shuffle your
library.

* Unlike the "fetch lands" that appeared in the _Mirage_(TM) set and the
_Onslaught_ set, the Panoramas have mana abilities.

* Also unlike the previous fetch lands, the Panoramas can find only basic
lands. Naya Panorama, for example, can find a basic Mountain card, a basic
Forest card, or a basic Plains card.

* This effect checks the card's type line, not its name, so you can find a
Snow-Covered Mountain (which is both basic and a Mountain), for example.
-----

***Returning Card Type: Planeswalker***

Planeswalkers are powerful allies you can call on to fight by your side. They
were introduced in the _Lorwyn_ set, and this set contains the first new ones
since the original five.

For information about how to play planeswalkers, please see the _Lorwyn_ FAQ
or the following website:
http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/rules/planeswalkers
-----

***Theme: "Death Triggers"***

Many cards in this set have abilities that trigger when a creature is put
into a graveyard from play.

Deathgreeter
{B}
Creature -- Human Shaman
1/1
Whenever another creature is put into a graveyard from play, you may gain 1
life.

* This kind of ability triggers regardless of whose graveyard the creature is
put into.

* Creatures in this set with "death triggers" have abilities that trigger
whenever *another* creature is put into a graveyard from play. That
creature's own demise will not cause its ability to trigger.

* Noncreature cards in this set with death triggers have abilities that
trigger whenever a creature is put into a graveyard from play. If such a
permanent somehow becomes a creature, its own demise will cause its ability
to trigger.

* If a permanent with a death trigger and another creature are both put into
a graveyard at the same time, the death trigger ability will trigger.

* Some creatures have death trigger abilities that cause +1/+1 counters to be
put on them. If that creature and another creature are dealt lethal damage at
the same time, the creature with the death trigger ability will be put into a
graveyard before it would receive any counters. The death trigger ability
will still trigger, but it will do nothing when it resolves.

* If a creature that's put into play as the result of an unearth ability
would leave play, it's removed from the game instead of going anywhere else.
Since it doesn't get put into a graveyard, death triggers don't trigger.
-----

CARD-SPECIFIC NOTES

Ad Nauseam
{3}{B}{B}
Instant
Reveal the top card of your library and put that card into your hand. You
lose life equal to its converted mana cost. You may repeat this process any
number of times.

* Each time you put the revealed card into your hand and lose the appropriate
amount of life, you decide whether to continue by revealing another card. In
other words, you don't decide in advance how many cards to put into your hand
this way.

* You may continue to reveal cards with Ad Nauseam even if your life total
has been reduced to 0 or less. If you continue, you will continue to lose
life, dropping your life total into negative numbers. As soon as you stop,
you'll lose the game as a state-based effect.
-----

Agony Warp
{U}{B}
Instant
Target creature gets -3/-0 until end of turn.
Target creature gets -0/-3 until end of turn.

* The two targets may be the same creature or they may be different
creatures.
-----

Ajani Vengeant
{2}{R}{W}
Planeswalker -- Ajani
3
[+1]: Target permanent doesn't untap during its controller's next untap step.
[-2]: Ajani Vengeant deals 3 damage to target creature or player and you gain
3 life.
[-7]: Destroy all lands target player controls.

* You may target any permanent with Ajani Vengeant's first ability. It
doesn't have to be tapped.

* The first ability tracks the permanent, but not its controller. If the
permanent changes controllers before its first controller's next untap step
has come around, then it won't untap during its new controller's next untap
step.

* If two or more planeswalkers in play share a planeswalker subtype, all are
put into their owners' graveyards. This means that if both Ajani Vengeant and
the _Lorwyn_ card Ajani Goldmane are in play, both are put into their owners'
graveyards.
-----

Archdemon of Unx
{5}{B}{B}
Creature -- Demon
6/6
Flying, trample
At the beginning of your upkeep, sacrifice a non-Zombie creature, then put a
2/2 black Zombie creature token into play.

* If Archdemon of Unx is the only non-Zombie creature you control when the
triggered ability resolves, you'll have to sacrifice it. You'll still get a
Zombie token.

* If you somehow control no non-Zombie creatures when the triggered ability
resolves, you won't have to sacrifice anything. You'll still get a Zombie
token.
-----

Banewasp Affliction
{1}{B}
Enchantment -- Aura
Enchant creature
When enchanted creature is put into a graveyard, that creature's controller
loses life equal to its toughness.

* The player who loses life is the player who controlled the creature when it
was put into a graveyard. This may not be the player whose graveyard it was
put into. That player loses life equal to the creature's toughness as it last
existed in play.
-----

Battlegrace Angel
{3}{W}{W}
Creature -- Angel
4/4
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)
Whenever a creature you control attacks alone, it gains lifelink until end of
turn.

* Battlegrace Angel could cause a creature to have multiple instances of
lifelink. For example, a creature you control that already has lifelink could
attack alone while you control Battlegrace Angel, or a creature you control
could attack alone while you control more than one Battlegrace Angel. If a
creature has multiple instances of lifelink, each instance will trigger
separately when it deals damage. You'll gain the appropriate amount of life
that many times.
-----

Blightning
{1}{B}{R}
Sorcery
Blightning deals 3 damage to target player. That player discards two cards.

* The targeted player will discard two cards even if some or all of
Blightning's damage is prevented or redirected.
-----

Blister Beetle
{1}{B}
Creature -- Insect
1/1
When Blister Beetle comes into play, target creature gets -1/-1 until end of
turn.

* If there are no other creatures in play when Blister Beetle comes into
play, it must target itself.
-----

Bloodpyre Elemental
{4}{R}
Creature -- Elemental
4/1
Sacrifice Bloodpyre Elemental: Bloodpyre Elemental deals 4 damage to target
creature. Play this ability only any time you could play a sorcery.

* If you play Bloodpyre Elemental during your turn, you receive priority
after it comes into play. You can sacrifice it immediately, before any other
player has a chance to remove Bloodpyre Elemental from play.
-----

Blood Cultist
{1}{B}{R}
Creature -- Human Wizard
1/1
{T}: Blood Cultist deals 1 damage to target creature.
Whenever a creature dealt damage by Blood Cultist this turn is put into a
graveyard, put a +1/+1 counter on Blood Cultist.

* Each time a creature is put into a graveyard from play, check whether Blood
Cultist had dealt any damage to it at any time during that turn. (This
includes combat damage.) If so, Blood Cultist's second ability will trigger.
It doesn't matter who controlled the creature or whose graveyard it was put
into.

* If Blood Cultist and a creature it dealt damage to are both put into a
graveyard at the same time, Blood Cultist's ability will trigger, but it will
do nothing when it resolves.
-----

Bone Splinters
{B}
Sorcery
As an additional cost to play Bone Splinters, sacrifice a creature.
Destroy target creature.

* You could choose to target the creature you're going to sacrifice to pay
for Bone Splinters. First you choose the target (at which time it's still in
play), then you pay the costs (at which time you sacrifice it). The spell
will be countered.
-----

Branching Bolt
{1}{R}{G}
Instant
Choose one or both -- Branching Bolt deals 3 damage to target creature with
flying; and/or Branching Bolt deals 3 damage to target creature without
flying.

