This FAQ has two sections, each of which serves a different purpose.

The first section (GENERAL NOTES) explains new mechanics and concepts in the 
set. The second section (CARD-SPECIFIC NOTES) contains answers to most 
reasonable questions players might ask about a given card.

Items in the CARD-SPECIFIC NOTES section include full rules text for your 
reference. Not all cards in the set are listed.


GENERAL NOTES

Kicker

* You can never pay a particular kicker cost more than once for a given spell.

* You don't choose targets for the kicker part of a spell unless you intend 
to pay its kicker cost. You announce your intention to pay a kicker cost at 
the same time you would announce a spell's mode, which happens *before* you 
choose targets.

* Once you've announced your intention to pay a kicker cost, you don't 
actually pay it until you pay the spell's mana cost.

Split cards

* If you need to know a split card's characteristic (like its converted mana 
cost or color), you get two answers -- one for each half of the card. But if 
you need to know whether or not a split card *has* a certain characteristic 
(such as whether its converted mana cost is 5 or whether it's blue), you get 
a single yes or no answer based on the answers each half would give 
independently.

Volvers

* Each of the five Volvers has two kicker costs. You may pay neither, one, or 
both of those costs, and the creature will come into play with the 
corresponding abilities and number of counters.

* Here's a helpful hint: One of a Volver's kicker abilities puts one +1/+1 
counter on it, and the other puts two counters on it. You can tell which 
kicker costs were paid by counting the number of +1/+1 counters on the Volver.

* A note about cards with multiple kicker costs: On a double-kicker card like 
Degavolver, which costs 1W and has "Kicker 1B and/or R," the phrase "If you 
paid the 1B kicker cost" just means "If you paid the first kicker cost." Even 
if other effects modify the amount you actually paid for the first kicker 
ability, you still get the kicker effect.

Sanctuaries

* Each Sanctuary has an ability that triggers only if you control a permanent 
of one of the enchantment's enemy colors (for example, Dega Sanctuary is 
white and triggers only if you control a black or red permanent). If you 
don't control a permanent of the right color at the beginning of your upkeep, 
the ability never triggers in the first place; you can't change the color of 
a permanent you control during your upkeep to make a Sanctuary's ability 
trigger.

* A Sanctuary's effect is determined when its ability resolves.

* If you control a permanent of *one* of the enchantment's enemy colors when 
the ability triggers, and then you change the color of another permanent you 
control to the other enemy color before the ability resolves, you'll get the 
bigger effect.

* If you control a single permanent that's both of the enchantment's enemy 
colors, you'll get the bigger effect.

* If you control no permanents of the Sanctuary's enemy colors when the 
ability resolves, it will have no effect.

Disciples

* These are just like the Invasion set's Apprentices, but their abilities' 
activation costs require mana of the creature's enemy colors.

* The Disciples' abilities can target any creature, so they can target 
themselves.

"Envoys"

* Seven Apocalypse creatures, nicknamed "envoys," have "comes-into-play" 
triggered abilities that let you reveal the top four cards of your library 
and put all revealed cards of a particular creature type into your hand. (You 
put the other revealed cards on the bottom of your library in any order you 
choose.)

* The comes-into-play ability doesn't trigger until the creature actually 
comes into play. If the creature spell is countered, the ability never 
triggers.

* The envoys' comes-into-play abilities are not optional.

* If you have fewer than four cards in your library, simply fulfill the 
effect as much as possible with the remaining cards. (An effect that requires 
you to look at more cards than are in your library won't cause you to lose 
the game.)

Flagbearers

* The printed wording of the Flagbearers' static ability contains an error 
that would allow triggered abilities to sidestep the effect (because 
triggered abilities aren't "played" by any player). This wasn't intended, so 
the *Magic* rules team has issued a correction. It should read, "If a spell 
or ability an opponent controls could target a Flagbearer in play, that 
player chooses at least one Flagbearer as a target." Future _Oracle_ updates 
will reflect the correction.

