_Champions of Kamigawa_(TM) Frequently Asked Questions

Compiled by Paul Barclay, David DeLaney, and Jeff Jordan



Champions of Kamigawa Prerelease tournaments: September 18-19, 2004

Champions of Kamigawa official release date: October 1, 2004

The Champions of Kamigawa set becomes legal for sanctioned Constructed play
October 20, 2004.



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



The first section ("The 'Legend Rule' and Legendary Permanents") explains
important changes to the "legend rule" and what legendary creature cards look
like.



The second section ("General Notes") explains the new mechanics and concepts
in the set:

     Bushido

     Flip Cards

     Soulshift

     Splice onto Arcane

     Vigilance

     Walls and the Defender Ability

     Deceivers

     Honden

     Myojin

     Zubera



The third 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.

-----



THE "LEGEND RULE" AND LEGENDARY PERMANENTS



The rules for legendary permanents have been changed. There are two important
changes:



1. The creature type "Legend" no longer exists. Instead, creatures can now
have the legendary supertype, just like other permanent types can. Older
creature cards that were printed with the creature type Legend now have the
legendary supertype instead. It's no longer possible to make a creature into a
Legend by changing its type.



Isamaru, Hound of Konda

W

Legendary Creature -- Hound

2/2



2. The legend rule has changed. The new rule is as follows:



420.5e If two or more permanents with the same name have the supertype
legendary, all are put into their owners' graveyards. This is called the
"legend rule." If only one of those permanents is legendary, this rule doesn't
apply.



* If two or more legendary permanents with the same name are in play at the
same time, *all* of them are put into their owners' graveyards. This is a
change from the previous rule.



* If an effect asks a player to choose a creature type, Legend is not a valid
option.



* Changing a legendary creature's type or subtypes doesn't stop it from being
legendary.

-----



GENERAL NOTES



Bushido



Bushido is a triggered ability that makes creatures bigger if they fight other
creatures in combat. (Bushido means "way of the warrior" in Japanese.)



Devoted Retainer

W

Creature -- Human Samurai

1/1

Bushido 1 (When this creature blocks or becomes blocked, it gets +1/+1 until
end of turn.)



The official rules for the bushido ability are as follows:



502.38. Bushido



502.38a Bushido is a triggered ability. "Bushido X" means "Whenever this
creature blocks or becomes blocked, it gets +X/+X until end of turn." (See
rule 309, "Declare Blockers Step.")



502.38b The bushido bonus is calculated only once per combat, when the
triggered ability resolves. Adding or removing blockers later in combat won't
change the bonus.



502.38c If a creature has multiple instances of bushido, each triggers
separately.

 

* The bushido ability doesn't care how many creatures are blocking the
creature with bushido. For example, a creature with bushido 1 that's blocked
by three creatures still gets only +1/+1.

-----



Flip Cards



The Champions of Kamigawa set contains ten "heroes" that are easily
recognizable by their unique card frame:

     Akki Lavarunner --> Tok-Tok Volcano Born

     Budoka Gardener --> Dokai, Weaver of Life

     Bushi Tenderfoot --> Kenzo the Hardhearted

     Initiate of Blood --> Goka the Unjust

     Jushi Apprentice --> Tomoya the Revealer

     Kitsune Mystic --> Autumn-Tail, Kitsune Sage

     Nezumi Graverobber --> Nighteyes the Desecrator

     Nezumi Shortfang --> Stabwhisker the Odious

     Orochi Eggwatcher --> Shidako, Broodmistress

     Student of Elements --> Tobita, Master of Winds



You ignore the information on the bottom half of the card until the creature
in play "flips" when certain heroic conditions are met. When you flip a hero,
you turn it upside down and play with the other half of the card. All of the
flipped versions are legendary creatures and have powerful abilities.

 

Nezumi Graverobber

1B

Creature -- Rat Rogue

2/1

1B: Remove target card in an opponent's graveyard from the game. If no cards
are in that graveyard, flip Nezumi Graverobber.

