_Betrayers of Kamigawa_(TM) Frequently Asked Questions
Compiled by John Carter

Betrayers of Kamigawa Prerelease tournaments: January 22-23, 2005
Betrayers of Kamigawa official release date: February 4, 2005
The Betrayers of Kamigawa set becomes legal for sanctioned Constructed play
February 20, 2005.

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.

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


GENERAL NOTES

Ninjutsu

Ninja of the Deep Hours
{3}{U}
Creature -- Human Ninja
2/2
Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand:
Put this card into play from your hand tapped and attacking.)
Whenever Ninja of the Deep Hours deals combat damage to a player, you may
draw a card.

The official rules for the ninjutsu ability are as follows:

502.43. Ninjutsu

502.43a Ninjutsu is an activated ability that functions only while the card
with ninjutsu is in a player's hand. "Ninjutsu [cost]" means "[Cost], Reveal
this card from your hand, Return an unblocked creature you control to its
owner's hand: Put this card into play from your hand tapped and attacking."

502.43b The card with ninjutsu remains revealed from the time the ability is
announced until the ability leaves the stack.

502.43c A ninjutsu ability may be played only while a creature in play is
unblocked. The creature with ninjutsu is put into play unblocked.

* The ninjutsu ability can be used during the declare blockers, combat
damage, or end of combat steps if you have an unblocked attacking creature.

* Activating the ninjutsu ability before combat damage goes on the stack
allows the Ninja to deal combat damage. Using ninjutsu after combat damage
goes on the stack will mean the original creature is dealing combat damage.

* The ability can be used multiple times to return multiple unblocked
creatures. Only the last ability played puts the Ninja into play.

* The Ninja should be revealed while announcing the ability, but it doesn't
leave your hand until the ability resolves.
-----

Offering

The offering ability applies when announcing a spell.

Patron of the Kitsune
{4}{W}{W}
Legendary Creature -- Spirit
5/6
Fox offering (You may play this card any time you could play an instant by
sacrificing a Fox and paying the difference in mana costs between this and
the sacrificed Fox. Mana cost includes color.)
Whenever a creature attacks, you may gain 1 life.

The official rules for offering are as follows:

502.42. Offering

502.42a Offering is a static ability of a card that functions in any zone
from which the card can be played. "[Text] offering" means "You may play this
card any time you could play an instant by sacrificing a [text] permanent. If
you do, the total cost to play this card is reduced by the sacrificed
permanent's mana cost."

502.42b The permanent is sacrificed at the same time the spell is announced
(see rule 409.1a). The total cost of the spell is reduced by the mana cost of
the sacrificed permanent's mana cost (see rule 409.1f).

502.42c Generic mana in the sacrificed permanent's mana cost reduces generic
mana in the total cost to play the card with offering. Colored mana in the
sacrificed permanent's mana cost reduces mana of the same color in the total
cost to play the card with offering. Colored mana in the sacrificed
permanent's mana cost that does not match colored mana in colored mana cost
of the card with offering, or is in excess of the card's colored mana cost,
reduces that much generic mana in the total cost.

* Sacrificing the creature for the offering is part of the announcement of
the spell. No player has priority to respond to an offering until after the
creature spell is on the stack.

* You may sacrifice only one creature when using the offering ability.
Multiple sacrifices aren't allowed.

* Effects that don't allow a player to play creatures also stop a player from
using the offering ability.

* Using the offering ability changes the normal result when calculating total
costs [409.1f].

* With [Object] offering, you may sacrifice an [Object] with a converted mana
cost of 0. You have to pay the full mana cost for the Patron, but this allows
you to play it whenever you could play an instant.

* Colorless mana in the sacrificed creature's mana cost can only reduce
generic costs. Colored mana in the sacrificed creature's mana cost reduces
colored then generic costs. For example, offering a Fox that costs
{W}{W}{W}{W} would reduce Patron of the Kitsune ({4}{W}{W}) to {2}. Offering
a Fox that costs {5}{W} would reduce Patron of the Kitsune to {W}.

