_Alara Reborn_(TM) Frequently Asked Questions

Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff
Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen

Document last modified March 23, 2009



_Alara Reborn_ Prerelease tournaments: April 25-26, 2009. Go to
 to find a location near you.



_Alara Reborn_ official release date: Thursday, April 30, 2009. Go to
 to find a store near you.



_Alara Reborn_ Launch Parties: April 30-May 3, 2009. Go to
 to find a location near you.



The _Alara Reborn_ set becomes legal for sanctioned Constructed play on its
official release date.

-- At that time, the following card sets will be permitted in the Standard
format: _Tenth Edition_, _Lorwyn_(TM), _Morningtide_(TM), _Shadowmoor_(TM),
_Eventide_(TM), _Shards of Alara_(TM), _Conflux_(TM), and _Alara Reborn_.

-- At that time, the following card sets will be permitted in the _Shards of
Alara_ Block Constructed format: _Shards of Alara_, _Conflux_, and _Alara
Reborn_.



The _Alara Reborn_ set contains 145 cards (60 common, 40 uncommon, 35 rare, 10
mythic rare).



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



The first section ("General Notes") explains the new mechanics and concepts in
the set. The second section ("Card-Specific Notes") contains answers to the
most important questions players might ask about a given card in the set.



Items in the "Card-Specific Notes" section include full rules text for your
reference. Not all cards in the set are listed.

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GENERAL NOTES



***Theme: All Multicolored***



Every card in the _Alara Reborn_ set is multicolored. Each one has at least
two different colors in its mana cost, and each one is printed with a gold
frame. (Some of them are artifacts, so their frames contain both silver and
gold.) Accordingly, the set features a number of cards that refer to
"multicolored" or "monocolored."



Gloryscale Viashino

1RGW

Creature -- Viashino Soldier

3/3

Whenever you play a multicolored spell, Gloryscale Viashino gets +3/+3 until
end of turn.



Defiler of Souls

3BBR

Creature -- Demon

5/5

Flying

At the beginning of each player's upkeep, that player sacrifices a monocolored
creature.



* A spell, permanent, or card is multicolored if it has more than one color.
For example, a card that costs 3BR is multicolored, as is a card that costs
3B/R.



* A spell, permanent, or card is monocolored if it has exactly one color.



* Colorless spells, permanents, and cards are neither multicolored nor
monocolored. Land cards are colorless, as are artifacts that don't have
colored mana symbols in their mana costs.

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***Keyword Ability: Cascade***



Each time you play a spell with cascade, you'll get a free bonus spell from
your deck . . . but you don't know what it'll be!



Bituminous Blast

3BR

Instant

Cascade (When you play this spell, remove cards from the top of your library
from the game until you remove a nonland card that costs less. You may play it
without paying its mana cost. Put the removed cards on the bottom in a random
order.)

Bituminous Blast deals 4 damage to target creature.



Bloodbraid Elf

2RG

Creature -- Elf Berserker

3/2

Haste

Cascade (When you play this spell, remove cards from the top of your library
from the game until you remove a nonland card that costs less. You may play it
without paying its mana cost. Put the removed cards on the bottom in a random
order.)



The official rules for cascade are as follows:



502.85. Cascade



502.85a Cascade is a triggered ability that functions only while the spell
with cascade is on the stack. "Cascade" means "When you play this spell,
remove cards from the top of your library from the game until you remove a
nonland card whose converted mana cost is less than this spell's converted
mana cost. You may play that card without paying its mana cost. Then put all
cards removed from the game this way that weren't played on the bottom of your
library in a random order."



502.85b If a spell has multiple instances of cascade, each triggers
separately.



* On instant and sorcery cards, the cascade ability is printed first; on
permanent cards, the cascade ability is printed last. Regardless of the card
type, cascade triggers when the spell is played, not when it resolves (that
is, before the permanent would come into play).



* Here's the timing for cascade:

1) You play a spell with cascade.

2) The cascade ability triggers and goes on the stack on top of the original
spell.

3) The cascade ability resolves. If you find an applicable card that you'd
like to play, you do so.

4) The spell you played as a result of the cascade ability resolves.

5) The original spell resolves.



* For the most part, cascade is mandatory. You must remove cards from the top
of your library from the game, even if you know that you won't remove anything
you want to play. Whether or not to play the last card you remove is the only
optional part.



* The spell you play as a result of the cascade ability resolves before the
original spell. If you play a creature spell with cascade and then play an
Aura as the result of the cascade ability, you can't enchant that creature
with it because the creature spell hasn't resolved yet.



* Cascade won't trigger if you put a copy of a spell with cascade on the stack
(due to Cloven Casting or Twincast, for example). That's because you didn't
play the copy.



* Countering the original spell doesn't counter the cascade ability.



* Since cascade is a triggered ability, anything that interacts with a
triggered ability (such as Stifle) will interact with cascade.



* All players can see the cards you remove from the game as the cascade
ability resolves.



* If you remove a split card from the game this way, check if at least one
half of that split card has a converted mana cost that's less than the
converted mana cost of the spell with cascade. If so, you can play either half
of that split card.



* If you play a card this way, you play it as part of the resolution of the
cascade ability. Timing restrictions based on the card's type (such as
creature or sorcery) are ignored. Other play restrictions are not (such as
"Play [this card] only before attackers are declared").



* A spell played as part of the resolution of cascade is played from the
removed-from-the-game zone, not from your library.



* If you play a card "without paying its mana cost," you can't pay any
alternative costs, such as evoke or the alternative cost provided by the morph
ability. If it has X in its mana cost, X must be 0. However, you can pay
optional additional costs, such as conspire, and you must still pay mandatory
additional costs, such as the one on Goldmeadow Stalwart.



* If you play a card this way, you're playing it as a spell. It can be
countered. If you play another card with cascade this way, the new spell's
cascade ability will trigger, and you'll repeat the process for the new spell.



* After you play an applicable card, you randomly rearrange the other cards
removed from the game this way and put them on the bottom of your library.
Neither you nor any other player sees the order of those cards.



* If you don't want to play the applicable card you remove from the game with
the cascade ability, you don't have to. Include it with the other cards
removed from the game this way when you randomly rearrange them and put them
on the bottom of your library. The same is true for an applicable card that
you can't play (because there are no legal targets, for example).



* If you play a spell with cascade and there are no nonland cards in your
library with a converted mana cost that's less that that spell's converted
mana cost, you'll remove your entire library from the game. Then you'll
randomly rearrange those cards and put them back as your library. Although
you're essentially shuffling those cards, you're not technically doing so;
abilities that trigger whenever you shuffle your library won't trigger.

-----



***Returning Keyword Ability: Cycling***

***Returning Keyword Ability: Landcycling***



If you have a card with "cycling" in your hand, you can pay its cycling cost
and discard it to draw a new card. If you have a card with a landcycling
ability (such as "mountaincycling") in your hand, you can pay its cycling cost
and discard it to search your library for a land card of the specified land
type.



Igneous Pouncer

4BR

Creature -- Elemental

5/1

Haste

Swampcycling 2, mountaincycling 2 (2, Discard this card: Search your library
for a Swamp or Mountain card, reveal it, and put it into your hand. Then
shuffle your library.)





