_Eventide_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff
Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified July 8, 2008

_Eventide_ Prerelease tournaments: July 12-13, 2008
_Eventide_ official release date: July 25, 2008

The _Eventide_ set becomes legal for sanctioned Constructed play on its
official release date.
At that time, the following card sets will be permitted in the Standard
format: _Coldsnap_(R), _Time Spiral_(R), _Planar Chaos_(R), _Future
Sight_(R), _Tenth Edition_, _Lorwyn_(TM), _Morningtide_(TM),
_Shadowmoor_(TM), and _Eventide_.
At that time, the following card sets will be permitted in the _Lorwyn-
Shadowmoor_ Block Constructed format: _Lorwyn_, _Morningtide_, _Shadowmoor_,
and _Eventide_.

The _Eventide_ set contains 180 cards (60 common, 60 uncommon, 60 rare).

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

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

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

GENERAL NOTES

***Returning Mechanic: Hybrid***

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

Restless Apparition
{W/B}{W/B}{W/B}
Creature -- Spirit
2/2
{W/B}{W/B}{W/B}: Restless Apparition gets +3/+3 until end of turn.
Persist (When this creature is put into a graveyard from play, if it had no
-1/-1 counters on it, return it to play under its owner's control with a -1/-
1 counter on it.)

* The hybrid mana symbols that appeared in the _Shadowmoor_ set were
exclusively of allied color pairs: {W/U}, {U/B}, {B/R}, {R/G}, and {G/W}. By
contrast, the hybrid mana symbols that appear in the _Eventide_ set are
exclusively of enemy color pairs: {W/B}, {U/R}, {B/G}, {R/W}, and {G/U}.

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

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

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

* If a cost includes more than one hybrid mana symbol, you can choose a
different color to pay for each symbol. For example, if a spell costs
{W/B}{W/B}, you can spend {W}{W}, {W}{B}, or {B}{B} to pay for it.

* Unlike other multicolored cards, which appear in a gold frame, hybrid cards
appear in a two-tone frame; the left half of the card's frame is one of its
colors and the right half is its other color.

* Hybrid mana symbols are not new colors. You can't add hybrid mana to your
mana pool.
-----

***New Keyword Ability: Retrace***

Retrace is an ability that enables you to play certain instant and sorcery
cards from your graveyard.

Raven's Crime
{B}
Sorcery
Target player discards a card.
Retrace (You may play this card from your graveyard by discarding a land card
in addition to paying its other costs.)

The official rules for retrace are as follows:

502.81. Retrace

502.81a Retrace appears on some instants and sorceries. It represents a
static ability that functions while the card is in a player's graveyard.
"Retrace" means "You may play this card from your graveyard by discarding a
land card as an additional cost to play it." Playing a spell using its
retrace ability follows the rules for paying additional costs in rules 409.1b
and 409.1f-h.

* Playing a card by using its retrace ability works just like playing any
other card, with two exceptions: You're playing the card from your graveyard
rather than your hand, and you must discard a land card in addition to any
other costs.

* A retrace card played from your graveyard follows the normal timing rules
for its card type.

* To play a retrace card from your graveyard, you must pay its mana cost as
well as discard a land card.

* When a retrace card you play from your graveyard resolves or is countered,
it's put back into your graveyard. You may use the retrace ability to play it
again.

* If the active player plays a spell that has retrace, that player may play
that card again after it resolves, before another player can remove the card
from the graveyard. The active player has priority after the spell resolves,
so he or she can immediately play a new spell. Since playing a card with
retrace from the graveyard moves that card onto the stack, no one else would
have the chance to affect it while it's still in the graveyard.
-----

***New Ability Word: Chroma***

Chroma is an ability word. It appears in italics at the beginning of an
ability that counts the number of mana symbols of a specific color that are
contained within the mana costs of a certain set of cards or permanents. (An
ability word has no rules meaning.)

Heartlash Cinder
{1}{R}
Creature -- Elemental Warrior
1/1
Haste
Chroma -- When Heartlash Cinder comes into play, it gets +X/+0 until end of
turn, where X is the number of red mana symbols in the mana costs of
permanents you control.

* Different chroma abilities have different effects and check different sets
of cards or permanents. Read each card carefully.

* Chroma abilities check only mana costs, which are found in a card's upper
right corner. They don't count mana symbols that appear in a card's text box.

* Chroma abilities count hybrid mana symbols of the appropriate color. For
example, a card with mana cost {3}{U/R}{U/R} has two red mana symbols in its
mana cost.

* Many chroma abilities check a set of permanents that includes the one with
the chroma ability. For example, Heartlash Cinder's chroma ability includes
itself, so it'll get at least +1/+0. Similarly, Primalcrux (a
{G}{G}{G}{G}{G}{G} creature with power and toughness each equal to the number
of green mana symbols in the mana costs of permanents you control) will be at
least 6/6 while it's in play.

* Copy effects, such as Spitting Image and Clone, copy a permanent's mana
cost (and all the mana symbols therein). A token that's a copy of a permanent
will copy that permanent's mana cost, if that permanent has one, and will be
counted for chroma abilities.
-----

***Cycle: Mimics***

The _Eventide_ set has a cycle of hybrid 2/1 Shapeshifter creatures. Each one
gains an ability and changes size when you play a spell that's two specific
colors.

Shorecrasher Mimic
{1}{G/U}
Creature -- Shapeshifter
2/1
Whenever you play a spell that's both green and blue, Shorecrasher Mimic
becomes 5/3 and gains trample until end of turn.

* A Mimic's ability triggers whenever you play a spell that's both of its
listed colors. It doesn't matter whether that spell also happens to be any
other colors. For example, Shorecrasher Mimic's ability will trigger if you
play Vorosh, the Hunter (which is green, blue, and black).

* A Mimic's ability overwrites most other effects that change or set its
power and toughness. But certain other effects can still apply to it
afterward. They are:
-- Effects that happen after the Mimic's ability resolves that change its
power or toughness (like Giant Growth) or set its power and toughness to
certain values (like Lignify).
-- Counters that change the Mimic's power and toughness, such as +1/+1 or -1/-
1 counters, regardless of when they were put on that creature.
-- Static abilities that change the Mimic's power and toughness (such as
those from Glorious Anthem), regardless of when they first took effect.
-- Effects that switch the Mimic's power and toughness, regardless of when
they first took effect.