* Let's say you want to play Terror on one of your opponent's creatures, but 
he or she controls a Standard Bearer. So you play the Terror targeting the 
Flagbearer, hoping to play Misdirection and change the target to the other, 
scarier creature. Can you? No, because if you change a target, you must 
choose a target, and the Flagbearer ability affects all instances of choosing 
targets.

* Creatures with the Flagbearer creature type have a static ability that 
makes your opponents target them if possible. The ability isn't actually part 
of the type, however, so if a creature's type is changed to Flagbearer when 
no creatures with the Flagbearer ability are in play, the creature with the 
changed type won't have any special ability -- no player will have to target 
it.

* If a spell has multiple targets, only one of the targets needs to be a 
Flagbearer. For example, if you control two Flagbearers and some other 
creatures when your opponent plays Reckless Spite ("Destroy two target 
nonblack creatures"), he or she must target one Flagbearer, but the other 
target can be any nonblack creature in play.

Whirlpool creatures

The Apocalypse set contains three blue creature cards that have a Winds of 
Change-like effect: Whirlpool Drake, Whirlpool Rider, and Whirlpool Warrior. 
Each has at least one ability that makes you shuffle your hand into your 
library and draw a new hand of as many cards as you had before. Notice that 
this ability isn't optional.

"Syphon" cards

The Apocalypse set contains three cards that let you draw cards in exchange 
for life: Phyrexian Arena, Phyrexian Gargantua, and Phyrexian Rager. Notice 
that the life loss and card draws aren't optional. You must lose life and 
draw cards when their abilities resolve, even if you are at 1 life or have no 
cards in your library.


CARD-SPECIFIC NOTES

Æther Mutation
3GU
Sorcery
Return target creature to its owner's hand. Put X 1/1 green Saproling 
creature tokens into play, where X is its converted mana cost.

* You don't put any tokens into play if Æther Mutation is countered because 
the target creature left play or became an illegal target before the spell 
resolved.

* Converted mana cost doesn't include kicker costs or any other additional 
costs.

Ana Sanctuary
2G
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, 
target creature gets +1/+1 until end of turn. If you control a blue permanent 
and a black permanent, that creature gets +5/+5 until end of turn instead.

* This ability gives a creature either +1/+1 or +5/+5, but never +6/+6.

* If your opponents control the only creatures in play that this ability can 
target, you must target one of those creatures.

* See "Sanctuaries" in the GENERAL NOTES section.

Anavolver
3G
Creature -- Volver
3/3
Kicker 1U and/or B
If you paid the 1U kicker cost, Anavolver comes into play with two +1/+1 
counters on it and has flying.
If you paid the B kicker cost, Anavolver comes into play with a +1/+1 counter 
on it and has "Pay 3 life: Regenerate Anavolver."

* See "Volvers" in the GENERAL NOTES section.

Bloodfire Infusion
2R
Enchant Creature
Bloodfire Infusion can enchant only a creature you control.
R, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the 
enchanted creature's power to each creature.

* Although the enchanted creature is sacrificed as part of the activation 
cost, Bloodfire Infusion deals the damage (and therefore is the source of the 
damage).

* If another player gains control of a creature enchanted with Bloodfire 
Infusion, the enchantment is put into its owner's graveyard.

Bog Gnarr
4G
Creature -- Beast
2/2
Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn.

* Each black spell played by any player gives the Gnarr the bonus. So, if two 
black spells are played in the same turn, the Gnarr gets +4/+4. A spell is 
black if it has B in its mana cost.

Brass Herald
6
Artifact Creature -- Golem
2/2
As Brass Herald comes into play, choose a creature type.
When Brass Herald comes into play, reveal the top four cards of your library. 
Put all creature cards of the chosen type revealed this way into your hand 
and the rest on the bottom of your library.
Creatures of the chosen type get +1/+1.

* A creature type may be any one-word noun that doesn't have another meaning 
in the _Magic_(R) game. So you can't choose "Merfolk Goblin" or "Instant," 
but you can choose either Merfolk or Goblin.

* See "Envoys" in the GENERAL NOTES section.