* You may choose just the first mode (targeting a creature with flying), just
the second mode (targeting a creature without flying), or both modes
(targeting a creature with flying and a creature without flying). You can't
choose a mode unless there's a legal target for it.
-----

Brilliant Ultimatum
{W}{W}{U}{U}{U}{B}{B}
Sorcery
Remove the top five cards of your library from the game. An opponent
separates those cards into two piles. You may play any number of cards from
one of those piles without paying their mana costs.

* The cards are removed from the game face up.

* One of the piles may have zero cards in it if the opponent wishes.

* You play cards from the chosen pile as part of the resolution of Brilliant
Ultimatum. You may play them in any order. 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 during combat"). You
play all of the cards you like, putting land into play and spells on the
stack, then Brilliant Ultimatum finishes resolving and is put into your
graveyard. The spells you play this way will then resolve as normal, one at a
time, in the opposite order that they were put on the stack.

* You can play a land card from the chosen pile only if it's your turn (which
it probably is, since Brilliant Ultimatum is a sorcery) and you haven't yet
played a land this turn. That means that if there are two lands in the chosen
pile, you'll be able to play a maximum of one of them.

* If you play a card "without paying its mana cost," you can't pay any
alternative costs. You can pay additional costs, such as conspire costs and
kicker costs.

* The cards in the pile that wasn't chosen remain removed from the game.
Likewise, any cards in the chosen pile that you can't play or you choose not
to play remain removed from the game.
-----

Caldera Hellion
{3}{R}{R}
Creature -- Hellion
3/3
Devour 1 (As this comes into play, you may sacrifice any number of creatures.
This creature comes into play with that many +1/+1 counters on it.)
When Caldera Hellion comes into play, it deals 3 damage to each creature.

* Caldera Hellion will deal 3 damage to itself (as well as to each other
creature) when its comes-into-play ability resolves. This damage will be
lethal if Caldera Hellion hasn't devoured any creatures and its toughness
hasn't been increased by any other means.
-----

Call to Heel
{1}{U}
Instant
Return target creature to its owner's hand. Its controller draws a card.

* The player who draws a card is the player who controls the creature when
Call to Heel resolves. This may not be the player whose hand the creature is
put into.

* If the targeted creature becomes an illegal target before Call to Heel
resolves, Call to Heel is countered. No one draws a card.
-----

Carrion Thrash
{2}{B}{R}{G}
Creature -- Viashino Warrior
4/4
When Carrion Thrash is put into a graveyard from play, you may pay {2}. If
you do, return another target creature card from your graveyard to your hand.

* You choose a target when the ability triggers. You decide whether to pay
{2} when the ability resolves.

* If Carrion Thrash and another creature are put into a graveyard from play
at the same time, you may target the other creature with Carrion Thrash's
ability.
-----

Clarion Ultimatum
{G}{G}{W}{W}{W}{U}{U}
Sorcery
Choose five permanents you control. For each of those permanents, you may
search your library for a card with the same name as that permanent. Put
those cards into play tapped, then shuffle your library.

* This spell has no targets. You don't choose five permanents you control
until Clarion Ultimatum resolves. If you control fewer than five permanents
at that time, choose each permanent you do control.

* The five permanents you choose must all be different. However, some of them
may have the same name as one another. For example, you may choose two
Empyrial Archangels and three Plains. If you do, you search your library for
up to two more Empyrial Archangels and up to three more Plains and put them
into play tapped.

* If you choose a permanent whose name has been changed by an effect (for
example, a Clone that's copying another creature), you'll search for a card
with the new name, not one with the original name. Note that changing a
land's subtype doesn't change its name.

* If you choose a permanent with no name, such as a face-down creature, no
card in your library can be found with that name.

* You make just one search. (This could matter for cards like Aven
Mindcensor, for example.)

* The cards all come into play at the same time. If one of the cards that's
coming into play is an Aura, it must come into play attached to a permanent
already in play. It can't come into play attached to another permanent coming
into play via Clarion Ultimatum. If an Aura can't come into play this way, it
remains in your library.

* If you find a card that isn't a permanent card while searching (for
example, you chose an Illusion token and find the split card
Illusion/Reality), that card remains in your library.
-----

Coma Veil
{4}{U}
Enchantment -- Aura
Enchant artifact or creature
Enchanted permanent doesn't untap during its controller's untap step.

* Coma Veil may target and may enchant an untapped artifact or creature.
-----

Covenant of Minds
{4}{U}
Sorcery
Reveal the top three cards of your library. Target opponent may choose to put
those cards into your hand. If he or she doesn't, put those cards into your
graveyard and draw five cards.

* The targeted opponent has two options: Let you have the three revealed
cards or let you have five unknown cards. Note that if the opponent goes with
the first option, you put cards into your hand rather than draw them (in case
something like Hoofprints of the Stag cares about that), but if the opponent
goes with the second option, you actually draw cards.
-----

Cradle of Vitality
{3}{W}
Enchantment
Whenever you gain life, you may pay {1}{W}. If you do, put a +1/+1 counter on
target creature for each 1 life you gained.

* You choose a target when the ability triggers. You don't choose whether to
pay {1}{W} until the ability resolves.

* Cradle of Vitality triggers just once for each life-gaining event, whether
it's 1 life from Deathgreeter or 8 life from Soul's Grace. You pay the cost
just once, but the targeted creature will get a number of counters equal to
the amount of life you gained.
-----

Cruel Ultimatum
{U}{U}{B}{B}{B}{R}{R}
Sorcery
Target opponent sacrifices a creature, discards three cards, then loses 5
life. You return a creature card from your graveyard to your hand, draw three
cards, then gain 5 life.

* Cruel Ultimatum's only target is an opponent. You don't choose which
creature card in your graveyard you'll return to your hand until Cruel
Ultimatum resolves.

* All of these actions are performed sequentially, in the order listed.
Earlier actions may affect how you perform later actions. (For example, if
the opponent sacrifices a creature that he or she controls but you own, it
will end up in your graveyard. When Cruel Ultimatum lets you return a
creature card from your graveyard to your hand, you can choose that one.)

* If, as Cruel Ultimatum begins to resolve, your opponent's life total is 5
or less and you have two or fewer cards in your library, the game will result
in a draw. Your opponent's life total will drop to 0 or less, but Cruel
Ultimatum must finish resolving completely before state-based effects are
checked. You'll then be forced to draw three cards and fail to draw one. When
state-based effects are finally checked, you and your opponent will both lose
the game at the same time, which means the game is a draw.
-----

Cunning Lethemancer
{2}{B}
Creature -- Human Wizard
2/2
At the beginning of your upkeep, each player discards a card.

* First you choose a card to discard, then each other player in turn order
chooses a card to discard, then all those cards are discarded simultaneously.
No one sees what the other players are discarding before deciding which cards
to discard.
-----

Death Baron
{1}{B}{B}
Creature -- Zombie Wizard
2/2
Skeleton creatures you control and other Zombie creatures you control get
+1/+1 and have deathtouch.

* A creature that's both a Skeleton and a Zombie will get the bonus only
once.

* Death Baron doesn't normally affect itself. If you manage to turn it into a
Skeleton, however, then it will give itself +1/+1 and deathtouch.
-----

Elspeth, Knight-Errant
{2}{W}{W}
Planeswalker -- Elspeth
4
[+1]: Put a 1/1 white Soldier creature token into play.
[+1]: Target creature gets +3/+3 and gains flying until end of turn.
[-8]: For the rest of the game, artifacts, creatures, enchantments, and lands
you control are indestructible.