* The cost reduction is calculated after cost increases. A Patron of the
Kitsune with a Sphere of Resistance in play would cost {5}{W}{W}. Offering a
Fox with a mana cost of {5}{W}{W} would cover all of the Patron's cost to
play.

* Offering reduces the total cost of a spell. The converted mana cost of the
spell remains the same.

* The creatures with the offering ability are Patron of the Akki, Patron of
the Kitsune, Patron of the Moon, Patron of the Nezumi, and Patron of the
Orochi.
-----

Alternate Costs -- Spells

There is a cycle of Arcane spells called "Shoals" that allows players to play
them by removing a card in their hand from the game instead of paying the
Shoal's mana cost. All of the Shoals require that the removed card be of the
same color as the Shoal. Unlike previous "pitch" spells, Shoals have {X} in
their mana cost. The value of {X} chosen for the Shoal and the converted mana
cost of the card removed to pay the alternate cost must be the same.

Blazing Shoal
{X}{R}{R}
Instant -- Arcane
You may remove a red card with converted mana cost X in your hand from the
game rather than pay Blazing Shoal's mana cost.
Target creature gets +X/+0 until end of turn.

* The alternate cost of removing a card is announced with the spell [409.1b]
and paid with all other costs [409.1h].

* The Shoals are Arcane, and a card with the splice onto Arcane ability may
be revealed and have its text spliced onto the Shoal and then be removed from
the game to pay the Shoal's mana cost. Additional costs (such as with splice
onto Arcane) must still be paid as normal.

*The mana cost while on the stack includes the value of X if a card was
removed to play the Shoal.

* The converted mana cost of an X spell pitched to pay for a Shoal has an X
value of 0. For example, if you pitch one Blazing Shoal to pay for another,
the converted mana cost of the pitched Blazing Shoal is {R}+{R}+{0}=2. And
the converted mana cost of the Blazing Shoal being played is {R}+{R}+{2}=4.
-----

Alternate Costs -- Splice onto Arcane

Multiple cards in the Betrayers of Kamigawa set have "splice" costs that
don't include mana payments. These payments are made with all other payments
[409.1h]. Partial payments aren't allowed. If a spell is played and has
splice portions that can't be paid for, the entire announcement is cancelled.

Horobi's Whisper
{1}{B}{B}
Instant -- Arcane
If you control a Swamp, destroy target nonblack creature.
Splice onto Arcane--Remove four cards in your graveyard from the game.

* The converted mana cost of the spell remains unchanged regardless of how
the cost was paid.
-----

Burnless Mana

There are four cards in the Betrayers of Kamigawa set that produce mana that
doesn't drain as normal from the player's mana pool or cause mana burn. They
are: Mark of Sakiko; Sakiko, Mother of Summer; Sakura-Tribe Springcaller; and
Shizuko, Caller of Autumn. Each card has rules text stating "This mana
doesn't cause mana burn. Until end of turn, this mana doesn't empty from your
mana pool as phases end."

* When playing spells while burnless mana is in your mana pool, players
should clarify how much mana is still in their pool after playing the spell.
-----

Genju

The Genju are a cycle of six local enchantments that enchant specific land
types. They can also be activated to turn the land they are enchanting into a
creature until end of turn. Each mono-colored Genju can enchant only lands
with a specific basic land type. The legendary {W}{U}{B}{R}{G} Genju (Genju
of the Realm) may enchant any land. The Genju also return to their owner's
hand when the enchanted land is put into a graveyard.

Genju of the Cedars
{G}
Enchant Forest
{2}: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn.
It's still a land.
When enchanted Forest is put into a graveyard, you may return Genju of the
Cedars from your graveyard to your hand.

* A Genju can return to its owner's hand if it's put into a graveyard at the
same time as the enchanted land. (For example, if a player plays Akroma's
Vengeance when an enchanted land has been animated, etc.)

* Removing the enchantment once its ability is activated does nothing to the
animated land.