Captain's Maneuver
XRW
Instant
The next X damage that would be dealt to target creature or player this turn 
is dealt to another target creature or player instead.

* You must be able to choose two targets to play this spell.

* If the target to which the damage will be "redirected" is no longer in play 
when the damage would be dealt, the damage is dealt as if Captain's Maneuver 
had not been played.

Ceta Sanctuary
2U
Enchantment
At the beginning of your upkeep, if you control a red or green permanent, 
draw a card, then discard a card from your hand. If you control a red 
permanent and a green permanent, instead draw two cards, then discard a card 
from your hand.

* This ability causes you to draw either one or two cards, but never three.

* See "Sanctuaries" in the GENERAL NOTES section.

Cetavolver
1U
Creature -- Volver
1/1
Kicker 1R and/or G
If you paid the 1R kicker cost, Cetavolver comes into play with two +1/+1 
counters on it and has first strike.
If you paid the G kicker cost, Cetavolver comes into play with a +1/+1 
counter on it and has trample.

* See "Volvers" in the GENERAL NOTES section.

Coalition Flag
W
Enchant Creature
Coalition Flag can enchant only a creature you control.
Enchanted creature's type is Flagbearer.
If an opponent plays a spell or ability that could target a Flagbearer in 
play, that player chooses at least one Flagbearer as a target.

* The enchanted creature is only a Flagbearer. The new type overwrites any 
existing types.

* If another player gains control of the enchanted creature, Coalition Flag 
is put into its owner's graveyard.

* See "Flagbearers" in the GENERAL NOTES section.

* If Coalition Flag enchants a creature that can't be the target of spells or 
abilities, nothing special happens. Because the enchanted creature can't be 
targeted, any other creature can be.

Coalition Honor Guard
3W
Creature -- Flagbearer
2/4
If an opponent plays a spell or ability that could target a Flagbearer in 
play, that player chooses at least one Flagbearer as a target.

* See "Flagbearers" in the GENERAL NOTES section.

Consume Strength
1BG
Instant
Target creature gets +2/+2 until end of turn. Another target creature gets 
-2/-2 until end of turn.

* You must be able to choose two separate targets for this spell, but if one 
or the other becomes an illegal target before the spell resolves, it still 
affects the remaining one. Consume Strength is countered if both targets are 
illegal when the spell tries to resolve.

Dead Ringers
4B
Sorcery
Destroy two target nonblack creatures unless either one is a color the other 
isn't. They can't be regenerated.

* You can target any two nonblack creatures with this spell. Then, when the 
spell resolves, the creatures are destroyed only if they are the exact same 
colors. For example, if one of them is red and blue, the other must also be 
red and blue (and no other color). If the two target creatures' colors don't 
match exactly, the spell does nothing.

* Dead Ringers can destroy two colorless creatures.

Death Grasp
XWB
Sorcery
Death Grasp deals X damage to target creature or player. You gain X life.

* You don't gain any life if Death Grasp is countered because its target left 
play or became an illegal target before the spell resolved.

Death Mutation
6BG
Sorcery
Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green 
Saproling creature tokens into play, where X is its converted mana cost.

* You don't put any tokens into play if Death Mutation is countered because 
the target creature left play or became an illegal target before the spell 
resolved.

* Converted mana cost doesn't include kicker costs or any other additional 
costs.

Dega Sanctuary
2W
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you 
gain 2 life. If you control a black permanent and a red permanent, you gain 4 
life instead.

* You can gain 2 life or 4 life from this ability, but never 6.

* See "Sanctuaries" in the GENERAL NOTES section.

Degavolver
1W
Creature -- Volver
1/1
Kicker 1B and/or R
If you paid the 1B kicker cost, Degavolver comes into play with two +1/+1 
counters on it and has "Pay 3 life: Regenerate Degavolver."
If you paid the R kicker cost, Degavolver comes into play with a +1/+1 
counter on it and has first strike.

* See "Volvers" in the GENERAL NOTES section.