* Unlike other planeswalkers, Elspeth's second ability has a positive loyalty
number in its cost.

* Once Elspeth's third ability resolves, it's continually in effect until the
game ends, even if Elspeth has already left play or leaves play at some point
afterwards. It doesn't lock in what it applies to. Since the effect states a
true thing about a set of permanents, but doesn't actually change the
*characteristics* of those permanents, it will apply to whatever artifacts,
creatures, enchantments, and lands you happen to control at any point in the
game from that time forward. It will apply to such permanents that come under
your control after the ability has resolved, and it will cease to apply to
permanents that leave your control. Since the ability doesn't change those
permanents' characteristics, if any of them loses all abilities, it will
still be indestructible.

* Lethal damage and effects that say "destroy" won't cause an indestructible
permanent to be put into the graveyard. However, an indestructible permanent
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
permanent with the same name is in play, if it's a creature whose toughness
is 0 or less, or if it's an Aura that's either unattached or attached to
something illegal.
-----

Empyrial Archangel
{4}{G}{W}{W}{U}
Creature -- Angel
5/8
Flying, shroud
All damage that would be dealt to you is dealt to Empyrial Archangel instead.

* Suppose you control Empyrial Archangel and a planeswalker, and a source
controlled by an opponent would deal noncombat damage to you. Both Empyrial
Archangel and the planeswalker have effects that change (or could change)
what that damage would be dealt to. You choose one to apply.
-- If you apply Empyrial Archangel's effect, the damage is redirected to it.
The planeswalker replacement effect is no longer applicable.
-- If you apply the planeswalker replacement effect, your opponent then
chooses whether he or she wants to redirect the damage to your planeswalker.
If your opponent does, that many loyalty counters are removed from the it. If
your opponent doesn't, then Empyrial Archangel's effect applies and the
damage is redirected to it.
-----

Etherium Sculptor
{1}{U}
Artifact Creature -- Vedalken Artificer
1/2
Artifact spells you play cost {1} less to play.

* This effect doesn't change the mana cost or converted mana cost of an
artifact spell. Rather, it reduces the total cost of the spell, which is the
amount you actually pay while playing it. The total cost takes into account
additional or alternative costs.

* This effect can reduce only the generic portion of the artifact spell's
total cost.
-----

Ethersworn Canonist
{1}{W}
Artifact Creature -- Human Cleric
2/2
Each player who has played a nonartifact spell this turn can't play
additional nonartifact spells.

* In other words: Each turn, each player can play any number of artifact
spells plus a maximum of one nonartifact spell.

* This effect counts all nonartifact spells that are played, even those that
are countered.

* This effect takes into account spells that were played earlier in the turn
that Ethersworn Canonist came into play, including any spells still on the
stack. However, any spells on the stack as Ethersworn Canonist comes into
play have already been "played" by that point, so they're not affected by it.
-----

Flameblast Dragon
{4}{R}{R}
Creature -- Dragon
5/5
Flying
Whenever Flameblast Dragon attacks, you may pay {X}{R}. If you do, Flameblast
Dragon deals X damage to target creature or player.

* You choose the target when the ability triggers. When the ability resolves,
you choose a value for X and decide whether to pay {X}{R}. If you do decide
to pay {X}{R}, it's too late for any player to respond since the ability is
already in the midst of resolving.
-----

Fleshbag Marauder
{2}{B}
Creature -- Zombie Warrior
3/1
When Fleshbag Marauder comes into play, each player sacrifices a creature.

* When the ability resolves, you may sacrifice Fleshbag Marauder itself. If
you control no other creatures, you'll have to sacrifice Fleshbag Marauder.
-----

Gather Specimens
{3}{U}{U}{U}
Instant
If a creature would come into play under an opponent's control this turn, it
comes into play under your control instead.

* Gather Specimens isn't targeted. It affects creatures that would come into
play under any opponent's control.

* Gather Specimens affects both token creatures and nontoken creatures. It
affects creatures that would come into play by any means. This includes, of
course, creature spells that resolve. It also includes creatures put into
play as a result of a resolving spell (such as Call of the Herd or Zombify),
resolving ability (such as Verdant Force's ability or Doomed Necromancer's
ability), cost (such as Varchild's War-Riders's cumulative upkeep cost),
replacement effect (such as the one created by Words of Wilding), or any
other means.

* If a creature spell controlled by an opponent would resolve, it resolves,
but the creature comes into play under your control instead of the opponent's
control. Choices made when playing that spell (such as whether a kicker cost
was paid or the value of X in the spell's cost) are remembered. Any "comes
into play" triggered abilities will trigger after the creature is in play
under your control.

* The Gather Specimens replacement effect is applied before any other
replacement effects that would also modify how the creature comes into play.
These are usually worded "as [this creature] comes into play" or “[this
creature] comes into play with.” For example, if your Gather Specimens has
resolved, then the following things are true:
-- If a creature with devour would come into play under an opponent's
control, you choose and sacrifice your creatures as it comes into play under
your control.
-- If Voice of All would come into play under an opponent's control, you
choose a color as it comes into play under your control.
-- If Clone would come into play under an opponent's control, you choose
which creature it copies as it comes into play under your control.
-- If a Wizard would come into play under an opponent's control and that
player controls Sage of Fables, the Wizard will not come into play with a
+1/+1 counter on it as it comes into play under your control.
-- If a Wizard would come into play under an opponent's control and you
control Sage of Fables, the Wizard will come into play with a +1/+1 counter
on it as it comes into play under your control.

* Gather Specimens won't retroactively change the control of creatures that
have already come into play that turn.

* Some effects that put creatures into play continue to affect those
creatures later on. Although Gather Specimens changes whose control the
creature comes into play under, the rest of the effect works as normal. For
example, if your opponent plays a creature card's unearth ability and you
play Gather Specimens, that creature comes into play under your control, but
the rest of the unearth ability is unchanged. The creature has haste. It's
removed from the game at end of turn. If it would leave play, it’s removed
from the game instead of being put anywhere else.

* If the effect that puts a creature into play also creates a delayed
triggered ability, Gather Specimens doesn't change who controls that ability.
In the unearth example above, your opponent controls the ability that removes
the creature from the game at end of turn. On the other hand, if the effect
that puts a creature into play grants a triggered ability to the creature
(with "gains" or "has"), the player who controls the creature at the time the
ability triggers will be the player who controls that ability. For example,
if your opponent plays Makeshift Mannequin and you play Gather Specimens in
response, the creature will return to play under your control with a
mannequin counter and it will have the ability "When this creature becomes
the target of a spell or ability, sacrifice it." If the ability triggers,
you'll control it, so you'll have to sacrifice the creature.

* If two or more players have each played Gather Specimens during the same
turn and a creature would come into play, the creature's would-be controller
(the controller of the creature spell, for example) chooses one of the
applicable Gather Specimens to apply. Then the new would-be controller of the
creature repeats this process among the remaining Gather Specimens, and so
on, until there are no more possible Gather Specimens effects to apply.

* The above procedure means that if two opposing players have each played
Gather Specimens during the same turn and a creature would come into play
under the control of one of them, it really will come into play under that
player's control. (The creature would come into play under Player A's
control, so Player B's Gather Specimens affects it. Now that creature would
come into play under Player B's control, so Player A's Gather Specimens
affects it. Each replacement effect has now been used, so the creature will
come into play under Player A's control.)
-----

Gift of the Gargantuan
{2}{G}
Sorcery
Look at the top four cards of your library. You may reveal a creature card
and/or a land card from among them and put the revealed cards into your hand.
Put the rest on the bottom of your library in any order.