* Genju can be played on non-basic lands that have the appropriate land type
(such as the Revised dual lands).
-----

Glasskites

"Glasskites" is a nickname for the three creatures in the Betrayers of
Kamigawa set that cause the first spell or ability that targets them each
turn to be countered. They are: Jetting Glasskite; Kira, Great Glass-Spinner;
and Shimmering Glasskite. Kira, the Great Glass-Spinner turns all your
creatures into glasskites. The ability is a triggered ability, so the
glasskites won't counter things that can't be countered by spells or
abilities. Targeting a glasskite with a spliced spell counters the whole
spell (if it was the first time the glasskite was targeted that turn).

Kira, Great Glass-Spinner
{1}{U}{U}
Legendary Creature -- Spirit
Flying
Creatures you control have "Whenever this creature becomes the target of a
spell or ability for the first time in a turn, counter that spell or
ability."
-----

Ki Counters

Eleven cards in the Betrayers of Kamigawa set make ki counters whenever their
controllers play a Spirit or Arcane spell. Ki counters do nothing by
themselves, but each card's rules text defines what can be done with them.

Waxmane Baku
{2}{W}
Creature -- Spirit
2/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on
Waxmane Baku.
{1}, Remove X ki counters from Waxmane Baku: Tap X target creatures.
-----

Optional Flip Cards

There are five flip cards in the Betrayers of Kamigawa set. All five use ki
counters. The flip is a triggered ability that happens at the end of the turn
if there are two or more ki counters on the flip card. These flip cards
differ from those in the Champions of Kamigawa set in that the flip is
optional.

Faithful Squire
{1}{W}{W}
Creature -- Human Soldier
2/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on
Faithful Squire.
At end of turn, if there are two or more ki counters on Faithful Squire, you
may flip it.
++++++++++
Kaiso, Memory of Loyalty
Legendary Creature -- Spirit
3/4
Flying
Remove a ki counter from Kaiso, Memory of Loyalty: Prevent all damage that
would be dealt to target creature this turn.

* The flip ability triggers only if there are two or more ki counters on the
flip creature, and rechecks when the trigger resolves.
-----

CARD-SPECIFIC NOTES

Aura Barbs
{2}{R}
Instant -- Arcane
Each enchantment deals 2 damage to its controller, then each
enchantment enchanting a creature deals 2 damage to the creature it's
enchanting.

* The damage is dealt by the enchantments, not Aura Barbs.
-----

Call for Blood
{4}{B}
Instant -- Arcane
As an additional cost to play Call for Blood, sacrifice a creature.
Target creature gets -X/-X until end of turn, where X is the sacrificed
creature's power.

* Call for Blood uses last known information for the sacrificed creature's
power.

* You may sacrifice the creature chosen as the target for Call for Blood (if
you control it) when you pay the additional cost for the spell. If you do,
Call for Blood is countered on resolution.
-----

Clash of Realities
{3}{R}
Enchantment
All Spirits have "When this creature comes into play, you may have it deal 3
damage to target non-Spirit creature."
All non-Spirit creatures have "When this creature comes into play, you may
have it deal 3 damage to target Spirit."

* Clash of Realities's abilities apply as each creature enters play and gives
them a comes-into-play triggered ability.

* Creatures with no creature type are non-Spirit creatures.
-----

Disrupting Shoal
{X}{U}{U}
Instant – Arcane
You may remove a blue card with converted mana cost X in your hand from the
game rather than pay Disrupting Shoal's mana cost.
Counter target spell if its converted mana cost is X.

* See the "Alternate Costs —- Spells" section under "General Notes."

* Disrupting Shoal can target any spell, but does nothing unless that spell's
converted mana cost is X.
-----

Eradicate
{2}{B}{B}
Sorcery
Remove target nonblack creature from the game. Search its controller's
graveyard, hand, and library for all cards with the same name as that
creature and remove them from the game. That player then shuffles his or her
library.

* The copies must be found if they are in publicly viewable zones. Finding
copies while searching private zones is optional.

