_Future Sight_(TM) Frequently Asked Questions Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, and Lee Sharpe Document last modified March 25, 2007 _Future Sight_ Prerelease tournaments: April 21-22, 2007 _Future Sight_ official release date: May 4, 2007 The _Future Sight_ set becomes legal for sanctioned Constructed play May 20, 2007. The _Future Sight_ 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 some of 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; it only seems that way. ----- GENERAL NOTES ***"Timeshifted" Cards*** The _Future Sight_ set contains "timeshifted" cards, but they are different from the _Time Spiral_(TM) and _Planar Chaos_(TM) timeshifted cards. Each _Future Sight_ timeshifted card is a possible "preprint" of a card that's theoretically from a future _Magic_(TM) set. These cards appear in a unique card frame. They don't have a unique rarity, and they're intermixed with the "normal" _Future Sight_ cards. Multiple timeshifted cards will appear in each booster pack, but the exact number varies. All of the timeshifted card frames feature an icon in the upper left corner that indicates the card's type. All cards with more than one type use the same "multiple types" symbol. Some creature cards with no printed abilities don't have a text box; however, these creatures can gain abilities as normal. ----- ***New Keyword Mechanics*** Because it spans the next, oh, let's say one hundred years of _Magic_ innovation, the _Future Sight_ set features a flurry of keywords. Many will already be familar to you. A few affect the wording of older cards in the Oracle card reference, the definitive guide to how cards work. Others are new keywords that appear on only a card or two in this set; in such cases, the complete rules can be found in the "Card-Specific Notes" section of the FAQ. ----- ***Cycle: Legendary Creatures with Grandeur*** Grandeur is an ability word with no rules meaning. It appears on a cycle of five legendary creatures. Tarox Bladewing {2}{R}{R}{R} Legendary Creature -- Dragon 4/3 Flying, haste Grandeur -- Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power. * The grandeur ability can be played only while the creature that has it is in play. To play the ability, a different card with the same name must be discarded. ----- ***Cycle: Pacts*** A cycle of instants in the _Future Sight_ set have "Pact" in their names. Each one has a mana cost of {0}, and each creates a delayed triggered ability requiring you to pay an amount of mana at the beginning of your next upkeep or lose the game. Intervention Pact {0} Instant Intervention Pact is white. The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game. * Each of these cards has a characteristic-setting ability stating what color it is. This kind of ability is in effect in every zone. * If a Pact is countered, none of it has any effect -- including the delayed triggered ability. * Paying the mana at the beginning of your next upkeep is not optional. However, playing mana abilities to generate the mana is optional. The effect can't force you to tap your lands, but it will force you to spend mana in your mana pool if you've generated enough. * Effects such as Platinum Angel or Angel's Grace will prevent the game loss effect. * If a player is enchanted by Paradox Haze and plays a Pact during his or her first upkeep of the turn, the delayed triggered ability will trigger at the beginning of the second upkeep of that turn. ----- ***Cycle: Spellshapers*** The _Future Sight_ set contains a cycle of six Spellshapers. These Spellshapers create tokens that mimic old creatures (or, in one case, a creature from . . . the future!). Llanowar Mentor {G} Creature -- Elf Spellshaper 1/1 {G}, {T}, Discard a card: Put a 1/1 green Elf Druid creature token named Llanowar Elves into play with "{T}: Add {G} to your mana pool." * With one exception, the tokens that are created by these Spellshapers have the same names as existing creatures. The tokens share many of the same characteristics, but are not actually copies of them. The primary difference is that these tokens have no mana cost, whereas a real Llanowar Elves, for example, has a mana cost of {G}. * Any effect that cares about permanents with the same name will treat one of these tokens as equal to the original version of that card. For example, if Echoing Decay were played on a creature named Llanowar Elves (either a token or a nontoken), all creatures named Llanowar Elves (both token and nontoken) will get -2/-2. ----- ***Theme: New Twists on Suspend*** While the suspend rules are not changing, there are some cards with interesting twists on the ability in this set. * Remember, if a card in the removed-from-the-game zone has suspend and has time counters on it, it is "suspended." Its suspend triggered abilities will trigger. It doesn't matter how it got there. * If a card with suspend is removed from the game but has no time counters on it, it is not "suspended." This set has a cycle of five cards with suspend that, as they resolve, remove themselves from the game with time counters on them so they're suspended again. Arc Blade {3}{R}{R} Sorcery Arc Blade deals 2 damage to target creature or player. Remove Arc Blade from the game with three time counters on it. Suspend 3--{2}{R} (Rather than play this card from your hand, you may pay {2}{R} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) * If the spell is countered, none of its effect happens, so it will not be removed from the game with time counters on it. Some cards in the set remove cards from the game and grant them suspend. Jhoira of the Ghitu {1}{U}{R} Legendary Creature -- Human Wizard 2/2 {2}, Remove a nonland card in your hand from the game: Put four time counters on the removed card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter from that card. When the last is removed, play it without paying its mana cost. If it's a creature, it has haste.) * If the removed card already has suspend, it's still removed from the game with time counters on it, but it won't gain an additional copy of suspend. The card will be removed with the number of time counters specified by the effect instead of the card's normal amount. * If a spell or ability gives a card suspend, that card will have suspend only as long as it's removed from the game. As soon as it moves to a different zone, it will become a new object and will no longer have suspend. * Through certain combinations of cards, it is now possible to have a suspended land. If you have a suspended land, the suspend ability will trigger normally until it's time to play that land. When the last time counter is removed, three possibilities can occur: 1) If it's not your turn, you can't play the land at all. It will remain removed from the game. 2) If it's your turn and you've already played a land, you can't play the land. It will remain removed from the game. 3) If it's your turn and you haven't already played a land, you must play the land. It doesn't matter what part of the turn it is or whether the stack is empty. Playing the land doesn't use the stack. That counts as playing your land for the turn. ----- ***Theme: Tapping Enchantments*** Some enchantments in this set (including a couple of Auras) have tap abilities. Flowstone Embrace {1}{R} Enchantment -- Aura Enchant creature {T}: Enchanted creature gets +2/-2 until end of turn. * Although no enchantment has ever had a tap ability before, it requires no new rules. This kind of ability can be played only if the enchantment is untapped. It can be played the turn the enchantment comes into play. The enchantment is tapped as a cost. The enchantment untaps during its controller's untap step, like every other permanent that player controls. * Tapping a permanent doesn't tap the Auras (or Equipment) attached to it. Tapping an Aura doesn't tap the permanent it's attached to. ----- ***Returning Keyword Action: Scry*** Scry is a keyword action previously seen in the _Fifth Dawn_(TM) set. It's a verb, like "sacrifice" or "regenerate." (The section about keyword actions is new for the May 1 update of the _Magic_ Comprehensive Rules.) Judge Unworthy {1}{W} Instant Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card’s converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) The rules for scry are as follows: 501.9. Scry 501.9a To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order. * Remember, you perform the actions stated on a card in sequence. Sometimes that means you'll scry last. Sometimes that means you'll scry, then you'll perform other actions (as in Judge Unworthy, above). ----- ***Returning Keyword Ability: Morph*** The _Future Sight_ set contains three cards with morph that are not creatures. Zoetic Cavern Land {T}: Add {1} to your mana pool. Morph {2} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) To handle noncreature cards with morph (and some rulings that have been made in the past), part of the rules for morph are being updated. The affected area is as follows (the third sentence is new): 502.26b To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any effects or prohibitions that would apply to playing a card with these characteristics (and not the face-up card's characteristics) are applied to playing this card. These values are the copiable values of that object's characteristics. (See rule 418.5, "Interaction of Continuous Effects," and rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face- down object wherever it is, and it ends when the permanent is turned face up. * The important change is that playing a spell face down works as though the card were already face down in your hand when you start to play it. It's treated as though it's a creature card with no name, color, abilities, mana cost, or subtypes while it's in your hand, and you can play that creature spell by paying {3} rather than its mana cost. You can also play it face up as normal, of course. * If you have Teferi, Mage of