* You may reveal a creature card, or you may reveal a land card, or you may
reveal both a creature card and a land card.

* If one of the cards is Dryad Arbor (a creature land card), you may reveal
Dryad Arbor and another land card or Dryad Arbor and another creature card.
-----

Goblin Assault
{2}{R}
Enchantment
At the beginning of your upkeep, put a 1/1 red Goblin creature token with
haste into play.
Goblin creatures attack each turn if able.

* The second ability affects all Goblin creatures controlled by all players.
It's not limited to the tokens put into play by the first ability.
-----

Hindering Light
{W}{U}
Instant
Counter target spell that targets you or a permanent you control.
Draw a card.

* Hindering Light can target a spell that has multiple targets, as long as at
least one of those targets is you or a permanent you control.

* You may choose to target a spell that "can't be countered." If you do, the
first part of Hindering Light's effect won't do anything, but you'll still
get to draw a card.
-----

Immortal Coil
{2}{B}{B}
Artifact
{T}, Remove two cards in your graveyard from the game: Draw a card.
If damage would be dealt to you, prevent that damage. Remove a card in your
graveyard from the game for each 1 damage prevented this way.
When there are no cards in your graveyard, you lose the game.

* The first ability removes two cards in your graveyard from the game as a
cost. You can't play this ability unless you have at least two cards in your
graveyard. Removing those two cards can't be responded to.

* The second ability prevents all damage that would be dealt to you,
regardless of how many cards are in your graveyard. For example, if you have
three cards in your graveyard and would be dealt 5 damage, Immortal Coil
prevents all 5 damage and removes all the cards in your graveyard from the
game.

* The third ability checks whether your graveyard is empty only at the time
it triggers. Putting a card into your graveyard after that doesn't help.
You'll lose the game when the ability resolves.

* If the third ability is countered, but your graveyard is still empty, the
ability will immediately trigger again.

* Similarly, if the third ability resolves but you don't lose the game for
some reason (because you control Platinum Angel, perhaps), it will
immediately trigger again if your graveyard is still empty. Immortal Coil +
Platinum Angel + an empty graveyard is an involuntary infinite loop. Unless a
player disrupts it, the game will end in a draw.

* Suppose you control Immortal Coil and a planeswalker, and a source
controlled by an opponent would deal noncombat damage to you. Both Immortal
Coil and the planeswalker have effects that could affect that damage. You
choose one to apply.
-- If you apply Immortal Coil's effect, the damage is prevented. The
planeswalker replacement effect is no longer applicable.
-- If you apply the planeswalker replacement effect, your opponent then
chooses whether he or she wants to redirect the damage to your planeswalker.
If your opponent does, then that many loyalty counters are removed from the
planeswalker, and Immortal Coil's effect is no longer applicable. If your
opponent doesn't, then Immortal Coil's effect applies and the damage is
prevented.
-----

Invincible Hymn
{6}{W}{W}
Sorcery
Count the number of cards in your library. Your life total becomes that
number.

* Invincible Hymn checks the number of cards in your library just once: when
it resolves. It doesn't continuously modify your life total as your library
size changes.

* For your life total to become the appropriate number, you actually gain or
lose the necessary amount of life. For example, if your life total is 20 and
your library has thirty-two cards in it when Invincible Hymn resolves,
Invincible Hymn will cause you to gain 12 life. Other cards that interact
with life gain or life loss will interact with Invincible Hymn accordingly.

* In a Two-Headed Giant game, Invincible Hymn will affect your share of your
team's life total. (Your share is considered to be the team's life total
divided by two, rounded up.) Your team's life total is adjusted by the amount
of life you gain or lose as a result of Invincible Hymn. Suppose your team
has 8 life and you have thirty cards in your library. Your share of the life
total changes from 4 life to 30 life, for a net gain of 26 life. Your team's
life total becomes 34 (26 + 8).
-----

Knight of the White Orchid
{W}{W}
Creature -- Human Knight
2/2
First strike
When Knight of the White Orchid comes into play, if an opponent controls more
lands than you, you may search your library for a Plains card, put it into
play, then shuffle your library.

* Knight of the White Orchid's triggered ability has an "intervening 'if'
clause." That means (1) the ability won't trigger at all unless any one of
your opponents controls more lands than you, and (2) the ability will do
nothing if you control at least as many lands as each of your opponents by
the time it resolves.
-----

Knight-Captain of Eos
{4}{W}
Creature -- Human Knight
2/2
When Knight-Captain of Eos comes into play, put two 1/1 white Soldier
creature tokens into play.
{W}, Sacrifice a Soldier: Prevent all combat damage that would be dealt this
turn.

* You can sacrifice any Soldier to play the second ability. You're not
limited to just the Soldier tokens put into play by the first ability.
-----

Kresh the Bloodbraided
{2}{B}{R}{G}
Legendary Creature -- Human Warrior
3/3
Whenever another creature is put into a graveyard from play, you may put X
+1/+1 counters on Kresh the Bloodbraided, where X is that creature's power.

* X is equal to the power of the creature as it last existed in play.
-----

Lich's Mirror
{5}
Artifact
If you would lose the game, instead shuffle your hand, your graveyard, and
all permanents you own into your library, then draw seven cards and your life
total becomes 20.

* Lich's Mirror replaces the game-loss event if you would lose the game in
the following ways:
-- As a state-based effect for having 0 or less life.
-- As a state-based effect for having tried to draw a card from an empty
library since the last time state-based effects were checked.
-- As a state-based effect for having ten or more poison counters (though
this isn't that helpful; see below).
-- Because an ability (such as the one from Immortal Coil) states that you do
so.

* Lich's Mirror has no effect if a spell or ability (such as the one from
Helix Pinnacle) states that a player "wins the game." If a player wins the
game, the game ends immediately.

* Lich's Mirror has no effect if you concede the game. If you concede, you'll
lose.

* If you can't lose the game (for example, you control a Platinum Angel),
Lich's Mirror won't do anything.

* Lich's Mirror shuffles permanents you own into your library, regardless of
who controls them.

* Lich's Mirror shuffles tokens you own into your library, too. A token's
owner is the player who controlled the spell or ability that put it into
play. The tokens you own will leave play. However, there's no point to
physically shuffling tokens into your library because you can't draw them as
part of Lich's Mirror's effect and they'll cease to exist immediately
afterwards.

* Any abilities that trigger when the permanents leave play will be put on
the stack after Lich's Mirror's entire effect has been applied.

* Lich's Mirror doesn't affect spells on the stack, cards that have been
removed from the game, or permanents you control but don't own. They'll stay
where they are. Spells on the stack will then resolve as normal.

* Although Lich's Mirror has you draw a hand of seven cards and sets your
life total to 20, this isn't a game restart. You can't take a mulligan if you
don't like your new hand of cards.

* For your life total to become 20, you actually gain or lose the necessary
amount of life. Keep in mind that you may have a negative life total when
this happens. For example, if your life total is -4 when you would lose the
game, Lich's Mirror's effect will cause you to gain 24 life. Other cards that
interact with life gain or life loss will interact with this effect
accordingly.