Desolation Angel
3BB
Creature -- Angel
5/4
Kicker WW
Flying
When Desolation Angel comes into play, destroy all lands you control. If you 
paid the kicker cost, destroy all lands instead.

* The Angel's comes-into-play ability will trigger regardless of *how* it 
came into play. That is, it will trigger when the Angel comes into play even 
if you didn't play the creature from your hand (and therefore couldn't pay 
the kicker cost).

Desolation Giant
2RR
Creature -- Giant
3/3
Kicker WW
When Desolation Giant comes into play, destroy all other creatures you 
control. If you paid the kicker cost, destroy all other creatures instead.

* The Giant's comes-into-play ability will trigger regardless of *how* it 
came into play. That is, it will trigger when the Giant comes into play even 
if you didn't play the creature from your hand (and therefore couldn't pay 
the kicker cost).

Dragon Arch
5
Artifact
2, T: Put a multicolored creature card from your hand into play.

* A "multicolored" card has more than one color of mana in its mana cost.

Dwarven Patrol
2R
Creature -- Dwarf
4/2
Dwarven Patrol doesn't untap during your untap step.
Whenever you play a nonred spell, untap Dwarven Patrol.

* A "nonred spell" has no red mana in its mana cost. This includes artifact 
spells, for example. Remember that lands aren't spells.

Emblazoned Golem
2
Artifact Creature -- Golem
1/2
Kicker X
Spend only colored mana on X. No more than one mana of each color may be 
spent this way.
If you paid the kicker cost, Emblazoned Golem comes into play with X +1/+1 
counters on it.

* An effect that can reduce the play cost of an artifact creature spell can 
be used to reduce Emblazoned Golem's kicker cost. For example, if you control 
an Urza's Incubator (with Golem as the chosen type) when you play the Golem, 
you can spend, say, one blue mana on X and the Golem will come into play with 
three +1/+1 counters on it -- one counter for the blue mana and two more for 
the Incubator discount.

Enlistment Officer
3W
Creature -- Soldier
2/3
First strike
When Enlistment Officer comes into play, reveal the top four cards of your 
library. Put all Soldier cards revealed this way into your hand and the rest 
on the bottom of your library.

* See "Envoys" in the GENERAL NOTES section.

Evasive Action
1U
Instant
Counter target spell unless its controller pays 1 for each basic land type 
among lands you control.

* The number of basic lands you control is determined when Evasive Action 
resolves.

False Dawn
1W
Sorcery
Colored mana symbols on all permanents you control and on all cards you own 
that aren't in play become W until end of turn.
Draw a card.

* Because of obscure interactions with other cards, False Dawn has received 
errata. Its new wording is as follows:

Until end of turn, spells and abilities you control that would add colored 
mana to your mana pool add that much white mana instead. Until end of turn, 
you may spend white mana as though it were mana of any color.
Draw a card.

Notice that the new wording doesn't change the color of any card or permanent.

Fire / Ice
Instant / Instant
Fire deals 2 damage divided as you choose among any number of target 
creatures and/or players. / Tap target permanent. Draw a card.

* You don't get to draw a card if Ice is countered because the target 
permanent left play or became an illegal target before the spell resolved.

* See "Split cards" in the GENERAL NOTES section.

Gaea's Balance
3G
Sorcery
As an additional cost to play Gaea's Balance, sacrifice five lands.
Search your library for a land card of each basic land type and put them into 
play. Then shuffle your library.

* You don't have to find all the basic land cards you search for, so you can 
play Gaea's Balance even if you don't have a basic land card of each type in 
your library.

Glade Gnarr
5G
Creature -- Beast
4/4
Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of 
turn.

* Each blue spell played by any player gives the Gnarr the bonus. So, if two 
blue spells are played in the same turn, the Gnarr gets +4/+4. A spell is 
blue if it has U in its mana cost.

Goblin Ringleader
3R
Creature -- Goblin
2/2
Haste
When Goblin Ringleader comes into play, reveal the top four cards of your 
library. Put all Goblin cards revealed this way into your hand and the rest 
on the bottom of your library.

* See "Envoys" in the GENERAL NOTES section.

