_Judgment_(TM) Frequently Asked Questions

Compiled by Paul Barclay, David DeLaney, and Jeff Jordan





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



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



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





GENERAL NOTES



Green and White



* The Judgment set is the green and white set, which balances out the bias
towards black created by the _Torment_(TM) set. There are more green cards and
white cards than any other color. There are fewer black cards (green and
white's shared enemy) than any other color. All the multicolored cards are
both green and white, and all the lands are related to green and white.

-----



Flashback



The official rules for the flashback ability are as follows:



502.22. Flashback



502.22a Flashback is a static ability of some instant and sorcery cards that
functions while the card is in a player's graveyard. The phrase "Flashback
[cost]" means "You may play this card from your graveyard by paying [cost]
rather than paying its mana cost. If you do, remove this card from the game
instead of putting it anywhere else any time it would leave the stack."
Playing a spell using its flashback ability follows the rules for paying
alternative costs in rules 409.1b and 409.1f.



* When you play a spell from your graveyard by paying its flashback cost, its
mana cost doesn't change. You just pay the flashback cost instead.



* Effects that cause you to pay more or less for a spell will cause you to pay
that much more or less for its flashback cost, too. That's because they affect
the total cost of the spell, not just its mana cost.



* When a spell played with flashback resolves, it never goes to its owner's
graveyard, so abilities that trigger on cards being put in a graveyard won't
trigger. The card is removed from the game instead. Countered spells played
with flashback are removed from the game, too.



* Cards with the flashback ability have a gray tombstone icon in the upper
left corner. This icon makes it easier for you to see which cards in your
graveyard can be played again.

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Threshold



The official rules for the threshold ability are as follows:



502.23. Threshold



502.23a Threshold is a static ability, written "Threshold -- [text]." The text
can be a static ability, activated ability, triggered ability,
characteristic-setting text, spell text, or any combination of the five. The
phrase "Threshold -- [text]" means "As long as you have seven or more cards in
your graveyard, this card has '[text].'"



502.23b Cards and permanents with threshold have the threshold text only if
their controller has seven or more cards in his or her graveyard. Otherwise,
the text after "Threshold --" is treated as though it did not appear on the
card or permanent.



502.23c An instant or sorcery card with threshold has the threshold text only
while the card is on the stack (that is, while it's a spell). An artifact,
creature, enchantment, or land card with threshold, or any permanent with
threshold, has the threshold text only if the card or permanent is in play.



* Instants and sorceries with threshold check if seven or more cards are in
your graveyard when they resolve, not when they're played or put on the stack.



* Activated and triggered abilities that permanents have at threshold check
the number of cards in your graveyard only when the abilities are played or
triggered. Even if you have fewer than seven cards in your graveyard when an
ability resolves, that ability will resolve normally.



* Static threshold abilities are simply "on" when you have seven or more cards
in your graveyard and "off" when you don't.

-----



Nightmares



* The Judgment set includes nine new creatures with creature type Nightmare:
three in red and six in blue. All of the red Nightmares have "-gorger" in
their names. All of the blue Nightmares have "Wormfang" in their names. Like
the Torment Nightmares, these creatures all remove something from the game
when they come into play, only to give it back again when they leave play. The
difference is that instead of affecting your opponent, they affect you.



Wormfang Newt

1U

Creature -- Nightmare Beast

2/2

When Wormfang Newt comes into play, remove a land you control from the game.

When Wormfang Newt leaves play, return the removed card to play under its
owner's control.



* Wormfang Crab's wording has been corrected so it is no longer conducive to
infinite loops that end the game in a draw. See the "Card-Specific Notes"
section for the updated text.



* Six Judgment Nightmares remove cards or permanents you control from the
game. If one of these Nightmares leaves play before its comes-into-play
ability resolves, its leaves-play ability will trigger and resolve first. The
leaves-play ability will have no effect, then the comes-into-play ability will
resolve. The cards that are removed from the game will never come back.



* If a Nightmare's comes-into-play ability removes a token from the game, its
leaves-play ability won't return it. Tokens cease to exist as soon as they
leave play. When a removed card comes back, it's treated as a new version of
the card.



* Of the remaining three Nightmare creatures, one (Soulgorger Orgg) causes you
to lose all but 1 of your life, another (Wormfang Manta) causes you to skip a
turn, and the third (Spellgorger Barbarian) causes you to discard a card at
random. What happens if any of these creatures leaves play before its
comes-into-play ability resolves is discussed in the "Card-Specific Notes"
section.



* The Nightmares are Soulgorger Orgg, Spellgorger Barbarian, Worldgorger
Dragon, Wormfang Behemoth, Wormfang Crab, Wormfang Drake, Wormfang Manta,
Wormfang Newt, and Wormfang Turtle. See the "Card-Specific Notes" section for
comments on Soulgorger Orgg, Spellgorger Barbarian, Wormfang Crab, and
Wormfang Manta.