* As part of Lich's Mirror's effect, it typically shuffles itself into your
library. If it does, that means that if you'd lose the game *again*
immediately after its effect is finished, it can't help you a second time.
This can occur in a few different ways. For example:
-- You have ten or more poison counters. Lich's Mirror doesn't remove poison
counters. If you'd lose the game this way, you'll do what Lich's Mirror says,
then you'll lose the game the next time state-based effects are checked.
-- Your life total is 0 or less and an effect says that you can't gain life.
Since your life total can't be raised, it stays at whatever it is rather than
becoming 20, and you'll lose the game the next time state-based effects are
checked.
-- The number of nontoken permanents you own plus the number of cards in your
hand, graveyard, and library is less than seven. When you try to draw seven
cards as part of Lich's Mirror's effect, you'll be unable to complete at
least one of those draws and you'll lose the game the next time state-based
effects are checked.
-- You control *but don't own* a permanent such as Immortal Coil with a
triggered ability that causes you to lose the game when a certain game state
happens (also known as a "state trigger"), and the condition that causes the
"lose the game" ability to trigger hasn't changed. If you owned the
permanent, Lich's Mirror would shuffle it into your library. In this case,
however, it remains in play and its ability will trigger again.

* If you control *but don't own* Lich's Mirror, Lich's Mirror itself will
still be in play after its effect is finished. If you would lose the game
again for any of the reasons above, Lich's Mirror has its effect again . . .
and again . . . and again. An involuntary infinite loop will be created, and
the game will end in a draw. (In the case of the triggered ability example
given last in the list above, it's possible that a player could cause the
loop to end while the ability is on the stack. None of the loops caused by
state-based effects can be stopped at all.)

* If all the players remaining in a game would lose simultaneously but one of
them controls Lich's Mirror, that player does what Lich's Mirror says instead
of losing, and everyone else loses. As a result, the controller of Lich's
Mirror wins the game because all of his or her opponents have lost. (If
Lich's Mirror weren't in the picture, then the game would be a draw.)

* If a spell causes you to lose the game the next time state-based effects
are checked (by dealing damage to you greater than your life total, for
example), that spell will already be in the graveyard by the time Lich's
Mirror's effect happens. If it's in your graveyard, it will be shuffled into
your library.

* If, during a check of state-based effects, you'd lose the game at the same
time a creature you own would be put into your graveyard (due to an
Earthquake for 10 or combat damage dealt to both you and the creature, for
example), that creature's controller has a choice to make. The state-based
effects rule is trying to simultaneously (a) shuffle that creature card into
your library (due to Lich's Mirror's replacement effect) and (b) put it into
your graveyard. Only one of those things can happen. The creature's
controller chooses which one. If the creature is put into your graveyard, it
isn't shuffled into your library. Abilities that trigger when that creature
is put into a graveyard will trigger only if that option is chosen.

* If, during a check of state-based effects, you'd lose the game for multiple
reasons (for example, if you were at 1 life and had one card in your library,
then Night's Whisper caused you to draw two cards and lose 2 life), a single
Lich's Mirror will replace all of them. You’ll do what Lich's Mirror says
just once.

* In a Two-Headed Giant game, if your team would lose the game and you
control Lich's Mirror, your team won't lose. Instead, you'll do what Lich's
Mirror says and your teammate won't do anything. This is true even if the
reason your team would lose is because your teammate tried to draw a card
with an empty library or was affected by an ability that said he or she lost
the game. Your share of your team's life total (which is considered to be
your team's life total divided by two, rounded up) becomes 20. Your team's
life total is adjusted by the amount of life you gain or lose as a result of
this. Keep in mind that your team may have a negative life total when this
happens. For example, if your team has been dealt so much damage that your
team's life total is -11 when state-based effects are checked, your share of
the life total would go from -5 to 20, and your team's life total will end up
at 14.
-----

Lush Growth
{G}
Enchantment -- Aura
Enchant land
Enchanted land is a Mountain, Forest, and Plains.

* The enchanted land loses its existing land types and any abilities printed
on it. It now has the ability to tap to add {R}, {G}, or {W} to its
controller's mana pool. Lush Growth doesn't change the enchanted land's name
or whether it's legendary or basic.
-----

Magma Spray
{R}
Instant
Magma Spray deals 2 damage to target creature. If that creature would be put
into a graveyard this turn, remove it from the game instead.

* The second sentence will remove the targeted creature from the game if it
would be put into a graveyard this turn for any reason, not just due to
lethal damage. It applies to the targeted creature even if Magma Spray deals
no damage to it (due to a prevention effect) or Magma Spray deals damage to a
different creature (due to a redirection effect).
-----

Manaplasm
{2}{G}
Creature -- Ooze
1/1
Whenever you play a spell, Manaplasm gets +X/+X until end of turn, where X is
that spell's converted mana cost.

* Converted mana cost takes into account only the mana symbols printed in the
upper right corner of the card. Manaplasm doesn't care about additional
costs, alternative costs, cost-reduction effects, or what you actually paid
to play the spell.

* While a spell with {X} in its cost is on the stack, its converted mana cost
takes the chosen value of X into account. For example, if you play Blaze (a
spell with the mana cost {X}{R}) and choose a value of 5 for that X, then
your Manaplasm will get +6/+6 until end of turn.
-----

Master of Etherium
{2}{U}
Artifact Creature -- Vedalken Wizard
*/*
Master of Etherium's power and toughness are each equal to the number of
artifacts you control.
Other artifact creatures you control get +1/+1.

* The first ability works in all zones.

* Since Master of Etherium is an artifact itself, while it's in play you will
usually control at least one artifact.
-----

Mindlock Orb
{3}{U}
Artifact
Players can't search libraries.

* If an effect says "You may search your library . . . If you do, shuffle
your library," you can't choose to search, so you won't shuffle.

* If an effect says "Search your library . . . Then shuffle your library,"
the search effect fails, but you will have to shuffle.

* Since players can't search, players won't be able to find any cards in a
library. The effect applies to all players and all libraries. If a spell or
ability's effect has other parts that don't depend on searching for or
finding cards, they will still work normally.

* Effects that tell a player to reveal cards from a library or look at cards
from the top of a library will still work. Only effects that use the word
"search" will fail.
-----

Minion Reflector
{5}
Artifact
Whenever a nontoken creature comes into play under your control, you may pay
{2}. If you do, put a token into play that's a copy of that creature. That
token has haste and "At end of turn, sacrifice this permanent."

* As the token is created, it checks the printed values of the creature it's
copying, as well as any copy effects that have been applied to it. It won't
copy counters on the creature, nor will it copy other effects that have
changed the creature's power, toughness, types, color, and so on.
* The copiable values of the token's characteristics are the same as the
copiable values of the characteristics of the creature it's copying, plus
haste and "At end of turn, sacrifice this permanent." That means if something
becomes a copy of the token, it will also have haste and it will also have to
be sacrificed at the end of the turn.

* If the creature that caused Minion Reflector's ability to trigger has
already left play by the time the ability resolves, you can still pay {2}. If
you do, you'll still put a token into play. That token has the copiable
values of the characteristics of that nontoken creature as it last existed in
play.
-----

Mycoloth
{3}{G}{G}
Creature -- Fungus
4/4
Devour 2 (As this comes into play, you may sacrifice any number of creatures.
This creature comes into play with twice that many +1/+1 counters on it.)
At the beginning of your upkeep, put a 1/1 green Saproling creature token
into play for each +1/+1 counter on Mycoloth.