Zhalfir in play, creature cards in your hand have flash. If you play a noncreature card with morph face down, you can do so as though it had flash. If you play a noncreature card with morph face up, you can do so only at the time you could normally play that type of card. * If a card such as Voidstone Gargoyle prohibits you from playing a certain card that has morph, you can still play that card face down. Other notes related to noncreature cards with morph: * As soon as a noncreature card with morph is turned face up, it stops being a creature. Any Equipment attached to it fall off. Any Auras that can't be attached to it fall off. Any counters that are on it will remain, though they may not have any effect. * If such a permanent is in combat when it's turned face up, it's removed from combat. Combat damage that it assigned will still be dealt. Combat damage assigned to it will not be dealt because it's no longer a creature. * Three _Onslaught_(TM) block cards (Aphetto Runecaster, Aven Farseer, and Bonethorn Valesk) have triggered abilities that trigger whenever a creature is turned face up. These will be getting errata so they trigger whenever a permanent is turned face up. They will trigger when one of these three _Future Sight_ cards is turned face up. ----- ***Returning Keyword Abilities: Cycling and Typecycling*** Cycling is a keyword ability last seen in the _Onslaught_ block. The basic ability is not changing. Typecycling was previously seen in the _Scourge_(TM) set. At the time, it was called "landcycling" because the only versions of it included land types as part of the ability (for example, swampcycling). The ability has been expanded so it can incorporate other subtypes (for example, slivercycling), so the name was changed accordingly. The way the ability works is not changing. The updated cycling rules are as follows: 502.18. Cycling 502.18a Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card." 502.18b Although the cycling ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities. 502.18c Some cards with cycling have abilities that trigger when they're cycled. "When you cycle [this card]" means "When you discard [this card] to pay a cycling cost." These abilities trigger from the graveyard. 502.18d Typecycling is a variant of the cycling ability. "[Subtype]cycling [cost]" means "[Cost], Discard this card: Search your library for a [subtype] card, reveal it, and put it into your hand. Then shuffle your library." 502.18e Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from playing cards' typecycling abilities. ----- ***New Keyword Ability: Lifelink*** Lifelink is a new name for an existing ability (as seen on cards such as Exalted Angel). The rules for lifelink are as follows: 502.68. Lifelink 502.68a Lifelink is a triggered ability. "Lifelink" means "Whenever this permanent deals damage, you gain that much life." 502.68b If a permanent has multiple instances of lifelink, each triggers separately. * The ability triggers whenever a permanent with lifelink deals any damage, not just combat damage. * All older cards with this exact ability will be receiving errata to change that ability to lifelink. * Note that the card Spirit Link does not grant the creature it enchants lifelink. The lifelink ability has the creature's controller gain life. Spirit Link has Spirit Link's controller gain life. ----- ***New Keyword Ability: Reach*** Reach is a keyword ability that replaces the "[This creature] can block as though it had flying" ability seen on creatures such as Giant Spider. The flying rules are changing accordingly. The revised rules for the flying ability are as follows: 502.4. Flying 502.4a Flying is an evasion ability. 502.4b A creature with flying can't be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 309, "Declare Blockers Step" and rule 502.70, "Reach.") 502.4c Multiple instances of flying on the same creature are redundant. The rules for the reach ability are as follows: 502.70. Reach 502.70a Reach is a static ability. 502.70b A creature with flying can't be blocked except by creatures with flying and/or reach. (See rule 309, "Declare Blockers Step" and rule 502.4, "Flying.") 502.70c Multiple instances of reach on the same creature are redundant. * All cards that have or grant the Giant Spider ability will be receiving errata to change that ability to reach. * The interaction between creatures with flying and creatures such as Giant Spider will not change. * Some card interactions are changing: -- Creatures with reach (and without flying) won't be able to block creatures that say they "can't be blocked except by creatures with flying," simply because those creatures don't actually have flying (and will no longer act as though they do). Cards affected by this change are Elven Riders, Silhana Ledgewalker, Treetop Bracers, Treetop Rangers, and Treetop Scout. -- Creatures with reach (and without flying) will be able to block creatures that say they "can't be blocked by creatures with flying," for the same reason. Cards affected by this change are Dust Corona, Gnat Alley Creeper, Greater Stone Spirit, and Stone Spirit. -- Talruum Piper, which says "All creatures with flying able to block Talruum Piper do so," will not force creatures with reach to block it. ----- ***New Keyword Ability: Shroud*** Shroud is a new name for an existing ability. The rules for shroud are as follows: 502.36. Shroud 502.36a Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities." 502.36b Multiple instances of shroud on the same permanent or player are redundant. * All older cards with this ability will be receiving errata to change that ability to shroud. * Cards with variants of this ability, such as "[This creature] can't be that target of spells or abilities your opponents control," will not be getting errata. * Some cards, such as the _Onslaught_ set's True Believer, grant shroud to players. ----- ***New Card Type: Tribal*** Tribal is a new card type (like "creature" or "instant"). The rules for the tribal card type are as follows: 212.8. Tribals 212.8a Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other type. 212.8b Tribal subtypes are always single words and are listed after a long dash: In "Tribal Enchantment -- Rebel Aura," "Rebel" is a subtype of tribal. The set of tribal subtypes is the same as the set of creature types; these subtypes are called _creature types_. Tribals may have multiple subtypes. * Tribal is not a permanent type. However, a tribal card can become a permanent if another of its types allows it to do so. * Since creatures and tribals share their list of subtypes (which are still called "creature types"), some other rules that govern subtypes are changing. Here are some of these revised rules: 205.3d Artifacts, enchantments, and lands each have their own unique set of possible subtypes. Instants and sorceries share their lists of subtypes; these subtypes are called _spell types_. Creatures and tribals also share their lists of subtypes; these subtypes are called _creature types_. (You can find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," and so on.) 205.3e If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type. * The _Onslaught_ card Artificial Evolution can change the creature types of a tribal. * Various older cards that refer to creature types will be getting errata to work as expected. After this errata, if an ability mentions just a creature type, it can affect any permanent with that creature type. (For example, "tap an untapped Wizard you control" means "tap an untapped Wizard permanent you control.") If an ability can affect only a creature, it will say so. Some cards will use the new term "permanent card," which means "an artifact, creature, enchantment, or land card." ----- ***Other Keyword Abilities and Themes*** See the _Time Spiral_ FAQ for more information about flash, split second, suspend, flanking, kicker, madness, morph, shadow, and Slivers. See the _Dissension_(TM) FAQ for more information about forecast, hellbent, and graft. See the _Guildpact_(TM) FAQ for more information about bloodthirst. See the _Ravnica_(R) FAQ for more information about convoke, dredge, and transmute. See the Card-Specific Notes section below for information about new keyword abilities not included in this General Notes section. ----- CARD-SPECIFIC NOTES Angel of Salvation {6}{W}{W} Creature -- Angel 5/5 Flash; convoke (Each creature you tap while playing this spell reduces its cost by {1} or by one mana of that creature's color.) Flying When Angel of Salvation comes into play, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. * You choose how the damage prevention shields will be divided when you put the triggered ability on the stack. The number of targets must be at least one and at most five. ----- Arcanum Wings {1}{U} Enchantment -- Aura Enchant creature Enchanted creature has flying. Aura swap {2}{U} ({2}{U}: Exchange this Aura with an Aura card in your hand.) * Aura swap is a new keyword ability. It lets you switch an Aura that has it for an Aura in your hand. The rules for aura swap are as follows: 502.62. Aura swap 502.62a Aura swap is an activated ability of some Aura cards. "Aura swap [cost]" means "[Cost]: You may exchange this permanent with an Aura card in your hand." 502.62b If either half of the exchange can't be completed, the ability has no effect. Example: You play the aura swap ability of an Aura. The only Aura in your hand can't enchant the permanent that's enchanted by the Aura with aura swap. The ability has no effect. Example: You play the aura swap ability of an Aura that you control but you don't own. The ability has no effect. * As the aura swap ability resolves, you may choose an Aura card in your hand. If you decide not to choose one (or don't have one), nothing happens. If you do choose one, the game checks whether that Aura can enchant the enchanted permanent as it currently exists (while the Aura with aura swap is still in play). If