-----



Advocates



* The five Judgment Advocates are creatures with abilities that both return
cards in your opponent's graveyard to his or her hand and give you a
beneficial effect. They're all green or white.



Nullmage Advocate

2G

Creature -- Insect Druid

2/3

T: Return two target cards in an opponent's graveyard to his or her hand.
Destroy target artifact or enchantment.



* The ability targets a number of cards in an opponent's graveyard, as well as
whatever else will be affected by the ability. You must choose a different
card for each target. If one or more of the targets are illegal when the
ability resolves, you still do as much of the effect as you can.



* You can't play the ability unless a single opponent has enough cards in his
or her graveyard for you to target.



* The Advocates are Forcemage Advocate, Nullmage Advocate, Pulsemage Advocate,
Shieldmage Advocate, and Spurnmage Advocate.

-----



Phantoms



* The six Judgment Phantoms are creatures that come into play with a number of
+1/+1 counters on them. All damage dealt to them is prevented, and one +1/+1
counter is removed each time the Phantom would be damaged. They're all green
and/or white.



Phantom Nomad

1W

Creature -- Nomad Spirit

0/0

Phantom Nomad comes into play with two +1/+1 counters on it.

If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1
counter from Phantom Nomad.



* Each time a Phantom would be dealt damage, prevent all of that damage. Then
remove one +1/+1 counter from it. It doesn't matter how much damage would be
dealt to the Phantom at any one time. You still remove only one +1/+1 counter
from it.



* Each Phantom has a base toughness of 0. When a Phantom has no more +1/+1
counters on it, unless some other effect is raising its toughness, it has 0
toughness and is put into its owner's graveyard.



* A Phantom's ability prevents damage even if there are no more +1/+1 counters
on it. So if a Phantom's toughness is raised by some other effect, it becomes
impossible to destroy with damage unless an effect like Flaring Pain (see the
"Card-Specific Notes" section) states that damage can't be prevented.



* The Phantoms are Phantom Centaur, Phantom Flock, Phantom Nantuko, Phantom
Nishoba, Phantom Nomad, and Phantom Tiger. See the "Card-Specific Notes"
section for more information about Phantom Centaur.

-----



Incarnations



* The Incarnations are creatures that have an effect while they are in your
graveyard. 



Anger

3R

Creature -- Incarnation

2/2

Haste

As long as Anger is in your graveyard and you control a mountain, creatures
you control have haste.



* The five uncommon Incarnations give creatures you control a simple keyword
ability as long as the Incarnation is in your graveyard and you control the
appropriate basic land type. The ability starts working as soon as the
Incarnation goes into your graveyard. If the Incarnation is in play, it has
that ability itself, but it doesn't give it to any of your other creatures.



* The two rare Incarnations are Genesis and Glory. Genesis has a triggered
ability that returns a creature card from your graveyard to your hand. Glory
has an activated ability that gives your creatures protection from the color
of your choice.



* Riftstone Portal is a land with an ability that works just like the
Incarnations' abilities. When it's in your graveyard, it gives lands you
control the ability to tap for G or W.



* If it matters (because another effect cares about the granted ability or
wants to remove the granted ability), the timestamp of the granted ability is
set when the Incarnation is put into your graveyard. This is an extension of
Rule 418.5c, which says in part, "A permanent's timestamp is the time it came
into play."



* The Incarnations and Riftstone Portal have the tombstone icon. This icon
makes it easier for you to see them in your graveyard.



* The Incarnations are Anger, Brawn, Filth, Genesis, Glory, Valor, and Wonder.
See the "Card-Specific Notes" section for more information about Genesis,
Glory, and Riftstone Portal.

-----



Wishes



* The five Judgment Wishes let you go get any card you own and put it into
your hand.



Burning Wish

1R

Sorcery

Choose a sorcery card you own from outside the game, reveal that card, and put
it into your hand. Remove Burning Wish from the game.



* With a Wish, you can retrieve either a card that has been removed from the
game or one of your other _Magic_(R) cards that didn't start the game in your
deck. The Wishes work in a slightly different way depending on whether you're
playing in a DCI(TM)-sanctioned tournament or not.



* Outside DCI-sanctioned play, "a card you own from outside the game" is one
of the following things: (a) A card you own that's in the
removed-from-the-game zone. It can be in that zone for any reason. (b) Any
card in your collection. Go find the card that will help you most in the
situation you're in.



* In DCI-sanctioned play, "a card you own from outside the game" is one of the
following things: (a) A card you own that's in the removed-from-the-game zone.
It can be in that zone for any reason. (b) A card that's in your sideboard. If
you get a card from your sideboard, you must put the Wish into your sideboard
instead of just removing it from the game. This makes sure that your sideboard
has the correct number of cards in it at all times.



* The Magic Floor Rules do not allow you to look at your sideboard during a
game. The Wishes are an exception to this rule. While a Wish is resolving (and
only while a Wish is resolving), you're allowed to look at your sideboard. You
must make sure that the cards in your sideboard can't be confused with any
other cards you have.