* Eradicate can target and remove cards that aren't always creatures, but are
creatures when Eradicate is played and resolves (such as an animated Stalking
Stones). Eradicate's remove effect only looks for cards by name, not type.
-----

Flames of the Blood Hand
{2}{R}
Instant
Flames of the Blood Hand deals 4 damage to target player. The damage can't be
prevented. If that player would gain life this turn, that player gains no
life instead.

* The damage is unpreventable, and the targeted player's life gain that turn
is replaced with nothing.

* The replacement effect applies only to the target player, not to a creature
or player the damage might be redirected to.
-----

Floodbringer
{1}{U}
Creature -- Moonfolk Wizard
1/2
Flying
{2}, Return a land you control to its owner's hand: Tap target land.

* The land Floodbringer returns to its owner's hand can be the targeted land.
-----

Forked-Branch Garami
{3}{G}{G}
Creature -- Spirit
4/4
Soulshift 4, soulshift 4 (When this is put into a graveyard from play, you
may return up to two target Spirit cards with converted mana cost 4 or less
from your graveyard to your hand.)

* Forked-Branch Garami is special in that it has two soulshift abilities.
When it is put into a graveyard from play, both soulshift abilities triggers.

* Each soulshift ability can return one Spirit, or both abilities can attempt
to return just one Spirit (causing the second ability to be countered).
-----

Fumiko the Lowblood
{2}{R}{R}
Legendary Creature -- Human Samurai
3/2
Fumiko the Lowblood has bushido X, where X is the number of attacking
creatures.
Creatures your opponents control attack each turn if able.

* X is variable. The bushido bonus is calculated each time Fumiko's bushido
trigger resolves, based on the number of attackers at that time.

* Fumiko's ability doesn't force an opponent to pay for effects in order to
be able to attack with his or her creatures (such as Ghostly Prison, for
example).

* Fumiko's ability doesn't force tapped creatures or creatures with summoning
sickness to attack.
-----

Higure, the Still Wind
{3}{U}{U}
Legendary Creature -- Human Ninja
3/4
Ninjutsu {2}{U}{U}} ({2}{U}{U}, Return an unblocked attacker you control to
hand: Put this card into play from your hand tapped and attacking.)
Whenever Higure deals combat damage to a player, you may search your library
for a Ninja card, reveal it, and put it into your hand. If you do, shuffle
your library.
{2}: Target Ninja is unblockable this turn.

* If Higure deals regular combat damage and you use its ability to search for
another Ninja, that card won't be in your hand in time to activate its
ninjutsu ability to put it into play and deal damage. However, the card you
searched for could still be swapped for an unblocked creature, including
Higure, as long as you activate its ninjutsu ability before the end of
combat.

* If Higure deals first strike damage (or the first part of double strike
damage), the triggered ability would resolve before regular combat damage,
and the searched-for Ninja would be able to get swapped with an unblocked
creature and still deal its regular damage.
-----

Hokori, Dust Drinker
{2}{W}{W}
Legendary Creature -- Spirit
2/2
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land he or she
controls.

* If there are two Hokoris in play (for example, if Mirror Gallery is in
play), each player untaps two lands he or she controls at the beginning of
his or her upkeep.
-----

Horobi's Whisper
1BB
Instant -- Arcane
If you control a Swamp, destroy target nonblack creature.
Splice onto Arcane—Remove four cards in your graveyard from the game.

* Horobi's Whisper can target a creature even if you don't control a Swamp,
but the spell does nothing.
-----

In the Web of War
{3}{R}{R}
Enchantment
Whenever a creature comes into play under your control, it gets +2/+0 and
gains haste until end of turn.

* In the Web of War doesn't affect creatures you take control of that are
already in play.
-----

Ink-Eyes, Servant of Oni
4BB
Legendary Creature -- Rat Ninja
5/4
Ninjutsu {3}{B}{B} ({3}{B}{B}, Return an unblocked attacker you control to
hand: Put this card into play from your hand tapped and attacking.)
Whenever Ink-Eyes, Servant of Oni deals combat damage to a player, you may
put target creature card from that player's graveyard into play under your
control.
{1}{B}: Regenerate Ink-Eyes.