* Any other abilities the Mimic may have gained are not affected.

* If you play a spell that's the two appropriate colors for the second time
in a turn, the Mimic's ability triggers again. The Mimic will once again
become the power and toughness stated in its ability, which could overwrite
power- and toughness-altering effects that have been applied to it in the
meantime.

* These Shapeshifters do not have the changeling ability, so they're not all
creature types. Only Shapeshifters in the _Lorwyn_ and _Morningtide_ sets
have changeling.
-----

***Cycle: Hatchlings***

The _Eventide_ set has a cycle of hybrid 6/6 creatures that each come into
play with four -1/-1 counters on it and lose those counters when you play
spells of certain colors.

Belligerent Hatchling
{3}{R/W}
Creature -- Elemental
6/6
First strike
Belligerent Hatchling comes into play with four -1/-1 counters on it.
Whenever you play a red spell, remove a -1/-1 counter from Belligerent
Hatchling.
Whenever you play a white spell, remove a -1/-1 counter from Belligerent
Hatchling.

* If you play a spell that's both of the listed colors, both abilities will
trigger. You'll remove a total of two -1/-1 counters from the Hatchling.

* If a Hatchling has no -1/-1 counters on it when the triggered ability
resolves, the ability does nothing. There is no penalty for not being able to
remove a counter.
-----

***Cycle: Hedge-Mages***

The _Eventide_ set has a cycle of hybrid 2/2 creatures that each have a pair
of comes-into-play abilities that check whether you control two or more lands
of a specific basic land type.

Duergar Hedge-Mage
{2}{R/W}
Creature -- Dwarf Shaman
2/2
When Duergar Hedge-Mage comes into play, if you control two or more
Mountains, you may destroy target artifact.
When Duergar Hedge-Mage comes into play, if you control two or more Plains,
you may destroy target enchantment.

* Each of the Hedge-Mage's triggered abilities has an "intervening 'if'
clause." That means (1) the ability won't trigger at all unless you control
two or more lands of the appropriate land type when the Hedge-Mage comes into
play, and (2) the ability will do nothing if you don't control two or more
lands of the appropriate land type by the time it resolves.

* Each of the Hedge-Mage's triggered abilities look at your lands
individually. This means that if you control two Plateaus, both of Duergar
Hedge-Mage's abilities will trigger.

* Both abilities trigger at the same time. You can put them on the stack in
any order.

* All Hedge-Mage abilities are optional. You choose whether to use them when
they resolve. If an ability has a target, you must choose a target even if
you don't plan to use the ability.
-----

***Returning Mechanics***

Many abilities and mechanics introduced in the _Shadowmoor_ set appear in the
_Eventide_ set. For more information about persist, wither, "hybrid enhanced"
spells, -1/-1 counters, the untap symbol, and "color matters" abilities, see
the _Shadowmoor_ FAQ at
.
-----

CARD-SPECIFIC NOTES

Aerie Ouphes
{4}{G}
Creature -- Ouphe
3/3
Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to
target creature with flying.
Persist (When this creature is put into a graveyard from play, if it had no
-1/-1 counters on it, return it to play under its owner's control with a -1/-
1 counter on it.)

* If Aerie Ouphes has no -1/-1 counters on it when you sacrifice it to play
its first ability, persist will return Aerie Ouphes to play with a -1/-1
counter on it before that ability resolves. The ability will check the power
of Aerie Ouphes at the time you sacrificed it, not the power of the returned
Aerie Ouphes (which is actually a new object with no relation to its previous
existence).
-----

Antler Skulkin
{5}
Artifact Creature -- Scarecrow
3/3
{2}: Target white creature gains persist until end of turn. (When it's put
into a graveyard from play, if it had no -1/-1 counters on it, return it to
play under its owner's control with a -1/-1 counter on it.)

* If a nontoken creature that gains persist this way is put into a graveyard,
that card will be returned to play with a -1/-1 counter on it. However,
because it's a new object with no relation to its previous existence, that
permanent will not have persist.

* If a creature has multiple instances of persist, the result is largely the
same as having just one instance of persist. When the creature is put into a
graveyard, each persist ability will trigger. The first one to resolve will
return the creature to play with a -1/-1 counter on it. The rest will do
nothing.
-----

Ashling, the Extinguisher
{2}{B}{B}
Legendary Creature -- Elemental Shaman
4/4
Whenever Ashling, the Extinguisher deals combat damage to a player, choose
target creature that player controls. He or she sacrifices that creature.

* The target of the ability is chosen when Ashling's ability triggers. When
the ability resolves, the player dealt combat damage by Ashling sacrifices
that creature if he or she still controls it. Neither regeneration nor
indestructibility can save a creature from being sacrificed.
-----

Banishing Knack
{U}
Instant
Until end of turn, target creature gains "{T}: Return target nonland
permanent to its owner's hand."

* The targeted creature's controller, not Banishing Knack's controller, is
the one who can play the creature's new ability.

* "Summoning sickness" applies. The new ability can't be played unless the
targeted creature has been under its owner's control since the beginning of
that player's most recent turn or it has haste.
-----

Beckon Apparition
{W/B}
Instant
Remove target card in a graveyard from the game. Put a 1/1 white and black
Spirit creature token with flying into play.

* The controller of Beckon Apparition gets the token.

* If the targeted card is removed from the graveyard before Beckon Apparition
resolves, the spell is countered. You won't get a Spirit token.
-----

Bloom Tender
{1}{G}
Creature -- Elf Druid
1/1
{T}: For each color among permanents you control, add one mana of that color
to your mana pool.

* For each color (white, blue, black, red, and green), check to see if you
control a permanent of that color. You can count the same permanent for
multiple colors. For example, if you control a green enchantment and a white-
black creature, Bloom Tender's ability produces {W}{B}{G}.

* Bloom Tender won't add more than one mana of any particular color to your
mana pool. At most, it will produce {W}{U}{B}{R}{G}.

