_Coldsnap_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff
Jordan, and Lee Sharpe
Document last modified June 14, 2006

_Coldsnap_ Prerelease tournaments: July 8-9, 2006
_Coldsnap_ official release date: July 21, 2006
The _Coldsnap_ set becomes legal for sanctioned Constructed play August 20,
2006.

Set size: 155 cards (60 common, 55 uncommon, 40 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.

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

The _Ice Age_(TM) and _Alliances_(TM) cards reprinted in the _Coldsnap_ theme
decks are not included in this FAQ.
-----

GENERAL NOTES

Snow and the Snow Mana Symbol

The snow-covered supertype has been renamed "snow." All _Ice Age_ and
_Alliances_ cards that used the term snow-covered are receiving updated
wordings in Oracle.

Boreal Druid
{G}
Snow Creature -- Elf Druid
1/1
{T}: Add {1} to your mana pool.

* Like "legendary," the supertype snow may appear on any card that becomes a
permanent. Unlike "legendary," "snow" has no particular meaning or rules
associated with it.

* Some lands with the supertype snow, such as Snow-Covered Forest, also have
the supertype basic. Since these are basic lands, you may have any number of
them in a Constructed deck in any format in which the _Coldsnap_ set is
legal.

* In Limited events, you can't add basic snow lands to your deck from outside
your card pool. You may add only lands named Plains, Island, Swamp, Mountain,
and Forest, as normal.

* Effects that target nonbasic lands can't target basic snow lands.

The _Coldsnap_ set features a new mana symbol. The snow mana symbol is
denoted as {S} and resembles a snowflake. It is used only in abilities, not
in cards' mana costs.

Rimebound Dead
{B}
Snow Creature -- Skeleton
1/1
{S}: Regenerate Rimebound Dead. ({S} can be paid with one mana from a snow
permanent.)

* {S} in a cost represents a single generic mana, similar to the symbol {1}
in a cost. It can be paid with one mana of any color, or one colorless mana,
as long as that mana was produced by a snow permanent. For example, {S} can
be paid with one mana produced by Snow-Covered Swamp or Boreal Druid, among
others. It can't be paid with mana produced by the nonsnow permanents Swamp
or Llanowar Elves.

* When paying for {S}, it matters only if the permanent that produced the
mana had the supertype snow at the time that mana was produced. If it did but
subsequently lost the supertype, that mana can still be used to pay for {S}.
On the other hand, if it wasn't a snow permanent when it produced the mana
but subsequently gained the supertype, that mana can't be used to pay for
{S}.

* {S} is not a color, you can't add {S} to your mana pool, and "snow mana" is
not a type of mana.
-----

Cumulative Upkeep

Cumulative upkeep is a mechanic featured in the _Ice Age_ and _Mirage_(TM)
blocks.

Phobian Phantasm
{1}{B}{B}
Creature -- Illusion
3/3
Flying, fear
Cumulative upkeep {B} (At the beginning of your upkeep, put an age counter on
this permanent, then sacrifice it unless you pay its upkeep cost for each age
counter on it.)

Minor additions have been made to the rules for the cumulative upkeep ability
in order to clarify how some _Coldsnap_ cards work. The official rules for
the cumulative upkeep ability are as follows:

502.13. Cumulative Upkeep

502.13a Cumulative upkeep is a triggered ability that imposes an increasing
cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of
your upkeep, put an age counter on this permanent, then sacrifice this
permanent unless you pay [cost] for each age counter on it." If [cost] has
choices associated with it, each choice is made separately for each age
counter, then either the entire set of costs is paid, or none of them are
paid. Partial payments are not allowed.
     Example: A creature has "Cumulative upkeep {W} or {U}" and two age
counters on it. When its ability next triggers and resolves, the creature's
controller puts an age counter on it and may then pay {W}{W}{W}, {W}{W}{U},
{W}{U}{U}, or {U}{U}{U} to keep the creature in play.

502.13b If a permanent has multiple instances of cumulative upkeep, each
triggers separately. However, the age counters are not linked to any
particular ability; each cumulative upkeep ability will count the total
number of age counters on the permanent at the time that ability resolves.
     Example: A creature has two instances of "Cumulative upkeep--Pay 1
life." The creature currently has no counters but both cumulative upkeep
abilities trigger. When the first ability resolves, the controller adds a
counter and then chooses to pay 1 life. When the second ability resolves, the
controller adds another counter and then chooses to pay an additional 2 life.

* Paying cumulative upkeep is always optional. If it's not paid, the
permanent with cumulative upkeep is sacrificed. Partial payments of the total
cumulative upkeep cost can't be made. For example, if a permanent with
"cumulative upkeep {1}" has three age counters on it when its cumulative
upkeep ability triggers, it gets another age counter and then its controller
chooses to either pay {4} or sacrifice the permanent.

* Examples of choices associated with cumulative upkeep costs include
choosing an opponent, choosing a creature, choosing a color of mana, choosing
a graveyard, and choosing "heads" or "tails" when flipping a coin. Each
choice within a single payment is made independently. The entire set of
choices must be legal and payable.

* Some permanents have abilities that trigger when their cumulative upkeep is
paid. These abilities trigger when an entire upkeep payment is made. They
don't trigger once per individual cost payment.