Five _Alara Reborn_ cards each have a pair of landcycling abilities. At the
time you cycle one of those cards, you choose which one of those landcycling
abilities you're using. You can't use both. For example, when you cycle
Igneous Pouncer, you're either using the swampcycling ability or the
mountaincycling ability, and you must determine which at that time (not as the
ability resolves and you're searching your deck). 



The official rules for cycling are as follows:



502.18. Cycling



502.18a Cycling is an activated ability that functions only while the card
with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard
this card: Draw a card."



502.18b Although the cycling ability is playable only if the card is in a
player's hand, it continues to exist while the object is in play and in all
other zones. Therefore objects with cycling will be affected by effects that
depend on objects having one or more activated abilities.



502.18c Some cards with cycling have abilities that trigger when they're
cycled. "When you cycle [this card]" means "When you discard [this card] to
pay a cycling cost." These abilities trigger from whatever zone the card winds
up in after it's cycled.



502.18d Typecycling is a variant of the cycling ability. "[Type]cycling
[cost]" means "[Cost], Discard this card: Search your library for a [type]
card, reveal it, and put it into your hand. Then shuffle your library." This
type is usually a subtype (as in "mountaincycling") but can be any card type,
subtype, supertype, or combination thereof (as in "basic landcycling").



502.18e Any cards that trigger when a player cycles a card will trigger when a
card is discarded to pay a typecycling cost. Any effect that stops players
from cycling cards will stop players from playing cards' typecycling
abilities.



* Unlike the normal cycling ability, landcycling doesn't allow you to draw a
card. Instead, it lets you search your library for a land card of the
specified land type, reveal it, put it into your hand, then shuffle your
library.



* Landcycling is a form of cycling. Any ability that triggers on a card being
cycled also triggers on a card being landcycled. Any ability that stops a
cycling ability from being played also stops a landcycling ability from being
played.



* Cycling (and, thus, landcycling) is an activated ability. Effects that
interact with activated abilities (such as Stifle or Rings of Brighthearth)
will interact with cycling. Effects that interact with spells (such as Remove
Soul or Faerie Tauntings) will not.



* A landcycling ability lets you search for any card in your library with the
stated land type. It doesn't have to be a basic land. For example, if you play
a card's mountaincycling ability, you may find a Mountain, a Snow-Covered
Mountain, a Madblind Mountain, or a Steam Vents from your deck, among other
possibilities.

-----



***Cycle: Sojourners***



A cycle of cards in this set (the Sojourners) each have cycling as well as an
ability that triggers when you cycle it or when it's put into a graveyard from
play.



Jund Sojourners

BRG

Creature -- Viashino Shaman

3/2

When you cycle Jund Sojourners or it's put into a graveyard from play, you may
have it deal 1 damage to target creature or player.

Cycling 2R (2R, Discard this card: Draw a card.)



* A Sojourner's triggered ability acts as a cycle-triggered ability or as a
leaves-play ability, as appropriate. The player who controls the triggered
ability is the player who cycled the Sojourner, or the player who last
controlled the Sojourner in play.



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



* You can cycle a Sojourner even if there are no targets for the triggered
ability. That's because the cycling ability itself has no targets.



* The cycling ability and the triggered ability are separate. If the triggered
ability is countered (with Stifle, for example, or if all its targets have
become illegal), the cycling ability will still resolve and you'll draw a
card.

-----



***Returning Mechanic: Hybrid***



Hybrid mana symbols represent a cost that can be paid with either of two
colors. For example, W/B can be paid with either W or B. It's both a white and
a black mana symbol. A card with the mana cost W/B is both white and black,
and its converted mana cost is 1. Visually, the W/B symbol is a circle divided
in half: the upper left looks like a white mana symbol (sun on a white
background) and the lower right looks like a black mana symbol (skull on a
gray background).



Esper Stormblade

W/BU

Artifact Creature -- Vedalken Wizard

2/1

As long as you control another multicolored permanent, Esper Stormblade gets
+1/+1 and has flying.



* Hybrid mana symbols appear only in costs, such as the mana cost in the upper
right corner of a card or the cost to play an activated ability such as
cycling.



* A card with a hybrid mana symbol in its mana cost is a hybrid card. A hybrid
card is each color that appears in its mana cost, regardless of what mana was
spent to play it. For example, the Esper Stormblade above is white, blue, and
black.



* As you play a hybrid spell or an activated ability with a hybrid cost, you
choose which color of mana you will spend for each hybrid mana symbol at the
same time you would choose modes or choose a value for an X in a mana cost.
For example, you choose whether you'll play Esper Stormblade by paying WU or
BU. If an effect then reduces the cost to play that spell by one or more
colored mana, it applies to that spell only if you've chosen a method of
paying for it that includes those colors.



* Each hybrid card in the _Alara Reborn_ set has a mana cost that includes one
hybrid mana symbol and one mana symbol of a different color. Since these cards
are each three colors, they appear in the gold frames that are standard for
multicolored cards.

-----



***Cycle: Borderposts***



This set has a cycle of colored artifacts that each has an alternative cost
and an ability that produces two colors of mana.



Fieldmist Borderpost

1WU

Artifact

You may pay 1 and return a basic land you control to its owner's hand rather
than pay Fieldmist Borderpost's mana cost.

Fieldmist Borderpost comes into play tapped.

T: Add W or U to your mana pool.



* Playing a Borderpost by paying its alternative cost doesn't change when you
can play it. You can play it only at the normal time you could play an
artifact spell. It also doesn't change the spell's mana cost or converted mana
cost. The only difference is the cost you actually pay.



* Effects that increase or reduce the cost to play a Borderpost will apply to
whichever cost you chose to pay.



* To satisfy the alternative cost, you may return any basic land you control
to its owner's hand, regardless of that land's subtype or whether it's tapped.



* As you play a spell, you get a chance to play mana abilities before you pay
that spell's costs. Therefore, you may tap a basic land for mana, then both
spend that mana and return that land to your hand to pay a Borderpost's
alternative cost. (Of course, you can return a different basic land instead.)

-----



***Returning Mechanics***



Many abilities and mechanics introduced in the _Shards of Alara_ set appear in
the _Alara Reborn_ set. For more information about the five shards and their
mechanics (the Bant shard's keyword "exalted," the Esper shard's colored
artifacts, the Grixis shard's keyword "unearth," the Jund shard's keyword
"devour," and the Naya shard's "5 power matters" mechanic), see the _Shards of
Alara_ FAQ at .

-----



CARD-SPECIFIC NOTES



Arsenal Thresher

2W/BU

Artifact Creature -- Construct

2/2

As Arsenal Thresher comes into play, you may reveal any number of other
artifact cards from your hand. Arsenal Thresher comes into play with a +1/+1
counter on it for each card revealed this way.



* If multiple Arsenal Threshers are coming into play at the same time (for
example, if Warp World is resolving), you may reveal the same artifact cards
from your hand for each of them.



* If Arsenal Thresher and another artifact are coming into play from your hand
at the same time, you may reveal that other artifact for Arsenal Thresher. If
that artifact is a second Arsenal Thresher, you may reveal each Arsenal
Thresher for the other.

-----



Aven Mimeomancer

1WU

Creature -- Bird Wizard

3/1

Flying

At the beginning of your upkeep, you may put a feather counter on target
creature. If you do, that creature is 3/1 and has flying as long as it has a
feather counter on it.