*If, during the combat damage step, a creature is destroyed during combat
_and_ Ink-Eyes also deals combat damage to a player, the destroyed creature
can be a legal target for Ink-Eyes's ability.
-----

Kentaro, the Smiling Cat
{1}{W}
Legendary Creature -- Human Samurai
2/1
Bushido 1
You may pay {X} rather than pay the mana cost for Samurai spells you play,
where X is that spell's converted mana cost.

* Kentaro doesn't change when you can play Samurai. It just makes Samurai
playable for generic mana.

* Kentaro's ability only applies while Kentaro is in play. You have to pay
for Kentaro normally. It still costs {1}{W}.
-----

Kitsune Palliator
{2}{W}
Creature -- Fox Cleric
0/2
{T}: Prevent the next 1 damage that would be dealt to each creature and each
player this turn.

* Kitsune Palliator's ability creates prevention shields for every creature
and player when it resolves. It doesn't affect creatures that come into play
(or become creatures) later.
-----

Kodama of the Center Tree
{4}{G}
Legendary Creature -- Spirit
*/*
Kodama of the Center Tree's power and toughness are each equal to the number
of Spirits you control.
Kodama of the Center Tree has soulshift X, where X is the number of Spirits
you control.

* Soulshift is a leaves play trigger, so the gamestate is referenced
immediately before the Soulshift trigger to determine the value of X.
Soulshift X includes Kodama of the Center Tree. So, X is always at least 1.

* Kodama of the Center Tree can return itself to its owner's hand if you
control five or more Spirits when it is put into a graveyard from play.
-----

Kyoki, Sanity's Eclipse
{4}{B}{B}
Legendary Creature -- Demon Spirit
6/4
Whenever you play a Spirit or Arcane spell, target opponent removes a card in
his or her hand from the game.

* Cards removed from the game by Kyoki's ability are removed face up.

* Cards removed from the game by Kyoki's ability stay removed even if Kyoki
leaves play.
-----

Mirror Gallery
{5}
Artifact
The "legend rule" doesn't apply.

* Mirror Gallery removes the "legend rule" while it's in play (see rule
420.5e).

* If all Mirror Galleries leave play, the "legend rule" will apply the next
time state-based effects are checked.
----

Ogre Marauder
{1}{B}{B}
Creature -- Ogre Warrior
3/1
Whenever Ogre Marauder attacks, it can't be blocked this turn unless
defending player sacrifices a creature.

* Ogre Marauder's ability adds a restriction to blocking the Ogre.
Sacrificing the creature happens while the defending player is declaring
blockers.
-----

Okiba-Gang Shinobi
{3}{B}{B}
Creature -- Rat Ninja
3/2
Ninjutsu {3}{B} ({3}{B}, Return an unblocked attacker you control to hand:
Put this card into play from your hand tapped and attacking.)
Whenever Okiba-Gang Shinobi deals combat damage to a player, that player
discards two cards.

* If the defending player has two or fewer cards in hand when Okiba-Gang
Shinobi deals combat damage to that player, they are all discarded.
-----

Ornate Kanzashi
{5}
Artifact
{2}, {T}: Target opponent removes the top card of his or her library from the
game. You may play that card this turn.

* Normal play restrictions apply to cards removed from the game by Ornate
Kanzashi (you can't play an instant unless you have priority, etc.).

* Cards removed from the game by Ornate Kanzashi's ability are removed face
up.

* You must pay all costs to play cards removed by Ornate Kanzashi.

* You can't play cards you removed with Ornate Kanzashi on previous turns.

* Cards removed from the game by Ornate Kanzashi's ability stay removed even
if the Kanzashi leaves play.
-----

Patron of the Kitsune
{4}{W}{W}
Legendary Creature -- Spirit
5/6
Fox offering (You may play this card any time you could play an instant by
sacrificing a Fox and paying the difference in mana costs between this and
the sacrificed Fox. Mana cost includes color.)
Whenever a creature attacks, you may gain 1 life.

* You may gain one life per attacking creature when the ability resolves
during each declare attackers step.