* Several cards with cumulative upkeep do something based on the number of
age counters on them when they're put into a graveyard from play. For
example, Arctic Nishoba says "When Arctic Nishoba is put into a graveyard
from play, you gain 2 life for each age counter on it." That ability triggers
no matter how the Nishoba is put into a graveyard from play. If you don't pay
its cumulative upkeep and have to sacrifice it, it gets an age counter first,
which impacts the amount of life you gain.

* Note that the decision to track cumulative upkeep using counters was made
when the "Sixth Edition rules" (and the original version of the Oracle card
database) were released in 1999. The _Coldsnap_ set is the first since that
time to feature cumulative upkeep cards, so this may appear to some players
to be a rules change.
-----

Recover

Recover is a triggered ability that works from the graveyard.

Icefall
{2}{R}{R}
Sorcery
Destroy target artifact or land.
Recover {R}{R} (When a creature is put into your graveyard from play, you may
pay {R}{R}. If you do, return this card from your graveyard to your hand.
Otherwise, remove this card from the game.)

The official rules for the recover ability are as follows:

502.55. Recover

502.55a Recover is a triggered ability that functions only while the card
with recover is in a player's graveyard. "Recover [cost]" means "When a
creature is put into your graveyard from play, you may pay [cost]. If you do,
return this card from your graveyard to your hand. Otherwise, remove this
card from the game."

* You get only one chance to use a card's recover ability. After a card with
recover is put into your graveyard, any creature put into your graveyard from
play causes the recover ability to trigger. When the ability resolves, either
you pay the recover cost and return the card to your hand, or you don't pay
and the card is removed from the game.

* If a creature with recover is put into your graveyard from play, it doesn't
cause its own recover ability to trigger. Similarly, if another creature is
put into your graveyard from play at the same time that a card with recover
is put there, it won't cause that recover ability to trigger.

* If multiple creatures are put into your graveyard from play at the same
time, the recover ability of a card already in your graveyard triggers that
many times. Only the first one to resolve will cause the card to move
somewhere. By the time any of the other triggers resolve, the card won't be
in your graveyard anymore. You can still pay the recover cost, but nothing
else will happen.
-----

Ripple

Ripple is a triggered ability of a spell that works when you play that spell.

Surging Dementia
{1}{B}
Sorcery
Ripple 4 (When you play this spell, you may reveal the top four cards of your
library. You may play any revealed cards with the same name as this spell
without paying their mana costs. Put the rest on the bottom of your library.)
Target player discards a card.

The official rules for the ripple ability are as follows:

502.56. Ripple

502.56a Ripple is a triggered ability that functions while the card with
ripple is on the stack. "Ripple N" means "When you play this spell, you may
reveal the top N cards of your library, or, if there are fewer than N cards
in your library, you may reveal all the cards in your library. If you reveal
cards from your library this way, you may play any of those cards with the
same name as this spell without paying their mana costs, then put all
revealed cards not played this way on the bottom of your library in any
order."

502.56b If a spell has multiple instances of ripple, each triggers
separately.

* When you play a spell with ripple, the ripple ability will resolve before
the spell does.

* If you choose to reveal cards, you may play any or all of the revealed
cards with the same name as the spell. Any cards you don't play, including
those with the same name, will be put on the bottom of your library in any
order.

* For each revealed card you choose to play, follow all the normal steps for
playing it, though you won't have to pay its mana cost. Any additional costs
are paid as normal. All cards played this way go on the stack on top of the
original spell, then all abilities that trigger when you play the new spells
(including their ripple abilities) go on the stack on top of them.

* After you play the original spell with ripple, ripple's triggered ability
goes on the stack and you receive priority. But you don't receive priority
after you play a spell during a ripple ability's resolution; after the ripple
ability resolves, the active player receives priority.
-----

Aurochs

The _Coldsnap_ set features a number of creatures with creature type Aurochs.
They each have abilities that refer to other Aurochs.

Bull Aurochs
{1}{G}
Creature -- Aurochs
2/1
Trample
Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other
attacking Aurochs.

* Abilities of Aurochs care about other creatures that have creature type
Aurochs, which includes (but is not limited to) the _Ice Age_ card named
Aurochs.
-----

Martyrs

The _Coldsnap_ set features a cycle of Martyrs. Each has an ability whose
cost includes revealing cards from your hand.

Martyr of Ashes
{R}
Creature -- Human Shaman
1/1
{2}, Reveal X red cards from your hand, Sacrifice Martyr of Ashes: Martyr of
Ashes deals X damage to each creature without flying.

* Each card that's revealed to pay the cost remains revealed until the
ability leaves the stack.

* A card that's already revealed for another cost or because of an effect can
be revealed to pay this cost.

* If one of the cards that's revealed to pay the cost leaves its owner's hand
before the ability resolves, it stops being revealed, but the value of X is
not affected.
-----

Double-Pitch Cards

A cycle of _Coldsnap_ cards let you remove two cards of a specific color in
your hand from the game rather than pay their mana costs.

Commandeer
{5}{U}{U}
Instant
You may remove two blue cards in your hand from the game rather than pay
Commandeer's mana cost.
Gain control of target noncreature spell. You may choose new targets for it.
(If that spell is an artifact or enchantment, the permanent comes into play
under your control.)

* You may pay the alternative cost rather than the card's mana cost. Any
additional costs are paid as normal.

* Paying the alternative cost doesn't change when you can play the spell. A
creature spell you play this way, for example, can still only be played
during your main phase while the stack is empty.

* If you don't have two cards of the right color in your hand, you can't
choose to play the spell using the alternative cost.