* Bloom Tender can't add colorless mana to your mana pool, even if you
control a colorless permanent.
-----

Cache Raiders
{3}{U}{U}
Creature -- Merfolk Rogue
4/4
At the beginning of your upkeep, return a permanent you control to its
owner's hand.

* This ability isn't targeted. You choose a permanent to return when the
ability resolves. No one will be able to respond to the choice.
-----

Cankerous Thirst
{3}{B/G}
Instant
If {B} was spent to play Cankerous Thirst, you may have target creature get
-3/-3 until end of turn. If {G} was spent to play Cankerous Thirst, you may
have target creature get +3/+3 until end of turn. (Do both if {B}{G} was
spent.)

* As you play Cankerous Thirst, you must target a creature for the first
effect and you must target a creature for the second effect. Both targets may
be the same. As Cankerous Thirst resolves, you decide whether to apply either
effect.
-----

Cauldron Haze
{1}{W/B}
Instant
Choose any number of target creatures. Each of those creatures gains persist
until end of turn. (When it's put into a graveyard from play, if it had no
-1/-1 counters on it, return it to play under its owner's control with a -1/-
1 counter on it.)

* If a nontoken creature that gains persist this way is put into a graveyard,
that card will be returned to play with a -1/-1 counter on it. However,
because it's a new object with no relation to its previous existence, the
returned creature will not have persist.

* If a creature has multiple instances of persist, the result is largely the
same as having just one instance of persist. When the creature is put into a
graveyard, each persist ability will trigger. The first one to resolve will
return the creature to play with a -1/-1 counter on it. The rest will do
nothing.
-----

Chaotic Backlash
{4}{R}
Instant
Chaotic Backlash deals damage to target player equal to twice the number of
white and/or blue permanents he or she controls.

* Each permanent is counted only once. For example, if the targeted player
controls a white creature, a blue enchantment, and a white-blue creature,
Chaotic Backlash will deal 6 damage to that player.
-----

Crackleburr
{1}{U/R}{U/R}
Creature -- Elemental
2/2
{U/R}{U/R}, {T}, Tap two untapped red creatures you control: Crackleburr
deals 3 damage to target creature or player.
{U/R}{U/R}, {Q}, Untap two tapped blue creatures you control: Return target
creature to its owner's hand. ({Q} is the untap symbol.)

* To play either ability, you'll need Crackleburr plus two other creatures.
Crackleburr must have been under your control since your most recent turn
began (or have haste), but the other two creatures don't.
-----

Creakwood Ghoul
{4}{B}
Creature -- Plant Zombie
3/3
{B/G}{B/G}: Remove target card in a graveyard from the game. You gain 1 life.

* If the targeted card is removed from the graveyard before the ability
resolves, the entire ability is countered. You won't gain 1 life.
-----

Creakwood Liege
{1}{B/G}{B/G}{B/G}
Creature -- Horror
2/2
Other black creatures you control get +1/+1.
Other green creatures you control get +1/+1.
At the beginning of your upkeep, you may put a 1/1 black and green Worm
creature token into play.

* Since the token is black and green, it will get +2/+2 from Creakwood Liege
as long as the Liege is in play.
-----

Crumbling Ashes
{1}{B}
Enchantment
At the beginning of your upkeep, destroy target creature with a -1/-1 counter
on it.

* This ability is mandatory. If you're the only player who controls a
creature with a -1/-1 counter on it, you must target one of your own
creatures.

* You can't target a creature unless it already has a -1/-1 counter on it as
your upkeep begins. Putting a -1/-1 counter on a creature during your upkeep
won't let Crumbling Ashes destroy it that turn.

* If the targeted creature loses all its -1/-1 counters by the time the
ability resolves, the ability will be countered because its only target is
illegal. The creature won't be destroyed.
-----

Deathbringer Liege
{2}{W/B}{W/B}{W/B}
Creature -- Horror
3/4
Other white creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Whenever you play a white spell, you may tap target creature.
Whenever you play a black spell, you may destroy target creature if it's
tapped.

* The last ability can target any creature, not just a tapped creature. (It
doesn't say "target tapped creature," which would be a targeting
restriction.) When the ability resolves, check whether the creature is tapped
or not. If it's tapped, it's destroyed. If it's not tapped, the ability does
nothing.

* If you play a spell that's both white and black, the last two abilities
will both trigger. You may use them together to destroy any creature. To do
so, put the "destroy" ability on the stack first, then put the "tap" ability
on the stack, with each one targeting the same creature. When the abilities
resolve, they'll tap the creature, then destroy it.
-----

Deity of Scars
{B/G}{B/G}{B/G}{B/G}{B/G}
Creature -- Spirit Avatar
7/7
Trample
Deity of Scars comes into play with two -1/-1 counters on it.
{B/G}, Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars.

* You can pay {B/G} and remove a -1/-1 counter to play the ability any time
you want. Deity of Scars doesn't need to be in danger of being destroyed.

* Removing a -1/-1 counter from Deity of Scars is a cost of playing its
activated ability. You can't play the ability if there are no -1/-1 counters
on Deity of Scars.

* Deity of Scars's ability causes it to have more toughness when you play the
ability (as a result of losing a -1/-1 counter) and then puts a regeneration
shield on it when the ability resolves. If you activate the ability in
advance of Deity of Scars being dealt 5 damage, for example, Deity of Scars
will be 6/6 before the damage is dealt to it. It won't use the regeneration
shield unless it's dealt more damage that turn.
-----

Desecrator Hag
{2}{B/G}{B/G}
Creature -- Hag
2/2
When Desecrator Hag comes into play, return to your hand the creature card in
your graveyard with the highest power. If two or more cards are tied for
highest power, you choose one of them.

* This ability doesn't target a card. It will determine which card is
returned to your hand as it resolves. If there's a tie, you choose which of
the tied cards to return to your hand at that time.

* If the creature card has "*" in its power or toughness, the ability that
defines "*" works in all zones.
-----

Dominus of Fealty
{U/R}{U/R}{U/R}{U/R}{U/R}
Creature -- Spirit Avatar
4/4
Flying
At the beginning of your upkeep, you may gain control of target permanent
until end of turn. If you do, untap it and it gains haste until end of turn.