* If the second ability affects a creature, it overwrites most other effects
that change or set its power and toughness. But certain other effects can
still apply to it afterward. They are:

-- Effects that happen after this ability resolves that change the creature's
power or toughness (like Giant Growth) or set its power and toughness to
certain values (like Lignify).

-- Counters that change the creature's power and toughness, such as +1/+1 or
-1/-1 counters, regardless of when they were put on that creature.

-- Static abilities that change the creature's power and toughness (such as
those from Glorious Anthem), regardless of when they first took effect.

-- Effects that switch the creature's power and toughness, regardless of when
they first took effect.



* If the second ability affects a creature, it doesn't cause that creature to
lose any of its abilities. It just gives that creature flying as well.



* The affected creature remains 3/1 and has flying as long as it has a feather
counter on it. The effect continues even if Aven Mimeomancer leaves play.



* You may put a feather counter on a creature that already has a feather
counter on it. Doing so has no visible effect unless some other effect has
changed the creature's power or toughness, or caused it to lose flying, since
the last feather counter was put on it. 



* If all feather counters on a creature are moved to a different creature, the
ability doesn't follow them. The first creature stops being affected by the
ability because it no longer has a feather counter on it. The second creature
is not affected by the ability because Aven Mimeomancer didn't target it.

-----



Behemoth Sledge

1GW

Artifact -- Equipment

Equipped creature gets +2/+2 and has lifelink and trample.

Equip 3



* If a creature has multiple instances of lifelink, each one triggers
separately.

-----



Blitz Hellion

3RG

Creature -- Hellion

7/7

Trample, haste

At end of turn, Blitz Hellion's owner shuffles it into his or her library.



* Blitz Hellion's last ability triggers at the end of each turn in which it's
in play. If it's not in play by the time this ability resolves, nothing
happens. Blitz Hellion stays wherever it is, and its owner doesn't shuffle his
or her library.



* A token that's copying Blitz Hellion will be shuffled into its owner's
library when this ability resolves, then will cease to exist. For practical
purposes, the token should not actually be put into the library, though the
library is still shuffled.

-----



Brainbite

2UB

Sorcery

Target opponent reveals his or her hand. You choose a card from it. That
player discards that card.

Draw a card.



* You may target an opponent who has no cards in hand.



* When Brainbite resolves, you'll draw a card even if the targeted opponent
has no cards in hand.

-----



Cloven Casting

5UR

Enchantment

Whenever you play a multicolored instant or sorcery spell, you may pay 1. If
you do, copy that spell. You may choose new targets for the copy.



* This ability triggers only once for each multicolored instant or sorcery
spell you play. You can't use a single Cloven Casting to copy the same spell
twice.



* You can copy the spell that caused Cloven Casting's ability to trigger even
if it's been countered by the time that ability resolves.



* The copy will have the same targets as the spell it's copying unless you
choose new ones. You may change any number of the targets, including all of
them or none of them. The new targets must be legal.



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



* Abilities that trigger when a spell is played (such as this ability or
cascade) won't trigger when you create a copy this way.

-----



Crystallization

G/UW

Enchantment -- Aura

Enchant creature

Enchanted creature can't attack or block.

When enchanted creature becomes the target of a spell or ability, remove that
creature from the game.



* When the enchanted creature becomes the target of a spell or ability,
Crystallization's last ability will trigger. When that ability resolves, that
creature will be removed from the game, even if Crystallization has left play
or is enchanting a different creature by that time. If Crystallization is
still enchanting the same creature, Crystallization will then be put into its
owner's graveyard as a state-based effect.

-----



Dauntless Escort

1GW

Creature -- Rhino Soldier

3/3

Sacrifice Dauntless Escort: Creatures you control are indestructible this
turn.



* Once Dauntless Escort's ability resolves, it's continually in effect until
the turn ends. Unlike similar spells and abilities that give all creatures you
control flying or +1/+1, for example, this ability doesn't lock in what it
applies to. That's because the effect states a true thing about a set of
creatures, but doesn't actually change the *characteristics* of those
creatures. As a result, whatever creatures you control at any point during the
remainder of the turn are indestructible, including creatures that come under
your control after Dauntless Escort's ability has resolved and creatures that
lose all abilities.



* If any creature leaves your control, Dauntless Escort's ability no longer
applies to it. If such a creature had lethal damage on it, it's destroyed
immediately as a state-based effect.



* Lethal damage and effects that say "destroy" won't cause an indestructible
creature to be put into the graveyard. However, an indestructible creature can
be put into the graveyard for a number of reasons. The most likely reasons are
if it's sacrificed, if it's legendary and another legendary creature with the
same name is in play, or if its toughness is 0 or less.

-----



Deadshot Minotaur

3RG

Creature -- Minotaur

3/4

When Deadshot Minotaur comes into play, it deals 3 damage to target creature
with flying.

Cycling R/G (R/G, Discard this card: Draw a card.)



* The comes-into-play ability is mandatory. If you're the only player who
controls a creature with flying, you must target one of those creatures.

-----



Deathbringer Thoctar

4BR

Creature -- Zombie Beast

3/3

Whenever another creature is put into a graveyard from play, you may put a
+1/+1 counter on Deathbringer Thoctar.

Remove a +1/+1 counter from Deathbringer Thoctar: Deathbringer Thoctar deals 1
damage to target creature or player.



* If Deathbringer Thoctar and another creature are dealt lethal damage at the
same time, Deathbringer Thoctar will be put into a graveyard before it would
receive any counters. Its ability will still trigger, but it will do nothing
when it resolves.



* You may remove any +1/+1 counter from Deathbringer Thoctar to play its
second ability, not just a +1/+1 counter put on it with its first ability. 

-----



Demonspine Whip

BR

Artifact -- Equipment

X: Equipped creature gets +X/+0 until end of turn.

Equip 1



* When the first ability resolves, the +X/+0 bonus is given to the creature
that Demonspine Whip is attached to at that time, regardless of what creature
(if any) it was attached to when the ability was played. If Demonspine Whip is
in play but not attached to a creature at this time, no creature gets the
bonus.



* Once Demonspine Whip's ability resolves and gives the +X/+0 bonus to a
creature, that bonus stays with that creature for the rest of the turn even if
Demonspine Whip moves to another creature or leaves play.



* If Demonspine Whip is no longer in play by the time its first ability
resolves, the game checks whether it was attached to a creature at the time it
left play. If it was, that creature gets the +X/+0 bonus. If it wasn't, no
creature gets the bonus.

-----



Double Negative

UUR

Instant

Counter up to two target spells.



* You may play Double Negative with no targets, one target, or two targets.



* In order to counter two target spells, both of those spells must be on the
stack at the time you play Double Negative. Two spells can be on the stack at
the same time as the result of an ability (such as cascade or replicate), as
the result of a copy effect (such as the one from Cloven Casting or Twincast),
or because a spell has been played in response to another spell.



*It's unusual for a player to play a spell in response to his or her own
spell, and that will be specifically called out when it happens. Under normal
circumstances, if a player plays a spell, it is assumed that the player passes
priority afterward. If that player plays another spell, it is assumed that
each other player has also passed priority, which caused the first spell to
resolve and the first player to receive priority again. Unless the first
player says otherwise, only one spell will be on the stack at a time in that
scenario.