* You can't remove a card from your hand to pay for itself. At the time you
would pay costs, that card is on the stack, not in your hand.
-----

"Slowtrips"

In a throwback to the _Ice Age_ block, some _Coldsnap_ cards say "draw a card
at the beginning of the next turn's upkeep." These cards set up a delayed
triggered ability that triggers at the beginning of the very next turn. It
doesn't matter whose turn it is.

Balduvian Rage
{X}{R}
Instant
Target attacking creature gets +X/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
-----

CARD-SPECIFIC NOTES

Adarkar Valkyrie
{4}{W}{W}
Snow Creature -- Angel
4/5
Flying, vigilance
{T}: When target creature other than Adarkar Valkyrie is put into a graveyard
this turn, return that card to play under your control.

* Adarkar Valkyrie's ability can target a token creature, but since token
creatures cease to exist when they leave play, it won't be returned to play.
-----

Arcum Dagsson
{3}{U}
Legendary Creature -- Human Artificer
2/2
{T}: Target artifact creature's controller sacrifices it. That player may
search his or her library for a noncreature artifact card, put it into play,
then shuffle his or her library.

* Arcum Dagsson's ability targets an artifact creature, not the controller of
one.

* Arcum Dagsson's ability can target any permanent that's both an artifact
and a creature, such as a Grizzly Bears while Mycosynth Lattice is in play.
-----

Balduvian Frostwaker
{2}{U}
Creature -- Human Wizard
1/1
{U}, {T}: Target snow land becomes a 2/2 blue Elemental creature with flying.
It's still a land.

* Balduvian Frostwaker's effect has no duration. The snow land is a creature
as long as it's in play.

* If an affected land later loses the supertype snow, Balduvian Frostwaker's
effect doesn't end. The land will remain a creature.
-----

Balduvian Warlord
{3}{R}
Creature -- Human Barbarian
3/2
{T}: Remove target blocking creature from combat. Creatures it blocked that
no other creature blocked this combat become unblocked, then it blocks an
attacking creature of your choice. Play this ability only during the declare
blockers step.

* Balduvian Warlord's ability may be played during any player's turn.

* Only legal blocking choices may be made. For example, a creature without
flying can't block a flying creature this way. Or, if the targeted blocking
creature was blocking a Taunting Elf, Balduvian Warlord can remove the
blocker from combat, but then it must block the Taunting Elf again.

* If the targeted creature can't legally block any attacking creatures at
this point (for example, it doesn't have flying and the creature it was
initially blocking gained flying during the declare blockers step), that
creature is simply removed from combat and blocks nothing.

* The targeted creature that's removed from combat may then block the
attacking creature that it was originally blocking. If so, that creature will
no longer be unblocked.

* If an attacking creature becomes unblocked this way and remains unblocked,
it will deal its combat damage to the defending player. Abilities that say
"When this creature attacks and isn't blocked" won't trigger.

* If the targeted creature has a "When this creature blocks" ability, it will
trigger when Balduvian Warlord's ability resolves and the creature blocks
again.

* If an attacking creature has an ability that triggers "When this creature
becomes blocked," it triggers when a creature blocks it due to the Warlord's
ability only if it was unblocked at that point.

* If an attacking creature has a "When this creature becomes blocked by [a
creature]" ability, it triggers when a creature blocks it due to the
Warlord's ability.

* The attacking creature will become unblocked only if the targeted creature
was the only one that blocked it this combat, even if all the other creatures
that were blocking it are no longer in play or are no longer blocking it
(even those removed with other Balduvian Warlords' abilities).
-----

Blizzard Specter
{2}{U}{B}
Snow Creature -- Specter
2/3
Flying
Whenever Blizzard Specter deals combat damage to a player, choose one -- That
player returns a permanent he or she controls to its owner's hand; or that
player discards a card.

* You choose the mode when you put Blizzard Specter's triggered ability on
the stack.

* If Blizzard Specter's first mode is chosen, the defending player chooses
the permanent to return to hand when the ability resolves.

* Blizzard Specter's second mode may be chosen even if the defending player's
hand is empty.
-----

Braid of Fire
{1}{R}
Enchantment
Cumulative upkeep--Add {R} to your mana pool. (At the beginning of your
upkeep, put an age counter on this permanent, then sacrifice it unless you
pay its upkeep cost for each age counter on it.)

* Braid of Fire is a very unusual card. "Add {R} to your mana pool" is a
cost. This enchantment does nothing but add increasing amounts of mana to
your mana pool during your upkeep. Any of this mana that isn't spent during
your beginning phase (that is, during the rest of your upkeep and your draw
step) will cause mana burn.
-----

Brooding Saurian
{2}{G}{G}
Creature -- Lizard
4/4
At the end of each turn, each player gains control of all nontoken permanents
he or she owns.

* If a permanent is enchanted with an Aura such as Confiscate when Brooding
Saurian's ability resolves, the enchanted permanent's owner will regain
control of it. The Aura will not be removed. The Aura will still be
controlled by its owner, but its effect will be overridden.
-----

Commandeer
{5}{U}{U}
Instant
You may remove two blue cards in your hand from the game rather than pay
Commandeer's mana cost.
Gain control of target noncreature spell. You may choose new targets for it.
(If that spell is an artifact or enchantment, the permanent comes into play
under your control.)

* If you gain control of an instant or sorcery spell with Commandeer, it will
still be put into its owner's graveyard when it resolves.