* The Wishes are Burning Wish, Cunning Wish, Death Wish, Golden Wish, and
Living Wish.

-----





CARD-SPECIFIC NOTES



Anurid Brushhopper

1GW

Creature -- Beast

3/4

Discard two cards from your hand: Remove Anurid Brushhopper from the game.
Return it to play under its owner's control at end of turn.



* When the Brushhopper is removed from the game, any local enchantments on it
fall off and any counters on it are removed. When it returns to play, it comes
back untapped and is treated as a new version of the card.



* Normally, the Brushhopper will return to play at the end of the same turn
it's removed. But if it's removed during the end-of-turn step, it's too late
to return it this turn. It has to wait to return to play until the next
end-of-turn step.

-----



Balthor the Defiled

2BB

Creature -- Zombie Dwarf Legend

2/2

All Minions get +1/+1.

BBB, Remove Balthor the Defiled from the game: Each player returns all black
and all red creature cards from his or her graveyard to play.



* Just like the Balthor the Stout in Torment, Balthor the Defiled helps a
creature type other than its own. In this case, it helps Minions. 



* When the second ability resolves, each player looks at each creature card in
his or her graveyard. If it's black, return it to play. If it's red, return it
to play. If it's both black and red, return it to play.



* A Balthor the Stout and a Balthor the Defiled can be in play at the same
time. Since these are different cards (even though they're the same
character), the Legend rule doesn't apply.

-----



Battlefield Scrounger

3GG

Creature -- Centaur

3/3

Threshold -- Put three cards from your graveyard on the bottom of your
library: Battlefield Scrounger gets +3/+3 until end of turn. Play this ability
only once each turn. (Play this ability only if seven or more cards are in
your graveyard.)



* Having threshold only matters just before you play the ability. If playing
the ability makes you lose threshold, it will still resolve normally. You
won't be able to pay for and play the ability again until you have at least
seven cards in your graveyard again.

-----



Book Burning

1R

Sorcery

Unless a player has Book Burning deal 6 damage to him or her, put the top six
cards of target player's library into his or her graveyard.



* Any player can have Book Burning deal 6 damage to him or her, not just the
player targeted by Book Burning.

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Browbeat

2R

Sorcery

Unless a player has Browbeat deal 5 damage to him or her, target player draws
three cards.



* Any player can have Browbeat deal 5 damage to him or her, not just the
player targeted by Browbeat.

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Cabal Therapy

B

Sorcery

Name a nonland card. Target player reveals his or her hand and discards from
it all cards with that name.

Flashback--Sacrifice a creature. (You may play this card from your graveyard
for its flashback cost. Then remove it from the game.)



* The card is named on resolution, then your opponent reveals his or her hand.
Your opponent can't do anything between you naming the card and seeing his or
her hand.

-----



Commander Eesha

2WW

Creature -- Bird Soldier Legend

2/4

Flying, protection from creatures



* Protection from creatures means that this creature can't be blocked by
creatures, it can't be the target of abilities from creatures, and all damage
that would be dealt to it from creatures is prevented. 

-----



Dwarven Bloodboiler

RRR

Creature -- Dwarf

2/2

Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of
turn.



* Dwarven Bloodboiler's ability doesn't include the T symbol. You can play the
ability even if you haven't controlled Dwarven Bloodboiler since the beginning
of your most recent turn.

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Elephant Guide

2G

Enchant Creature

Enchanted creature gets +3/+3.

When enchanted creature is put into a graveyard, put a 3/3 green Elephant
creature token into play.



* The player who controlled the Elephant Guide is the player who gets the 3/3
Elephant token. This may not be the player who controlled the creature.



* If Elephant Guide is put into a graveyard but the creature it's enchanting
isn't, an Elephant token isn't created.

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Epic Struggle

2GG

Enchantment

At the beginning of your upkeep, if you control twenty or more creatures, you
win the game.



* To win the game, you must control twenty or more creatures both at the
beginning of your upkeep and when Epic Struggle's ability resolves.

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Exoskeletal Armor

1G

Enchant Creature

Enchanted creature gets +X/+X, where X is the number of creature cards in all
graveyards.



* Exoskeletal Armor works a lot like Empyrial Armor from the
_Weatherlight_(TM) set. The value of X changes each time a creature card goes
to a graveyard or leaves a graveyard.

-----



Flaring Pain

1R

Instant

Damage can't be prevented this turn.

Flashback R (You may play this card from your graveyard for its flashback
cost. Then remove it from the game.)



* Flaring Pain negates all kinds of damage prevention. After Flaring Pain
resolves, no damage can be prevented. Players can still play damage prevention
spells and abilities, but none of them will work. Any damage prevention
shields that are already in place when Flaring Pain resolves become useless.



* Circles of Protection and similar cards won't do anything at all. 