-----



Dragon Appeasement

3BRG

Enchantment

Skip your draw step.

Whenever you sacrifice a creature, you may draw a card.



* Dragon Appeasement itself doesn't allow you to sacrifice any creatures. Its
last ability triggers whenever you sacrifice a creature because some other
spell, ability, or cost instructed you to.

-----



Dragon Broodmother

2RRRG

Creature -- Dragon

4/4

Flying

At the beginning of each upkeep, put a 1/1 red and green Dragon creature token
with flying and devour 2 into play. (As the token comes into play, you may
sacrifice any number of creatures. It comes into play with twice that many
+1/+1 counters on it.)



* Putting a token creature with devour into play works the same as putting any
other creature with devour into play. The token may devour Dragon Broodmother
itself!



* In a Two-Headed Giant game, Dragon Broodmother's second ability triggers
only once at the beginning of each team's upkeep, not once for each player.
You'll get one Dragon token at the beginning of your team's upkeep and one
Dragon token at the beginning of the opposing team's upkeep.

-----



Drastic Revelation

2UBR

Sorcery

Discard your hand. Draw seven cards, then discard three cards at random.



* You discard your hand as part of Drastic Revelation's effect, not as an
additional cost. If you have no cards in hand at this point, you simply don't
discard any; the rest of the spell will still have its effect.



* You'll discard three cards at random even if some other effect replaces your
seven draws.



* If there are fewer than seven cards left in your library, you'll draw all
the cards in your library, then you'll discard three cards at random. Then
you'll lose the game as a state-based effect.

-----



Enigma Sphinx

4WUB

Artifact Creature -- Sphinx

5/4

Flying

When Enigma Sphinx is put into your graveyard from play, put it into your
library third from the top.

Cascade (When you play this spell, remove cards from the top of your library
from the game until you remove a nonland card that costs less. You may play it
without paying its mana cost. Put the removed cards on the bottom in a random
order.)



* After Enigma Sphinx's middle ability triggers, if Enigma Sphinx is removed
from your graveyard in response, it won't be put into your library.



* If you have zero or one card left in your library when Enigma Sphinx's
middle ability resolves, Enigma Sphinx is put on the bottom of your library.



* If you control an Enigma Sphinx that's owned by another player, it's put
into that player's graveyard from play, so Enigma Sphinx's middle ability
won't trigger.

-----



Ethersworn Shieldmage

1WU

Artifact Creature -- Vedalken Wizard

2/2

Flash

When Ethersworn Shieldmage comes into play, prevent all damage that would be
dealt to artifact creatures this turn.



* When Ethersworn Shieldmage's triggered ability resolves, it doesn't lock in
which permanents will be affected. For the rest of the turn, any time damage
would be dealt to a permanent, check whether it's an artifact creature at that
time. If it is, that damage is prevented.

-----



Etherwrought Page

1WUB

Artifact

At the beginning of your upkeep, choose one -- You gain 2 life; or look at the
top card of your library, then you may put that card into your graveyard; or
each opponent loses 1 life.



* You choose a mode when the ability triggers.



* You may choose a different mode each time it triggers.

-----



Fight to the Death

RW

Instant

Destroy all blocking creatures and all blocked creatures.



* A "blocking creature" is one that has been declared as a blocker this
combat, or one that was put into play blocking this combat. Unless that
creature leaves combat, it continues to be a blocking creature through the end
of combat step, even if the creature or creatures that it was blocking are no
longer in play or have otherwise left combat by then. 



* A "blocked creature" is an attacking creature that has been blocked by a
creature this combat, or has become blocked as the result of a spell or
ability this combat. Unless the attacking creature leaves combat, it continues
to be a blocked creature through the end of combat step, even if the creature
or creatures that blocked it are no longer in play or have otherwise left
combat by then.



* Attacking creatures that haven't been blocked are unaffected by Fight to the
Death.



* If Fight to the Death is played before blockers are declared or after combat
ends, it won't do anything.

-----



Filigree Angel

5WWU

Artifact Creature -- Angel

4/4

Flying

When Filigree Angel comes into play, you gain 3 life for each artifact you
control.



* Filigree Angel's comes-into-play ability counts Filigree Angel itself,
assuming that it's still in play and still an artifact by the time the ability
resolves.

-----



Finest Hour

2GWU

Enchantment

Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)

Whenever a creature you control attacks alone, if it's the first combat phase
of the turn, untap that creature. After this phase, there is an additional
combat phase.



* Finest Hour's second ability has an "intervening 'if' clause." The ability
won't trigger at all unless it's the first combat phase of the turn.



* Unlike other similar cards, Finest Hour doesn't create a main phase in
between the two combat phases. The second combat phase will begin immediately
after the current one ends.

-----



Flurry of Wings

GWU

Instant

Put X 1/1 white Bird Soldier creature tokens with flying into play, where X is
the number of attacking creatures.



* An "attacking creature" is one that has been declared as an attacker this
combat, or one that was put into play attacking this combat. Unless that
creature leaves combat, it continues to be an attacking creature through the
end of combat step. 



* Flurry of Wings counts the number of creatures that are attacking as it
resolves. It doesn't matter how many creatures were originally declared as
attackers that turn. It also doesn't matter who controls those creatures, or
who or what they're attacking.



* If Flurry of Wings is played before attackers have been declared or after
combat ends, it won't do anything.

-----



Giant Ambush Beetle

3B/GR

Creature -- Insect

4/3

Haste

When Giant Ambush Beetle comes into play, you may have target creature block
it this turn if able.



* You decide whether to have the targeted creature block Giant Ambush Beetle
this turn if able at the time the comes-into-play ability resolves, not at the
time Giant Ambush Beetle attacks.



* Deciding to have the targeted creature block doesn't force you to attack
with Giant Ambush Beetle that turn. If Giant Ambush Beetle doesn't attack, the
targeted creature is free to block whichever creature its controller chooses,
or block no creatures at all.



* If you choose to have the targeted creature block but that creature isn't
able to block Giant Ambush Beetle (for example, because the targeted creature
can block only creatures with flying), the requirement to block does nothing.
The targeted creature is free to block whichever creature its controller
chooses, or block no creatures at all.



* Tapped creatures, creatures that can't block as the result of an effect,
creatures with unpaid costs to block (such as those from War Cadence), and
creatures that aren't controlled by the defending player are exempt from
effects that would require them to block. Such creatures can be targeted by
Giant Ambush Beetle's ability, but the requirement to block does nothing.

-----



Glory of Warfare

2RW

Enchantment

As long as it's your turn, creatures you control get +2/+0.

As long as it's not your turn, creatures you control get +0/+2.



* There is never a point at which Glory of Warfare will give a creature you
control +2/+2 or +0/+0. A creature that's normally 1/1, for example, will
change from being 3/1 to being 1/3 when your turn ends and another player's
turn begins. At no time will it be 3/3 or 1/1.

-----



Grixis Sojourners

1UBR

Creature -- Zombie Ogre

4/3

When you cycle Grixis Sojourners or it's put into a graveyard from play, you
may remove target card in a graveyard from the game.

Cycling 2B (2B, Discard this card: Draw a card.)