* You may gain life when any creatures are declared as attackers, not just
for attacking creatures you control.
-----

Patron of the Moon
{5}{U}{U}
Legendary Creature -- Spirit
5/4
Moonfolk offering (You may play this card any time you could play an instant
by sacrificing a Moonfolk and paying the difference in mana costs between
this and the sacrificed Moonfolk. Mana cost includes color.)
Flying
{1}: Put up to two land cards from your hand into play tapped.

* You may put zero, one, or two lands into play with Patron of the Moon's
ability. The number is determined as the ability resolves. You don't need
lands in hand to activate the ability.
-----

Patron of the Nezumi
{5}{B}{B}
Legendary Creature -- Spirit
6/6
Rat offering (You may play this card any time you could play an instant by
sacrificing a Rat and paying the difference in mana costs between this and
the sacrificed Rat. Mana cost includes color.)
Whenever a permanent is put into an opponent's graveyard, that player loses 1
life.

* Patron of the Nezumi's ability triggers even if an event puts this and
multiple other permanents into the graveyard at the same time (Wrath of God,
gang blocks, etc.)
-----

Patron of the Orochi
{6}{G}{G}
Legendary Creature -- Spirit
7/7
Snake offering (You may play this card any time you could play an instant by
sacrificing a Snake and paying the difference in mana costs between this and
the sacrificed Snake. Mana cost includes color.)
{T}: Untap all Forests and all green creatures. Play this ability only once
each turn.

* Patron of the Orochi's ability untaps nonbasic lands that are also Forests
(such as some of the Revised dual lands) and multicolored creatures that are
also green.

* The Patron's ability can be played only once per turn, even if control of
Patron of the Orochi changes.
-----

Quash
{2}{U}{U}
Instant
Counter target instant or sorcery spell. Search its controller's graveyard,
hand, and library for all cards with the same name as that spell and remove
them from the game. That player then shuffles his or her library.

* The copies must be found if they are in publicly viewable zones. Finding
copies while searching private zones is optional.

* Quash can remove cards even if the spell countered was a copy of a spell.
For example, if you Quash a Boomerang played from an Isochron Scepter, you
may search for and remove cards named Boomerang.

* If Quash counters a spell that has had text spliced onto it, only the base
spell may be removed. For example, if you use Quash to counter a Kodama's
Might with a Glacial Ray spliced onto it, you may search for and remove only
Kodama's Might.
-----

Roar of Jukai
{2}{G}
Instant -- Arcane
If you control a Forest, each blocked creature gets +2/+2 until end of turn.
Splice onto Arcane--An opponent gains 5 life.

* Roar of Jukai can be played even if you don't control a Forest or there are
no blocked creatures. If you control no Forests or if there are no blocked
creatures, the spell does nothing.
-----

Scour
{2}{W}{W}
Instant
Remove target enchantment from the game. Search its controller's graveyard,
hand, and library for all cards with the same name as that enchantment and
remove them from the game. That player then shuffles his or her library.

* The copies must be found if they are in publicly viewable zones. Finding
copies while searching private zones is optional.

* Scour can target and remove cards that aren't always enchantments, but are
enchantments when Scour is played and resolves (such as creatures turned into
enchantments by Soul Sculptor). Scour's remove effect only looks for cards by
name, not type.
-----

Shining Shoal
{X}{W}{W}
Instant -- Arcane
You may remove a white card with converted mana cost X in your hand from the
game rather than pay Shining Shoal's mana cost.
The next X damage that a source of your choice would deal to you or a
creature you control this turn is dealt to target creature or player instead.

* If the player or targeted creature isn't a legal target when the damage
would occur, the damage isn't redirected.

* The redirection protects both you and your creatures from the source. If
the source would deal more than X damage to multiple objects, you decide
which damage is redirected until X is used up. For example, your opponent
plays a spell that deals 1 damage to you and 1 damage to two of your
creatures. If you play Shining Shoal with X = 2, you can have damage to you
and one creature redirected to the target, or you could have damage to both
creatures redirected.
-----

Shirei, Shizo's Caretaker
{4}{B}
Legendary Creature -- Spirit
2/2
Whenever a creature with power 1 or less is put into your graveyard from
play, you may return that creature card to play under your control at end of
turn if Shirei, Shizo's Caretaker is still in play.