* Protection abilities won't prevent damage, but their other effects will
still work normally. So, for example, a creature with protection from red
couldn't be targeted by Blaze, but it could be damaged by Earthquake.



* If a Phantom is dealt damage, the damage won't be prevented and a +1/+1
counter must still be removed. 



* Spells and abilities that replace or "redirect" damage will work normally.
Only spells and abilities that use the words "prevent" or "protection from"
are affected.

-----



Flash of Insight

X1U

Instant

Look at the top X cards of your library. Put one of them into your hand and
the rest on the bottom of your library.

Flashback--1U, Remove X blue cards in your graveyard from the game. (You can't
remove Flash of Insight to pay for its own flashback cost.)



* When you play Flash of Insight using its flashback ability, the first thing
you do is put the spell card on the stack. This is why you can't remove Flash
of Insight to pay for its own flashback cost. It's not in the graveyard when
you pay its cost, so you couldn't possibly remove it from there.

-----



Funeral Pyre

W

Instant

Remove target card in a graveyard from the game. Its owner puts a 1/1 white
Spirit creature token with flying into play.



* The removed card's owner puts the token into play under his or her control.

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Genesis

4G

Creature -- Incarnation

4/4

At the beginning of your upkeep, if Genesis is in your graveyard, you may pay
2G. If you do, return target creature card from your graveyard to your hand.



* Unlike the five uncommon Incarnations, Genesis has a triggered ability, not
a static ability. For its ability to work, it must be in your graveyard both
at the start of your upkeep and when its ability resolves.



* You choose the target creature card when you put the ability onto the stack.
You do this before you pay 2G, and you do this even if you have no intention
of using the ability. The creature card must be in your graveyard at the start
of your upkeep, or else Genesis won't be able to target it. Genesis may target
itself, and if you have no other creature cards in your graveyard, Genesis
must target itself.



* Pay the cost and return the creature card when the ability resolves. A
single Genesis allows you to return one creature card each turn. If you want
to return more than one creature card per turn, you need more than one Genesis
in your graveyard.

-----



Glory

3WW

Creature -- Incarnation

3/3

Flying

2W: Creatures you control gain protection from the color of your choice until
end of turn. Play this ability only if Glory is in your graveyard.



* Unlike the five uncommon Incarnations, Glory has an activated ability, not a
static ability. If Glory leaves your graveyard before its ability resolves, it
will still resolve normally. As with any other activated ability, you can play
it more than once each turn. 



* Each time its ability resolves, you can choose what color to give your
creatures protection from. Glory only gives protection to the creatures that
are in play when its ability resolves. It doesn't give protection to creature
cards in your graveyard or creatures that come into play after its ability
resolves.



* Glory's ability isn't targeted, so you can use Glory's ability to give your
creatures protection from a color even if you've already used Glory's ability
to give your creatures protection from white.

-----



Grip of Amnesia

1U

Instant

Counter target spell unless its controller removes his or her graveyard from
the game.

Draw a card.



* You can choose to remove your graveyard from the game even if there are no
cards in it.

-----



Grizzly Fate

(3GG

Sorcery

Put two 2/2 green Bear creature tokens into play.

Threshold -- Instead put four 2/2 green Bear creature tokens into play.

Flashback 5GG (You may play this card from your graveyard for its flashback
cost. Then remove it from the game.)



* If Grizzly Fate is played from the graveyard, the Grizzly Fate card doesn't
count toward threshold. Threshold is checked when the spell resolves, so
Grizzly Fate will be on the stack, not in the graveyard.

-----



Guiltfeeder

3BB

Creature -- Horror

0/4

Guiltfeeder can't be blocked except by artifact creatures and/or black
creatures.

Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life
for each card in his or her graveyard.



* You count the number of cards in the graveyard when the ability resolves. It
resolves during the declare blockers step, before any creatures are destroyed
by combat damage.

-----



Harvester Druid 

1G

Creature -- Druid

1/1

T: Add to your mana pool one mana of any color that a land you control could
produce.



* If you have a Riftstone Portal in your graveyard, you'll be able to tap the
Druid for G or W in addition to any colors of mana your lands could normally
make.

-----



Hunting Grounds

GW

Enchantment

Threshold -- Whenever an opponent plays a spell, you may put a creature card
from your hand into play. (You have threshold as long as seven or more cards
are in your graveyard.)



* Hunting Grounds has no abilities at all if you don't have threshold. If you
do have threshold, it will trigger off spells played by each of your
opponents.

-----



Infectious Rage

1R

Enchant Creature

Enchanted creature gets +2/-1.

When enchanted creature is put into a graveyard, choose a creature at random
Infectious Rage can enchant. Return Infectious Rage to play enchanting that
creature.



* Infectious Rage will return to play if the enchanted creature goes to a
graveyard for any reason. This includes if the Rage's +2/-1 effect causes the
creature it's enchanting to have 0 toughness.