* If you already control the targeted permanent when the ability resolves,
you still need to choose whether or not to apply the effect. If you choose to
apply it, the permanent untaps and gains haste. If you don't, it doesn't.
-----

Doomgape
{4}{B/G}{B/G}{B/G}
Creature -- Elemental
10/10
Trample
At the beginning of your upkeep, sacrifice a creature. You gain life equal to
that creature's toughness.

* If you have no other creatures to sacrifice, you'll have to sacrifice
Doomgape itself. You'll gain life equal to its toughness.
-----

Dream Thief
{2}{U}
Creature -- Faerie Rogue
2/1
Flying
When Dream Thief comes into play, draw a card if you played another blue
spell this turn.

* Dream Thief doesn't check whether you've played another blue spell until
its comes-into-play ability resolves. If Dream Thief's comes-into-play
ability triggers, then you play a blue instant spell in response, you'll get
the bonus.

* Although Dream Thief says it looks for "another blue spell," there's no
requirement that Dream Thief actually be played as a spell (or be blue) for
this part of its ability to work. For example, if a spell such as Zombify
puts Dream Thief directly into play, its ability will still check whether
you've played a blue spell this turn, even though you didn't play Dream Thief
itself as a spell.
-----

Duergar Mine-Captain
{2}{R/W}
Creature -- Dwarf Soldier
2/1
{1}{R/W}, {Q}: Attacking creatures get +1/+0 until end of turn. ({Q} is the
untap symbol.)

* This ability affects only creatures that are attacking at the time it
resolves. It won't affect creatures that attack later in the turn.
-----

Endless Horizons
{3}{W}
Enchantment
When Endless Horizons comes into play, search your library for any number of
Plains cards and remove them from the game. Then shuffle your library.
At the beginning of your upkeep, you may put a card you own removed from the
game with Endless Horizons into your hand.

* If Endless Horizons leaves play, the remaining Plains cards stay removed
from the game. If Endless Horizons returns to play, it's a new object with no
relation to its previous existence. The previously removed Plains cards will
still stay removed from the game.

* If a different player gains control of Endless Horizons, its ability will
trigger at the beginning of that player's upkeep, but it won't do anything
when it resolves.
-----

Evershrike
{3}{W/B}{W/B}
Creature -- Elemental Spirit
2/2
Flying
Evershrike gets +2/+2 for each Aura attached to it.
{X}{W/B}{W/B}: Return Evershrike from your graveyard to play. You may put an
Aura card with converted mana cost X or less from your hand into play
attached to it. If you don't, remove Evershrike from the game.

* You can play Evershrike's ability only while it's in your graveyard.

* You can't put an Aura into play this way unless that Aura can legally be
attached to Evershrike. For example, you can't put an Aura card with "enchant
player" into play this way.

* You can play Evershrike's ability with X = 0. If you do, you'll return
Evershrike to play from your graveyard, then remove it from the game. (There
are no Aura cards with converted mana cost 0.)

* You can play Evershrike's ability even if you have no Auras in your hand,
or if you have an Aura in your hand that you don't want to put on it or can't
put on it. In either case, you'll return Evershrike to play from your
graveyard, then remove it from the game. No player has the opportunity to
play spells or abilities while Evershrike is in play.
-----

Figure of Destiny
{R/W}
Creature -- Kithkin
1/1
{R/W}: Figure of Destiny becomes a 2/2 Kithkin Spirit.
{R/W}{R/W}{R/W}: If Figure of Destiny is a Spirit, it becomes a 4/4 Kithkin
Spirit Warrior.
{R/W}{R/W}{R/W}{R/W}{R/W}{R/W}: If Figure of Destiny is a Warrior, it becomes
an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike.

* None of these abilities has a duration. If one of them resolves, it will
remain in effect until the game ends, Figure of Destiny leaves play, or some
subsequent effect changes its characteristics, whichever comes first.

* Figure of Destiny's abilities overwrite its power, toughness, and creature
types. Typically, those abilities are played in the order they appear on the
card. However, if Figure of Destiny is an 8/8 Kithkin Spirit Warrior Avatar
with flying and first strike, and you play its first ability, it will become
a 2/2 Kithkin Spirit that still has flying and first strike.

* You can play Figure of Destiny's second and third abilities regardless of
what creature types it is. Each of those abilities checks Figure of Destiny's
creature types when that ability resolves. If Figure of Destiny isn't the
appropriate creature type at that time, the ability does nothing.

* Figure of Destiny's second ability checks whether it's a Spirit, and its
third ability checks whether it's a Warrior. It doesn't matter how it became
the appropriate creature type.

* Each of Figure of Destiny's abilities overwrites most other effects that
change or set its power and toughness. But certain other effects can still
apply to it afterward. They are:
-- Effects that happen after Figure of Destiny's ability resolves that change
its power or toughness (like Giant Growth) or set its power and toughness to
certain values (like Lignify).
-- Counters that change Figure of Destiny's power and toughness, such as
+1/+1 or -1/-1 counters, regardless of when they were put on that creature.
-- Static abilities that change Figure of Destiny's power and toughness (such
as those from Glorious Anthem), regardless of when they first took effect.
-- Effects that switch Figure of Destiny's power and toughness, regardless of
when they first took effect.
-----

Fire at Will
{R/W}{R/W}{R/W}
Instant
Fire at Will deals 3 damage divided as you choose among any number of target
attacking or blocking creatures.

* The number of targets must be at least 1 and at most 3. You divide the
damage as you play Fire at Will, not as it resolves. Each target must be
assigned at least 1 damage.

* You may target both attacking creatures and blocking creatures as you play
Fire at Will.
-----

Flickerwisp
{1}{W}{W}
Creature -- Elemental
3/1
Flying
When Flickerwisp comes into play, remove another target permanent from the
game. Return that card to play under its owner's control at end of turn.

* The removed card will return to play at end of turn even if Flickerwisp is
no longer in play.