* After Commandeer resolves, you control the targeted spell. Any instance of
"you" in that spell's text now refers to you, "an opponent" refers to one of
your opponents, and so on. The change of control happens before new targets
are chosen, so any targeting restrictions such as "target opponent" or
"target creature you control" are now made in reference to you, not the
spell's original controller. You may either change those targets to be legal
in reference to you, or, if those are the spell's only targets, the spell
will be countered on resolution for having illegal targets. When the spell
resolves, any illegal targets are unaffected by it and you make all decisions
the spell's effect calls for.

* You may change any of the targeted spell's targets. If you change a target,
you must choose a legal target for the spell. If you can't, you must leave
the target the same (even if that target is now illegal).

* If the targeted spell has a triggered ability that copies it (for example,
replicate or storm), the copies will be controlled by the player who played
that spell.
-----

Counterbalance
{U}{U}
Enchantment
Whenever an opponent plays a spell, you may reveal the top card of your
library. If you do, counter that spell if it has the same converted mana cost
as the revealed card.

* If an opponent plays a spell with X in its mana cost, the converted mana
cost of that spell takes the value of X into account. If you reveal a card
with X in its mana cost, X is 0. For example, if your opponent plays Blaze
with X=1, Counterbalance will counter that spell if you reveal a card with
converted mana cost 2, but it won't counter that spell if you reveal a Blaze
of your own.

* If an opponent plays half of a split card (for example, Hit), and you
reveal a split card where half of it has the same converted mana cost (for
example, Hit/Run or Stand/Deliver), Counterbalance will counter the spell.
-----

Cover of Winter
{2}{W}
Snow Enchantment
Cumulative upkeep {S} ({S} can be paid with one mana from a snow permanent.)
If a creature would deal combat damage to you and/or one or more creatures
you control, prevent X of that damage, where X is the number of age counters
on Cover of Winter.
{S}: Put an age counter on Cover of Winter.

* Cover of Winter's replacement effect prevents combat damage creatures would
deal to you and to attacking or blocking creatures you control.

* If multiple creatures would deal combat damage to you and your creatures at
the same time, this prevents X of the damage that would be dealt by each of
them. This prevention is applied creature by creature. For example, if Cover
of Winter has two age counters and you're being attacked by an unblocked 1/1
and an unblocked 4/4, this will prevent 2 of the combat damage that would be
dealt by each one. All damage from the 1/1 is prevented and 2 damage from the
4/4 is prevented, meaning you're dealt 2 damage.

* If a creature has double strike, Cover of Winter prevents X of the combat
damage it would deal during each combat damage step.

* If a creature's combat damage is assigned to multiple recipients (for
example, if it has trample and is blocked by two creatures, and damage is
assigned to each of those creatures and to you), you decide how to divide the
prevention effect. You may prevent damage that would be dealt to the first
creature, the second creature, and/or you, as long as the total amount of
that creature's damage that would be prevented is X.
-----

Dark Depths
Legendary Snow Land
Dark Depths comes into play with ten ice counters on it.
{3}: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, put an
indestructible legendary 20/20 black Avatar creature token with flying named
Marit Lage into play.

* Dark Depths is a land with no mana ability.

* Dark Depths's last ability is a state trigger. It will not trigger again
while the ability is on the stack, but if the ability is countered and Dark
Depths is still in play with no ice counters on it, it will trigger again
immediately.
-----

Deepfire Elemental
{4}{B}{R}
Creature -- Elemental
4/4
{X}{X}{1}: Destroy target artifact or creature with converted mana cost X.

* For example, for Deepfire Elemental to destroy a creature with converted
mana cost 4 would cost {4}+{4}+{1} = {9}.
-----

Frostweb Spider
{2}{G}
Snow Creature -- Spider
1/3
Frostweb Spider can block as though it had flying.
Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter
on Frostweb Spider at end of combat.

* If Frostweb Spider blocks a creature with flying that's just powerful
enough to kill it, it will die before it can get the +1/+1 counter.

* If Frostweb Spider somehow blocks more than one creature with flying during
the same combat, its ability will trigger multiple times.
-----

Fury of the Horde
{5}{R}{R}
Sorcery
You may remove two red cards in your hand from the game rather than pay Fury
of the Horde's mana cost.
Untap all creatures that attacked this turn. After this main phase, there is
an additional combat phase followed by an additional main phase.

* If it's somehow not a main phase when Fury of the Horde resolves, all it
does is untap all creatures that attacked that turn. No new phases are
created.
-----

Gelid Shackles
{W}
Snow Enchantment -- Aura
Enchant creature
Enchanted creature can't block and its activated abilities can't be played.
{S}: Enchanted creature gains defender until end of turn. ({S} can be paid
with one mana from a snow permanent.)

* Gelid Shackles doesn't stop static abilities or triggered abilities from
working. It also won't prevent the creature from attacking unless the
enchanted creature is given defender before attackers are declared.
-----

Goblin Furrier
{1}{R}
Creature -- Goblin Warrior
2/2
Prevent all damage that Goblin Furrier would deal to snow creatures.

* If Goblin Furrier assigns combat damage to a snow creature, or a spell or
ability is played that would have Goblin Furrier deal damage to a snow
creature, and Goblin Furrier leaves play before it resolves, the damage won't
be prevented.
-----

Greater Stone Spirit
{4}{R}{R}
Creature -- Elemental Spirit
4/4
Greater Stone Spirit can't be blocked by creatures with flying.
{2}{R}: Until end of turn, target creature gets +0/+2 and gains "{R}: This
creature gets +1/+0 until end of turn."