++++++++++

Nighteyes the Desecrator

Legendary Creature -- Rat Wizard

4/2

4B: Put target creature card in a graveyard into play under your control.



The official rules for flip cards are as follows:



508. Flip Cards



508.1. Flip cards, such as the "heroes" from the Champions of Kamigawa set,
have a two-part card frame on a single card. The text that appears right side
up on the card defines the card's normal characteristics. Additional
alternative characteristics appear upside down on the card. The back of a flip
card is the normal _Magic: The Gathering_(R) card back.



508.1a The top half of a flip card contains the card's normal name, text box,
type line, power, and toughness. The text box usually contains an ability that
causes the permanent to "flip" if certain conditions are met.



508.1b The bottom half of a flip card contains an alternative name, text box,
type line, power, and toughness. These characteristics are used only if the
permanent is in play and only if the permanent has been flipped.



508.1c A flip card's color, mana cost, expansion symbol, illustration credit,
and legal text don't change if the permanent has been flipped. Also, any
changes to it by external effects will still apply.



508.2. In every zone other than the in-play zone, and also in the in-play zone
before the permanent flips, a flip card has only the normal characteristics of
the permanent. Once the flip permanent in the in-play zone has been flipped,
the normal name, text box, type line, power, and toughness of the flip
permanent don't apply and the alternative versions of those characteristics
apply instead.

     Example: The "heroes" in the Champions of Kamigawa set are flip cards
whose alternative versions are legendary but whose base versions are not. An
effect that says "search your library for a legendary card" won't find a hero.
An effect that says "legendary creatures get +2/+2" affects a hero in play
only if the creature has been flipped.



508.3. If you control a flip permanent, you must ensure that it's clear at all
times whether the permanent has flipped or not, both when it's untapped and
when it's tapped. Common methods for distinguishing between flipped and
unflipped permanents include using coins or dice to mark flipped objects.



508.4. Flipping a permanent is a one-way process. Once a permanent has been
flipped, it's impossible to flip the permanent back again. However, if a
flipped permanent leaves play, it forgets its previous existence.



* Only the characteristics name, type, subtype, supertype, rules text,
abilities, power, and toughness are affected by flipping a permanent. The mana
cost and expansion symbol are printed on only one side each but apply to the
permanent regardless of whether it has been flipped.



* When you flip a permanent, any counters or other effects remain on it. So if
a creature with 1/1 printed on the normal side and 2/3 printed on the flipped
side has a +1/+1 counter on it, it changes from a 2/2 to a 3/4.



* Flipping a flip permanent a second time has no effect. To "flip" a permanent
means to change it from the top half to the bottom half, not to change it from
one side to the other.



* When one of the Champions of Kamigawa flip creatures flips, it becomes
legendary. If another legendary permanent with the same name is in play, all
of them will be put into their owners' graveyards.



* If you're asked to name a card, you can name either side of a flip card.
However, the card only has its normal name unless it's in play and has
flipped.



* If you copy a flipped permanent, you get the normal, unflipped version. That
copy may flip later if certain conditions are met.



* We recommend that you use some kind of marker (such as bead, coin, or card
sleeve) to identify whether or not a flip card has flipped.

-----



Soulshift



Soulshift is a triggered ability of some Spirit creatures that lets you return
a less expensive Spirit creature card from your graveyard to your hand.



Thousand-legged Kami

6GG

Creature -- Spirit

6/6

Soulshift 7 (When this is put into a graveyard from play, you may return
target Spirit card with converted mana cost 7 or less from your graveyard to
your hand.)



The official rules for the soulshift ability are as follows:



502.39. Soulshift



502.39a Soulshift is a triggered ability. "Soulshift X" means "When this
permanent is put into a graveyard, you may return target Spirit card with
converted mana cost X or less from your graveyard to your hand."



502.39b If a permanent has multiple instances of soulshift, each triggers
separately.



* The soulshift number tells you the maximum converted mana cost of the Spirit
card you can target.



* You choose whether or not to return the targeted creature card when the
ability resolves.