* If Infectious Rage is put into a graveyard but the enchanted creature isn't,
it won't return to play.



* When Infectious Rage returns to play, it can come into play enchanting one
of your creatures or one of your opponent's creatures. You choose what it will
enchant at random.



* When Infectious Rage returns to play, it doesn't target the new creature it
enchants, so it can be put onto a creature that can't be the target of spells
and abilities. However, it can't be put onto a creature it can't enchant, such
as a creature with protection from red. Ignore those creatures when choosing a
creature at random.



* Choosing a creature at random can be tricky. The simplest fair way to do it
is to find a die with more sides than the number of creatures in play
(ignoring any creatures Infectious Rage can't enchant). Give each creature a
different number, and roll the die. Reroll any number that's higher than the
number of creatures in play. (Don't start counting again at the beginning or
the selection will be biased toward the lower-numbered creatures.) Put the
Rage on the creature whose number was rolled.

-----



Krosan Reclamation

1G

Instant

Target player shuffles up to two target cards from his or her graveyard into
his or her library.

Flashback 1G (You may play this card from your graveyard for its flashback
cost. Then remove it from the game.)



* You choose the cards that will be shuffled back into the player's library.



* If the target player becomes illegal before the spell resolves, Krosan
Reclamation can't make the player shuffle the cards into his or her library.
The cards stay in his or her graveyard.

-----



Krosan Verge

Land

Krosan Verge comes into play tapped.

T: Add one colorless mana to your mana pool.

2, T, Sacrifice Krosan Verge: Search your library for a forest card and a
plains card and put them into play tapped. Then shuffle your library.



* Krosan Verge lets you search for both a forest and a plains, not just one or
the other. It doesn't specify that the lands must be basic, so it can find
"dual lands" such as Tundra and Tropical Island.



* You may choose not to find the plains, the forest, or both.

-----



Krosan Wayfarer

G

Creature -- Druid

1/1

Sacrifice Krosan Wayfarer: Put a land card from your hand into play.



* When you use this ability, you must put a land card from your hand into play
if you have one in your hand.

-----



Laquatus's Disdain

1U

Instant

Counter target spell played from a graveyard.

Draw a card.



* Cards played using the flashback ability are played from a graveyard, and
can be countered by Laquatus's Disdain. It can also counter spells played
using Yawgmoth's Agenda, Yawgmoth's Will, and similar cards.



* When a card played using the flashback ability is countered, it's still
removed from the game.



* Laquatus's Disdain can't counter cards played using the madness ability.
Those cards are played from the removed-from-the-game zone, not from the
graveyard.

-----



Lightning Surge

3RR

Sorcery

Lightning Surge deals 4 damage to target creature or player.

Threshold -- Instead Lightning Surge deals 6 damage to that creature or player
and the damage can't be prevented.

Flashback 5RR (You may play this card from your graveyard for its flashback
cost. Then remove it from the game.)



* Lightning Surge either deals 4 or 6 damage. It never deals 10 damage. If it
deals 4 damage, that damage can be prevented.



* "Damage can't be prevented" means that damage prevention shields and effects
are useless. Circle of Protection: Red won't prevent the damage. If a Phantom
is targeted by Lightning Surge, it will take 6 damage and then lose a +1/+1
counter.



* If Lightning Surge is played from the graveyard, the Lightning Surge card
doesn't count toward threshold. Threshold is checked when the spell resolves,
so Lightning Surge will be on the stack, not in the graveyard.

-----



Lost in Thought

1U

Enchant Creature

Enchanted creature can't attack or block and its activated abilities can't be
played. Its controller may remove three cards in his or her graveyard from the
game to ignore this ability until end of turn.



* The second sentence in Lost in Thought's ability is just part of the card's
static ability. It isn't a separate activated ability, and thus its effect
doesn't use the stack. You can remove the three cards from your graveyard any
time you have priority.



* If you remove three cards from your graveyard, you ignore Lost in Thought's
whole ability until the end of the turn. You therefore can't remove three
cards from your graveyard again during the same turn.

-----



Masked Gorgon

4B

Creature -- Gorgon

5/5

Green creatures and white creatures have protection from Gorgons.

Threshold -- Masked Gorgon has protection from green and from white. (You have
threshold as long as seven or more cards are in your graveyard.)



* Green creatures and white creatures have protection from anything with the
creature type Gorgon, not just from Masked Gorgon.



* A creature with protection from Gorgons can't be blocked by Gorgons, it
can't be the target of abilities from Gorgons, and all damage that would be
dealt to it from Gorgons is prevented.

-----



Mirari's Wake

3GW

Enchantment

Creatures you control get +1/+1.

Whenever you tap a land for mana, add one mana to your mana pool of any type
that land produced.



* Mirari's Wake produces exactly one extra mana each time a land is tapped for
mana.



* If you tap a land for more than one mana, and that mana is of different
types, you choose which one of those types Mirari's Wake adds to your mana
pool.