* Creatures that can block as though they had flying can't block Greater
Stone Spirit.

* After Greater Stone Spirit's activated ability is played, the affected
creature gains an activated ability that only that creature's controller can
play.
-----

Haakon, Stromgald Scourge
{1}{B}{B}
Legendary Creature -- Zombie Knight
3/3
You may play Haakon, Stromgald Scourge from your graveyard, but not from
anywhere else.
As long as Haakon is in play, you may play Knight cards from your graveyard.
When Haakon is put into a graveyard from play, you lose 2 life.

* Haakon can't be played from your hand. It can't be played from any zone
other than your graveyard, even if an effect such as that of Spelljack or
Muse Vessel would otherwise allow you to.

* While Haakon is in your graveyard, you may play it. This follows the normal
rules and timing for playing a creature spell; the only difference is what
zone Haakon is being played from. The spell goes on the stack. You have to
pay Haakon's mana cost and any applicable additional costs. The same applies
for Knight cards you play from your graveyard while Haakon is in play.
-----

Herald of Leshrac
{6}{B}
Creature -- Avatar
2/4
Flying
Cumulative upkeep--Gain control of a land you don't control.
Herald of Leshrac gets +1/+1 for each land you control but don't own.
When Herald of Leshrac leaves play, each player gains control of each land he
or she owns that you control.

* When Herald of Leshrac's cumulative upkeep ability resolves, if its age
counters outnumber the number of lands in play that you don't control, you
can't pay its cumulative upkeep cost and must sacrifice it.

* You must choose a different land you don't control for each age counter on
Herald of Leshrac. Otherwise, you'd try to gain control of a land you *do*
control midway through paying the cost and need to back up.

* Herald of Leshrac's leaves-play ability affects all lands you control but
don't own, not just the ones you gained control of with Herald of Leshrac.
For example, if you had gained control of an opponent's land with Annex, its
owner will regain control of that land. Annex will remain attached to it, but
its effect will be overridden.
-----

Hibernation's End
{4}{G}
Enchantment
Cumulative upkeep {1}
Whenever you pay Hibernation's End's cumulative upkeep, you may search your
library for a creature card with converted mana cost equal to the number of
age counters on Hibernation's End and put it into play. If you do, shuffle
your library.

* The converted mana cost of the creature you find must be exactly equal to
the number of age counters on Hibernation's End.
-----

Jester's Scepter
{3}
Artifact
When Jester's Scepter comes into play, remove the top five cards of target
player's library from the game face down. You may look at those cards as long
as they remain removed from the game.
{2}, {T}, Put a card removed from the game with Jester's Scepter into its
owner's graveyard: Counter target spell if it has the same name as that card.

* You can see the cards that are removed from the game with Jester's Scepter,
but no one else can.

* Because the cards that are removed from the game are not hidden to you, you
can choose which one to put into its owner's graveyard when you activate the
second ability.

* When Jester's Scepter's second ability is activated, any of the removed
cards may be put into its owner's graveyard, and any spell may be targeted,
whether or not the card and the spell have the same name. If they don't have
the same name, the effect does nothing. The spell's controller and the owner
of the card put into a graveyard this way may be different.

* If half of a split card is played (for example, Hit), and you put one of
those split cards into its owner's graveyard with Jester's Scepter (for
example, Hit/Run), the spell is countered.
-----

Jötun Grunt
{1}{W}
Creature -- Giant Soldier
4/4
Cumulative upkeep--Put two cards in a single graveyard on the bottom of their
owner's library. (At the beginning of your upkeep, put an age counter on this
permanent, then sacrifice it unless you pay its upkeep cost for each age
counter on it.)

* When paying Jötun Grunt's cumulative upkeep, you may choose a different
graveyard for each age counter. For example, if it has three age counters on
it, you may put four cards from your graveyard on the bottom of your library
and two cards from your opponent's graveyard on the bottom of his or her
library. However, you can't put five cards from your graveyard on the bottom
of your library and one card from your opponent's graveyard on the bottom of
his or her library.
-----

Juniper Order Ranger
{3}{G}{W}
Creature -- Human Knight
2/4
Whenever another creature comes into play under your control, put a +1/+1
counter on that creature and a +1/+1 counter on Juniper Order Ranger.

* The creature doesn't come into play with a +1/+1 counter on it. It comes
into play, then the ability triggers. If either that creature or Juniper
Order Ranger leaves play before the ability resolves, the remaining creature
will still get a +1/+1 counter.
-----

Karplusan Minotaur
{2}{R}{R}
Creature -- Minotaur Warrior
3/3
Cumulative upkeep--Flip a coin.
Whenever you win a coin flip, Karplusan Minotaur deals 1 damage to target
creature or player.
Whenever you lose a coin flip, Karplusan Minotaur deals 1 damage to target
creature or player of an opponent's choice.

* The coin flip rules have changed. You now win or lose a flip only if *you*
flipped the coin. If your opponent loses a flip, that no longer means that
you win that flip. Only coin flips caused by cards that say "win" and/or
"lose" anywhere on them have a winner or loser.

* If a spell or ability uses a coin flip to determine what happens on a heads
result versus a tails result, the flipping player doesn't call "heads" or
"tails." Such flips have no winner or loser.