-----



Splice onto Arcane



Splice onto Arcane is an ability of some instants and sorceries that functions
while the card is in your hand. Arcane is a subtype of some instant and
sorcery cards in the set.



Glacial Ray

1R

Instant -- Arcane

Glacial Ray deals 2 damage to target creature or player.

Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card
from your hand and pay its splice cost. If you do, add this card's effects to
that spell.)



The official rules for the splice onto Arcane ability are as follows:



502.40. Splice



502.40a Splice is a static ability that functions while a card is in your
hand. "Splice onto [type or subtype] [cost]" means "You may reveal this card
from your hand as you play a [type or subtype] spell. If you do, copy this
card's text box onto that spell and pay [cost] as an additional cost to play
that spell." Paying a card's splice cost follows the rules for paying
additional costs in rules 409.1b and 409.1f-h.

     Example: Since the card with splice remains in the player's hand, it can
later be played normally or spliced onto another spell. It can even be
discarded to pay a "discard a card" cost of the spell it's spliced onto.



502.40b You can't choose to use a splice ability if you can't make the
required choices (targets, etc.) for that card's instructions. You can't
splice any one card onto the same spell more than once. If you're splicing
more than one card onto a spell, reveal them all at once and choose the order
in which their instructions will be followed. The instructions on the main
spell have to be followed first.



502.40c The spell has the characteristics of the main spell, plus the text
boxes of each of the spliced cards. The spell doesn't gain any other
characteristics (name, mana cost, color, supertypes, types, subtypes, etc.) of
the spliced cards.

     Example: If a red card that reads "this card deals 2 damage to target
creature" is spliced onto a blue Arcane spell that reads simply "draw a card,"
the spell is still blue. It can target a creature with protection from red and
deal 2 damage to that creature.



502.40d Choose targets for the added text normally (see rule 409.1c). Note
that a spell with one or more targets will be countered if all of its targets
are illegal on resolution.



502.40e The spell loses any splice changes once it leaves the stack (e.g. when
it's countered, it's removed from the game, or it resolves).



* You must reveal all of the cards you intend to splice at the same time. Each
individual card can only be spliced once onto any one spell.



* If you have two cards with the same name in your hand, you can, of course,
splice both of them onto the spell.



* A card with a splice ability can't be spliced onto itself because the spell
is on the stack (and not in your hand) when you reveal the cards you want to
splice onto it.



* The target for a card that's spliced onto a spell may be the same as the
target chosen for the original spell or for another spliced-on card. (A recent
change to the targeting rules allows this, but most other cards are unaffected
by the change.)



* If you splice a targeted card onto an untargeted spell, the entire spell
will be countered if the target isn't legal when the spell resolves.



* If you splice an untargeted card onto a targeted spell, the entire spell
will be countered if the target isn't legal when the spell resolves.



* A spell is countered on resolution only if *all* of its targets are illegal
(or the spell is countered by an effect).

-----



Vigilance



Vigilance is a new keyword for an old ability.



Konda's Hatamoto

1W

Creature -- Human Samurai

1/2

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of
turn.)

As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and
has vigilance. (Attacking doesn't cause this creature to tap.)



The official rules for the vigilance ability are as follows:



502.14. Vigilance



502.14a Vigilance is a static ability that modifies the rules for the declare
attackers step.



502.14b Attacking doesn't cause creatures with vigilance to tap. (See rule
308, "Declare Attackers Step.")



502.14c Multiple instances of vigilance on the same creature are redundant.



* The vigilance ability works just like an ability of some older cards that
reads, "Attacking doesn't cause this creature to tap." All of those cards now
have the vigilance ability.

-----



Walls and the Defender Ability



The rules for the creature type "Wall" have been changed. Although the
creature type Wall still exists, it no longer has any rules meaning. Instead,
all creatures that had the creature type Wall now also have the defender
ability.



Steel Wall (_Mirrodin_(R) card with its new Oracle wording)

1

Artifact Creature -- Wall

0/4

Defender (This creature can't attack.)