* If the land you tap produces no mana, Mirari's Wake produces no mana.

-----



Mist of Stagnation

3UU

Enchantment

Permanents don't untap during their controllers' untap steps.

At the beginning of each player's upkeep, that player untaps a permanent for
each card in his or her graveyard.



* When the triggered ability resolves, the player whose turn it is counts the
number of cards in his or her graveyard. Then that player chooses that many
permanents and untaps them.



* You may untap an untapped permanent with this ability. If you do, nothing
happens to that permanent.



* You can untap any permanents, not just ones that you control. And you must
untap as many permanents as you can. So, if the cards in your graveyard
outnumber the permanents you control, you must untap some of your opponent's
permanents. You choose which ones to untap.

-----



Morality Shift

5BB

Sorcery

Exchange your graveyard and library. Then shuffle your library.



* Here's what you do when this spell resolves: Take the cards in your
graveyard and the cards in your library. Turn the cards that were in your
graveyard face down and put them where your library was. Turn the cards that
were in your library face up and put them where your graveyard was (in any
order). Then shuffle your new library.



* If you have no cards in your graveyard, or no cards in your library, you can
still make the exchange.

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Nomad Mythmaker

2W

Creature -- Cleric

2/2

W, T: Put target enchant creature card from a graveyard into play enchanting a
creature you control. (You control that enchantment.)



* You target the enchantment when you play the ability, but you don't pick
which creature to put it on until the ability resolves.



* You can't put the enchantment on a creature it can't enchant. So, for
example, you can't put a black enchantment onto a creature with protection
from black.



* The Mythmaker's ability doesn't target the creature, and neither does the
enchantment that's coming into play. This means that you can put the
enchantment onto a creature that can't be the target of spells and abilities.

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Phantom Centaur

2GG

Creature -- Centaur Spirit

2/0

Protection from black

Phantom Centaur comes into play with three +1/+1 counters on it.

If damage would be dealt to Phantom Centaur, prevent that damage. Remove a
+1/+1 counter from Phantom Centaur.



* If damage would be dealt to Phantom Centaur by a black source, its
controller chooses which of its abilities will prevent that damage. If the
damage is prevented by protection from black, the Centaur will not lose a
+1/+1 counter. If the damage is prevented by the Phantom ability, the Centaur
will lose a +1/+1 counter.

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Planar Chaos

2R

Enchantment

At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice
Planar Chaos.

Whenever a player plays a spell, that player flips a coin. If he or she loses
the flip, counter that spell.



* Planar Chaos forces all players to flip a coin to see if their spells work,
including you.

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Quiet Speculation

1U

Sorcery

Search target player's library for up to three cards with flashback and put
them into that player's graveyard. Then the player shuffles his or her
library.



* The cards you search for have to have the flashback ability. Just having a
tombstone icon isn't enough.



* If you target another player, you get to search that player's library.



* You can choose not to find any cards if you don't want to.

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Riftstone Portal

Land

T: Add one colorless mana to your mana pool.

As long as Riftstone Portal is in your graveyard, lands you control have "T:
Add G or W to your mana pool."



* Riftstone Portal is related to the Incarnations. It gives all your lands the
ability to produce G or W as long as it's in your graveyard.

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Scalpelexis

4U

Creature -- Beast 

1/5

Flying

Whenever Scalpelexis deals combat damage to a player, that player removes the
top four cards of his or her library from the game. If two or more of those
cards have the same name, repeat this process.

* Each time you remove four cards, if two of those cards have the exact same
name, you remove another four cards. It doesn't matter whether a card has the
same name as one that was removed from the game in a previous batch of four
cards. Unlike many similar abilities, this ability does look at basic land
cards.

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Seedtime

1G

Instant

Play Seedtime only during your turn.

Take an extra turn after this one if an opponent played a blue spell this
turn.



* You only get the extra turn if your opponent has already played a blue spell
this turn.



* "Played" means "put on the stack," so if the only blue spell your opponent
played hasn't resolved yet when you play Seedtime, you'll still get the extra
turn.



* You only get one extra turn for each Seedtime you play. It doesn't matter
how many blue spells your opponent has played this turn.

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Selfless Exorcist

3WW

Creature -- Cleric

3/4

T: Remove target creature card in a graveyard from the game. That card deals
damage equal to its power to Selfless Exorcist. (A * on a card not in play is
0.)



* You can remove any creature card in any graveyard from the game. You can't
remove other types of cards from the game. 



* A creature *card* is dealing the damage, not an actual creature. (Creatures
only exist in play.) Giving the Exorcist protection from creatures won't
prevent the damage. But giving the Exorcist protection from red would prevent
the damage from a red creature card because that creature card is a red source
of damage.



* The damage dealt to the Exorcist always equals the power printed on the
removed card. Though some effects can alter the power of a creature, no
effects can alter the power of a card.

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Shaman's Trance

2R

Instant

Until end of turn, other players can't play cards from their graveyards, and
you may play cards from other players' graveyards as though they were in your
graveyard.