it can't, nothing happens. If it can, and the Aura with aura swap is still in play, and you own the Aura with aura swap, then the Aura with aura swap is put into your hand and the chosen Aura is put into play attached to that permanent. * The exchange is simultaneous. At no time will the permanent be enchanted by both Auras or by neither Aura. * If a non-Aura somehow gains aura swap, the ability will do nothing when it resolves. The Aura in your hand can't be put into play enchanting nothing, so the exchange doesn't happen. ----- Augur of Skulls {1}{B} Creature -- Skeleton Wizard 1/1 {1}{B}: Regenerate Augur of Skulls. Sacrifice Augur of Skulls: Target player discards two cards. Play this ability only during your upkeep. * Sacrificing a permanent doesn't destroy it, so regeneration or other effects that replace destruction can't affect it. ----- Aven Mindcensor {2}{W} Creature -- Bird Wizard 2/1 Flash (You may play this spell any time you could play an instant.) Flying If an opponent would search a library, that player searches the top four cards of that library instead. * This checks which player is searching a library, not which library is being searched. * The search works exactly the same as normal except that the player doing the searching sees only the top four cards of that library. The player can't look at the other cards in that library at all. Cards not in the top four cards of the library can't be found in the search, even if they're identifiable in some manner. * After the search is complete, if the effect has the player shuffle that library, the entire library is shuffled. * If the player is searching the top four cards of his or her library, the player may play a Panglacial Wurm (from the _Coldsnap_(TM) set) located there. * The _Ravnica_ card Shadow of Doubt prevents libraries from being searched at all, so its effect trumps this one. ----- Barren Glory {4}{W}{W} Enchantment At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game. * Both conditions need to be true for Barren Glory's ability to trigger, and they both need to be true when the ability resolves or it will do nothing. In between, you can control permanents and/or have cards in hand. ----- Baru, Fist of Krosa {3}{G}{G} Legendary Creature -- Human Druid 4/4 Whenever a Forest comes into play, green creatures you control get +1/+1 and gain trample until end of turn. Grandeur -- Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token into play, where X is the number of lands you control. * The first ability triggers when a Forest comes into play under any player's control, but only your creatures get the bonus. * The size of the Wurm token is determined when the activated ability resolves. It won't change as the number of lands you control changes. ----- Bitter Ordeal {2}{B} Sorcery Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. Gravestorm (When you play this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.) * Gravestorm is a triggered ability. It's similar to storm, except that instead of counting the number of spells played that turn, it counts the number of permanents put into a graveyard from play that turn. The rules for gravestorm are as follows: 502.67. Gravestorm 502.67a Gravestorm is a triggered ability that functions on the stack. "Gravestorm" means "When you play this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If the spell has any targets, you may choose new targets for any of the copies." 502.67b If a spell has multiple instances of gravestorm, each triggers separately. ----- Bloodshot Trainee {3}{R} Creature -- Goblin Warrior 2/3 {T}: Bloodshot Trainee deals 4 damage to target creature. Play this ability only if Bloodshot Trainee's power is 4 or greater. * It doesn't matter what Bloodshot Trainee's power is when the ability resolves. ----- Boldwyr Intimidator {5}{R}{R} Creature -- Giant Warrior 5/5 Cowards can't block Warriors. {R}: Target creature's type becomes Coward until end of turn. {2}{R}: Target creature's type becomes Warrior until end of turn. * Coward is a new creature type. Mistform Ultimus is the only creature card with this type. * Each of the activated abilities replaces all creature types the affected creature may have had. ----- Bound in Silence {2}{W} Tribal Enchantment -- Rebel Aura Enchant creature Enchanted creature can't attack or block. * See "New Card Type: Tribal" in the General Notes section above. * This card may be put into play with the "recruiting" ability of a Rebel card such as Amrou Scout. If it is, it's put into play attached to a creature. If it can't be, Bound in Silence remains in whatever zone it was in. * This is not a creature. It can't be affected by cards that affect only creatures. Cards that affect objects with creature types will be getting errata to specify whether they affect creatures with those creature types or any object with those creature types. * Aura is a subtype of enchantment. Rebel is a subtype of tribal, and is thus a creature type. ----- Bridge from Below {B}{B}{B} Enchantment Whenever a nontoken creature is put into your graveyard from play, if Bridge from Below is in your graveyard, put a 2/2 black Zombie creature token into play. When a creature is put into an opponent's graveyard from play, if Bridge from Below is in your graveyard, remove Bridge from Below from the game. * While Bridge from Below is in play, it has no effect. It does something only if it's in a graveyard. ----- Char-Rumbler {2}{R}{R} Creature -- Elemental -1/3 Double strike {R}: Char-Rumbler gets +1/+0 until end of turn. * Yes, Char-Rumbler's printed power is -1. While its power is -1 or 0, it simply deals no combat damage. * A first strike damage step will be created if Char-Rumbler is in combat, even if its power is 0 or less. The normal combat damage step will follow. * If Char-Rumbler's power changes between the assignment of first-strike combat damage and the assignment of normal combat damage, Char-Rumbler will deal a different amount of damage in each combat damage step. ----- Chronomantic Escape {4}{W}{W} Sorcery Until your next turn, creatures can't attack you. Remove Chronomantic Escape from the game with three time counters on it. Suspend 3--{2}{W} (Rather than play this card from your hand, you may pay {2}{W} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) * Chronomantic Escape can affect creatures that aren't in play at the time it resolves. For example, if Chronomantic Escape resolves on your turn, then on your opponent's turn he or she plays a creature with haste, that creature can't attack that turn. * See "Returning Keyword Ability: Suspend" in the General Notes section above for more about this cycle. ----- Coalition Relic {3} Artifact {T}: Add one mana of any color to your mana pool. {T}: Put a charge counter on Coalition Relic. At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color to your mana pool for each counter removed this way. * If you remove multiple charge counters from Coalition Relic at once, you may add a different color of mana to your mana pool for each one. * Only the first main phase each turn is considered a precombat main phase, even if other combat phases are created (with Relentless Assault, for example). ----- Cryptic Annelid {3}{U} Creature -- Beast 1/4 When Cryptic Annelid comes into play, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) * You do the three different scry actions in sequence, in the order they're printed on the card. ----- Darksteel Garrison {2} Artifact -- Fortification Fortified land is indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.) * Fortification is a new artifact type. A Fortification affects a land in the same way that an Equipment affects a creature. Except for the difference regarding what kind of permanent it can affect, Fortifications and Equipment follow the same rules. * Fortify is an ability that appears on Fortifications. It's exactly the same as equip, except that it affects a land instead of a creature. The rules for fortify are as follows: 502.65. Fortify 502.65a Fortify is an activated ability of Fortification cards. "Fortify [cost]" means "[Cost]: Attach this Fortification to target land you control. Play this ability only any time you could play a sorcery." 502.65b For more information about Fortifications, see rule 212.2, "Artifacts." 502.65c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used. * If Darksteel Garrison and the fortified land would be destroyed at the same time, only Darksteel Garrison is destroyed. * The second ability triggers whenever the fortified land becomes tapped, not just when it's tapped for mana. * The triggered ability is mandatory. If you don't have a creature to target, you must target another player's creature, if possible. ----- Daybreak Coronet {W}{W} Enchantment -- Aura Enchant creature with another Aura attached to it Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.) * If all other Auras attached to the enchanted creature stop enchanting it, Daybreak Coronet will be attached to an illegal permanent and will be put into its owner's graveyard. * Because the _Planar Chaos_ card Retether returns all Auras to play at the same time, it won't let you attach Daybreak Coronet to a creature unless that creature is already enchanted. * See "New Keyword Ability: Lifelink" in the General Notes section above. ----- Death Rattle {5}{B} Instant Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.) Destroy target nongreen creature. It can’t be regenerated. * Delve is a keyword ability that appears on three cards in this set. It's a cost-reduction ability. The rules for delve are as follows: 502.64. Delve 502.64a Delve is a static ability that functions while the spell that has it is on the stack. "Delve" means "As an additional cost to play this spell, you may remove any number of cards in your graveyard from the game. Each card removed this way reduces the cost to play this spell by {1}." Using the delve ability follows the rules for paying additional costs in rules 409.1b and 409.1f-h. 502.64b Delve won't reduce the cost to play a spell to less than 0. 