* When Karplusan Minotaur's cumulative upkeep ability resolves, you either
flip a number of coins equal to the number of age counters on it, or you
sacrifice it. Once you start to flip, you can't stop; you must continue until
all flips are made. If you flip, you call heads or tails for each flip. Each
time you're right, the Minotaur's second ability triggers. Each time you're
wrong, the Minotaur's third ability triggers. The triggers wait until after
you're done flipping, then they all go on the stack in whatever order you
choose. Each may have a different target.

* The Minotaur's last two abilities will trigger whenever you win or lose any
coin flip. For example, if you play Stitch in Time, one of the Minotaur's
abilities will trigger.
-----

Lightning Serpent
{X}{R}
Creature -- Elemental Serpent
2/1
Trample, haste
Lightning Serpent comes into play with X +1/+0 counters on it.
At end of turn, sacrifice Lightning Serpent.

* If Lightning Serpent comes into play without X being paid because an effect
puts it into play or an effect lets you play it without paying its mana cost,
then X is 0.
-----

Lightning Storm
{1}{R}{R}
Instant
Lightning Storm deals X damage to target creature or player, where X is 3
plus the number of charge counters on it.
Discard a land card: Put two charge counters on Lightning Storm. You may
choose a new target for it. Any player may play this ability but only if
Lightning Storm is on the stack.

* Lightning Storm has an activated ability that can be played only while the
spell is on the stack. Any player may play that ability. When the ability is
played, it goes on the stack on top of Lightning Storm. When the ability
resolves, the Lightning Storm spell is affected.

* When you play Lightning Storm, you immediately have a chance to play its
ability since you'll have priority. If you don't, and all other players pass,
the spell will resolve. You won't receive priority again -- and thus won't
get another chance to play its ability -- unless someone else plays Lightning
Storm's activated ability or some other spell or ability.

* After an instance of Lightning Storm's activated ability resolves, the
active player (not Lightning Storm's controller) receives priority.

* When Lightning Storm's activated ability resolves, if there are no other
legal targets to choose for the Lightning Storm spell, you must leave the
target the same, even if it's now an illegal target.

* When Lightning Storm leaves the stack, its charge counters go away.
-----

Lovisa Coldeyes
{3}{R}{R}
Legendary Creature -- Human Lord
3/3
Barbarians, Warriors, and Berserkers get +2/+2 and have haste.

* Each creature with at least one of those subtypes gets +2/+2 from  Lovisa
Coldeyes's ability, regardless of how many of those subtypes it has. For
example, a 3/3 Mistform Ultimus would become 5/5, not 9/9.
-----

Magmatic Core
{2}{R}{R}
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on
this permanent, then sacrifice it unless you pay its upkeep cost for each age
counter on it.)
At the end of your turn, Magmatic Core deals X damage divided as you choose
among any number of target creatures, where X is the number of age counters
on it.

* The damage is divided when Magmatic Core's ability triggers. Increasing or
decreasing the number of age counters on Magmatic Core after the ability
triggers but before it resolves has no effect on the amount of damage that's
dealt.

* If Magmatic Core has no age counters on it, the only number of targets the
ability can have is zero.

* If Magmatic Core has at least one age counter on it, the number of targets
must be at least one and at most X. Each target must be assigned at least 1
damage.

* Magmatic Core's effect is mandatory. At the end of your turn, if the only
creatures in play are yours, you must have Magmatic Core deal damage to at
least one of them.
-----

Panglacial Wurm
{5}{G}{G}
Creature -- Wurm
9/5
Trample
While you're searching your library, you may play Panglacial Wurm from your
library.

* Panglacial Wurm's ability works only while you're searching your own
library. The effect that caused you to search needs to say "search" and
"library," and you need to be looking through your own library for this to
work. (Examples of effects that let you play Panglacial Wurm: Rampant Growth,
Gifts Ungiven. Examples of effects that don't: Bribery, Sage Owl.)

* Playing Panglacial Wurm while searching your library follows all the normal
rules for playing a creature spell, except for timing (playing the Wurm this
way always occurs during the resolution of another spell or ability) and what
zone the Wurm is being played from. The spell goes on the stack. You have to
pay the Wurm's mana cost and any applicable additional costs, which means you
can play mana abilities while you're playing the Wurm while you're searching
your library.

* After you play Panglacial Wurm, you pick up the search effect where you
left off. When the search effect finishes resolving, the active player gets
priority with Panglacial Wurm on the stack. Any abilities that triggered when
the spell was played are put on the stack now.

* If you have enough mana, you can play multiple Panglacial Wurms during a
single search effect.

* A Panglacial Wurm that you play while searching your library can't be found
by the search effect.
-----

Phyrexian Soulgorger
{3}
Snow Artifact Creature -- Construct
8/8
Cumulative upkeep--Sacrifice a creature. (At the beginning of your upkeep,
put an age counter on this permanent, then sacrifice it unless you pay its
upkeep cost for each age counter on it.)

* When Phyrexian Soulgorger's cumulative upkeep ability resolves, you must
either sacrifice a different creature for each age counter on Phyrexian
Soulgorger or sacrifice it. You may also sacrifice it as part of its own
upkeep payment.
-----

Rimefeather Owl
{5}{U}{U}
Snow Creature -- Bird
*/*
Flying
Rimefeather Owl's power and toughness are each equal to the number of snow
permanents in play.
{1}{S}: Put an ice counter on target permanent.
Permanents with ice counters on them are snow.