Note that no creatures in the Champions of Kamigawa set have the defender
ability. This rules change is being made at this time in order to eliminate
all rules inherent to specific creature types.



The official rules for the defender ability are as follows:



502.41. Defender



502.41a Defender is a static ability.



502.41b A creature with defender can't attack.



502.41c Multiple instances of defender on the same creature are redundant.



* Changing a creature's type no longer affects whether it can attack. A Wall
that becomes a non-Wall will still have the defender ability. Likewise, a
non-Wall that becomes a Wall won't have the defender ability.

-----



Deceivers



The Champions of Kamigawa set includes a cycle of Spirit creatures called
Deceivers: Brutal Deceiver, Callous Deceiver, Cruel Deceiver, Feral Deceiver,
and Harsh Deceiver.



Brutal Deceiver

2R

Creature -- Spirit

2/2

1: Look at the top card of your library.

2: Reveal the top card of your library. If it's a land, Brutal Deceiver gets
+1/+0 and gains first strike until end of turn. Play this ability only once
each turn.



* The "play this ability only once each turn" restriction applies even if the
creature changes controllers.

-----



Honden



The set includes a cycle of legendary Shrine enchantments: Honden of Cleansing
Fire, Honden of Infinite Rage, Honden of Life's Web, Honden of Night's Reach,
and Honden of Seeing Winds.



Honden of Cleansing Fire

3W

Legendary Enchantment -- Shrine

At the beginning of your upkeep, you gain 2 life for each Shrine you control.



* A Shrine's ability counts only permanents that have the enchantment type
"Shrine," not cards that just have "Shrine" in their names.

-----



Myojin



The set includes a cycle of legendary Spirits: Myojin of Cleansing Fire,
Myojin of Infinite Rage, Myojin of Life's Web, Myojin of Night's Reach, and
Myojin of Seeing Winds.



Myojin of Cleansing Fire

5WWW

Legendary Creature -- Spirit

4/6

Myojin of Cleansing Fire comes into play with a divinity counter on it if you
played it from your hand.

Myojin of Cleansing Fire is indestructible as long as it has a divinity
counter on it.

Remove a divinity counter from Myojin of Cleansing Fire: Destroy each other
creature.



* If you put a Myojin into play from your hand *without playing it* -- using
Tooth and Nail or Elvish Piper, for example -- it doesn't get a divinity
counter. Putting a card into play from your hand is different from playing a
card from your hand.

-----



Zubera



The set includes a cycle of Zubera creatures: Ashen-Skin Zubera,
Dripping-Tongue Zubera, Ember-Fist Zubera, Floating-Dream Zubera, and
Silent-Chant Zubera.



Silent-Chant Zubera

1W

Creature -- Zubera Spirit

1/2

When Silent-Chant Zubera is put into a graveyard from play, you gain 2 life
for each Zubera put into a graveyard from play this turn.



* The triggered ability counts Zubera controlled by any player, not just by
you.



* You count the number of Zubera that went to graveyards this turn when the
ability resolves. Be sure to count the Zubera whose ability is resolving.

-----



CARD-SPECIFIC NOTES



Akki Avalanchers

R

Creature -- Goblin Warrior

1/1

Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Play this
ability only once each turn.



* The "play this ability only once each turn" restriction applies even if the
creature changes controllers.

-----



Blood Speaker

3B

Creature -- Ogre Shaman

3/2

At the beginning of your upkeep, you may sacrifice Blood Speaker. If you do,
search your library for a Demon card, reveal that card, and put it into your
hand. Then shuffle your library.

Whenever a Demon comes into play under your control, return Blood Speaker from
your graveyard to your hand.



* The return-to-hand triggered ability triggers while Blood Speaker is in your
graveyard, no matter how it got there.

-----



Boseiju, Who Shelters All

Legendary Land

Boseiju, Who Shelters All comes into play tapped.

T, Pay 2 life: Add 1 to your mana pool. If that mana is spent on an instant or
sorcery spell, that spell can't be countered by spells or abilities.