502.64c Multiple instances of delve on the same spell are redundant. * Delve can't reduce the colored portion of a spell's cost. * When using delve, a player can remove a number of cards in his or her graveyard that exceeds the generic mana cost of the spell. Doing so will reduce the generic mana cost of the spell to 0, though the colored mana cost of the spell will still have to be paid. * While playing a spell with delve, you can sacrifice a permanent as part of a mana ability, then remove that card from your graveyard as part of delve. So a Blood Pet, for example, can be used twice to help play a delve spell. The same is true if the spell has an additional cost such as "sacrifice a permanent" or "discard a card." ----- Deepcavern Imp {2}{B} Creature -- Imp Rebel 2/2 Flying, haste Echo--Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) * If you have no cards in hand, you can't pay the echo cost and Deepcavern Imp will be sacrificed. ----- Delay {1}{U} Instant Counter target spell. If the spell is countered this way, remove it from the game with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.) * When the last time counter is removed from the removed card, it's played as a completely new spell. Modes and targets are chosen again. If the spell has any additional costs, they must be paid again. If they can't be, the spell can't be played and stays removed from the game. * If the spell targeted by Delay was played with flashback, Delay's effect will remove it from the game, not the flashback effect. The card will get time counters and gain suspend (if it didn't already have suspend). * See "Theme: New Twists on Suspend" in the General Notes section above. ----- Dryad Arbor Land Creature -- Forest Dryad 1/1 (Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G} to your mana pool.") Dryad Arbor is green. * Forest is a land type. Dryad is a creature type. * Dryad Arbor is played as a land. It doesn't use the stack, it's not a spell, it can't be responded to, it has no mana cost, and it counts as your land play for the turn. * Dryad Arbor is green in all zones. * If a Dryad Arbor gains flash, or you have the ability to play Dryad Arbor as though it had flash (due to Teferi, Mage of Zhalfir or Scout's Warning, for example), you can ignore the normal timing rules for playing a land, but not any other restrictions. You can't play Dryad Arbor during another player's turn, and you can't play Dryad Arbor if it's your turn and you've already played a land. ----- Emblem of the Warmind {1}{R} Enchantment -- Aura Enchant creature you control Creatures you control have haste. * Although this is an Aura, Emblem of the Warmind has no ability that specifically references the enchanted creature. ----- Epochrasite {2} Artifact Creature -- Construct 1/1 Epochrasite comes into play with three +1/+1 counters on it if you didn't play it from your hand. When Epochrasite is put into a graveyard from play, remove it from the game with three time counters on it and it gains suspend. * Epochrasite will come into play with three +1/+1 counters on it if you played it from a zone other than your hand, or if an effect let you put it directly into play. ----- Even the Odds {2}{W} Instant Play Even the Odds only if you control fewer creatures than each opponent. Put three 1/1 white Soldier creature tokens into play. * It doesn't matter how many creatures you control as Even the Odds resolves. ----- Fleshwrither {2}{B}{B} Creature -- Horror 3/3 Transfigure {1}{B}{B} ({1}{B}{B}, Sacrifice this creature: Search your library for a creature card with the same converted mana cost as this creature and put that card into play. Then shuffle your library. Play only as a sorcery.) * Transfigure is a new keyword ability. It's similar to transmute from the _Ravnica_ set, though it's playable only if the permanent with transfigure is in play, and it can fetch only a creature. The rules for transfigure are as follows: 502.71. Transfigure 502.71a Transfigure is an activated ability. "Transfigure [cost]" means "[Cost], Sacrifice this permanent: Search your library for a creature card with the same converted mana cost as this permanent and put it into play. Then shuffle your library. Play this ability only any time you could play a sorcery." ----- Flowstone Embrace {1}{R} Enchantment -- Aura Enchant creature {T}: Enchanted creature gets +2/-2 until end of turn. * This ability is an ability of the Aura, not an ability granted to the creature. Only the Aura's controller can activate it. * See "Theme: Tapping Enchantments" in the General Notes section above. ----- Force of Savagery {2}{G} Creature -- Elemental 8/0 Trample * Yes, Force of Savagery has 0 toughness. It will be put into its owner's graveyard as a state-based effect immediately upon entering play unless an effect puts it into play with a counter on it (such as Chorus of the Conclave would) or a static ability boosts its toughness (such as Glorious Anthem would). A triggered or activated ability that boosts toughness won't have its effect fast enough to save it. ----- Frenzy Sliver {1}{B} Creature -- Sliver 1/1 All Sliver creatures have frenzy 1. (Whenever a Sliver attacks and isn't blocked, it gets +1/+0 until end of turn.) * Frenzy is a new keyword ability. The rules for frenzy are as follows: 502.66. Frenzy 502.66a Frenzy is a triggered ability. "Frenzy N" means "Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn." 502.66b If a creature has multiple instances of frenzy, each triggers separately. ----- Ghostfire {2}{R} Instant Ghostfire is colorless. Ghostfire deals 3 damage to target creature or player. * Ghostfire is colorless in all zones. Its damage comes from a colorless source. ----- Gibbering Descent {4}{B}{B} Enchantment At the beginning of each player's upkeep, that player loses 1 life and discards a card. Hellbent -- Skip your upkeep step if you have no cards in hand. Madness {2}{B}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) * If you have no cards in hand at the time your upkeep step would start, instead that step is skipped and your draw step starts. ----- Glittering Wish {G}{W} Sorcery Choose a multicolored card you own from outside the game, reveal that card, and put it into your hand. Remove Glittering Wish from the game. * This works like the Wishes from the _Judgment_(TM) set. In a sanctioned event, you may choose a card from your sideboard or a card you own that's removed from the game. You choose which card to get as the spell resolves. * You can't have Glittering Wish retrieve itself. You can have it retrieve a Glittering Wish you played earlier in the game, or one from your sideboard. ----- Grave Peril {1}{B} Enchantment When a nonblack creature comes into play, sacrifice Grave Peril. If you do, destroy that creature. * This ability is not optional. * If multiple nonblack creatures come into play at the same time, Grave Peril will destroy only one of them. Grave Peril's ability will trigger multiple times, but only the first one to resolve will do anything. * If a nonblack creature comes into play and Grave Peril triggers, then another nonblack creature comes into play, Grave Peril will trigger again and destroy only the last creature to enter play. ----- Grave Scrabbler {3}{B} Creature -- Zombie 2/2 Madness {1}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) When Grave Scrabbler comes into play, if its madness cost was paid, you may return target creature card in a graveyard to its owner's hand. * The second ability checks if Grave Scrabbler was played as a result of its madness ability. It doesn't matter if the specific cost wasn't paid (for example, if the cost was reduced due to a effect like Cloud Key). * When Grave Scrabbler comes into play, its ability triggers only if it was played with madness. If it triggers, you must choose a target, but you don't decide whether to actually return the card until the ability resolves. * You can return a card in a different player's graveyard to that player's hand. ----- Graven Cairns Land {T}: Add {1} to your mana pool. {(b/r)}, {T}: Add {B}{B}, {B}{R}, or {R}{R} to your mana pool. * Along with Henchfiend of Ukor, this is the first instance of a hybrid mana symbol in an activation cost. "{(b/r)}, {T}" is the same as saying "{B}, {T} or {R}, {T}." ----- Grinning Ignus {2}{R} Creature -- Elemental 2/2 {R}, Return Grinning Ignus to its owner's hand: Add {2}{R} to your mana pool. Play this ability only any time you could play a sorcery. * Although Grinning Ignus's ability has a timing restriction, it's still a mana ability. It doesn't use the stack and it can't be responded to. ----- Henchfiend of Ukor {3}{R} Creature -- Ogre 3/2 Haste Echo {1}{B} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice this permanent unless you pay its echo cost.) {(b/r)}: Henchfiend of Ukor gets +1/+0 until end of turn. * Along with Graven Cairns, this is the first instance of a hybrid mana symbol in an activation cost. It's the same as saying "{B} or {R}." ----- Ichor Slick {2}{B} Sorcery Target creature gets -3/-3 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) Madness {3}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) * If you cycle Ichor Slick, you may play it for its madness cost. You choose whether or not to play it with madness before you draw a card from the cycling effect. ----- Imperial Mask {4}{W} Enchantment When Imperial Mask comes into play, if it's not a token, each of your teammates puts a token into play that's a copy of Imperial Mask. You can't be the target of spells or abilities your opponents control. * This card creates tokens that come into play as enchantments, not creatures. * Only teammates within the range of influence of Imperial Mask's controller will get a token. Imperial Mask's controller doesn't get a token; that player just gets the Imperial Mask. * Each Imperial