Goblin Trenches
1RW
Enchantment
2, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens 
into play.

* The tokens this ability creates have one name and two creature types. Each 
token is named "Goblin Soldier" and has the types Goblin and Soldier.

Grave Defiler
3B
Creature -- Zombie
2/1
When Grave Defiler comes into play, reveal the top four cards of your 
library. Put all Zombie cards revealed this way into your hand and the rest 
on the bottom of your library.
1B: Regenerate Grave Defiler.

* See "Envoys" in the GENERAL NOTES section.

Guided Passage
URG
Sorcery
Reveal the cards in your library. An opponent chooses from among them a 
creature card, a land card, and a noncreature, nonland card. You put the 
chosen cards into your hand. Then shuffle your library.

* If your library doesn't contain a card of each specified type, the effect 
simply resolves as fully as possible. For example, if your library contains 
no creature cards, your opponent just chooses a land card and a noncreature, 
nonland card.

* Your opponent must choose a card of each type specified if able. The word 
"search" isn't used, so your opponent can't "fail to find" a particular type 
of card if one is in your library.

Ice Cave
3UU
Enchantment
Whenever a player plays a spell, any other player may pay that spell's mana 
cost. If a player does, counter the spell. #(Mana cost includes color.)#

* To counter a spell, a player must pay only the spell's mana cost. This 
doesn't include additions, subtractions, or modifications to the mana cost. A 
spell's mana cost is simply the amount and *color* of mana in its upper right 
corner.

Illusion / Reality
U / 2G
Instant / Instant
Target spell or permanent becomes the color of your choice until end of turn. 
/ Destroy target artifact.

* Effects that change a card's color will overwrite all other colors the card 
had previously. If such effects last for a limited duration, the affected 
card will revert to its previous colors at the end of that duration (in this 
case, at the end of the turn).

* See "Split cards" in the GENERAL NOTES section.

Jaded Response
1U
Instant
Counter target spell if it shares a color with a creature you control.

* Jaded Response doesn't check to see if the target spell shares a color with 
a creature you control until it resolves. That means players can play spells 
and abilities in response that change either the spell's color or creatures' 
colors to affect Jaded Response's resolution.

Kavu Howler
4GG
Creature -- Kavu
4/5
When Kavu Howler comes into play, reveal the top four cards of your library. 
Put all Kavu cards revealed this way into your hand and the rest on the 
bottom of your library.

* See "Envoys" in the GENERAL NOTES section.

Last Stand
WUBRG
Sorcery
Target opponent loses 2 life for each swamp you control. Last Stand deals 
damage equal to the number of mountains you control to target creature. Put a 
1/1 green Saproling creature token into play for each forest you control. You 
gain 2 life for each plains you control. Draw a card for each island you 
control, then discard that many cards from your hand.

* Notice that this spell targets an opponent and a creature. If you can't 
target both, you can't play Last Stand.

Life / Death
G / 1B
Sorcery / Sorcery
Until end of turn, all lands you control are 1/1 creatures that are still 
lands. / Return target creature card from your graveyard to play. You lose 
life equal to its converted mana cost.

* If you play Death and target a creature card with kicker costs or other 
additional costs, you can't choose to pay them, because you're simply putting 
the creature into play.

* Converted mana cost means the total value of the mana in the card's upper 
right corner. Additional costs aren't factored in.

* See "Split cards" in the GENERAL NOTES section.

Mind Extraction
2B
Sorcery
As an additional cost to play Mind Extraction, sacrifice a creature.
Target player reveals his or her hand and discards all cards of each of the 
sacrificed creature's colors from it.

* If a colorless creature is sacrificed, the target player still reveals his 
or her hand, but that player doesn't discard any cards.

* If you sacrifice a multicolored creature, the target player must discard 
all cards that are at least one of that creature's colors.

Minotaur Tactician
3R
Creature -- Minotaur
1/1
Haste
Minotaur Tactician gets +1/+1 as long as you control a white creature.
Minotaur Tactician gets +1/+1 as long as you control a blue creature.