* Rimefeather Owl's last ability affects all permanents with ice counters on
them, whether or not it put the ice counters on them.
-----

Rimehorn Aurochs
{4}{G}
Snow Creature -- Aurochs
3/3
Trample
Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each
other attacking Aurochs.
{2}{S}: Target creature blocks target creature this turn if able. ({S} can be
paid with one mana from a snow permanent.)

* If the first creature targeted by Rimehorn Aurochs can't block the second
targeted creature (for example, because the second creature has flying and
the first doesn't, or because both creatures are controlled by the same
player), the ability does nothing and the first creature is free to block
whichever creature its controller chooses, or block no creatures at all.
-----

Rimescale Dragon
{5}{R}{R}
Snow Creature -- Dragon
5/5
Flying
{2}{S}: Tap target creature and put an ice counter on it. ({S} can be paid
with one mana from a snow permanent.)
Creatures with ice counters on them don't untap during their controllers'
untap steps.

* Rimescale Dragon's last ability affects all permanents with ice counters on
them, whether or not it put the ice counters on them.
-----

Ronom Hulk
{4}{G}
Creature -- Beast
5/6
Protection from snow
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on
this permanent, then sacrifice it unless you pay its upkeep cost for each age
counter on it.)

* Ronom Hulk can't be targeted by snow spells (though there are no snow
instants or sorceries) or abilities of snow sources, it can't be enchanted by
snow Auras, it can't be equipped by snow Equipment (though there are none),
it can't be blocked by snow creatures, and all damage that would be dealt to
it by snow sources is prevented.
-----

Scrying Sheets
Snow Land
{T}: Add {1} to your mana pool.
{1}{S}, {T}: Look at the top card of your library. If that card is snow, you
may reveal it and put it into your hand. ({S} can be paid with one mana from
a snow permanent.)

* If the card isn't snow, you can't reveal it. If the card is snow, you don't
have to reveal it. An unrevealed card stays on top of your library.
-----

Shape of the Wiitigo
{3}{G}{G}{G}
Enchantment -- Aura
Enchant creature
When Shape of the Wiitigo comes into play, put six +1/+1 counters on
enchanted creature.
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature if
it attacked or blocked since your last upkeep. Otherwise, remove a +1/+1
counter from it.

* If Shape of the Wiitigo leaves play but the creature doesn't, the +1/+1
counters stay on the creature.
-----

Sheltering Ancient
{1}{G}
Creature -- Treefolk
5/5
Trample
Cumulative upkeep--Put a +1/+1 counter on a creature an opponent controls.
(At the beginning of your upkeep, put an age counter on this permanent, then
sacrifice it unless you pay its upkeep cost for each age counter on it.)

* If no opponent controls a creature, you can't pay the upkeep and must
sacrifice Sheltering Ancient.

* You may choose a different creature to put each counter on, but you can
also choose the same creature multiple times. The creatures don't have to be
controlled by the same opponent.

* Creatures that can't be the target of abilities can have +1/+1 counters put
on them by Sheltering Ancient's cumulative upkeep ability because it doesn't
target them. The same is true for creatures with protection from green or
protection from any other quality Sheltering Ancient has.
-----

Sound the Call
{2}{G}
Sorcery
Put a 1/1 green Wolf creature token into play with "This creature gets +1/+1
for each card named Sound the Call in each graveyard."

* If Sound the Call resolves while all graveyards are empty, first a 1/1
token is created, then the Sound the Call card is put into your graveyard,
which makes the token 2/2. Although the token is momentarily 1/1, state-based
effects aren't checked until after the Sound the Call card used to create the
token is in a graveyard. For example, if Night of Souls' Betrayal is in play,
the Wolf will momentarily be 0/0. By the time state-based effects are
checked, it will be 1/1, so it will remain in play.
-----

Stalking Yeti
{2}{R}{R}
Snow Creature -- Yeti
3/3
When Stalking Yeti comes into play, if it's in play, it deals damage equal to
its power to target creature an opponent controls and that creature deals
damage equal to its power to Stalking Yeti.
{2}{S}: Return Stalking Yeti to its owner's hand. Play this ability only any
time you could play a sorcery. ({S} can be paid with one mana from a snow
permanent.)

* If either Stalking Yeti or the targeted creature is no longer in play when
the comes-into-play triggered ability resolves, the ability does nothing.
-----

Survivor of the Unseen
{2}{U}
Creature -- Human Wizard
2/1
Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on
this permanent, then sacrifice it unless you pay its upkeep cost for each age
counter on it.)
{T}: Draw two cards, then put a card from your hand on top of your library.

* If you don't draw a card because all the draws were replaced (with dredge,
for example), you still have to put a card from your hand on top of your
library.
-----

Tamanoa
{R}{G}{W}
Creature -- Spirit
2/4
Whenever a noncreature source you control deals damage, you gain that much
life.

* A "noncreature source" is a source that doesn't have the type creature. If
a creature card that's not in play deals damage (for example, a cycled
Gempalm Incinerator), Tamanoa's ability won't trigger.

* Tamanoa's ability triggers no matter who the recipient of the damage is:
another player, a creature, or even you. If a noncreature source you control
deals damage to you that drops your life total to 0 or less, you'll lose the
game before Tamanoa's ability can resolve.
-----

Thermal Flux
{U}
Instant
Choose one -- Target nonsnow permanent becomes snow until end of turn; or
target snow permanent isn't snow until end of turn.
Draw a card at the beginning of the next turn's upkeep.