* Grixis Sojourner's triggered ability may target Grixis Sojourners itself. By
the time the ability triggers, Grixis Sojourner will already be in your
graveyard.

-----



Illusory Demon

1UB

Creature -- Demon Illusion

4/3

Flying

When you play a spell, sacrifice Illusory Demon.



* If you play a spell, the spell goes on the stack, then Illusory Demon's
triggered ability goes on the stack on top of it. The triggered ability will
resolve (and you'll sacrifice Illusory Demon) before the spell resolves.

-----



Intimidation Bolt

1RW

Instant

Intimidation Bolt deals 3 damage to target creature. Other creatures can't
attack this turn.



* If the targeted creature has become an illegal target by the time
Intimidation Bolt resolves, Intimidation Bolt is countered. Creatures will
still be able to attack that turn.



* If the targeted creature survives the damage, it can attack this turn, but
no other creatures can. If the targeted creature is destroyed, no creatures
can attack this turn, including creatures that come into play later on.



* For the second part of Intimidation Bolt's effect to do anything, it must be
played before attackers are declared.

-----



Karrthus, Tyrant of Jund

4BRG

Legendary Creature -- Dragon

7/7

Flying, haste

When Karrthus, Tyrant of Jund comes into play, gain control of all Dragons,
then untap all Dragons.

Other Dragon creatures you control have haste.



* The triggered ability's control-change effect has no duration. Each Dragon
you gain control of this way will remain under your control until the game
ends, that permanent leaves play, or some other effect changes its controller.



* When the triggered ability resolves, you'll gain control of all Dragons,
including the Dragons you already control (such as Karrthus itself). Usually
this will have no appreciable effect, though it will override any previous
control-change abilities (such as if you had gained control of one of those
Dragons only for the rest of the turn). Then you'll untap all Dragons,
including the ones you already controlled and Karrthus itself (if it had
somehow managed to become tapped by then).

-----



Kathari Bomber

1BR

Creature -- Bird Shaman

2/2

Flying

When Kathari Bomber deals combat damage to a player, put two 1/1 red Goblin
creature tokens into play and sacrifice Kathari Bomber.

Unearth 3BR (3BR: Return this card from your graveyard to play. It gains
haste. Remove it from the game at end of turn or if it would leave play.
Unearth only as a sorcery.)



* When the triggered ability resolves, you put two Goblin tokens into play
regardless of how much combat damage Kathari Bomber dealt to the player. You
get the tokens even if you can't sacrifice Kathari Bomber (because it's no
longer under your control).

-----



Knight of New Alara

2GW

Creature -- Human Knight

2/2

Each other multicolored creature you control gets +1/+1 for each of its
colors.



* For example, a white creature gets no bonus. A white and blue creature gets
+2/+2. A white, blue, and black creature gets +3/+3, and so on.

-----



Knotvine Paladin

GW

Creature -- Human Knight

2/2

Whenever Knotvine Paladin attacks, it gets +1/+1 until end of turn for each
untapped creature you control.



* The number of untapped creatures you control is counted as the ability
resolves, and the bonus is locked in at that time. By this point, other
attacking creatures will already be tapped (unless they have vigilance).

-----



Lavalanche

XBRG

Sorcery

Lavalanche deals X damage to target player and each creature he or she
controls.



* If the targeted player has become an illegal target by the time Lavalanche
resolves, Lavalanche is countered. Nothing will be dealt damage.



* Because Lavalanche doesn't target any creatures, it will deal damage to
creatures with shroud. Any damage it would deal to creatures with appropriate
protection abilities will still be prevented, however.

-----



Leonin Armorguard

2GW

Creature -- Cat Soldier

3/3

When Leonin Armorguard comes into play, creatures you control get +1/+1 until
end of turn.



* Leonin Armorguard gets this bonus too.

-----



Lich Lord of Unx

1UB

Creature -- Zombie Wizard

2/2

UB, T: Put a 1/1 blue and black Zombie Wizard creature token into play.

UUBB: Target player loses X life and puts the top X cards of his or her
library into his or her graveyard, where X is the number of Zombies you
control.



* The second ability counts all Zombies you control, not just the tokens put
into play with the first ability. It will count Lich Lord of Unx itself if
it's still under your control and still a Zombie when the ability resolves.

-----



Lorescale Coatl

1GU

Creature -- Snake

2/2

Whenever you draw a card, you may put a +1/+1 counter on Lorescale Coatl.



* If a spell or ability causes you to draw multiple cards, Lorescale Coatl's
ability triggers that many times.



* If a spell or ability causes you to put cards in your hand without
specifically using the word "draw," Lorescale Coatl's ability won't trigger.

-----



Madrush Cyclops

1BRG

Creature -- Cyclops Warrior

3/4

Creatures you control have haste.



* Madrush Cyclops gives itself haste.

-----



Maelstrom Nexus

WUBRG

Enchantment

The first spell you play each turn has cascade. (When you play your first
spell, remove cards from the top of your library from the game until you
remove a nonland card that costs less. You may play it without paying its mana
cost. Put the removed cards on the bottom in a random order.)



* Maelstrom Nexus affects the first spell you play each turn, not just the
first spell you play on your own turn.



* If the first spell you play in a turn already has cascade, both cascade
abilities will trigger separately. Deal with them one at a time: First one
cascade ability will resolve, and you'll play the applicable card if you want.
That new spell will resolve. Then the other cascade ability will resolve in
the same way. Finally, the original spell will resolve.



* This effect takes into account spells that were played earlier in the turn
that Maelstrom Nexus came into play, including any spells still on the stack.
If you've already played any spells that turn (including Maelstrom Nexus
itself), this ability won't give any of your spells cascade that turn.



* A spell's converted mana cost is determined solely by the mana symbols
printed in its upper right corner. If its mana cost includes X, take the
chosen value of X into account. Ignore any alternative costs, additional
costs, cost increases, or cost reductions.

-----



Maelstrom Pulse

1BG

Sorcery

Destroy target nonland permanent and all other permanents with the same name
as that permanent.



* If the targeted permanent has become an illegal target by the time Maelstrom
Pulse resolves, Maelstrom Pulse is countered. Nothing will be destroyed.



* If the targeted permanent isn't destroyed (because it regenerates, or
because it's indestructible), all other permanents with the same name as it
will still be destroyed.



* A token's name is the same as the creature types listed by the effect that
created it, unless that effect specifically gives that token a name. For
example, Lich Lord of Unx's effect creates a token with the name "Zombie
Wizard."



* A face-down creature has no name, so it doesn't have the same name as
anything else.

-----



Mage Slayer

1RG

Artifact -- Equipment

Whenever equipped creature attacks, it deals damage equal to its power to
defending player.

Equip 3



* This ability triggers and resolves in the declare attackers step. The
creature will still deal its combat damage as normal later on during the
combat phase.



* When the equipped creature attacks, the first ability will trigger. When
that ability resolves, that creature will deal damage equal to its power to
defending player, even if Mage Slayer has left play or is equipping a
different creature by that time.

-----



Mask of Riddles

UB

Artifact -- Equipment

Equipped creature has fear.

Whenever equipped creature deals combat damage to a player, you may draw a
card.