* If a Flickerwisp you play removes another Flickerwisp from the game, the
second Flickerwisp will return to play at end of turn. Its ability will
trigger and remove another target permanent from the game. That permanent
won't return to play until the next turn's end step.
-----

Gilder Bairn
{1}{G/U}{G/U}
Creature -- Ouphe
1/3
{2}{G/U}, {Q}: For each counter on target permanent, put another of those
counters on that permanent. ({Q} is the untap symbol.)

* Gilder Bairn's ability will replicate each kind of counter on the targeted
permanent, not just +1/+1 or -1/-1 counters.
-----

Glamerdye
{1}{U}
Instant
Change the text of target spell or permanent by replacing all instances of
one color word with another.
Retrace (You may play this card from your graveyard by discarding a land card
in addition to paying its other costs.)

* Glamerdye's effect has no duration. It will last until the game ends or the
affected spell or permanent leaves the relevant zone, with the following
exception: If Glamerdye affects an artifact, creature, enchantment, or
planeswalker spell, it will also affect the permanent that spell becomes when
it resolves.

* You choose the two color words when Glamerdye resolves. You can't change a
word to the same word; you must choose a different word.

* Glamerdye affects each instance of the chosen word in the text box of the
spell or permanent, as long as it's being used as a color word. Glamerdye
won't change such words in card names, such as White Knight. It also won't
change mana symbols.

* Glamerdye can change color words preceded by "non." For example, if you
have it change "red" to "green," it will also change "nonred" to "nongreen."

* Glamerdye changes only words actually printed on the spell or permanent (if
it's a card), words that are part of the spell or permanent's original
characteristics as stated by the effect that created it (if it's a token or a
copy of a spell), or words that were granted to the spell or permanent as
part of a copy effect. It won't change words that are granted to the spell or
permanent by any other effects. For example, if an Aura grants a creature
protection from blue, you can change that to protection from red by targeting
the Aura, but not by targeting the creature. Glamerdye also can't change what
color was chosen for a permanent (such as Painter's Servant) as it came into
play.

* Glamerdye can't affect the keyword fear.
-----

Groundling Pouncer
{1}{G/U}
Creature -- Faerie
2/1
{G/U}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Play
this ability only once each turn and only if an opponent controls a creature
with flying.

* It matters that an opponent controls a creature with flying only as you
play this ability. Once you've played it, Groundling Pouncer will still get
+1/+3 and gain flying, even if all of your opponents' creatures with flying
leave play in response to the ability or after the ability resolves.
-----

Hallowed Burial
{3}{W}{W}
Sorcery
Put all creatures on the bottom of their owners' libraries.

* All creatures leave play simultaneously. They're not destroyed; they're
just put on the bottom of their owners' libraries. This includes token
creatures, though they'll cease to exist as soon as Hallowed Burial finishes
resolving.

* Each player chooses the relative order of the cards he or she is putting on
the bottom of his or her library, regardless of who controlled them while
they were in play. Players don't reveal this order to other players.
-----

Hateflayer
{5}{R}{R}
Creature -- Elemental
5/5
Wither (This deals damage to creatures in the form of -1/-1 counters.)
{2}{R}, {Q}: Hateflayer deals damage equal to its power to target creature or
player. ({Q} is the untap symbol.)

* Wither applies to any damage Hateflayer deals to a creature, which includes
both its combat damage and damage from its activated ability.
-----

Helix Pinnacle
{G}
Enchantment
Shroud
{X}: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on
Helix Pinnacle, you win the game.

* Helix Pinnacle's triggered ability has an "intervening 'if' clause." That
means (1) the ability won't trigger at all unless Helix Pinnacle already has
100 or more tower counters on it as your upkeep begins, and (2) the ability
will do nothing if Helix Pinnacle has lost enough counters such that it has
fewer than 100 counters on it when the ability resolves.

* If Helix Pinnacle leaves play before its triggered ability resolves, check
the number of counters that were on it as it last existed in play.
-----

Hotheaded Giant
{3}{R}
Creature -- Giant Warrior
4/4
Haste
Hotheaded Giant comes into play with two -1/-1 counters on it unless you
played another red spell this turn.

* Hotheaded Giant doesn't check whether you've played another red spell until
Hotheaded Giant comes into play.

* Although Hotheaded Giant says it looks for "another red spell," there's no
requirement that Hotheaded Giant actually be played as a spell (or be red)
for this part of its ability to work. For example, if a spell such as Zombify
puts Hotheaded Giant directly into play, its ability will still check whether
you've played a red spell this turn even though you didn't play Hotheaded
Giant itself as a spell.
-----

Idle Thoughts
{3}{U}
Enchantment
{2}: Draw a card if you have no cards in hand.

* You can play the ability whether or not you have any cards in your hand.
However, you'll draw a card only if your hand is empty when the ability
resolves. (This card works differently than the _Tempest_(TM) card Fool's
Tome.)
-----

Impelled Giant
{4}{R}{R}
Creature -- Giant Warrior
3/3
Trample
Tap an untapped red creature you control other than Impelled Giant: Impelled
Giant gets +X/+0 until end of turn, where X is the power of the creature
tapped this way.

* Since the activated ability doesn't have a tap symbol in its cost, you can
tap creatures that haven't been under your control since your most recent
turn began to pay the cost.

* The power of the creature you tap is checked as the ability resolves, not
as the creature is tapped, and not at any later time should the power of that
creature change. If that creature is no longer in play as the ability
resolves, use the power it had when it was last in play.
-----

Indigo Faerie
{1}{U}
Creature -- Faerie Wizard
1/1
Flying
{U}: Target permanent becomes blue in addition to its other colors until end
of turn.

* This ability doesn't overwrite any previous colors. Rather, it adds another
color.

* If something affected by Indigo Faerie's ability is normally colorless, it
will simply be blue. It won't be both blue and colorless.

* After Indigo Faerie's ability resolves, an effect that changes the affected
permanent's colors will overwrite Indigo Faerie's effect. For example, if
Indigo Faerie's ability is played on Llanowar Elves, the Elves will be blue
and green; if Aphotic Wisps is then played on the same creature, it'll be
just black.
-----

Inundate
{3}{U}{U}{U}
Sorcery
Return all nonblue creatures to their owners' hands.