* The number of Saproling tokens created by the triggered ability is based on
the number of +1/+1 counters on Mycoloth, not on the number of creatures
Mycoloth devoured. It doesn't matter where the +1/+1 counters came from.
-----

Necrogenesis
{B}{G}
Enchantment
{2}: Remove target creature card in a graveyard from the game. Put a 1/1
green Saproling creature token into play.

* If the targeted card is removed from the graveyard before the ability
resolves, the ability is countered. You won't get a Saproling token.
-----

Oblivion Ring
{2}{W}
Enchantment
When Oblivion Ring comes into play, remove another target nonland permanent
from the game.
When Oblivion Ring leaves play, return the removed card to play under its
owner's control.

* If Oblivion Ring leaves play before its first ability has resolved, its
second ability will trigger and do nothing. Then its first ability will
resolve and remove the targeted nonland permanent from the game forever.

* If the removed card is an Aura, that card's owner chooses what it will
enchant as it comes back into play. An Aura put into play this way doesn't
target anything, but the Aura's enchant ability restricts what it can be
attached to. If the Aura can't legally be attached to anything, it remains
removed from the game forever.

* If there are no nonland permanents in play other than an Oblivion Ring, and
the card it removed from the game was another Oblivion Ring, playing a third
Oblivion Ring will result in an involuntary infinite loop that will end the
game in a draw (unless someone chooses to break it by putting another nonland
permanent into play or destroying one of the Oblivion Rings, for example).
-----

Ooze Garden
{1}{G}
Enchantment
{1}{G}, Sacrifice a non-Ooze creature: Put an X/X green Ooze creature token
into play, where X is the sacrificed creature's power. Play this ability only
any time you could play a sorcery.

* X is equal to the power of the sacrificed creature as it last existed in
play.
-----

Prince of Thralls
{4}{U}{B}{B}{R}
Creature -- Demon
7/7
Whenever a permanent an opponent controls is put into a graveyard, put that
card into play under your control unless that opponent pays 3 life.

* It doesn't matter whose graveyard the permanent is put into as long as an
opponent controlled it when it last existed in play.

* If the ability triggers and your opponent chooses not to pay 3 life, you
must return the card to play, even if you don't want to.

* If the permanent that caused the ability to trigger leaves the graveyard
before the ability resolves (because it's a token and it ceased to exist, or
because a spell or ability removed it from the graveyard), the ability will
still resolve. The opponent will have the option to pay 3 life. But whether
or not that player pays the life, nothing will be returned to play.
-----

Protomatter Powder
{2}{U}
Artifact
{4}{W}, {T}, Sacrifice Protomatter Powder: Return target artifact card from
your graveyard to play.

* You can't sacrifice Protomatter Powder to return itself to play. First you
choose the target (at which time it's still in play), then you pay the costs
(at which time you sacrifice it).
-----

Punish Ignorance
{W}{U}{U}{B}
Instant
Counter target spell. Its controller loses 3 life and you gain 3 life.

* You may target a spell that "can't be countered" with Punish Ignorance. If
you do, the first part of Punish Ignorance's effect won't do anything, but
the life-loss and life-gain effects will still work.
-----

Puppet Conjurer
{1}{B}
Artifact Creature -- Human Wizard
1/2
{U}, {T}: Put a 0/1 blue Homunculus artifact creature token into play.
At the beginning of your upkeep, sacrifice a Homunculus.

* The Homunculus you sacrifice due to the second ability isn't limited to
being a Homunculus token put into play by Puppet Conjurer.

* If you control no Homunculi when the second ability resolves, nothing
happens. There's no penalty for failing to sacrifice a Homunculus.
-----

Qasali Ambusher
{1}{G}{W}
Creature -- Cat Warrior
2/3
Reach
If a creature is attacking you and you control a Forest and a Plains, you may
play Qasali Ambusher without paying its mana cost and as though it had flash.

* Playing Qasali Ambusher as described in its second ability still uses the
stack. The spell can be countered.

* If you want to play Qasali Ambusher by using its second ability, you don't
necessarily have to do it during the declare attackers step. You can do it
later in combat (including all the way up through the end of combat step) as
long as there's still a creature attacking you. Of course, if you play Qasali
Ambusher later than the declare attackers step, it won't be able to block.

* For you to play Qasali Ambusher as described in its second ability, a
creature has to be attacking *you*. If creatures are attacking only
planeswalkers, you won't be able to play Qasali Ambusher this way. If you're
playing a Two-Headed Giant game and a creature is attacking your team, you
will be able to play Qasali Ambusher this way.

* Qasali Ambusher's second ability is looking for lands with the subtypes
Forest and Plains. Those lands don't need to be named Forest and Plains. It's
okay if both subtypes are from the same land (such as Savannah or Temple
Garden).
-----

Quietus Spike
{3}
Artifact -- Equipment
Equipped creature has deathtouch.
Whenever equipped creature deals combat damage to a player, that player loses
half his or her life, rounded up.
Equip {3}

* That player loses half his or her life after combat damage has been
subtracted from the player's life total. The amount of life the player loses
is determined as the triggered ability resolves.

* If multiple Quietus Spikes trigger at the same time, that player loses half
his or her life when the first ability resolves, then loses half of the
remainder when the next ability resolves, and so on. The player does not lose
the same amount each time.

* In a Two-Headed Giant game, if a creature equipped with Quietus Spike would
assign combat damage to the defending team, its damage is assigned to only
one of the defending players. After combat damage is dealt, Quietus Spike
looks at that player's share of the team's life total (the team's life total
divided by two, rounded up) when determining how much life the team will
lose. Here's an example of the math: The team has 19 life. The player's share
is 10 life (19 divided by 2, rounded up). Quietus Spike causes the team to
lose 5 life (10 divided by 2). The team's life total becomes 14 (19 minus 5).
-----

Ranger of Eos
{3}{W}
Creature -- Human Soldier
3/2
When Ranger of Eos comes into play, you may search your library for up to two
creature cards with converted mana cost 1 or less, reveal them, and put them
into your hand. If you do, shuffle your library.

* You may choose to find zero, one, or two creature cards in your library.
Each card you find must have converted mana cost 1 or less.
-----

Realm Razer
{3}{R}{G}{W}
Creature -- Beast
4/2
When Realm Razer comes into play, remove all lands from the game.
When Realm Razer leaves play, return the removed cards to play tapped under
their owners' control.

* If Realm Razer leaves play before its first ability has resolved, its
second ability will trigger and do nothing. Then its first ability will
resolve and remove all lands from the game forever.
-----

Relic of Progenitus
{1}
Artifact
{T}: Target player removes a card in his or her graveyard from the game.
{1}, Remove Relic of Progenitus from the game: Remove all graveyards from the
game. Draw a card.

* If you play the first ability, the targeted player chooses which card to
remove. The choice is made as the ability resolves.

* You can play the second ability even if no players have any cards in their
graveyards. You'll still draw a card.

* "Remove all graveyards from the game" means to remove all cards in all
graveyards from the game. Each player still has a graveyard zone, and cards
can be put into them.
-----

Sacellum Godspeaker
{2}{G}
Creature -- Elf Druid
2/2
{T}: Reveal any number of creature cards with power 5 or greater from your
hand. Add {G} to your mana pool for each card revealed this way.