* Shirei's ability only triggers if the creature's power immediately before
leaving play is 1 or less.

* If Shirei leaves play and returns to play after a creature with power 1 or
less is put into your graveyard, it won't return that creature to play under
your control.

* Shirei's ability doesn't affect creatures put into your graveyard before
Shirei enters play. The "if" clause modifies the conditions on which
creatures are returned.
-----

Skullsnatcher
1B
Creature -- Rat Ninja
2/1
Ninjutsu {B} ({B}, Return an unblocked attacker you control to hand: Put this
card into play from your hand tapped and attacking.)
Whenever Skullsnatcher deals combat damage to a player, remove up to two
target cards in that player's graveyard from the game.

* Skullsnatcher's ability can target zero, one, or two cards in that player's
graveyard.
-----

Sowing Salt
{2}{R}{R}
Sorcery
Remove target nonbasic land from the game. Search its controller's graveyard,
hand, and library for all cards with the same name as that land and remove
them from the game. That player then shuffles his or her library.

* The copies must be found if they are in publicly viewable zones. Finding
copies while searching private zones is optional.
-----

Splinter
{2}{G}{G}
Sorcery
Remove target artifact from the game. Search its controller's graveyard,
hand, and library for all cards with the same name as that artifact and
remove them from the game. That player then shuffles his or her library.

* The copies must be found if they are in publicly viewable zones. Finding
copies while searching private zones is optional.

* Splinter can target and remove cards that aren't always artifacts, but are
artifacts when Splinter is played and resolves (such as an animated Stalking
Stones). Splinter's remove effect only looks for cards by name, not type.
-----

Stream of Consciousness
{1}{U}
Instant -- Arcane
Target player shuffles up to four target cards from his or her graveyard into
his or her library.

* Stream of Consciousness can target from zero to four cards.

* Stream of Consciousness targets the player as well as the cards. The
shuffle occurs even if zero cards are targeted.
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Sway of the Stars
{8}{U}{U}
Sorcery
Each player shuffles his or her hand, graveyard, and permanents he or she
owns into his or her library, then draws seven cards. Each player's life
total becomes 7.

* Changes in life total are treated as life gain and life loss.

* Tokens are included in the effect but shouldn't actually be included in the
shuffle. Tokens will cease to exist immediately after the spell resolves.
-----

That Which Was Taken
5
Legendary Artifact
{4}, {T}: Put a divinity counter on target permanent other than That Which
Was Taken.
Each permanent with a divinity counter on it is indestructible.

* Permanents with divinity counters on them are only indestructible if That
Which Was Taken is in play.

* The divinity counters created by That Which Was Taken are the same type of
counter as those used by the Myojin creatures in the Champions of Kamigawa
set.

* One That Which Was Taken can put divinity counters on another That Which
Was Taken (for example, if Mirror Gallery is in play).
-----

Threads of Disloyalty
{1}{U}{U}
Enchant Creature
Threads of Disloyalty can enchant only a creature with converted mana cost 2
or less.
You control enchanted creature.

* Threads of Disloyalty can't target a creature with converted mana cost 3 or
greater. If it somehow enchants a creature with converted mana cost 3 or
greater, Threads of Disloyalty is put into the graveyard the next time state-
based effects are checked.

* Creatures in play treat {X} in their mana cost as 0 for the purposes of
calculating converted mana costs.

* Tokens usually have a converted mana cost of 0.
-----

Toils of Night and Day
{2}{U}
Instant -- Arcane
Tap or untap target permanent, then tap or untap another target permanent.

* You must choose two different targets when you play Toils of Night and Day.
The targets are chosen on announcement. The tap or untap choice is made on
resolution.
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Tomorrow, Azami's Familiar
{5}{U}
Legendary Creature -- Spirit
1/5
If you would draw a card, look at the top three cards of your library
instead. Put one of those cards into your hand and the rest on the bottom of
your library in any order.