* A hybrid creature that's blue and another color is *not* a nonblue
creature. Since it's blue, it can't be nonblue!
-----

Invert the Skies
{3}{G/U}
Instant
Creatures your opponents control lose flying until end of turn if {G} was
spent to play Invert the Skies, and creatures you control gain flying until
end of turn if {U} was spent to play it. (Do both if {G}{U} was spent.)

* Invert the Skies affects only creatures in play at the time it resolves. If
a creature comes into play later that turn, it won't be affected.

* If a creature changes controllers later in the turn, that won't change how
Invert the Skies affected it.
-----

Kithkin Zealot
{1}{W}
Creature -- Kithkin Cleric
1/3
When Kithkin Zealot comes into play, you gain 1 life for each black and/or
red permanent target opponent controls.

* Each permanent is counted only once. For example, if the targeted player
controls a black creature, a red enchantment, and a black-red creature,
you'll gain 3 life.
-----

Leering Emblem
{2}
Artifact -- Equipment
Whenever you play a spell, equipped creature gets +2/+2 until end of turn.
Equip {2}

* The bonus is given to the creature Leering Emblem is attached to as the
ability resolves.
-----

Light from Within
{2}{W}{W}
Enchantment
Chroma -- Each creature you control gets +1/+1 for each white mana symbol in
its mana cost.

* Light from Within affects each creature individually. For example, if you
control a creature with mana cost {1}{W}{W} and a creature with mana cost
{W/B}{W/B}{W/B}{W/B}{W/B}, the first creature gets +2/+2 and the second
creature gets +5/+5.
-----

Merrow Bonegnawer
{B}
Creature -- Merfolk Rogue
1/1
{T}: Target player removes a card in his or her graveyard from the game.
Whenever you play a black spell, you may untap Merrow Bonegnawer.

* The targeted player chooses which card to remove.
-----

Mirror Sheen
{1}{U/R}{U/R}
Enchantment
{1}{U/R}{U/R}: Copy target instant or sorcery spell that targets you. You may
choose new targets for the copy.

* The targeted spell can have any number of targets, as long as you are one
of them.

* It doesn't matter who controls the spell.
* The copy will have the same targets as the spell it's copying unless you
choose new ones. You may change any number of the targets, including all of
them or none of them.
-----

Moonhold
{2}{R/W}
Instant
Target player can't play land cards this turn if {R} was spent to play
Moonhold and can't play creature cards this turn if {W} was spent to play it.
(Do both if {R}{W} was spent.)

* Moonhold is not a counterspell. It will have no effect on creature spells
the targeted player played before Moonhold resolved.

* Moonhold doesn't stop effects that "put a card into play."
-----

Murkfiend Liege
{2}{G/U}{G/U}{G/U}
Creature -- Horror
4/4
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's
untap step.

* All your green and/or blue creatures untap during each other player's untap
step. You have no choice about what untaps. Those creatures untap at the same
time as the active player's permanents.

* During each other player's untap step, effects that would otherwise cause
your green and/or blue creatures to stay tapped don't apply because they only
apply during *your* untap step. For example, if you control Nettle Sentinel
(a green creature that says "Nettle Sentinel doesn't untap during your untap
step"), you untap it during each other player's untap step.

* Multiple Murkfiend Lieges are redundant when it comes to the untap effect.
You can't untap your permanents more than once in a single untap step.
-----

Necroskitter
{1}{B}{B}
Creature -- Elemental
1/4
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever a creature an opponent controls with a -1/-1 counter on it is put
into a graveyard, you may return that card to play under your control.

* It doesn't matter whose graveyard the creature is put into. It matters only
that an opponent controlled it when it left play.

* It doesn't matter how many -1/-1 counters were on the creature when it was
put into a graveyard from play, as long as it had at least one.

* The card returns to play without any -1/-1 counters on it (unless some
other effect causes it to come into play with some).
-----

Nightmare Incursion
{5}{B}
Sorcery
Search target player's library for up to X cards, where X is the number of
Swamps you control, and remove them from the game. Then that player shuffles
his or her library.

* The cards are removed face up, so everyone can see what they are. (This is
true of every effect that removes cards from the game, unless the effect
specifically says it removes those cards face down.)
-----

Nobilis of War
{R/W}{R/W}{R/W}{R/W}{R/W}
Creature -- Spirit Avatar
3/4
Flying
Attacking creatures you control get +2/+0.

* This is a static ability. Your creatures will get +2/+0 from the moment
they're declared as attackers until the moment the combat phase ends, they're
removed from combat, or Nobilis of War leaves play, whichever comes first.
-----

Noggle Ransacker
{2}{U/R}
Creature -- Noggle Rogue
2/1
When Noggle Ransacker comes into play, each player draws two cards, then
discards a card at random.

* First the player whose turn it is draws two cards, then each other player
in turn order does so. Then the player whose turn it is randomly selects a
card from his or her hand, then each other player in turn order does so.
Finally, all cards selected this way are discarded at the same time.
-----

Puncture Blast
{2}{R}
Instant
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Puncture Blast deals 3 damage to target creature or player.

* This is the only instant or sorcery spell that has wither. It works like
anything else with wither: If it deals damage to a creature, the damage
results in -1/-1 counters; if it deals damage to a player or planeswalker,
the damage behaves normally.
-----

Pyrrhic Revival
{3}{W/B}{W/B}{W/B}
Sorcery
Each player returns each creature card in his or her graveyard to play with
an additional -1/-1 counter on it.

* Pyrrhic Revival can cause creatures to be put into play that have 0
toughness due to the -1/-1 counter from this effect. Those creatures are put
right back into their owners' graveyards as a state-based effect. No spells
or abilities that would remove counters or otherwise affect those creatures
can be played before that happens. Still, the creatures did momentarily pop
into play, so any relevant triggered abilities (including their own comes-
into-play or leaves-play abilities) will trigger. They'll be put on the stack
after state-based effects are checked.
-----

Razorfin Abolisher
{2}{U}
Creature -- Merfolk Wizard
2/2
{1}{U}, {T}: Return target creature with a counter on it to its owner's hand.

* Razorfin Abolisher's ability can target a creature with any kind of counter
on it, not just a -1/-1 counter.