Equip 2



* If a Mask of Riddles you control somehow winds up equipping a creature you
don't control, Mask of Riddles's triggered ability will still trigger whenever
that creature deals combat damage to a player (even if that player is you).
You will control that ability, so you may draw a card.

-----



Mayael's Aria

RGW

Enchantment

At the beginning of your upkeep, put a +1/+1 counter on each creature you
control if you control a creature with power 5 or greater. Then you gain 10
life if you control a creature with power 10 or greater. Then you win the game
if you control a creature with power 20 or greater.



* This ability triggers at the beginning of each of your upkeeps. Whether you
control any applicable creatures is checked only when the ability resolves.



* The three parts of the ability happen sequentially. For example, if you
control a creature with 9 power when the ability starts to resolve, you'll put
a +1/+1 counter on each creature you control -- and now, since you control a
creature with 10 power, you'll gain 10 life.

-----



Meddling Mage

WU

Creature -- Human Wizard

2/2

As Meddling Mage comes into play, name a nonland card.

The named card can't be played.



* No one can play spells or abilities between the time a card is named and the
time that Meddling Mage's ability starts to work.

* Spells with the chosen name that somehow happen to already be on the stack
when Meddling Mage comes into play are not affected by Meddling Mage's
ability.



* Although the named card can't be played, it can still be put into play by a
spell or ability (if it's a permanent card).



* If you want to name a split card, you must name both halves of it (for
example, "Boom // Bust"). Neither side of that split card (Boom or Bust) can
be played.



* If a card with morph is named, that card may still be played face down.
Face-down cards have no names.



* Some cards (such as Isochron Scepter, for example) let you play a copy of a
card. A copy of a card isn't actually a card, so Meddling Mage can't stop
this.



* Once Meddling Mage leaves play, the named card can be played again.

-----



Mind Funeral

1UB

Sorcery

Target opponent reveals cards from the top of his or her library until four
land cards are revealed. That player puts all cards revealed this way into his
or her graveyard.



* The four land cards, as well as all the other cards revealed during this
process, are put into the graveyard. If there aren't four land cards left in
the targeted opponent's library, that player's entire library is put into the
graveyard.

-----



Morbid Bloom

4BG

Sorcery

Remove target creature card in a graveyard from the game, then put X 1/1 green
Saproling creature tokens into play, where X is the removed card's toughness.



* If the targeted card is removed from the graveyard before Morbid Bloom
resolves, the spell is countered. You won't get any Saproling tokens.



* If a creature card has "*" in its toughness, the ability that defines "*"
works in all zones. The value of X is equal to the toughness of the targeted
creature card as it last existed in the graveyard.

-----



Mycoid Shepherd

1GGW

Creature -- Fungus

5/4

Whenever Mycoid Shepherd or another creature you control with power 5 or
greater is put into a graveyard from play, you may gain 5 life.



* Mycoid Shepherd's ability will trigger when it's put into a graveyard from
play no matter what its power is at that time.



* If another creature you control is put into a graveyard from play, Mycoid
Shepherd's ability checks that creature's power as it last existed in play. If
it was 5 or greater, the ability will trigger.



* If Mycoid Shepherd and another creature you control with power 5 or greater
are put into a graveyard from play at the same time, Mycoid Shepherd's ability
will trigger twice.

-----



Necromancer's Covenant

3WBB

Enchantment

When Necromancer's Covenant comes into play, remove all creature cards in
target player's graveyard from the game, then put a 2/2 black Zombie creature
token into play for each card removed this way.

Zombies you control have lifelink.



* The Zombie tokens are put into play under your control.



* Necromancer's Covenant grants lifelink to all Zombies you control, not just
the tokens put into play with its first ability.

-----



Nemesis of Reason

3UB

Creature -- Leviathan Horror

3/7

Whenever Nemesis of Reason attacks, defending player puts the top ten cards of
his or her library into his or her graveyard.



* If the defending player has fewer than ten cards in his or her library, that
player's entire library is put into his or her graveyard.

-----



Nulltread Gargantuan

1GU

Creature -- Beast

5/6

When Nulltread Gargantuan comes into play, put a creature you control on top
of its owner's library.



* Nulltread Gargantuan's ability doesn't target the creature you put on top of
its owner's library. You don't choose one until the ability resolves. No one
can respond to the choice.



* If you control no other creatures, you'll have to put Nulltread Gargantuan
on top of its owner's library.

-----



Offering to Asha

2WU

Instant

Counter target spell unless its controller pays 4. You gain 4 life.



* You gain 4 life whether or not the targeted spell's controller pays 4 and
whether or not the targeted spell is countered.

-----



Predatory Advantage

3RG

Enchantment

At the end of each opponent's turn, if that player didn't play a creature
spell this turn, put a 2/2 green Lizard creature token into play.



* Predatory Advantage's ability has an "intervening 'if' clause." That means
(1) the ability won't trigger at all unless the opponent whose turn it is
didn't play a creature spell that turn, and (2) the ability will do nothing
unless the opponent whose turn it is still hasn't played a creature spell by
the time it resolves.



* Predatory Advantage checks whether a player played a creature spell, not
whether a creature came into play under that player's control. If that player
played a creature spell but you countered it, for example, you won't get a
Lizard token that turn.



* In a Two-Headed Giant game, Predatory Advantage's ability triggers twice at
the end of the opposing team's turn: once for each player. If neither of those
players played a creature spell that turn, you'll get two Lizards. If one of
those players played a creature spell but the other didn't, you'll get one
Lizard.

-----



Retaliator Griffin

1RGW

Creature -- Griffin

2/2

Flying

Whenever a source an opponent controls deals damage to you, you may put that
many +1/+1 counters on Retaliator Griffin.



* The source of combat damage is the creature that dealt it.



* If a spell causes damage to be dealt, that spell will always identify the
source of the damage. In most cases, the source is the spell itself. For
example, Breath of Malfegor says "Breath of Malfegor deals 5 damage to each
opponent."



* If an ability causes damage to be dealt, that ability will always identify
the source of the damage. The ability itself is never the source. However, the
source of the ability is often the source of the damage. For example,
Deathbringer Thoctar's ability says "Deathbringer Thoctar deals 1 damage to
target creature or player."



* If the source of the damage is a permanent, Retaliator Griffin checks
whether an opponent controls that permanent at the time that damage is dealt.
If the permanent has left play by then, its last known information is used. If
the source of the damage is a spell, whether it's controlled by an opponent is
obvious. If the source of the damage is a card in some other zone (such as a
cycled Jund Sojourner), Retaliator Griffin checks whether the card's owner,
rather than its controller, is an opponent.



* If Retaliator Griffin is dealt lethal damage at the same time that you're
dealt damage by a source an opponent controls, Retaliator Griffin will be put
into a graveyard before it would receive any counters. Its ability will still
trigger, but it will do nothing when it resolves.

-----



Sages of the Anima

3GU

Creature -- Elf Wizard

3/4

If you would draw a card, instead reveal the top three cards of your library.
Put all creature cards revealed this way into your hand and the rest on the
bottom of your library in any order.



* Other players don't get to see the order that you put the cards on the
bottom of your library.



* If an effect would cause you to draw multiple cards, each individual draw is
replaced by Sages of the Anima's effect. Process the draws one at a time.