* Tommorow's ability makes you look at the top three cards, not draw them.
Therefore it won't trigger abilities that trigger when cards are drawn.

* Having multiple Tomorrows in play does nothing extra.

* If you would draw two cards, you look at the top three cards of your
library, keep one, and put the rest on the bottom of your library in any
order. Then you look at the new top three cards of your library, keep one,
and put the rest on the bottom of your library in any order.

* If you have fewer than three cards in your library, you keep one and put
the rest back. If you have no cards in your library, you do nothing.

* Since Tomorrow replaces all your card drawing with looking at cards, you
can't lose the game by being required to draw more cards than are in your
library (see rule 420.5g) with Tomorrow in play.
-----

Torrent of Stone
{3}{R}
Instant -- Arcane
Torrent of Stone deals 4 damage to target creature.
Splice onto Arcane—Sacrifice two mountains.

* Nonbasic lands that have the land type "Mountain" (such as some of the
Revised dual lands) can be sacrificed to play Torrent of Stone's splice onto
Arcane ability.
-----

Toshiro Umezawa
{1}{B}{B}
Legendary Creature -- Human Samurai
2/2
Bushido 1
Whenever a creature an opponent controls is put into a graveyard from play,
you may play target instant card in your graveyard. If that card would be put
into a graveyard this turn, remove it from the game instead.

* You must still pay the mana cost of the target instant in your graveyard to
play it using Toshiro's ability.

* Creatures destroyed by an instant can cause a trigger that allows the
instant to be played again. For example, play Terror on an opponent's
creature. The creature is destroyed, triggering Toshiro's ability, and then
the Terror is put into your graveyard. You can put Toshiro's ability on the
stack targeting the Terror and then replay it when the ability resolves.
-----

Umezawa's Jitte
{2}
Legendary Artifact -- Equipment
Whenever equipped creature deals combat damage, put two charge counters on
Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one -- Equipped creature
gets +2/+2 until end of turn; or target creature gets -1/-1 until end of
turn; or you gain 2 life.
Equip {2}

* Umezawa's Jitte's activated ability generates a modal choice. The choice is
made when the ability is announced.

* If the "target creature gets -1/-1 until end of turn" mode is chosen, the
target creature must also be announced.

* The ability can be used any time Umezawa's Jitte's controller has priority
-- only the "target creature" choice has additional requirements. Choosing
the "Equipped creature gets +2/+2 until end of turn" mode does nothing if the
Jitte isn't equipped to a creature when the ability resolves.

* If the Jitte is moved after the "+2/+2" mode is announced but before it
resolves, the bonus is given to the creature that is equipped when the
ability resolves.

* If the Jitte leaves play after the "+2/+2" mode is announced but before it
resolves, the bonus is given to the creature that was most recently equipped
once the ability resolves.
-----

Ward of Piety
{1}{W}
Enchant Creature
{1}{W}: The next 1 damage that would be dealt to enchanted creature this turn
is dealt to target creature or player instead.

* Redirected damage retains its information. For example, your opponent
attacks you with Slith Firewalker (which reads, in part, "Whenever Slith
Firewalker deals combat damage to a player, put a +1/+1 counter on it.") and
you block with a creature enchanted with Ward of Piety. If you activate Ward
of Piety, targeting your opponent, the Slith's ability triggers during the
combat damage step and it gets a +1/+1 counter. It's still combat damage.
-----

Yomiji, Who Bars the Way
{5}{W}{W}
Legendary Creature -- Spirit
4/4
Whenever a legendary permanent other than Yomiji, Who Bars the Way is put
into a graveyard from play, return that card to its owner's hand.

* Yomiji's ability triggers whenever any legendary permanent is put into a
graveyard from play, not just legendary creatures.

* Yomiji's ability triggers even if Yomiji is going to the graveyard at the
same time as the other legendary permanent.
-----

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Coast, Inc. in the U.S.A. and other countries. (Copr.)2005 Wizards.