Mask permanent is independent and affects only its controller and the opponents of its controller. * If Imperial Mask has left play by the time the triggered ability resolves, the tokens will still come into play as copies of Imperial Mask. * If Imperial Mask becomes a copy of something else after the ability triggers but before it resolves, the tokens will come into play as copies of whatever the ex-Imperial Mask is now. If Imperial Mask became a copy of something else and then left play, the tokens will come into play as copies of whatever it was copying when it last existed in play. ----- Imperiosaur {2}{G}{G} Creature -- Lizard 5/5 Spend only mana produced by basic lands to play Imperiosaur. * Mana from any source other than a land with the supertype "basic" can't be spent to play Imperiosaur. * Many mana-producing effects (such as Heartbeat of Spring or Utopia Sprawl, for example) add mana to a player's mana pool whenever a land becomes tapped. This mana is produced by the enchantment, not the land, so it can't be used to pay for Imperiosaur. * A small number of effects (Pulse of Llanowar and Hall of Gemstone, for example) state that a land "produces" certain mana instead of what it would normally produce. If the land is basic, then mana produced this way can be spent to play Imperiosaur. * If a basic land gains a mana ability (from Riftstone Portal, Joiner Adept, or Rain of Filth, for example), the mana produced this way can be used to pay for Imperiosaur. * Imperiosaur's restriction applies to the total cost to play it. If there are any additional costs (such as from Feroz's Ban, for example), those costs would have to be paid with mana produced by basic lands as well. ----- Intervention Pact {0} Instant Intervention Pact is white. The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game. * The delayed triggered ability will trigger regardless of whether any damage is actually prevented. ----- Jhoira of the Ghitu {1}{U}{R} Legendary Creature -- Human Wizard 2/2 {2}, Remove a nonland card in your hand from the game: Put four time counters on the removed card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter from that card. When the last is removed, play it without paying its mana cost. If it's a creature, it has haste.) * See "Theme: New Twists on Suspend" in the General Notes section above. ----- Kavu Primarch {3}{G} Creature -- Kavu 3/3 Convoke (Each creature you tap while playing this spell reduces its total cost by {1} or by one mana of that creature's color.) Kicker {4} (You may pay an additional {4} as you play this spell.) If the kicker cost was paid, Kavu Primarch comes into play with four +1/+1 counters on it. * Convoke is used to reduce the total cost to play Kavu Primarch. If you choose to pay the kicker cost, Kavu Primarch's total cost is {7}{G}, and convoke can be used to reduce any or all of that cost. ----- Keldon Megaliths Land Keldon Megaliths comes into play tapped. {T}: Add {R} to your mana pool. Hellbent -- {1}{R}, {T}: Keldon Megaliths deals 1 damage to target creature or player. Play this ability only if you have no cards in hand. * It doesn't matter how many cards you have in your hand when the ability resolves. ----- Linessa, Zephyr Mage {3}{U} Legendary Creature -- Human Wizard 3/3 {X}{U}{U}, {T}: Return target creature with converted mana cost X to its owner's hand. Grandeur -- Discard another card named Linessa, Zephyr Mage: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, an enchantment, and a land. * Linessa's grandeur ability targets only a player. That player chooses which permanents to return as the ability resolves. The permanents are returned one at a time, in a specific sequence. The player can't return an artifact creature and have that count as both the artifact and the creature, for example. ----- Llanowar Reborn Land Llanowar Reborn comes into play tapped. {T}: Add {G} to your mana pool. Graft 1 (This land comes into play with a +1/+1 counter on it. Whenever a creature comes into play, you may move a +1/+1 counter from this land onto it.) * The +1/+1 counter won't affect Llanowar Reborn in any way unless another effect turns it into a creature. ----- Logic Knot {X}{U}{U} Instant Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {1} less to play for each card removed this way.) Counter target spell unless its controller pays {X}. * Using delve doesn't reduce the value of X. It just reduces the amount of mana Logic Knot's controller has to pay. * See the entry for Death Rattle above for the complete delve rules. ----- Lost Auramancers {2}{W}{W} Creature -- Human Wizard 3/3 Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers is put into a graveyard from play, if it had no time counters on it, you may search your library for an enchantment card and put it into play. If you do, shuffle your library. * Lost Auramancers doesn't have to have been sacrificed as part of the vanishing ability for its last ability to trigger. It will trigger no matter why it was put into a graveyard from play, as long as it had no time counters on it at the time. ----- Lost Hours {1}{B} Sorcery Target player reveals his or her hand. Choose a nonland card from it. That player puts that card into his or her library third from the top. * If the player has zero or one card left in his or her library, the card is put on the bottom of that library. ----- Lucent Liminid {3}{W}{W} Enchantment Creature -- Elemental 3/3 Flying * Lucent Liminid is an enchantment creature, in much the same way that Ornithopter is an artifact creature. It's affected by anything that affects creatures and anything that affects enchantments. ----- Lymph Sliver {4}{W} Creature -- Sliver 3/3 All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.) * Absorb is a new keyword ability. It's a damage prevention ability. The rules for absorb are as follows: 502.61. Absorb 502.61a Absorb is a static ability. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage." 502.61b Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time. 502.61c If an object has multiple instances of absorb, each applies separately. ----- Maelstrom Djinn {7}{U} Creature -- Djinn 5/6 Flying Morph {2}{U} When Maelstrom Djinn is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) * If Maelstrom Djinn turns face up and then is somehow turned face down, it will still have vanishing and time counters. The vanishing ability will continue to work as normal. If it's turned face up again, it will get more time counters on it, but it will also get another copy of vanishing. Both abilities would trigger during its controller's upkeep. ----- Magus of the Abyss {3}{B} Creature -- Human Wizard 4/3 At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated. * The player who controls Magus of the Abyss when the ability triggers controls the ability, but the player whose upkeep it is chooses the target. ----- Magus of the Future {2}{U}{U}{U} Creature -- Human Wizard 2/3 Play with the top card of your library revealed. You may play the top card of your library. * If an effect tells you to draw several cards, reveal each one before you draw it. * If the top card of your library is a land, you can play it if you could play a land. * If the top card of your library is a nonland card, you can play it if you could normally play that spell. You'll still have to pay its mana cost. * If the top card of your library has morph, you can play that card face down for {3}. However, all players will have seen which card it is before the spell is played. * The top card of your library isn't in your hand, so you can't suspend it, cycle it, discard it, or play any of its activated abilities. * As soon as you finish playing the card on top of your library, reveal the next card in your library. * If the top card of your library changes while you're playing a spell or ability, the new top card won't be revealed until you finish playing that spell or ability. ----- Magus of the Vineyard {G} Creature -- Human Wizard 1/1 At the beginning of each player's precombat main phase, add {G}{G} to that player's mana pool. * The ability is not optional. If the mana isn't used by the end of the phase, it will cause mana burn. * Only the first main phase each turn is considered a precombat main phase, even if other combat phases are created (with Relentless Assault, for example). ----- Mesmeric Sliver {3}{U} Creature -- Sliver 2/2 All Slivers have "When this permanent comes into play, you may fateseal 1." (Its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.) * This ability triggers when Mesmeric Sliver itself comes into play. * Fateseal is a keyword action similar to scry. The only difference between them is that when you scry, you affect your own library, and when you fateseal, you affect an opponent's library. The rules for fateseal are as follows: 501.10. Fateseal 501.10a To "fateseal N" means to look at the top N cards of an opponent's library, put any number of them on the bottom of that library in any order, and put the rest on top of that library in any order. * The fateseal action doesn't have a target. You choose which opponent to affect as part of performing the action. ----- Mistmeadow Skulk {1}{W} Creature -- Kithkin Rogue 1/1 Protection from converted mana cost 3 or greater Lifelink (Whenever this creature deals damage, you gain that much life.) * The protection ability means the following: - Mistmeadow Skulk can't be blocked by creatures with converted mana cost 3 or greater. - Mistmeadow Skulk can't be enchanted by Auras with converted mana cost 3 or greater. It also can't be equipped by Equipment with converted mana cost 3 or greater. - Mistmeadow Skulk can't be targeted by spells with converted mana cost 3 or greater. It also can't be targeted by abilities from sources with converted mana cost 3 or greater. - All damage that would be dealt to Mistmeadow Skulk by sources with converted mana cost 3 or greater is prevented. * While a spell with X in its cost is