* If you control a creature that's both blue and white, the Tactician will be 
3/3.

* If you control more than one white creature (or more than one blue 
creature), the Tactician still gets only +1/+1.

Mystic Snake
1GUU
Creature -- Snake
2/2
You may play Mystic Snake any time you could play an instant.
When Mystic Snake comes into play, counter target spell.

* If no spells are on the stack when Mystic Snake comes into play, its 
comes-into-play ability does nothing. The Snake can't counter itself because 
it's no longer a spell after it has come into play.

Necra Sanctuary
2B
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, 
target player loses 1 life. If you control a green permanent and a white 
permanent, that player loses 3 life instead.

* This ability can make the target player lose 1 life or 3 life, but never 4.

* See "Sanctuaries" in the GENERAL NOTES section.

Necravolver
2B
Creature -- Volver
2/2
Kicker 1G and/or W
If you paid the 1G kicker cost, Necravolver comes into play with two +1/+1 
counters on it and has trample.
If you paid the W kicker cost, Necravolver comes into play with a +1/+1 
counter on it and has "Whenever Necravolver deals damage, you gain that much 
life."

* See "Volvers" in the GENERAL NOTES section.

Night / Day
B / 2W
Instant / Instant
Target creature gets -1/-1 until end of turn. / Creatures target player 
controls get +1/+1 until end of turn.

* If you play Day, only creatures in play when it resolves get +1/+1. 
Creatures that come into play afterward don't get the bonus.

* See "Split cards" in the GENERAL NOTES section.

Order / Chaos
3W / 2R
Instant / Instant
Remove target attacking creature from the game. / Creatures can't block this 
turn.

* If you play Chaos, no creatures can block this turn, not even those 
creatures that come into play or become creatures after Chaos resolves.

* See "Split cards" in the GENERAL NOTES section.

Penumbra Bobcat
2G
Creature -- Cat
2/1
When Penumbra Bobcat is put into a graveyard from play, put a 2/1 black Cat 
creature token into play.

Penumbra Kavu
4G
Creature -- Kavu
3/3
When Penumbra Kavu is put into a graveyard from play, put a 3/3 black Kavu 
creature token into play.

Penumbra Wurm
5GG
Creature -- Wurm
6/6
Trample
When Penumbra Wurm is put into a graveyard from play, put a 6/6 black Wurm 
creature token with trample into play.

* The player who controls the Penumbra creature at the time it's destroyed 
puts the creature token into play. It doesn't matter which player owns the 
Penumbra creature card.

Planar Despair
3BB
Sorcery
All creatures get -1/-1 until end of turn for each basic land type among 
lands you control.

* The number of basic land types is determined when Planar Despair resolves.

Prophetic Bolt
3UR
Instant
Prophetic Bolt deals 4 damage to target creature or player. Look at the top 
four cards of your library. Put one of those cards into your hand and the 
rest on the bottom of your library.

* If you have fewer than four cards in your library, simply fulfill the 
effect as much as possible with the remaining cards. (An effect that requires 
you to look at more cards than are in your library won't cause you to lose 
the game.)

Putrid Warrior
WB
Creature -- Soldier Zombie
2/2
Whenever Putrid Warrior deals damage, choose one -- each player loses 1 life; 
or each player gains 1 life.

* Putrid Warrior's ability triggers whenever it deals damage, whether to a 
creature or player.

* Putrid Warrior's controller chooses the mode when its ability is put onto 
the stack.

Raka Sanctuary
2R
Enchantment
At the beginning of your upkeep, if you control a white or blue permanent, 
Raka Sanctuary deals 1 damage to target creature. If you control a white 
permanent and a blue permanent, Raka Sanctuary deals 3 damage to that 
creature instead.

* This ability can deal 1 damage or 3 damage, but never 4.

* If you control the only creatures this ability can target at the beginning 
of your upkeep, you must target one of those creatures.

* See "Sanctuaries" in the GENERAL NOTES section.