* Shaman's Trance doesn't give you any special power to play cards from
graveyards. Something else (a flashback ability, Yawgmoth's Will, or the like)
must independently let you play cards from a graveyard. Shaman's Trance just
increases the number of graveyards you could play cards from.



* You can play any cards with flashback that are in any player's graveyard.
These cards will be removed from the game when they resolve, just like normal.



* If you've played Yawgmoth's Will this turn, you can play any cards in your
graveyard or your opponents' graveyards. Cards played from your graveyard will
be removed from the game. Cards played from an opponent's graveyard will
return to that graveyard when they resolve because the Will's replacement
ability doesn't apply. You can play those cards over and over, as long as you
have mana available.



* Shaman's Trance doesn't allow you to play any abilities of cards in other
players' graveyards (such as Glory's ability), and it doesn't prevent other
players from playing any abilities of cards in their graveyards.

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Solitary Confinement

2W

Enchantment

At the beginning of your upkeep, sacrifice Solitary Confinement unless you
discard a card from your hand.

Skip your draw step.

You can't be the target of spells or abilities.

Prevent all damage that would be dealt to you.



* If you sacrifice Solitary Confinement at the beginning of your upkeep, all
its effects go away. You'll draw a card normally that turn, but you can be
targeted by spells and abilities again, and damage is dealt to you normally.

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Soulgorger Orgg

3RR

Creature -- Nightmare Orgg

6/6

Trample

When Soulgorger Orgg comes into play, you lose all but 1 life.

When Soulgorger Orgg leaves play, you gain life equal to the life you lost
when it came into play.



* When the Orgg comes into play, if you have 1 or more life, your life total
becomes 1. Note how much life you lost because of this effect. When the Orgg
leaves play, you gain that much life. If you've gained life after it came into
play but before it left play, you'll end up with more life than you started
with.



* If the Orgg leaves play before its comes-into-play ability resolves, its
leaves-play ability will resolve first. The leaves-play ability lets you gain
life equal to the life you lost, but since you haven't yet lost any, you'll
gain 0 life. Then your life total will become 1.



* If your life total is 0 or less when the Orgg comes into play (due to
Transcendence's effect, for instance), then your life total will stay the
same. The Orgg doesn't allow you to gain life when it comes into play.

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Spellgorger Barbarian

3R

Creature -- Nightmare Barbarian 

3/1

When Spellgorger Barbarian comes into play, discard a card at random from your
hand.

When Spellgorger Barbarian leaves play, draw a card.



* Spellgorger Barbarian works a little differently than the other Nightmares.
Instead of removing and returning the same thing, it operates on different
things. (The card you discard won't be the card you get back.) Also, the card
goes to the graveyard, not the removed-from-the-game zone.



* If you don't have any cards in your hand when the Barbarian's
comes-into-play ability resolves, nothing happens. This doesn't affect the
Barbarian in any way. You'll still draw a card when it leaves play.



* If the Barbarian leaves play before its comes-into-play ability resolves,
its leaves-play ability will resolve first. First you'll draw a card, then
you'll discard a card at random.

-----



Spelljack

3UUU

Instant

Counter target spell. If it's countered this way, remove it from the game
instead of putting it into its owner's graveyard. As long as it remains
removed from the game, you may play it as though it were in your hand without
paying its mana cost. If it has X in its mana cost, X is 0.



* Once you've played Spelljack on a spell, that spell stays removed from the
game until you decide to play it. When you play it, even though you don't have
to pay the mana cost, you still must pay any additional costs. You have to
follow all the normal rules for playing a spell; for example, you can't play a
Spelljack-removed sorcery on your opponent's turn. Also, if the removed card
has any play restrictions, you must follow them.



* If you play an instant or sorcery spell that was removed from the game with
Spelljack, it will go to its owner's graveyard when it resolves.



* If you play a creature, enchantment, or artifact spell that was removed from
the game with Spelljack, it will come into play under your control. When it's
destroyed, or at the end of the game, it will go to its owner's graveyard.



* You can Spelljack a spell that was played with flashback. It will be removed
from the game, and you can then play it yourself. When it resolves, it will go
to its owner's graveyard, because the flashback effect no longer applies to
the spell. 



* If you play Spelljack targeting a copy of a spell (one created by Mirari's
ability, for instance), the spell will be countered. However, as soon as it's
removed from the game, it ceases to exist.



* Your opponent can retrieve a spell that's been removed from the game by
making the appropriate Wish.

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Stitch Together

BB

Sorcery

Return target creature card from your graveyard to your hand.

Threshold -- Instead return that card from your graveyard to play. (You have
threshold if seven or more cards are in your graveyard.)



* If exactly seven cards are in your graveyard when Stitch Together starts
resolving, the target card will wind up in play even though you'll lose
threshold when that card leaves your graveyard. Stitch Together checks for
threshold just before it starts resolving, and once its effect is determined,
it can't be changed.