* If there are fewer than three cards in your library, you'll reveal all of
them.



* This effect is mandatory. Even if there are no more creature cards in your
library, you have to do this instead of drawing a card.



* If a spell or ability causes you to put cards in your hand without
specifically using the word "draw," Sages of the Anima's ability won't affect
it.



* If two or more replacement effects would apply to a card-drawing event, the
player who's drawing the card chooses what order to apply them. It's possible
that after applying one of them, the others will no longer be applicable
because the player would no longer draw a card. For example, if you have more
than one Sages of the Anima in play and you would draw a card, each Sages of
the Anima's replacement effect could apply. Once you use one, the rest are no
longer applicable.

-----



Sen Triplets

2WUB

Legendary Artifact Creature -- Human Wizard

3/3

At the beginning of your upkeep, choose target opponent. This turn, that
player can't play spells or activated abilities and plays with his or her hand
revealed. You can play cards from that player's hand this turn.



* Playing a card this way works just like playing any other card, with one
exception: You're playing the card from your opponent's hand rather than your
own. To be specific:

-- A card played this way follows the normal timing rules for its card type,
as well as any other applicable restrictions such as "Play [this card] only
during combat." For example, you can't play a card from the targeted
opponent's hand during your end step unless it's an instant or has flash.

-- To play a nonland card from your opponent's hand this way, you must pay its
mana cost.

-- You can play a land card from the targeted opponent's hand only if you
haven't played a land yet that turn.



* You control the spells you play from your opponent's hand, so you make
decisions for them as appropriate. For example, if one of those spells says
"target creature you control," you'll target one of your creatures, not one of
your opponent's creatures.



* If you play a spell with cascade this way, you'll control the cascade
ability. When it resolves, you'll find a new card to play from your own
library.



* You can play spells from the targeted player's hand, but not abilities.
Specifically, you can't cycle cards in that player's hand.



* This ability doesn't prevent the targeted opponent's triggered abilities
from triggering. If one does, that player puts it on the stack and, if
applicable, chooses targets for it. Those abilities will resolve as normal.



* If the resolution of a spell or ability involves having the targeted player
play a spell, that part of the effect simply won't work.



* After this ability resolves, the targeted player still gets priority at the
appropriate times, and can still perform special actions (such as turning a
face-down creature face up). However, since that player can't play any spells
or abilities -- including mana abilities -- there's not much he or she can
actually accomplish this way. 



* If you start to play a card from the targeted opponent's hand, there's no
way for the opponent to get rid of that card in response (like discarding it
to pay Gathan Raiders's morph cost, for example). That's because the first
thing that happens when you start to play a card is that it moves to the
stack, so it's not in your opponent's hand anymore.



* Once Sen Triplets's ability resolves, it remains in effect for the rest of
the turn whether or not you still control Sen Triplets.

-----



Shield of the Righteous

WU

Artifact -- Equipment

Equipped creature gets +0/+2 and has vigilance.

Whenever equipped creature blocks a creature, that creature doesn't untap
during its controller's next untap step.

Equip 2



* When the equipped creature blocks a creature, Shield of the Righteous's
second ability doesn't tap the blocked creature (in case it happens to be
untapped due to vigilance, for example). It just causes that creature to not
untap during its controller's next untap step.



* If the blocked creature is already untapped at the time its controller's
next untap step begins, this ability has no effect. It won't apply at some
later time when that creature is tapped.



* Shield of the Righteous's second ability doesn't track the blocked
creature's controller. If that creature changes controllers before its old
controller's next untap step, this ability will prevent it from untapping
during its new controller's next untap step.

-----



Sigil Captain

1GWW

Creature -- Rhino Soldier

3/3

Whenever a creature comes into play under your control, if that creature is
1/1, put two +1/+1 counters on it.



* Sigil Captain's ability has an "intervening 'if' clause." That means (1) the
ability won't trigger at all unless the creature that comes into play under
your control is 1/1, and (2) the ability will do nothing unless that creature
is still 1/1 at the time the ability resolves.



* For that reason, two Sigil Captains don't work well together. When a 1/1
creature comes into play under your control, the abilities of both Sigil
Captains will trigger. When the first resolves, two +1/+1 counters are put on
the 1/1 creature. When the second resolves, it will do nothing because the
creature that came into play is now 3/3.



* Sigil Captain's ability checks a creature's initial power and toughness upon
being put in play, so it will take into account counters that it comes into
play with and static abilities that may give it a continuous power boost once
it's in play (such as the one on Glorious Anthem). After the creature is
already in play, changing its power and toughness to 1/1 with a spell,
activated ability, or triggered ability won't allow this ability to trigger;
it's too late by then.



* If, for some reason, Sigil Captain enters play as a 1/1 creature (due to a
pair of Engineered Plagues, for example), it will cause its own ability to
trigger.

-----



Sigil of the Nayan Gods

1GW

Enchantment -- Aura

Enchant creature

Enchanted creature gets +1/+1 for each creature you control.

Cycling G/W (G/W, Discard this card: Draw a card.)



* Sigil of the Nayan Gods's ability counts the number of creatures you
control, regardless of who controls the creature the Aura is enchanting. If
you control the creature it's enchanting, the bonus will include that creature
too.

-----



Skyclaw Thrash

3UR

Artifact Creature -- Viashino Warrior

4/4

Whenever Skyclaw Thrash attacks, flip a coin. If you win the flip, Skyclaw
Thrash gets +1/+1 and gains flying until end of turn.



* If you lose the flip, nothing happens. Skyclaw Thrash continues to attack as
normal.

-----



Slave of Bolas

3U/RB

Sorcery

Gain control of target creature. Untap that creature. It gains haste until end
of turn. Sacrifice it at end of turn.



* You may target a creature you already control.



* If you don't control the targeted creature when the "at end of turn" ability
resolves, it won't be sacrificed. If it's still in play but under another
player's control, the ability won't try to have you sacrifice it again at the
end of the turn after that.

-----



Soul Manipulation

1UB

Instant

Choose one or both -- Counter target creature spell; and/or return target
creature card in your graveyard to your hand.



* You may choose just the first mode (targeting a creature spell), just the
second mode (targeting a creature card in your graveyard), or both modes
(targeting a creature spell and a creature card in your graveyard). You can't
choose a mode unless there's a legal target for it.



* If you choose both modes, you choose their targets at the same time. You
can't counter your own creature spell and then return that card from your
graveyard to your hand.

-----



Sovereigns of Lost Alara

4WU

Creature -- Spirit

4/5

Exalted (Whenever a creature you control attacks alone, that creature gets
+1/+1 until end of turn.)

Whenever a creature you control attacks alone, you may search your library for
an Aura card that could enchant that creature, put it into play attached to
that creature, then shuffle your library.



* Any Aura card you find with Sovereigns of Lost Alara's second ability must
be able to enchant the attacking creature as it currently exists. You need to
check the Aura's enchant ability as well as any effects, such as protection,
that would make it illegal to attach that Aura to the attacking creature. For
example, if the attacking creature were an artifact creature with protection
from blue, you could find an Aura with "enchant artifact," but you could not
find a blue Aura. 



* If you choose to search your library but no applicable Aura card is left in
your deck (or you choose not to find one), then nothing comes into play and
you simply shuffle your library.