Rakavolver
2R
Creature -- Volver
2/2
Kicker 1W and/or U
If you paid the 1W kicker cost, Rakavolver comes into play with two +1/+1 
counters on it and has "Whenever Rakavolver deals damage, you gain that much 
life."
If you paid the U kicker cost, Rakavolver comes into play with a +1/+1 
counter on it and has flying.

* See "Volvers" in the GENERAL NOTES section.

Savage Gorilla
4G
Creature -- Ape
3/3
UB, T, Sacrifice Savage Gorilla: Target creature gets -3/-3 until end of 
turn. Draw a card.

* You don't get to draw a card if Savage Gorilla's ability is countered 
because the target creature left play or became an illegal target before the 
ability resolved.

Spiritmonger
3BG
Creature -- Beast
6/6
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on 
Spiritmonger.
B: Regenerate Spiritmonger.
G: Spiritmonger becomes the color of your choice until end of turn.

* Effects that change a card's color will overwrite all other colors the card 
had previously. If such effects last for a limited duration, the affected 
card will revert to its previous colors at the end of that duration.

Standard Bearer
1W
Creature -- Flagbearer
1/1
If an opponent plays a spell or ability that could target a Flagbearer in 
play, that player chooses at least one Flagbearer as a target.

* See "Flagbearers" in the GENERAL NOTES section.

Suffocating Blast
1UUR
Instant
Counter target spell and Suffocating Blast deals 3 damage to target creature.

* You must be able to target both a spell on the stack and a creature to play 
this spell.

* If one of the targets is illegal when Suffocating Blast resolves, it still 
has its effect on the other. If both targets are illegal, Suffocating Blast 
is countered on resolution.

Sylvan Messenger
3G
Creature -- Elf
2/2
Trample
When Sylvan Messenger comes into play, reveal the top four cards of your 
library. Put all Elf cards revealed this way into your hand and the rest on 
the bottom of your library.

* See "Envoys" in the GENERAL NOTES section.

Tidal Courier
3U
Creature -- Merfolk
1/2
When Tidal Courier comes into play, reveal the top four cards of your 
library. Put all Merfolk cards revealed this way into your hand and the rest 
on the bottom of your library.
3U: Tidal Courier gains flying until end of turn.

* See "Envoys" in the GENERAL NOTES section.

Unnatural Selection
1U
Enchantment
1: Choose a creature type other than Wall. Target creature's type becomes 
that type until end of turn.

* This effect overwrites all other creature types. For example, if you play 
the ability on a Zombie Elf and choose Goblin, the creature will become a 
Goblin only, not a Zombie Elf Goblin.

* A creature type may be any one-word noun that doesn't have another meaning 
in the Magic game.

* If you play this ability on two creatures with the same name and choose to 
make both of them Legends, the one that became a Legend second will be put 
into its owner's graveyard (because of "the Legend rule").

* Remember that no abilities are built into the Flagbearer creature type. 
Making a creature into a Flagbearer won't give it the "chooses at least one 
Flagbearer" ability. (If a "real" Flagbearer is in play, its static ability 
will affect only its controller's opponents.)

Urborg Uprising
4B
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Draw a card.

* You may choose zero, one, or two creature cards as targets for Urborg 
Uprising.

* You don't get to draw a card if Urborg Uprising is countered because none 
of the targeted cards are in your graveyard when the spell resolves.

Vodalian Mystic
1U
Creature -- Merfolk
1/1
T: Target instant or sorcery spell becomes the color of your choice.

* Effects that change a card's color will overwrite all other colors the card 
had previously.

* This ability can affect only actual instant and sorcery spells, not other 
types of spells that can be played "any time you could play" an instant or 
sorcery.

Wild Research
2R
Enchantment
1W: Search your library for an enchantment card and reveal that card. Put it 
into your hand, then discard a card at random from your hand. Then shuffle 
your library.
1U: Search your library for an instant card and reveal that card. Put it into 
your hand, then discard a card at random from your hand. Then shuffle your 
library.

* You can't play spells or abilities during the resolution of a spell or 
ability, so you can't search for an instant card and then play it before you 
randomly discard.

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