on the stack, its converted mana cost takes the chosen value of X into account. Mistmeadow Skulk can be chosen as a target for a Blaze (which has mana cost {X}{R}) if X is 0 or 1, for example, but it can't be chosen as a target for a Blaze if X is 2 or more. * A face-down creature has a converted mana cost of 0, so Mistmeadow Skulk doesn't have protection from it. * See "New Keyword Ability: Lifelink" in the General Notes section above. ----- Molten Disaster {X}{R}{R} Sorcery Kicker {R} (You may pay an additional {R} as you play this spell.) If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Molten Disaster deals X damage to each creature without flying and each player. * If the kicker cost was paid, Molten Disaster has split second as long as it's on the stack. ----- Muraganda Petroglyphs {3}{G} Enchantment Creatures with no abilities get +2/+2. * Muraganda Petroglyphs gives a bonus only to creatures that have no rules text at all. This includes true vanilla creatures (such as Grizzly Bears), face-down creatures, many tokens, and creatures that have lost their abilities (due to Ovinize, for example). Any ability of any kind, including things like "Cycling {2}" or "Crimson Kobolds is red," means the creature doesn't get the bonus. * Animated basic lands have mana abilities, so they won't get the bonus. * Some Auras and Equipment grant abilities to creatures, meaning the affected creature would no longer get the +2/+2 bonus. For example, Flight grants flying to the enchanted creature. Other Auras and Equipment do not, meaning the affected creature would continue to get the +2/+2 bonus. For example, Dehydration states something now true about the enchanted creature, but doesn't give it any abilities. Auras and Equipment that grant abilities will use the words "gains" or "has," and they'll list a keyword ability or an ability in quotation marks. ----- Nacatl War-Pride {3}{G}{G}{G} Creature -- Cat Warrior 3/3 Nacatl War-Pride must be blocked by exactly one creature if able. Whenever Nacatl War-Pride attacks, put X tokens into play tapped and attacking that are copies of Nacatl War-Pride, where X is the number of creatures defending player controls. Remove the tokens from the game at end of turn. * If it's impossible for Nacatl War-Pride to be blocked by exactly one creature, then the defending player may block it with multiple creatures or may leave it unblocked. * If Nacatl War-Pride has left play by the time the triggered ability resolves, the tokens will still come into play as copies of Nacatl War-Pride. * If Nacatl War-Pride becomes a copy of something else after the ability triggers but before it resolves, the tokens will come into play as copies of whatever the ex-Nacatl War-Pride is now. If Nacatl War-Pride became a copy of something else and then left play, the tokens will come into play as copies of whatever it was copying when it last existed in play. * The tokens come into play attacking, even if the attack couldn't legally be declared. * Putting an attacking creature into play doesn't trigger "When this creature attacks" abilities. It also won't check attacking restrictions, costs, or requirements. * In a multiplayer game in which you're allowed to attack only one player each combat, the new creatures will be attacking the same player as Nacatl War-Pride. In a multiplayer game in which you may attack multiple players, you choose the player each new creature is attacking. It must be a player you're allowed to attack. ----- Narcomoeba {1}{U} Creature -- Illusion 1/1 Flying When Narcomoeba is put into your graveyard from your library, you may put it into play. * If Narcomoeba is revealed or looked at while moving from your library to your graveyard (such as with Moonlight Bargain, for example), its ability will trigger when it's put into your graveyard. It was still in your library while it was revealed or being looked at. * If Narcomoeba is removed from your graveyard in response to its ability triggering, it won't be put into play. ----- Nihilith {4}{B}{B} Creature -- Horror 4/4 Fear Suspend 7--{1}{B} Whenever a card is put into an opponent's graveyard from anywhere, if Nihilith is suspended, you may remove a time counter from Nihilith. * If a token is put into an opponent's graveyard from play, or a copy of a spell is put into an opponent's graveyard from the stack, Nihilith's ability will not trigger. ----- Nix {U} Instant Counter target spell if no mana was spent to play it. * Nix can target any spell. The condition is checked only on resolution. * Nix doesn't check whether a spell's mana cost is 0. Rather, it checks how much mana was actually spent to play it. It can counter a spell with mana cost 0 (such as Slaughter Pact), a spell played via an alternative nonmana cost (such as Allosaurus Rider) or alternative cost of {0} (such as Basking Rootwalla), a spell whose cost to play it was reduced to 0 (such as Frogmite), a spell played without paying its cost due to an effect (such as suspend or Mindleech Mass's ability), or a copy of a spell, among other possibilities. It will not counter a spell that had an additional or alternative mana cost paid to play it, regardless of that spell's converted mana cost (such as a face-down spell played with morph, or an Ornithopter played while Trinisphere is in play, for example). * Nix checks whether any player paid mana to play the spell, not whether its current controller did. If Commandeer is played on a spell, then Nix is played on that spell, Nix won't counter it unless the player who originally played that spell spent no mana to play it. ----- Phosphorescent Feast {2}{G}{G}{G} Sorcery Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs. * A hybrid mana symbol that's both green and another color counts as a green mana symbol. Revealing Selesnya Guildmage, for example, would have you gain 4 life. ----- Pooling Venom {1}{B} Enchantment -- Aura Enchant land Whenever enchanted land becomes tapped, its controller loses 2 life. {3}{B}: Destroy enchanted land. * The triggered ability triggers whenever the enchanted land becomes tapped, not just when it's tapped for mana. * Only Pooling Venom's controller can play the activated ability. ----- Putrid Cyclops {2}{B} Creature -- Zombie Cyclops 3/3 When Putrid Cyclops comes into play, scry 1, then reveal the top card of your library. Putrid Cyclops gets -X/-X until end of turn, where X is that card's converted mana cost. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) * If a split card is revealed, the -X/-X effect is applied twice: once for each side. For example, if Dead/Gone is revealed, Putrid Cyclops gets -1/-1 and -3/-3 until end of turn. ----- Pyromancer's Swath {2}{R} Enchantment If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus 2 to that creature or player instead. At end of turn, discard your hand. * If damage prevention effects prevent all the damage from a source before this replacement effect is applied, Pyromancer's Swath won't do anything because that source is no longer dealing any damage. ----- Quagnoth {5}{G} Creature -- Beast 4/5 Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Shroud (This permanent can't be the target of spells or abilities.) When a spell or ability an opponent controls causes you to discard Quagnoth, return it to your hand. * If Quagnoth is discarded normally (it moves from your hand to your graveyard), its last ability triggers from your graveyard. If Yixlid Jailer ("Cards in graveyards lose all abilities") is in play, it won't trigger. * If an effect of a spell or ability an opponent controls causes Quagnoth to be discarded, but Quagnoth moves from your hand directly to the removed-from- the-game zone (due to Leyline of the Void, for example), the ability will trigger from that zone. It will return Quagnoth to your hand from that zone when it resolves. * If an effect of a spell or ability an opponent controls causes Quagnoth to be discarded, but Quagnoth leaves its new zone after its ability triggers, the ability will have no effect when it resolves. ----- Quiet Disrepair {1}{G} Enchantment -- Aura Enchant artifact or enchantment At the beginning of your upkeep, choose one -- Destroy enchanted permanent; or you gain 2 life. * You choose the mode when you put the ability on the stack. * If you choose the "destroy" mode and Quiet Disrepair is moved to a different permanent while the ability is on the stack, the newly enchanted permanent will be destroyed when the ability resolves. * If you choose the "destroy" mode and Quiet Disrepair leaves play while the ability is on the stack, the last permanent it enchanted will be destroyed. ----- Ramosian Revivalist {3}{W} Creature -- Human Rebel Cleric 2/2 {6}, {T}: Return target Rebel permanent card with converted mana cost 5 or less from your graveyard to play. * A "permanent card" is an artifact card, a creature card, an enchantment card, or a land card. ----- Rift Elemental {R} Creature -- Elemental 1/1 {1}{R}, Remove a time counter from a permanent you control or suspended card you own: Rift Elemental gets +2/+0 until end of turn. * The counter is removed as a cost, so it can't be responded to. * If an object's last time counter is removed this way, the suspend or vanishing triggered ability is put on the stack on top of the Rift Elemental ability. ----- Riftsweeper {1}{G} Creature -- Elf Shaman 2/2 When Riftsweeper comes into play, choose target face-up card that's removed from the game. Its owner shuffles it into his or her library. * It doesn't matter why the card was removed from the game or who owns it. * If Riftsweeper affects a suspended card, the card loses its time counters and is no longer suspended. * If Riftsweeper affects a card that's haunting a creature or is imprinted on a permanent, the haunt or imprint effect ends. ----- River of Tears Land {T}: Add {U} to your mana pool. If you played a land this turn, add {B} to your mana pool instead. * The turn you play River of Tears, it will produce {B} when tapped for mana. * The land produces {B} only after you've played a land, not after you've put a land directly into play (such as with Rampant Growth). ----- Saltskitter {3}{W} Creature -- Wurm 3/4 Whenever another creature comes into play, remove Saltskitter from the game. Return Saltskitter to play under its owner's control at end of turn. * If a creature comes into play after "at end of turn" abilities have triggered during that turn, Saltskitter won't return to play until the end of the following turn. ----- Samite Censer-Bearer {W} Creature -- Human Rebel Cleric 1/1 {W}, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn. * This ability sets up a separate 1-point damage prevention shield on each creature you control at the time the ability resolves. ----- Sarcomite Myr {2}{U} Artifact Creature -- Myr 2/1 {2}: Sarcomite Myr gains flying until end of turn. {2}, Sacrifice Sarcomite Myr: Draw a card. * Sarcomite Myr is an artifact creature, just like Ornithopter. The only difference between this and any other artifact creature is that Sarcomite Myr is blue since it has blue mana in its mana cost. ----- Scourge of Kher Ridges {6}{R}{R} Creature -- Dragon 6/6 Flying {1}{R}: Scourge of Kher Ridges deals 2 damage to each creature without flying. {5}{R}: Scourge of Kher Ridges deals 6 damage to each other creature with flying. * If Scourge of Kher Ridges has lost flying, the first activated ability will cause it to deal damage to itself. ----- Scout's Warning {W} Instant The next creature card you play this turn can be played as though it had flash. Draw a card. * Scout's Warning works just like Quicken, except for creatures instead of sorceries. * During the turn you play Scout's Warning, you can suspend creature cards from your hand at the time you could play an instant. This ends as soon as you actually play a creature card. * Scout's Warning affects only the next creature card played that turn, even if that creature already had flash. * Scout's Warning allows you to play a noncreature card with morph (such as Lumithread Field) face down as though it had flash. It won't affect that card if you play it face up. ----- Second Wind {2}{U} Enchantment -- Aura Enchant creature {T}: Tap enchanted creature. {T}: Untap enchanted creature. * These abilities are abilities of the Aura, not abilities granted to the creature. Only the Aura's controller can activate them. * See "Theme: Tapping Enchantments" in the General Notes section above. ----- Seht's Tiger {2}{W}{W} Creature -- Cat 3/3 Flash (You may play this spell any time you could play an instant.) When Seht's Tiger comes into play, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.) * If you have protection from a color, that means the following: - You can't be targeted by spells of that color or abilities from sources of that color. - All damage that would be dealt to you by sources of that color is prevented. - You can't be enchanted by Auras of that color. ----- Shah of Naar Isle {3}{R} Creature -- Efreet 6/6 Trample Echo {0} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Shah of Naar Isle's echo cost is paid, each opponent may draw up to three cards. * When the echo ability resolves, you may pay {0} or choose not pay. The first option means Shah of Naar Isle stays in play and its last ability triggers. The second option means Shah of Naar Isle is sacrificed. * If you use Thick-Skinned Goblin's ability to pay {0} instead of Shah of Naar Isle's echo cost, the Shah's last ability will trigger. * If you have multiple opponents, each one in turn order chooses whether or not to draw cards, and if so, how many to draw (from zero to three). ----- Shapeshifter's Marrow {2}{U}{U} Enchantment At the beginning of each opponent's upkeep, that player reveals the top card of his or her library. If it's a creature card, the player puts the card into his or her graveyard and Shapeshifter's Marrow becomes a copy of that card. (If it does, it loses this ability.) * If the revealed card isn't a creature card, it stays on top of that player's library. Shapeshifter's Marrow remains an enchantment. * If the revealed card is a creature card, Shapeshifter's Marrow becomes a copy of that card permanently. It's no longer an enchantment. * In a Two-Headed Giant game, this ability triggers separately for each player at the start of the opposing team's turn. If the first ability to resolve reveals a creature card, Shapeshifter's Marrow becomes a creature. If the second ability to resolve also reveals a creature card, the ex- Shapeshifter's Marrow then becomes a copy of that creature. ----- Shivan Sand-Mage {2}{R}{R} Creature -- Viashino Shaman 3/2 When Shivan Sand-Mage comes into play, choose one -- Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card. Suspend 4--{R} * When Shivan Sand-Mage comes into play, if there are no suspended cards and no permanents with time counters on them, you can't choose the second mode. You'll have to choose the first mode, and will have to choose a permanent as a target (though, in this case, the ability won't do anything when it resolves). ----- Sliver Legion {W}{U}{B}{R}{G} Legendary Creature -- Sliver 7/7 All Sliver creatures get +1/+1 for each other Sliver in play. * If Sliver Legion and two other Slivers are in play, for example, each of them gets +2/+2. ----- Snake-Cult Initiation {3}{B} Enchantment -- Aura Enchant creature Enchanted creature has poisonous 3. (Whenever it deals combat damage to a player, that player gets three poison counters. A player with ten or more poison counters loses the game.) * Poisonous is a new keyword ability. The rules for poisonous are as follows: 502.69. Poisonous 502.69a Poisonous is a triggered ability. "Poisonous N" means "Whenever this creature deals combat damage to a player, that player gets N poison counters." (For information about poison counters, see rule 102.3d.) 502.69b If a creature has multiple instances of poisonous, each triggers separately. * If all damage that a poisonous creature would deal to a player is prevented, the poisonous ability won't trigger. * The player will get the stated number of poison counters each time the poisonous creature deals combat damage to him or her, regardless of how much damage that creature dealt. * If a player has ten poison counters, that player loses the game. * Although several older cards give players poison counters, none of those cards have abilities that trigger on combat damage. ----- Spellweaver Volute {3}{U}{U} Enchantment -- Aura Enchant instant card in a graveyard Whenever you play a sorcery spell, copy the enchanted instant card. You may play the copy without paying its mana cost. If you do, remove the enchanted card from the game and attach Spellweaver Volute to another instant card in a graveyard. * This Aura targets, and enchants, an instant card in a graveyard. This is the first Aura that enchants something that's neither a permanent nor a player. * The Aura will be in play attached to a card in a different zone. The Aura won't be in the graveyard. The enchanted card won't be in play. * If the enchanted card changes zones (due to being played with flashback, or being removed from the game with Cremate, for example), Spellweaver Volute "falls off" and is put into its owner's graveyard as a state-based effect. * When you play a sorcery spell, Spellweaver Volute's ability triggers. It will make a copy of the enchanted card. The copy will exist in the graveyard. You'll have the option to play the copy. If you don't, the copy remains in the graveyard and ceases to exist the next time state-based effects are checked. If you do play the copy, the copy is played from the graveyard. After you finish playing it, the enchanted card is removed from the game and you must choose a new instant card in a graveyard to attach Spellweaver Volute to. If you can't, Spellweaver Volute remains in play attached to nothing and is then put into the graveyard the next time state-based effects are checked. * Say Spellweaver Volute's ability triggers, then the enchanted instant card is removed from the graveyard in response. Spellweaver Volute, which is now enchanting nothing, is put into its owner's graveyard as a state-based effect. When the Volute's ability resolves, it will check its last existence in play and identify the "enchanted card" as "nothing," so no copy is created. * Say Spellweaver Volute's ability triggers, then Spellweaver Volute leaves play in response. Then the instant card that was enchanted is removed from the graveyard in response. When the Volute's ability resolves, it will check its last existence in play and identify the "enchanted card" as that instant card, so the card is copied and controller of the triggered ability may play it. ----- Spellwild Ouphe {1}{G} Creature -- Ouphe 1/3 Spells that target Spellwild Ouphe cost {2} less to play. * The cost reduction applies to spells played by any player. * The cost reduction will be {2} no matter how many times the spell targets the same Spellwild Ouphe. * The spell may have any number of other targets; that won't affect the cost reduction unless the spell targets other Spellwild Ouphes as well. In that case, the spell costs {2} less to play for each different Spellwild Ouphe it targets. ----- Spin into Myth {4}{U} Instant Put target creature on top of its owner's library, then fateseal 2. (Look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.) * The opponent chosen for the fateseal action doesn't have to be the player who controlled the target creature. * See the entry for Mesmeric Sliver above for the complete fateseal rules. ----- Sporoloth Ancient {3}{G}{G} Creature -- Fungus 4/4 At the beginning of your upkeep, put a spore counter on Sporoloth Ancient. Creatures you control have "Remove two spore counters from this creature: Put a 1/1 green Saproling creature token into play." * All creatures you control gain the ability, regardless of whether they have spore counters on them. * Your other creatures that produce spore counters (such as Thallids) can create a Saproling by removing two spore counters (by using this ability) or by removing three spore counters (by using their own ability). ----- Sprout Swarm {1}{G} Instant Convoke (Each creature you tap while playing this spell reduces its total cost by {1} or by one mana of that creature's color.) Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 green Saproling creature token into play. * Convoke reduces the total cost to play Sprout Swarm. If you choose to pay the buyback cost, Sprout Swarm's total cost is {4}{G}, and convoke can be used to reduce any or all of that cost. ----- Steamflogger Boss {3}{R} Creature -- Goblin Rigger 3/3 Other Rigger creatures you control get +1/+0 and have haste. If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead. * Contraption is a new artifact type. Of course, there are no artifacts with this type . . . for now. And there's no game meaning of "assemble" . . . for now. ----- Storm Entity {1}{R} Creature -- Elemental 1/1 Haste Storm Entity comes into play with a +1/+1 counter on it for each other spell played this turn. * The number of other spells played this turn is determined as Storm Entity comes into play. It will count spells that were played while Storm Entity was on the stack. ----- Stronghold Rats {2}{B} Creature -- Rat 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Stronghold Rats deals combat damage to a player, each player discards a card. * First the active player chooses a card to discard, then each other player in turn order chooses, then all cards are discarded simultaneously. Although the chosen cards will be indicated (so a player can't change his or her mind later), they'll remain face down until they're discarded. You won't know what your opponent is going to discard when making your choice. ----- Sword of the Meek {2} Artifact -- Equipment Equipped creature gets +1/+2. Equip {2} Whenever a 1/1 creature comes into play under your control, you may return Sword of the Meek from your graveyard to play, then attach it to that creature. * The triggered ability checks the power and toughness of a creature that comes into play as it exists once it's in play. For example, Triskelion has 1/1 printed on it, but it comes into play with three +1/+1 counters on it, so it actually comes into play as a 4/4 creature. Sword of the Meek's ability wouldn't trigger. Ditto for a Llanowar Elves that comes into play while you control Gaea's Anthem. * If a 1/1 creature that could not be equipped by Sword of the Meek comes into play under your control, you may return Sword of the Meek to play when the ability resolves. The Sword will fail to become attached to the creature, but it will remain in play. * If multiple 1/1 creatures come into play at the same time, the Sword's ability will trigger that many times. Only the first ability to resolve will return the Sword to play and attach it to a creature. ----- Tarmogoyf {1}{G} Creature -- Lhurgoyf */1+* Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.) * Tarmogoyf counts card types, not cards. If the only card in all graveyards is a single artifact creature, Tarmogoyf will be 2/3. If the only cards in all graveyards are ten artifact creatures, Tarmogoyf will still be 2/3. * Planeswalker is another new card type. Of course, there are no cards with this type . . . for now. ----- Tarox Bladewing {2}{R}{R}{R} Legendary Creature -- Dragon 4/3 Flying, haste Grandeur -- Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power. * The +X/+X bonus is based on Tarox Bladewing's power at the time the ability resolves. It won't change if Tarox's power changes later in the turn. ----- Thornweald Archer {1}{G} Creature -- Elf Archer 2/1 Reach (This creature can block creatures with flying.) Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.) * See "New Keyword Ability: Reach" in the General Notes section above. * Deathtouch is also a new keyword ability. The rules for deathtouch are as follows: 502.63. Deathtouch 502.63a Deathtouch is a triggered ability. "Deathtouch" means "Whenever this permanent deals damage to a creature, destroy that creature." 502.63b If a permanent has multiple instances of deathtouch, each triggers separately. * The ability triggers whenever a permanent with deathtouch deals any damage to a creature, not just combat damage. * If all damage that a permanent with deathtouch would deal to a creature is prevented, deathtouch won't trigger. * If a permanent with deathtouch deals lethal damage to a creature, first the creature is destroyed as a state-based effect, then deathtouch triggers. If the creature is still in play (because it regenerated, for example), it will be destroyed due to deathtouch (and would need to be regenerated again to remain in play). * Although many older cards have abilities that are similar to deathtouch, none has exactly this ability. ----- Thunderblade Charge {1}{R}{R} Sorcery Thunderblade Charge deals 3 damage to target creature or player. Whenever one or more creatures you control deal combat damage to a player, if Thunderblade Charge is in your graveyard, you may pay {2}{R}{R}{R}. If you do, you may play it without paying its mana cost. * This card has minor errata to make playing the spell optional. When the ability triggers, first you choose whether to pay {2}{R}{R}{R}. If you paid, then you choose whether to play the spell. * Thunderblade Charge triggers only once per combat damage step no matter how many of your creatures deal combat damage to a player, how much damage is dealt, or who that player is. (It might be you if the combat damage is redirected.) However, the ability could trigger twice in the same turn if there are multiple combat damage steps due to first strike or double strike. ----- Tombstalker {6}{B}{B} Creature -- Demon 5/5 Flying Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs {o1} less to play for each card removed this way.) * See the entry for Death Rattle above for complete delve rules. ----- Tolaria West Land Tolaria West comes into play tapped. {T}: Add {U} to your mana pool. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) * Cards with mana cost {0} (like Pact of Negation) and cards with no mana cost (like Living End and every land) have converted mana cost 0. ----- Venser, Shaper Savant {2}{U}{U} Legendary Creature -- Human Wizard 2/2 Flash (You may play this spell any time you could play an instant.) When Venser, Shaper Savant comes into play, return target spell or permanent to its owner's hand. * If a spell is returned to its owner's hand, it's removed from the stack and thus will not resolve. The spell isn't countered; it just no longer exists. * If a copy of a spell is returned to its owner's hand, it's moved there, then it will cease to exist as a state-based effect. * If Venser's comes-into-play ability targets a spell played with flashback, that spell will be removed from the game instead of returning to its owner's hand. ----- Virulent Sliver {G} Creature -- Sliver 1/1 All Sliver creatures get poisonous 1. (Whenever a Sliver deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.) * Poisonous is a new keyword ability. See the entry for Snake-Cult Initiation for the complete rules. ----- Witch's Mist {2}{B} Enchantment {2}{B}, {T}: Destroy target creature that was dealt damage this turn. * If all damage that would be dealt to a creature is prevented, no damage is actually dealt and that creature can't be targeted by Witch's Mist. * If a creature is lethally damaged and regenerates, all damage is removed from that creature. But since it was actually dealt damage earlier in the turn, it can be targeted by Witch's Mist. ----- Wrap in Vigor {1}{G} Instant Regenerate each creature you control. * Wrap in Vigor sets up a separate regeneration shield on each creature you control at the time it resolves. ----- Yixlid Jailer {1}{B} Creature -- Zombie Wizard 2/1 Cards in graveyards lose all abilities. * This removes all abilities on all cards in all graveyards -- both the ones that matter in a graveyard (dredge, "Evermind is blue," Chronosavant's ability, etc.) and those that don't. * If an ability triggers when the object that has it is put into a graveyard from play, that ability triggers from the in-play zone. (See Deadwood Treefolk or Epochrasite, for example.) They won't be affected by Yixlid Jailer. * If an ability triggers when the object that has it is put into a graveyard from anywhere other than play, that ability triggers from the graveyard. (See Krosan Tusker, Narcomoeba, or Quagnoth, for example.) Yixlid Jailer will prevent those abilities from triggering at all. * If an ability triggers when the object that has it is put into a hidden zone from a graveyard, that ability triggers from the graveyard. (See Golgari Brownscale, for example.) Yixlid Jailer will prevent that ability from triggering. * Some replacement effects cause a card to be put somewhere else instead of being put into a graveyard. (See Legacy Weapon, for example.) These effects mean the card is never actually put into the graveyard, so Yixlid Jailer can't affect it. * Some cards have abilities that modify how they're put into play. For example, Scarwood Treefolk says "Scarwood Treefolk is put into play tapped" and Triskelion says "Triskelion comes into play with three +1/+1 counters on it." Although these cards won't have these abilities in the graveyard, they will be applied if the cards are put into play from the graveyard (due to Zombify, perhaps). What matters is that these cards will have these abilities in play. * If Mistform Ultimus is in the graveyard, the Ultimus will lose its ability that says "Mistform Ultimus is every creature type," but it will still *be* all creature types. The way continuous effects work, Mistform Ultimus's type- changing ability is applied before Yixlid Jailer's ability removes it. ----- All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. (c)2007 Wizards.