* This is a mana ability. It doesn't use the stack, and it can't be responded
to.

* You can play this ability even if you have no creature cards with power 5
or greater in your hand, or you have some but choose not to reveal any of
them. In those cases, the ability won't produce any mana.

* While you're playing a creature spell, that card is on the stack, so you
can't reveal it with Sacellum Godspeaker's ability to produce mana. You can,
however, play this mana ability and reveal that creature card from your hand
before you begin to play the card as a spell.
-----

Salvage Titan
{4}{B}{B}
Artifact Creature -- Golem
6/4
You may sacrifice three artifacts rather than pay Salvage Titan's mana cost.
Remove three artifact cards in your graveyard from the game: Return Salvage
Titan from your graveyard to your hand.

* Playing Salvage Titan 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 a
creature spell.

* You may play the second ability only if Salvage Titan is in your graveyard.
To pay this ability's cost, you may remove any three artifact cards in your
graveyard from the game -- including Salvage Titan itself. If you remove it
from the game to pay the cost, however, it won't be returned to your hand
when the ability resolves.
-----

Sarkhan Vol
{2}{R}{G}
Planeswalker -- Sarkhan
4
[+1]: Creatures you control get +1/+1 and gain haste until end of turn.
[-2]: Gain control of target creature until end of turn. Untap that creature.
It gains haste until end of turn.
[-6]: Put five 4/4 red Dragon creature tokens with flying into play.

* You may play the first ability even if you control no creatures. Sarkhan
Vol gains a loyalty counter, but the ability will have no effect.

* You may target any creature with the second ability, not just a creature an
opponent controls. If you target a creature you already control, you'll gain
control of it (which will usually have no visible effect), it'll untap, and
it'll gain haste until end of turn.
-----

Scourglass
{3}{W}{W}
Artifact
{T}, Sacrifice Scourglass: Destroy all permanents except for artifacts and
lands. Play this ability only during your upkeep.

* Any permanent that's an artifact or a land won't be destroyed, regardless
of what other card types it may have.
-----

Sedris, the Traitor King
{3}{U}{B}{R}
Legendary Creature -- Zombie Warrior
5/5
Each creature card in your graveyard has unearth {2}{B}. ({2}{B}: Return the
card to play. The creature gains haste. Remove it from the game at end of
turn or if it would leave play. Unearth only as a sorcery.)

* Despite the appearance of the reminder text, the unearth abilities that
Sedris grants are activated abilities of each individual creature card in
your graveyard. They're not activated abilities of Sedris.

* Sedris may cause a creature card in your graveyard to have multiple unearth
abilities. (For example, a Fatestitcher in your graveyard would have unearth
{U} and unearth {2}{B}.) You may play either of those abilities.
-----

Shadowfeed
{B}
Instant
Remove target card in a graveyard from the game. You gain 3 life.

* If the targeted card is removed from the graveyard before Shadowfeed
resolves, Shadowfeed is countered. You won't gain 3 life.
-----

Sharding Sphinx
{4}{U}{U}
Artifact Creature -- Sphinx
4/4
Flying
Whenever an artifact creature you control deals combat damage to a player,
you may put a 1/1 blue Thopter artifact creature token with flying into play.

* If combat damage is dealt to players by multiple artifact creatures you
control (including, perhaps, Sharding Sphinx itself), Sharding Sphinx's
ability will trigger that many times. You'll get that many Thopter tokens.
You'll get just one token per creature, no matter how much combat damage that
creature dealt.
-----

Sigil Blessing
{G}{W}
Instant
Until end of turn, target creature you control gets +3/+3 and other creatures
you control get +1/+1.

* If the targeted creature becomes an illegal target by the time Sigil
Blessing resolves, the entire spell will be countered. Your other creatures
won't get +1/+1.
-----

Sigil of Distinction
{X}
Artifact -- Equipment
Sigil of Distinction comes into play with X charge counters on it.
Equipped creature gets +1/+1 for each charge counter on Sigil of Distinction.
Equip--Remove a charge counter from Sigil of Distinction.

* Removing a charge counter from Sigil of Distinction is the only way to pay
for its equip ability. If it has no charge counters on it, its equip ability
can't be played.

* If Sigil of Distinction is attached to a creature when its equip ability is
played targeting a different creature, the first creature will immediately
get a little smaller because a charge counter has been removed from Sigil of
Distinction as a cost. Then, when the equip ability resolves, Sigil of
Distinction will move to the new creature and the first creature will lose
the entire bonus the Equipment was giving it.
-----

Skeletal Kathari
{4}{B}
Creature -- Bird Skeleton
3/2
Flying
{B}, Sacrifice a creature: Regenerate Skeletal Kathari.

* You may sacrifice Skeletal Kathari to pay for its own regeneration ability.
If you do, however, it won't regenerate. It'll just end up in its owner's
graveyard as a result of the sacrifice.
-----

Skeletonize
{4}{R}
Instant
Skeletonize deals 3 damage to target creature. When a creature dealt damage
this way is put into a graveyard this turn, put a 1/1 black Skeleton creature
token into play with "{B}: Regenerate this creature."

* Each time a creature is put into a graveyard from play, check whether
Skeletonize had dealt damage to it during that turn. If so, Skeletonize's
delayed triggered ability will trigger.

* You get the token, regardless of who controlled the creature or whose
graveyard it was put into.
-----

Skill Borrower
{2}{U}
Artifact Creature -- Human Wizard
1/3
Play with the top card of your library revealed.
As long as the top card of your library is an artifact or creature card,
Skill Borrower has all activated abilities of that card. (If any of the
abilities use that card's name, use this creature's name instead.)

* Activated abilities contain a colon. They're generally written "[Cost]:
[Effect]." Some keywords are activated abilities; they have colons in their
reminder text.

* If an effect tells you to draw several cards, reveal each one before you
draw it. Skill Borrower will momentarily gain the activated abilities of
artifact and creature cards revealed this way, but you won't be able to play
those abilities while the effect is still happening.

* If the top card of your library changes during the process of *playing* a
spell or ability, the new top card won't be revealed until the process of
playing the spell or ability ends (all targets are chosen, all costs are
paid, and so on).

* If the top card of your library changes while you're playing one of Skill
Borrower's activated abilities gained from that card, the ability will still
be played and will resolve normally even though Skill Borrower has lost that
ability.

* Skill Borrower may gain activated abilities that it can't use. For example,
if the top card of your library is an artifact or creature card with cycling,
Skill Borrower will have cycling. However, since cycling can't be played from
the in-play zone, this won't have any significant benefit. The same is true
for unearth.
-----

Soul's Fire
{2}{R}
Instant
Target creature you control in play deals damage equal to its power to target
creature or player.

* If either target has become illegal by the time Soul's Fire resolves, the
spell will still resolve but have no effect. If the first target is illegal,
it can't perform any actions, so it can't deal damage. If the second target
is illegal, there's nothing for the first target to deal damage to. If both
targets have become illegal, the spell will be countered.
-----

Spearbreaker Behemoth
{5}{G}{G}
Creature -- Beast
5/5
Spearbreaker Behemoth is indestructible.
{1}: Target creature with power 5 or greater 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 in play, or if its toughness is 0 or less.
-----

Sphinx Sovereign
{4}{W}{U}{U}{B}
Artifact Creature -- Sphinx
6/6
Flying
At the end of your turn, you gain 3 life if Sphinx Sovereign is untapped.
Otherwise, each opponent loses 3 life.