* If the targeted creature no longer has any counters on it when the ability
resolves, the ability will be countered because its only target is illegal.
The creature will stay in play.
-----

Recumbent Bliss
{2}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature can't attack or block.
At the beginning of your upkeep, you may gain 1 life.

* The triggered ability is on the Aura, not the creature. It triggers at the
beginning of the upkeep of Recumbent Bliss's controller, not the enchanted
creature's controller, and Recumbent Bliss's controller will gain the life.
-----

Rekindled Flame
{2}{R}{R}
Sorcery
Rekindled Flame deals 4 damage to target creature or player.
At the beginning of your upkeep, if an opponent has no cards in hand, you may
return Rekindled Flame from your graveyard to your hand.

* Rekindled Flame's triggered ability has an "intervening 'if' clause." That
means (1) the ability won't trigger at all unless one of your opponents
already has no cards in hand as your upkeep begins, and (2) the ability will
do nothing if each of your opponents manages to get a card in hand by the
time it resolves.

* You don't specify an opponent; the ability will check all of them to see if
at least one meets the condition. The opponent that meets the condition when
the ability triggers and the one who meets the condition when it resolves can
be different players.
-----

Rise of the Hobgoblins
{R/W}{R/W}
Enchantment
When Rise of the Hobgoblins comes into play, you may pay {X}. If you do, put
X 1/1 red and white Goblin Soldier creature tokens into play.
{R/W}: Red creatures and white creatures you control gain first strike until
end of turn.

* When the comes-into-play ability resolves, you choose the value of X, pay
for it, and put the tokens into play. You can play mana abilities to pay for
{X}, but no one can play spells or abilities in response to this choice.
-----

Sanity Grinding
{U}{U}{U}
Sorcery
Chroma -- Reveal the top ten cards of your library. For each blue mana symbol
in the mana costs of the revealed cards, target opponent puts the top card of
his or her library into his or her graveyard. Then put the cards you revealed
this way on the bottom of your library in any order.

* If there are fewer than ten cards in your library, reveal them all. For
each blue mana symbol in those cards' mana costs, the targeted opponent puts
the top card of his or her library into his or her graveyard. Then you
reorder your entire library as you choose.
-----

Sapling of Colfenor
{3}{B/G}{B/G}
Legendary Creature -- Treefolk Shaman
2/5
Sapling of Colfenor is indestructible.
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If
it's a creature card, you gain life equal to that card's toughness, lose life
equal to its power, then put it into your hand.

* Lethal damage and effects that say "destroy" won't cause Sapling of
Colfenor to be put into the graveyard. However, Sapling of Colfenor will be
put into the graveyard if its toughness becomes 0 or less, if it's
sacrificed, or if another Sapling of Colfenor is in play (due to the "legend
rule").

* The triggered ability results in three sequential events: you gain some
life (subject to effects that might alter life gain), then lose some life
(subject to other effects that might alter life loss), and then put the card
into your hand.

* If a creature card has "*" in its power or toughness, the ability that
defines "*" works in all zones. Note that the card is in your library when
Sapling of Colfenor's ability checks the card's power and toughness.

* If the revealed card is not a creature card, it remains on top of your
library.
-----

Scourge of the Nobilis
{2}{R/W}
Enchantment -- Aura
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has "{R/W}: This
creature gets +1/+0 until end of turn."
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
(Whenever it deals damage, its controller gains that much life.)

* The controller of the enchanted creature, not the controller of Scourge of
the Nobilis, can play the +1/+0 ability.

* Once the +1/+0 ability is played, it exists independently of the creature
and Scourge of the Nobilis. It will resolve, and the creature will retain the
bonus for the rest of the turn, even if Scourge of the Nobilis stops
enchanting that creature.
-----

Snakeform
{2}{G/U}
Instant
Target creature loses all abilities and becomes a 1/1 green Snake until end
of turn.
Draw a card.

* Snakeform overwrites most other effects that change or set the targeted
creature's power and toughness. But certain other effects can still apply to
it afterward. They are:
-- Effects that happen after Snakeform resolves that change the creature's
power or toughness (like Giant Growth) or set its power and toughness to
certain values (like Lignify).
-- Counters that change the creature's power and toughness, such as +1/+1 or
-1/-1 counters, regardless of when they were put on that creature.
-- Static abilities that change the creature's power and toughness (such as
those from Glorious Anthem), regardless of when they first took effect.
-- Effects that switch the creature's power and toughness, regardless of when
they first took effect.

* Snakeform doesn't counter abilities that have already triggered or been
played. In particular, you can't play this fast enough to stop a creature's
"At the beginning of your upkeep" or "When this creature comes into play"
abilities from triggering.

* If the affected creature gains an ability after Snakeform resolves, it will
keep that ability.

* If Snakeform affects a creature with changeling, the creature will lose its
changeling ability, but it will still be all creature types. The way
continuous effects work, the creature's type-changing ability is applied
before Snakeform's ability removes it.
-----

Soot Imp
{1}{B}{B}
Creature -- Imp
1/2
Flying
Whenever a player plays a nonblack spell, that player loses 1 life.

* This ability affects all players, including you.

* A hybrid spell that's black and another color is *not* a nonblack spell.
Since it's black, it can't be nonblack!
-----

Soul Reap
{1}{B}
Sorcery
Destroy target nongreen creature. Its controller loses 3 life if you played
another black spell this turn.

* A hybrid spell that's green and another color is *not* a nongreen creature.
Since it's green, it can't be nongreen!

* Soul Reap doesn't check whether you've played another black spell until
Soul Reap resolves. If you play Soul Reap, then play a black instant in
response, the creature's controller will lose the life when Soul Reap
resolves.

* Although Soul Reap says it looks for "another black spell," there's no
requirement that Soul Reap actually be played (or be black) for this part of
its ability to work. For example, if a spell such as Commandeer causes you to
gain control of Soul Reap, it'll still check whether you played a black spell
this turn, even though you didn't play Soul Reap itself.
-----

Soul Snuffers
{2}{B}{B}
Creature -- Elemental Shaman
3/3
When Soul Snuffers comes into play, put a -1/-1 counter on each creature.