* The attacking creature is not targeted by either this ability or the Aura,
so a creature with shroud can be enchanted this way.



* If the attacking creature has left play by the time Sovereigns of Lost
Alara's second ability resolves, you can't put an Aura into play this way. You
may still choose to search your library just to shuffle it. 

-----



Spellbound Dragon

3UR

Creature -- Dragon

3/5

Flying

Whenever Spellbound Dragon attacks, draw a card, then discard a card.
Spellbound Dragon gets +X/+0 until end of turn, where X is the discarded
card's converted mana cost.



* You'll discard a card even if some other effect replaces the draw.

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Spellbreaker Behemoth

1RGG

Creature -- Beast

5/5

Spellbreaker Behemoth can't be countered.

Creature spells you control with power 5 or greater can't be countered.



* Any spells or abilities that would counter Spellbreaker Behemoth or (once
it's in play) a creature spell you control with power 5 or greater can still
be played and will still resolve. They just won't counter that spell. Any
other effects they have will happen as normal.



* Effects that affect a creature's power (such as the one from Glorious
Anthem, for example) apply only to creatures in play, not to creature spells
on the stack.



* If a creature card has "*" in its power, the ability that defines "*" works
in all zones, including the stack.

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Tainted Sigil

1WB

Artifact

T, Sacrifice Tainted Sigil: You gain life equal to the total life lost by all
players this turn. (Damage causes loss of life.)



* Tainted Sigil's ability counts the life lost by all players, including you.



* When Tainted Sigil's ability resolves, it checks how much life each player
lost over the course of the turn, then it totals that number and you gain that
much life in one shot. It doesn't matter how a player lost life or what caused
it. It also doesn't matter if Tainted Sigil wasn't in play when some or all of
the life was lost.



* If you lose enough life to lower your life total to 0 or less, you'll lose
the game as a state-based effect before you can play Tainted Sigil's ability. 



* All combat damage dealt within a single combat damage step resolves at once.
You can't let some of it resolve, use Tainted Sigil's ability, and let the
rest resolve.



* Tainted Sigil's ability checks only whether life was lost. It doesn't care
whether life was also gained. For example, say one player lost 4 life during
the turn and no one else lost any, but that same player also gained 6 life
that turn. That player has a higher life total than he or she started the turn
with -- but Tainted Sigil's ability counts only the life loss, so you'll gain
4 life.

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Thopter Foundry

W/BU

Artifact

1, Sacrifice a nontoken artifact: Put a 1/1 blue Thopter artifact creature
token with flying into play. You gain 1 life.



* The nontoken artifact you sacrifice may be Thopter Foundry itself.

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Thought Hemorrhage

2BR

Sorcery

Name a nonland card. Target player reveals his or her hand. Thought Hemorrhage
deals 3 damage to that player for each card with that name revealed this way.
Search that player's graveyard, hand, and library for all cards with that name
and remove them from the game. Then that player shuffles his or her library.



* The card is named as Thought Hemorrhage resolves. Spells and abilities can't
be played between the time a card is named and the time that Thought
Hemorrhage has the rest of its effect.



* If the targeted player has multiple cards with the chosen name in his or her
hand, the damage dealt by Thought Hemorrhage is all considered to be the same
instance of damage. A single effect that prevents "the next time a source
would deal damage," for example, will prevent all of it.



* Thought Hemorrhage has no effect on cards in play that have the same name as
the named card.



* The cards you're searching for must be found if they're in the graveyard,
because that's a zone everyone can see. Finding those cards in the hand and
library is optional, though. This is true even though the targeted player has
revealed his or her hand.

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Thraximundar

4UBR

Legendary Creature -- Zombie Assassin

6/6

Haste

Whenever Thraximundar attacks, defending player sacrifices a creature.

Whenever a player sacrifices a creature, you may put a +1/+1 counter on
Thraximundar.



* Thraximundar's middle ability resolves during the declare attackers step.
The defending player sacrifices a creature before it would get a chance to
block.



* Thraximundar's last ability triggers whenever any player (including you)
sacrifices a creature for any reason. It doesn't trigger only when a creature
is sacrificed due to its middle ability. Note that Thraximundar itself doesn't
allow you to sacrifice any creatures.

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Time Sieve

UB

Artifact

T, Sacrifice five artifacts: Take an extra turn after this one.



* One of the five artifacts you sacrifice may be Time Sieve itself.

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Unscythe, Killer of Kings

UBBR

Legendary Artifact -- Equipment

Equipped creature gets +3/+3 and has first strike.

Whenever a creature dealt damage by equipped creature this turn is put into a
graveyard, you may remove that card from the game. If you do, put a 2/2 black
Zombie creature token into play.

Equip 2



* Whenever a creature is put into a graveyard from play, check whether that
creature had been dealt damage this turn by the creature that Unscythe is
currently attached to. If so, Unscythe's second ability will trigger. This is
true even if Unscythe wasn't attached to the creature at the time it dealt
that damage. Only the currently equipped creature is checked, not any
creatures that Unscythe may have been attached to earlier in the turn.



* Unscythe's second ability cares about any damage, not just combat damage.



* If Unscythe's second ability triggers, but the creature that was put into a
graveyard is somehow removed from the graveyard in response (or it was a
token), it won't be able to be removed from the graveyard with Unscythe's
ability. You won't get a Zombie token.

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Vedalken Heretic

GU

Creature -- Vedalken Rogue

1/1

Whenever Vedalken Heretic deals damage to an opponent, you may draw a card.



* Vedalken Heretic's ability triggers when it deals any damage to an opponent,
not just combat damage.

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Vengeful Rebirth

4RG

Sorcery

Return target card from your graveyard to your hand. If you return a nonland
card to your hand this way, Vengeful Rebirth deals damage equal to that card's
converted mana cost to target creature or player.

Remove Vengeful Rebirth from the game.



* Vengeful Rebirth has two targets: a card in your graveyard, and a creature
or player.



* You can return a land card to your hand with Vengeful Rebirth. It just won't
deal any damage to the targeted creature or player if you do.



* If the targeted creature or player becomes an illegal target but the
targeted card in your graveyard doesn't, Vengeful Rebirth will still return
that card from your graveyard to your hand, but it won't deal any damage.
Vengeful Rebirth will then be removed from the game. 



* If the targeted card in your graveyard becomes an illegal target but the
targeted creature or player doesn't, Vengeful Rebirth won't return that card
to your hand and it won't deal any damage (because you didn't return a nonland
card to your hand this way). Vengeful Rebirth will still be removed from the
game, though.



* If both targets are illegal, Vengeful Rebirth is countered. It will go to
your graveyard.

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Vithian Renegades

1RG

Creature -- Human Shaman

3/2

When Vithian Renegades comes into play, destroy target artifact.



* The comes-into-play ability is mandatory. If you're the only player who
controls any artifacts, you must target one of them.

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Wargate

XGWU

Sorcery

Search your library for a permanent card with converted mana cost X or less,
put it into play, then shuffle your library.



* A permanent card is an artifact, creature, enchantment, land, or
planeswalker card.



* You may always find a permanent card with converted mana cost 0. (If X is 0,
that's all you can find.) Cards with no mana cost (such as land cards), cards
with mana cost 0, and cards with mana cost X all have converted mana cost 0.

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