* The spell can't be countered if the mana produced by Boseiju is spent to
cover any cost of the spell, even an additional cost such as a splice cost.
This is true even if you pay an additional cost while playing a spell "without
paying its mana cost."



* Suppose mana produced by Boseiju is spent on a spell and an effect creates a
copy of that spell. The copy can be countered, even though the original can't.

-----



Brothers Yamazaki

2R

Legendary Creature -- Human Samurai

2/1

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of
turn.)

If there are exactly two permanents named Brothers Yamazaki in play, the
"legend rule" doesn't apply to them. 

Each other creature named Brothers Yamazaki gets +2/+2 and has haste.



* The two Brothers could be controlled by different players.



* If a third Brothers Yamazaki comes into play, the legend rule applies again
and all three are put into graveyards.



* There are two versions of this card, each with different art. The cards are
numbered 160a/306 and 160b/306. The art has no effect on game play.

-----



Budoka Gardener

1G

Creature -- Human Monk

2/1

T: You may put a land card from your hand into play. If you control ten or
more lands, flip Budoka Gardener.

++++++++++

Dokai, Weaver of Life

Legendary Creature -- Human Monk

3/3

4GG, T: Put an X/X green Elemental creature token into play, where X is the
number of lands you control.



* Budoka Gardener is a flip card. See the "Flip Cards" section under "General
Notes" for rulings about flip cards.



* Budoka Gardener flips if you control ten or more lands when its ability
resolves, even if you don't use its ability to put a land into play.



* Budoka Gardener flips even if you put a second copy of a legendary land into
play. You'll have ten lands in play while the ability is resolving, so the
Gardener flips. Then both legendary lands will be put into their owner's
graveyards by a state-based effect.

-----



Commune with Nature

G

Sorcery

Look at the top five cards of your library. You may reveal a creature card
from among them and put it into your hand. Put the rest on the bottom of your
library in any order.



* If you don't reveal a creature card, put all the revealed cards on the
bottom of your library in any order.

-----



Dosan the Falling Leaf

1GG

Legendary Creature -- Human Monk

2/2

Players can play spells only during their own turns.



* Dosan's ability only stops players from playing spells. It doesn't stop
activated or triggered abilities.

-----



Frostwielder

2RR

Creature -- Human Shaman

1/2

T: Frostwielder deals 1 damage to target creature or player.

If a creature dealt damage by Frostwielder this turn would be put into a
graveyard, remove it from the game instead.



* Frostwielder must be in play when the creature would be put into a graveyard
in order to remove it from the game.

-----



Gifts Ungiven

3U

Instant

Search your library for four cards with different names and reveal them.
Target opponent chooses two of those cards. Put the chosen cards into your
graveyard and the rest into your hand. Then shuffle your library.



* You can choose less than four cards if you want, but your opponent will
still put two of those cards into your graveyard.

-----



Godo, Bandit Warlord

5R

Legendary Creature -- Human Barbarian

3/3

When Godo, Bandit Warlord comes into play, you may search your library for an
Equipment card and put it into play. If you do, shuffle your library. 

Whenever Godo attacks for the first time each turn, untap it and all Samurai
you control. After this phase, you get an additional combat phase.



* Unlike other effects that grant additional combat phases, you don't get an
additional main phase with Godo, Bandit Warlord. The additional combat phase
happens immediately after the first combat phase.

-----



Hall of the Bandit Lord

Legendary Land

Hall of the Bandit Lord comes into play tapped.

T, Pay 3 life: Add 1 to your mana pool. If that mana is spent on a creature
spell, that creature has haste.



* The creature has haste if the mana is spent to cover any cost of the spell,
even an additional cost.



* The effect that grants haste doesn't wear off at end of turn.

-----



Hanabi Blast

1RR

Instant

Hanabi Blast deals 2 damage to target creature or player. Return Hanabi Blast
to its owner's hand, then discard a card at random.



* If another player plays a Hanabi Blast that you own, it returns to your
hand, and then that player discards a card at random.