* The ability puts a -1/-1 counter on Soul Snuffers, too.
-----

Spitemare
{2}{R/W}{R/W}
Creature -- Elemental
3/3
Whenever Spitemare is dealt damage, it deals that much damage to target
creature or player.

* Even if the amount of damage dealt to Spitemare is enough to destroy it,
Spitemare's ability will trigger and it will deal the full amount of damage
to the target.
-----

Spitting Image
{4}{G/U}{G/U}
Sorcery
Put a token into play that's a copy of target creature.
Retrace (You may play this card from your graveyard by discarding a land card
in addition to paying its other costs.)

* As the token is created, it checks the printed values of the creature it's
copying -- or, if that creature is itself a token, the original
characteristics of that token as stated by the effect that put it into play --
 as well as any copy effects that have been applied to it. It won't copy
counters on the creature, nor will it copy other effects that have changed
the creature's power, toughness, types, color, or so on.
-----

Springjack Pasture
Land
{T}: Add {1} to your mana pool.
{4}, {T}: Put a 0/1 white Goat creature token into play.
{T}, Sacrifice X Goats: Add X mana of any one color to your mana pool. You
gain X life.

* Springjack Pasture's last ability is a mana ability. The whole ability --
including the life gain -- doesn't use the stack and therefore can't be
responded to.

* If you sacrifice no Goats, you'll add no mana to your mana pool and you'll
gain no life.

* You can sacrifice any Goats you control to play the third ability, not just
Goats created by Springjack Pasture.
-----

Stigma Lasher
{R}{R}
Creature -- Elemental Shaman
2/2
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever Stigma Lasher deals damage to a player, that player can't gain life
for the rest of the game.

* Once the last ability resolves, it will be in effect for the rest of the
game. It doesn't matter if Stigma Lasher remains in play or not.

* If a player has been dealt damage by Stigma Lasher, the following things
are true:
-- Spells and abilities that would normally cause that player to gain life
still resolve, but the life-gain part simply has no effect.
-- If a cost includes having that player gain life (like Invigorate's
alternative cost does), that cost can't be paid.
-- Effects that would replace having that player gain life with some other
effect won't be able to do anything because it's impossible for that player
to gain life.
-- Effects that replace an event with having that player gain life (like
Words of Worship's effect does) will end up replacing the event with nothing.
-- If an effect says to set that player's life total to a certain number, and
that number is higher than the player's current life total, that part of the
effect won't do anything. (If the number is lower than that player's current
life total, the effect will work as normal.)

-----

Swirling Spriggan
{2}{G}{G}
Creature -- Goblin Shaman
3/3
{G/U}{G/U}: Target creature you control becomes the color or colors of your
choice until end of turn.

* You can choose any color or combination of colors. You can't choose
colorless.
-----

Talara's Bane
{1}{B}
Sorcery
Target opponent reveals his or her hand. Choose a green or white creature
card from it. You gain life equal that creature card's toughness, then that
player discards that card.

* If the creature card has "*" in its power or toughness, the ability that
defines "*" works in all zones. Note that the card is in the opponent's hand
when Talara's Bane checks its toughness.
-----

Thunderblust
{2}{R}{R}{R}
Creature -- Elemental
7/2
Haste
Thunderblust has trample as long as it has a -1/-1 counter on it.
Persist (When this creature is put into a graveyard from play, if it had no
-1/-1 counters on it, return it to play under its owner's control with a -1/-
1 counter on it.)

* Whether an attacking creature has trample matters only at the time you
assign combat damage. If Thunderblust loses its -1/-1 counters before combat
damage resolves, it will no longer have trample, but the damage will still be
dealt as assigned.
-----

Unnerving Assault
{2}{U/R}
Instant
Creatures your opponents control get -1/-0 until end of turn if {U} was spent
to play Unnerving Assault, and creatures you control get +1/+0 until end of
turn if {R} was spent to play it. (Do both if {U}{R} was spent.)

* Unnerving Assault affects only creatures in play at the time it resolves.
If a creature comes into play later that turn, it won't be affected.

* If a creature changes controllers later in the turn, that won't change how
Unnerving Assault affected it.
-----

Unwilling Recruit
{X}{R}{R}{R}
Sorcery
Gain control of target creature until end of turn. Untap that creature. It
gets +X/+0 and gains haste until end of turn.

* You may target a creature you already control with Unwilling Recruit. If
you do, you'll gain control of that creature (which usually won't have any
visible effect), untap it, and it'll get +X/+0 until end of turn.
-----

Wake Thrasher
{2}{U}
Creature -- Merfolk Soldier
1/1
Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1
until end of turn.

* If permanents you control become untapped during your untap step, Wake
Thresher's ability will trigger that many times. However, since no player
gets priority during the untap step, those abilities wait to be put on the
stack until your upkeep starts. At that time, all your "beginning of upkeep"
triggers will also trigger. You can put them and Wake Thresher's abilities on
the stack in any order.
-----

Ward of Bones
{6}
Artifact
Each opponent who controls more creatures than you can't play creature cards.
The same is true for artifacts, enchantments, and lands.

* Spelling this out completely:
-- Each opponent who controls more creatures than you can't play creature
cards.
-- Each opponent who controls more artifacts than you can't play artifact
cards.
-- Each opponent who controls more enchantments than you can't play
enchantment cards.
-- Each opponent who controls more lands than you can't play land cards.
-----

Waves of Aggression
{3}{R/W}{R/W}
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is
an additional combat phase followed by an additional main phase.
Retrace (You may play this card from your graveyard by discarding a land card
in addition to paying its other costs.)

* Waves of Aggression untaps all creatures that attacked this turn, not just
those that attacked during the most recent combat phase.

* If it's somehow not a main phase when Waves of Aggression resolves, all it
does is untap all creatures that attacked that turn. No new phases are
created.
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Worm Harvest
{2}{B/G}{B/G}{B/G}
Sorcery
Put a 1/1 black and green Worm creature token into play for each land card in
your graveyard.
Retrace (You may play this card from your graveyard by discarding a land card
in addition to paying its other costs.)

* If you play Worm Harvest from your graveyard by using retrace, the land you
discard as an additional cost will be counted by Worm Harvest when it
resolves.
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