* Thermal Flux adds or removes the supertype snow from a permanent. Adding or
removing a supertype doesn't affect any other types, supertypes, or subtypes
that permanent has.
-----

Thrumming Stone
{5}
Legendary Artifact
Spells you control have ripple 4. (Whenever you play a spell, you may reveal
the top four cards of your library. You may play any revealed cards with the
same name as the spell without paying their mana costs. Put the rest on the
bottom of your library.)

* If you play a spell that already has ripple (such as Surging Flame, which
has ripple 4) while Thrumming Stone is in play, both ripple abilities will
trigger separately. Assuming you choose to do all "you may" actions, when the
first instance of ripple resolves, you reveal the top four cards of your
library, play all Surging Flames, and put the rest of the cards on the bottom
of your library. Any new Surging Flames are on the stack on top of the other
instance of ripple, so they'll resolve next. Each of them also has two
instances of ripple, which trigger separately, and the process continues
until the ripple abilities don't reveal any Surging Flames.

* If you play half of a split card (for example, Hit) and reveal another one
of those split cards when the ripple ability resolves (for example,
Hit//Run), you may play either half of that split card (Hit or Run) without
paying its mana cost.
-----

Tresserhorn Skyknight
{5}{B}{B}
Creature -- Zombie Knight
5/3
Flying
Prevent all damage that would be dealt to Tresserhorn Skyknight by creatures
with first strike.

* Damage that would be dealt to Tresserhorn Skyknight by creatures with
double strike is dealt as normal.

* All damage (not just combat damage and not just first-strike combat damage)
that would be dealt to Tresserhorn Skyknight by creatures with first strike
is prevented.

* Damage that would be dealt to Tresserhorn Skyknight by a creature that
gains first strike while its combat damage is on the stack is prevented.

* Combat damage from a creature that's no longer in play that would be dealt
to Tresserhorn Skyknight is prevented if that creature had first strike when
it left play.
-----

Vanish into Memory
{2}{W}{U}
Instant
Remove target creature from the game. You draw cards equal to that creature's
power. At the beginning of your next upkeep, return that card to play under
its owner's control. If you do, discard cards equal to its toughness.

* Vanish into Memory cares about the creature's power just before it left
play and its toughness just after it returns to play. For example, if you
target a Vigean Hydropon with two +1/+1 counters on it, you'll draw two
cards, then when the Hydropon returns to play with five +1/+1 counters on it,
you'll discard five cards.

* If the creature removed from the game with Vanish into Memory never returns
to play (because it was a token creature, for example), you don't discard any
cards.

* If the creature removed from the game with Vanish into Memory isn't a
creature card (for example, it was an animated Gruul War Plow), that card
will still be returned to play, but not as a creature. Since the card
returned to play has no toughness, you discard no cards.
-----

Vexing Sphinx
{1}{U}{U}
Creature -- Sphinx
4/4
Flying
Cumulative upkeep--Discard a card. (At the beginning of your upkeep, put an
age counter on this permanent, then sacrifice it unless you pay its upkeep
cost for each age counter on it.)
When Vexing Sphinx is put into a graveyard from play, draw a card for each
age counter on it.

* If Vexing Sphinx has more age counters on it than you have cards in your
hand, you can't pay the upkeep and you must sacrifice it.
-----

Void Maw
{4}{B}{B}
Creature -- Horror
4/5
Trample
If another creature would be put into a graveyard from play, remove it from
the game instead.
Put a card removed from the game with Void Maw into its owner's graveyard:
Void Maw gets +2/+2 until end of turn.

* If Void Maw and another creature would be put into the graveyard from play
at the same time, Void Maw is put into your graveyard and the other creature
is removed from the game.
-----

Wall of Shards
{1}{W}
Snow Creature -- Wall
1/8
Defender, flying
Cumulative upkeep--An opponent gains 1 life. (At the beginning of your
upkeep, put an age counter on this permanent, then sacrifice it unless you
pay its upkeep cost for each age counter on it.)

* When paying Wall of Shards's cumulative upkeep, you may choose a different
opponent for each age counter, or you can choose the same opponent multiple
times.
-----

Woolly Razorback
{2}{W}{W}
Creature -- Beast
7/7
Woolly Razorback comes into play with three ice counters on it.
As long as Woolly Razorback has an ice counter on it, it has defender and any
combat damage it would deal is prevented.
Whenever Woolly Razorback blocks, remove an ice counter from it.

* Having an ice counter on Woolly Razorback doesn't prevent combat damage
that would be dealt to it.

* The third time Woolly Razorback blocks, its last ice counter will be
removed, meaning the combat damage it deals that combat won't be prevented.
-----

Zombie Musher
{3}{B}
Snow Creature -- Zombie
2/3
Snow landwalk
{S}: Regenerate Zombie Musher. ({S} can be paid with one mana from a snow
permanent.)

* Zombie Musher can't be blocked as long as defending player controls a snow
land.
-----

Zur the Enchanter
{1}{W}{U}{B}
Legendary Creature -- Human Wizard
1/4
Flying
Whenever Zur the Enchanter attacks, you may search your library for an
enchantment card with converted mana cost 3 or less and put it into play. If
you do, shuffle your library.

* If you use Zur the Enchanter's triggered ability to search for an Aura, it
will be put into play attached to an appropriate permanent. It doesn't target
that permanent. If no appropriate permanent exists for it to be attached to,
that Aura can't be put into play and stays in your library.
-----

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