-----



Hikari, Twilight Guardian

3WW

Legendary Creature -- Spirit

4/4

Flying

Whenever you play a Spirit or Arcane spell, you may remove Hikari, Twilight
Guardian from the game. If you do, return it to play under its owner's control
at end of turn.



* You may choose not to remove Hikari from the game.



* If you remove Hikari from the game, it leaves play before the spell that
triggered it resolves its ability, so it will be unaffected by that spell.

-----



Iname, Life Aspect

4GG

Legendary Creature -- Spirit

4/4

When Iname, Life Aspect is put into a graveyard from play, you may remove
Iname, Life Aspect from the game. If you do, return any number of target
Spirit cards from your graveyard to your hand.



* The targets of Iname, Life Aspect's ability are chosen when the ability is
put onto the stack, but you don't choose whether to remove Iname, Life Aspect
from the game until the ability resolves.



* You may target Iname, Life Aspect. However, this doesn't do anything since
the card will no longer be in your graveyard when the creature cards are
returned to your hand.



* You can remove the card from the game even if you choose no targets.

-----



Kodama's Reach

2G

Sorcery -- Arcane

Search your library for two basic land cards, reveal those cards, and put one
into play tapped and the other into your hand. Then shuffle your library.



* You can get just one basic land card if you wish (or even none at all). If
you get only one land card, you put it into play tapped.

-----



Konda's Banner

2

Legendary Artifact -- Equipment

Konda's Banner can be attached only to a legendary creature.

Creatures that share a color with equipped creature get +1/+1.

Creatures that share a creature type with equipped creature get +1/+1.

Equip 2



* A creature can't get more than +2/+2 from Konda's Banner. Sharing more than
one color or more than one creature type with the equipped creature does
nothing.



* The equipped creature shares a color with itself, as long as it has one or
more colors.



* The equipped creature shares a creature type with itself, as long as it has
one or more creature types. "Artifact" is not a creature type.

-----



Kumano, Master Yamabushi

3RR

Legendary Creature -- Human Shaman

4/4

1R: Kumano, Master Yamabushi deals 1 damage to target creature or player.

If a creature dealt damage by Kumano this turn would be put into a graveyard,
remove it from the game instead.



* Kumano, Master Yamabushi must be in play when the creature would be put into
a graveyard in order to remove it from the game.

-----



Kumano's Pupils

4R

Creature -- Human Shaman

3/3

If a creature dealt damage by Kumano's Pupils this turn would be put into a
graveyard, remove it from the game instead.



* Kumano's Pupils must be in play when the creature would be put into a
graveyard in order to remove it from the game.

-----



Long-Forgotten Gohei

3

Artifact

Arcane spells you play cost 1 less to play.

Spirits you control get +1/+1.



* The cost reduction applies to the total cost of the Arcane spell, including
any additional costs from cards spliced onto it. However, the cost reduction
applies only once to each Arcane spell. For example, if you play an Arcane
spell with mana cost R and splice onto it a card whose splice cost is 1U, then
the spell costs UR to play. If you play an Arcane spell with mana cost 4U and
splice onto it a card whose splice cost is 1R, the spell costs 4UR to play.

-----



Marrow-Gnawer

3BB

Legendary Creature -- Rat Rogue

2/3

All Rats have fear.

T, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is
the number of Rats you control.



* Marrow-Gnawer's ability counts the number of Rats in play when it resolves,
so you don't count the sacrificed Rat.

-----



Masako the Humorless

2W

Legendary Creature -- Human Advisor

2/1

You may play Masako the Humorless any time you could play an instant.

Tapped creatures you control may block as though they were untapped.



* Masako allows tapped creatures to block only if they could otherwise block.
It doesn't allow creatures that "can't block" to block, nonflying creatures to
block fliers, etc.

-----



Moonring Mirror

5

Artifact

Whenever you draw a card, remove the top card of your library from the game
face down.