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Sutured Ghoul

4BBB

Creature -- Zombie

*/*

Trample 

As Sutured Ghoul comes into play, remove any number of creature cards in your
graveyard from the game.

Sutured Ghoul's power is equal to the total power of the removed cards and its
toughness is equal to their total toughness. (A * on a card not in play is 0.)



* The Ghoul's power and toughness are both set when it comes into play. If a
Wish returns one of the removed cards to your hand, the Ghoul's power and
toughness won't change.



* The power and toughness of the Ghoul are based on the characteristics
printed on the removed cards. Though some effects can alter the power or
toughness of a creature, no effects can alter the power or toughness of a
card.

-----



Swelter

3R

Sorcery

Swelter deals 2 damage to each of two target creatures.



* You must target two creatures with Swelter. If there's only one creature for
Swelter to target, you can't play it.

-----



Swirling Sandstorm

3R

Sorcery

Threshold -- Swirling Sandstorm deals 5 damage to each creature without
flying. (You have threshold if seven or more cards are in your graveyard.)



* This card does nothing if you don't have threshold when it resolves.

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Sylvan Safekeeper

G

Creature -- Wizard

1/1

Sacrifice a land: Target creature you control can't be the target of spells or
abilities this turn.



* This card was designed by Olle Rade after winning the 1997 Duelist
Invitational in Hong Kong. He's pictured in the card's art.

-----



Test of Endurance

2WW

Enchantment

At the beginning of your upkeep, if you have 50 or more life, you win the
game.



* To win the game, you must have 50 or more life both at the beginning of your
upkeep and when Test of Endurance's ability resolves.

-----



Treacherous Vampire

4B

Creature -- Vampire

4/4

Flying

Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you remove
a card in your graveyard from the game.

Threshold -- Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire
is put into a graveyard from play, you lose 6 life."



* If you can't remove a card from your graveyard when the Vampire attacks or
blocks, you have to sacrifice it.



* Treacherous Vampire's second ability checks to see whether you have seven
cards in your graveyard just before the Vampire goes there itself. If you
don't, the ability won't trigger.

-----



Treacherous Werewolf

2B

Creature -- Minion Wolf

2/2

Threshold -- Treacherous Werewolf gets +2/+2 and has "When Treacherous
Werewolf is put into a graveyard from play, you lose 4 life." (You have
threshold as long as seven or more cards are in your graveyard.)



* Treacherous Werewolf's ability checks to see whether you have seven cards in
your graveyard just before the Werewolf goes there itself. If you don't, the
ability won't trigger.

-----



Unquestioned Authority

2W

Enchant Creature

When Unquestioned Authority comes into play, draw a card.

Enchanted creature has protection from creatures.



* Protection from creatures means that the enchanted creature can't be blocked
by creatures, it can't be the target of abilities from creatures, and all
damage that would be dealt to it from creatures is prevented. 

-----



Venomous Vines

2GG

Sorcery

Destroy target enchanted permanent.



* This spell can destroy any permanent which has an enchantment on it. If the
permanent is destroyed (and is not regenerated), the enchantment is put into
its owner's graveyard because it has nothing to enchant. 



* If all local enchantments on the target permanent are removed in response to
playing Venomous Vines, Venomous Vines will be countered due to having an
illegal target.

-----



Wormfang Crab

3U

Creature -- Nightmare Crab

3/6



CORRECTION



The Magic rules team recently discovered a problem with this card. In
combination with some other cards, its ability can cause the game to go into
an infinite loop and end in a draw. The printed wording is:



Wormfang Crab is unblockable.

When Wormfang Crab comes into play, an opponent chooses a permanent you
control and removes it from the game.

When Wormfang Crab leaves play, return the removed card to play under its
owner's control.



Therefore, the rules team has decided that the ability should read as follows,
and future Oracle(TM) updates will reflect the correction.



Wormfang Crab is unblockable.

When Wormfang Crab comes into play, an opponent chooses a permanent you
control other than Wormfang Crab and removes it from the game.

When Wormfang Crab leaves play, return the removed card to play under its
owner's control.



The change means that Wormfang Crab can no longer remove itself from the game.

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Wormfang Manta

5UU

Creature -- Nightmare Beast

6/1

Flying

When Wormfang Manta comes into play, you skip your next turn.

When Wormfang Manta leaves play, you take an extra turn after this one.



* Wormfang Manta causes you to skip a turn when it comes into play, then gives
you an extra turn when it leaves play. 



* If the Manta comes into play and leaves play in the same turn, the abilities
cancel each other out. (It doesn't matter which ability resolves first.) Its
comes-into-play ability will create an effect that tells you to skip your next
turn. And its leaves-play ability gives you an extra turn immediately after
this one. When the current turn ends, you'll get to the extra turn, but the
"skip a turn" effect kicks in. The extra turn will be the one you skip.

-----





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