* The ability checks whether Sphinx Sovereign is tapped or untapped at the
time the ability resolves. If Sphinx Sovereign is no longer in play by then,
the ability checks whether Sphinx Sovereign was tapped or untapped at the
time it left play.
-----

Steelclad Serpent
{5}{U}
Artifact Creature -- Serpent
4/5
Steelclad Serpent can't attack unless you control another artifact.

* If you control two Steelclad Serpents, they'll enable each other to attack.
-----

Stoic Angel
{1}{G}{W}{U}
Creature -- Angel
3/4
Flying, vigilance
Players can't untap more than one creature during their untap steps.

* If multiple Stoic Angels are in play, the abilities are redundant. Each
player will still be able to untap no more than one creature during his or
her untap step.
-----

Swerve
{U}{R}
Instant
Change the target of target spell with a single target.

* Swerve targets only the spell whose target will be changed. It doesn't
directly affect the original target of that spell or the new target of that
spell.

* You don't choose the new target for the spell until Swerve resolves. You
must change the target if possible. However, you can't change the target to
an illegal target. If there are no legal targets, the target isn't changed.
It doesn't matter if the original target of that spell has somehow become
illegal.

* If you play Swerve on a spell that targets a spell on the stack (like
Cancel does, for example), you can't change that spell's target to itself.
You can, however, change that spell's target to Swerve. If you do, that spell
will be countered when it tries to resolve because Swerve will have left the
stack by then.

* If a spell targets multiple things, you can't target it with Swerve, even
if all but one of those targets has become illegal.

* If a spell targets the same player or object multiple times, you can't
target it with Swerve.
-----

Tezzeret the Seeker
{3}{U}{U}
Planeswalker -- Tezzeret
4
[+1]: Untap up to two target artifacts.
[-X]: Search your library for an artifact card with converted mana cost X or
less and put it into play. Then shuffle your library.
[-5]: Artifacts you control become 5/5 artifact creatures until end of turn.

* The first ability can target zero, one, or two artifacts. You may play it
with no targets just to put a loyalty counter on Tezzeret.

* For the second ability, you choose the value of X when you play it. You
don't look through your library until the ability resolves. (In other words,
you can't look through your library, decide what artifact card you want, and
then determine what X is.) You can't choose an X that's greater than the
number of loyalty counters on Tezzeret.

* The third ability affects all artifacts you control, including artifacts
that are already creatures. If this ability affects an artifact 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 artifact
creature's power or toughness (like Giant Growth) or set its power and
toughness to certain values (like Lignify).
-- Counters that change the artifact 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 artifact creature's power and toughness
(such as those from Glorious Anthem), regardless of when they first took
effect.
-- Effects that switch the artifact creature's power and toughness,
regardless of when they first took effect.

* The third ability causes artifacts you control to become creatures in
addition to their other card types.
-----

Tidehollow Sculler
{W}{B}
Artifact Creature -- Zombie
2/2
When Tidehollow Sculler comes into play, target opponent reveals his or her
hand and you choose a nonland card from it. Remove that card from the game.
When Tidehollow Sculler leaves play, return the removed card to its owner's
hand.

* If Tidehollow Sculler leaves play before its first ability has resolved,
its second ability will trigger and do nothing. Then its first ability will
resolve and remove a card in the targeted opponent's hand from the game
forever.
-----

Titanic Ultimatum
{R}{R}{G}{G}{G}{W}{W}
Sorcery
Until end of turn, creatures you control get +5/+5 and gain first strike,
lifelink, and trample.

* The set of creatures affected is fixed as Titanic Ultimatum resolves.

* If a creature you control already has lifelink, Titanic Ultimatum will give
it a second instance of lifelink. If a creature has multiple instances of
lifelink, each instance will trigger separately when it deals damage. You'll
gain the appropriate amount of life that many different times.

* Multiple instances of first strike and trample are redundant.
-----

Topan Ascetic
{2}{G}
Creature -- Human Monk
2/2
Tap an untapped creature you control: Topan Ascetic gets +1/+1 until end of
turn.

* Since Topan Ascetic's activated ability doesn't have a tap symbol in its
cost, you can tap a creature (including Topan Ascetic itself) that hasn't
been under your control since your most recent turn began to pay the cost.
-----

Vectis Silencers
{2}{U}
Artifact Creature -- Human Rogue
1/2
{2}{B}: Vectis Silencers gains deathtouch until end of turn. (Whenever it
deals damage to a creature, destroy that creature.)

* If you activate the ability multiple times during the same turn, Vectis
Silencers will gain multiple instances of deathtouch. Whenever it deals
damage to a creature that turn, each instance of deathtouch will trigger.
Usually this won't matter, because the first instance of deathtouch to
resolve will destroy the creature that Vectis Silencers damaged, and all
further instances of deathtouch are irrelevant. However, if that creature
regenerates, the next instance of deathtouch will then try to destroy it
again. The damaged creature would have to regenerate once per instance of
deathtouch in order to remain in play.
-----

Vein Drinker
{4}{B}{B}
Creature -- Vampire
4/4
Flying
{R}, {T}: Vein Drinker deals damage equal to its power to target creature.
That creature deals damage equal to its power to Vein Drinker.
Whenever a creature dealt damage by Vein Drinker this turn is put into a
graveyard, put a +1/+1 counter on Vein Drinker.

* When the first ability resolves, if the targeted creature is no longer in
play, the ability is countered for having no legal targets. No damage is
dealt.

* When the first ability resolves, if the targeted creature is still in play
but Vein Drinker is not, Vein Drinker will still deal damage equal to its
power as it last existed in play to the targeted creature.

* Each time a creature is put into a graveyard from play, check whether Vein
Drinker had dealt damage to it at any time during that turn. If so, Vein
Drinker's third ability will trigger. It doesn't matter whether the damage
was combat damage or not. It also doesn't matter who controlled the creature
or whose graveyard it was put into.

* If Vein Drinker's first ability causes Vein Drinker and the targeted
creature to deal lethal damage to each other, they'll be destroyed at the
same time. Vein Drinker's triggered ability will trigger, but it will have
been put into a graveyard before it would receive any counters. The ability
will do nothing when it resolves.
-----

Vicious Shadows
{6}{R}
Enchantment
Whenever a creature is put into a graveyard from play, you may have Vicious
Shadows deal damage to target player equal to the number of cards in that
player's hand.

* The player you target doesn't have to be the controller of the creature
that was put into a graveyard.

* The number of cards in the targeted opponent's hand is checked only when
the ability resolves.
-----

Violent Ultimatum
{B}{B}{R}{R}{R}{G}{G}
Sorcery
Destroy three target permanents.

* You must target three different permanents. If some of the permanents
become illegal targets before the spell resolves, Violent Ultimatum will
still destroy the rest of them.
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Wild Nacatl
{G}
Creature -- Cat Warrior
1/1
Wild Nacatl gets +1/+1 as long as you control a Mountain.
Wild Nacatl gets +1/+1 as long as you control a Plains.

* Wild Nacatl's abilities check for lands with the subtypes Mountain and
Plains. Those lands don't need to be named Mountain and Plains. Wild Nacatl
will get both bonuses if those two subtypes are contained among the lands you
control, even if they're from the same land (such as Plateau or Sacred
Foundry).
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