At the beginning of your upkeep, you may remove your hand from the game face
down. If you do, put into your hand all other cards you own removed from the
game with Moonring Mirror.





* Note that Moonring Mirror's first ability is not a replacement effect.



* If you choose to use Moonring Mirror's second ability, you return all the
cards you own removed by both of its abilities, but not any of the cards you
just removed from your hand.

-----



Nature's Will

2GG

Enchantment

Whenever one or more creatures you control deal combat damage to a player, tap
all lands that player controls and untap all lands you control.



* The lands are tapped and untapped once each time combat damage is dealt
(usually once each turn, but first strike, double strike, and multiple combat
phases can change that), not once for each creature that deals combat damage.

-----



Nine-Ringed Bo

3

Artifact

T: Nine-Ringed Bo deals 1 damage to target Spirit. If that creature would be
put into a graveyard this turn, remove it from the game instead.



* The damaged creature will be removed from the game even if Nine-Ringed Bo
isn't in play when that creature would be put into a graveyard.

-----



Oathkeeper, Takeno's Daisho

3

Legendary Artifact -- Equipment

Equipped creature gets +3/+1.

Whenever equipped creature is put into a graveyard from play, return that card
to play under your control if it's a Samurai.

When Oathkeeper, Takeno's Daisho is put into a graveyard from play, remove
equipped creature from the game.

Equip 2



* Oathkeeper's second ability checks whether the card's creature type is
Samurai, not whether the creature was a Samurai when it left play.

-----



Otherworldly Journey

1W

Instant -- Arcane

Remove target creature from the game. At end of turn, return that creature to
play under its owner's control with a +1/+1 counter on it.



* Any enchantments or Equipment attached to the creature will "fall off."
Unattached enchantments are put into your graveyard as a state-based effect,
but Equipment remains in play, unattached.



* The creature comes back into play as a new creature, with one +1/+1 counter
on it (plus any other counters that it would normally come into play with).

-----



Peer Through Depths

1U

Instant -- Arcane

Look at the top five cards of your library. You may reveal an instant or
sorcery card from among them and put it into your hand. Put the rest on the
bottom of your library in any order.



* If you don't reveal an instant or sorcery card, put all the revealed cards
on the bottom of your library in any order.

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Reverse the Sands

6WW

Sorcery

Redistribute any number of players' life totals. (Each of those players gets
one life total back.)



* You choose which player gets which life total when the spell resolves.



* You can't split up a life total when you redistribute it. For example,
suppose that in a two-player game your life total is 5 and your opponent's
life total is 15 when Reverse the Sands starts to resolve. You can choose to
(a) leave the life totals as they are or (b) make your life total 15 and your
opponent's 5. You can't choose to make your life total 20 and your opponent's
0.

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Sensei Golden-Tail

1W

Legendary Creature -- Fox Samurai

2/1

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of
turn.)

1W, T: Put a training counter on target creature. That creature gains bushido
1 and becomes a Samurai in addition to its other creature types. Play this
ability only any time you could play a sorcery.



* The training counter just marks which creatures have been changed; an effect
that removes the counter doesn't change the creature's types or abilities.



* Note that multiple instances of the bushido ability each trigger separately.

 -----



Shell of the Last Kappa

3

Legendary Artifact

3, T: Remove from the game target instant or sorcery spell that targets you.
(The spell has no effect.) 

3, T, Sacrifice Shell of the Last Kappa: You may play a card removed from the
game with Shell of the Last Kappa without paying its mana cost.



* Shell of the Last Kappa's first ability can only target a spell that targets
you.



* Removing a spell from the game prevents that spell from resolving, but it
doesn't technically "counter" anything. This means that Shell of the Last
Kappa can remove from the game spells that "can't be countered."

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Shimatsu the Bloodcloaked

3R

Legendary Creature -- Demon Spirit

0/0

As Shimatsu the Bloodcloaked comes into play, sacrifice any number of
permanents. Shimatsu comes into play with that many +1/+1 counters on it.



* You sacrifice the permanents before Shimatsu comes into play, so you can't
sacrifice any creatures that come into play at the same time it does.

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Squelch

1U

Instant

Counter target activated ability. (Mana abilities can't be targeted.)

Draw a card.



* Squelch can't target triggered abilities. It can target only an activated
ability (an activated ability is in the form "cost: effect").



* Squelch can't target a mana ability because mana abilities don't use the
stack.

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Swirl the Mists

2UU

Enchantment

As Swirl the Mists comes into play, choose a color word.

All instances of color words on spells and permanents become the chosen color
word.



* This effect lasts as long as Swirl the Mists is in play. It ends as soon as
Swirl the Mists leaves play.



* Swirl the Mists' ability also affects spells that are played and permanents
that come into play after Swirl the Mists comes into play.

-----



Teller of Tales

3UU

Creature -- Spirit

3/3

Flying 

Whenever you play a Spirit or Arcane spell, tap or untap target creature.



* You choose whether to tap or untap the creature when the ability resolves.

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Tide of War

4RR

Enchantment

Whenever one or more creatures blocks, flip a coin. If you win the flip, the
defending player sacrifices all blocking creatures. Otherwise, the attacking
player sacrifices the blocked creatures.



* Tide of War's ability triggers only once each combat and only if at least
one blocker is declared. The effect does nothing to unblocked attacking
creatures.



* Tide of War's controller always flips the coin. This means that you want to
win the flip when you're the attacking player but lose the flip when you're
the defending player.



* Even if the blockers are sacrificed, any attackers that were blocked are
still considered blocked.

-----



Time Stop

4UU

Instant

End the turn. (Remove all spells and abilities on the stack from the game,
including this card. The player whose turn it is discards down to his or her
maximum hand size. Damage wears off, and "this turn" and "until end of turn"
effects end.)



* Removing a spell or ability from the game prevents that spell or ability
from resolving, but it doesn't technically "counter" anything. This means that
Time Stop can remove from the game spells and abilities that "can't be
countered."



* Unless Time Stop is played during the end phase, any "at end of
turn"-triggered abilities don't get the chance to trigger on the turn Time
Stop is played. These abilities will trigger at the end of the next turn.



* The official rules for ending the turn are as follows:



509. Ending the Turn



509.1. One card (Timestop) ends the turn when it resolves. When an effect ends
the turn, follow these steps in order, as they differ from the normal process
for resolving spells and abilities (see rule 413, "Resolving Spells and
Abilities"). 



509.1a Remove every object on the stack from the game. Remove all attacking
and blocking creatures, if any, from combat. All objects not in play or on the
stack that aren't represented by cards will cease to exist the next time
state-based effects are checked (see rule 420, "State-Based Effects").



509.1b Check state-based effects. No player gets priority, and no triggered
abilities are put onto the stack.



509.1c The current phase and/or step ends. The game skips straight to the
cleanup step. Skip any phases or steps between this phase or step and the
cleanup step.



509.2. No player gets priority during this process, so triggered abilities are
not put onto the stack. If any triggered abilities have triggered between the
spell or ability resolving and the cleanup step ending, there's a chance to
play spells and abilities in the cleanup step. Then there will be another
cleanup step before the turn finally ends (see rule 314.3).



509.3. Even though the turn ends, "at end of turn" triggered abilities don't
trigger because the end of turn step is skipped.

-----



Uba Mask

4

Artifact

If a player would draw a card, that player removes that card from the game
face up instead. 

Each player may play cards he or she removed from the game with Uba Mask this
turn.



* You can't play cards you removed with Uba Mask on previous turns.



* Any cards you don't play just remain removed from the game when the turn
ends.

-----



Uyo, Silent Prophet

4UU

Legendary Creature -- Moonfolk Wizard

4/4

Flying

2, Return two lands you control to their owner's hand: Copy target instant or
sorcery spell. You may choose new targets for the copy.



* If you copy an Arcane spell that has cards spliced onto it, you'll copy the
spliced text as well as the original spell text. See the "Splice onto Arcane"
section under "General Notes."

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