_Mirrodin Besieged_(TM) Frequently Asked Questions

Compiled by Matt Tabak, with contributions from Laurie Cheers, Mark L.
Gottlieb, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen

Document last modified January 12, 2011



An FAQ is a collection of clarifications and rulings involving the cards in a
new _Magic: The Gathering_(R) set. It's intended to make playing with these
new cards more fun by clearing up the common misconceptions and confusion
inevitably caused by new mechanics and interactions. As future sets are
released, updates to the _Magic_(TM) rules may cause some of this information
to become outdated. If you can't find the answer you're looking for here,
please contact us at .



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, most common, and most confusing questions players might ask about
cards in the set. Items in the "Card-Specific Notes" section include full card
text for your reference. Not all cards in the set are listed.

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GENERAL NOTES



***Release Information***



The _Mirrodin Besieged_ set contains 155 cards (60 common, 40 uncommon, 35
rare, 10 mythic rare, and 10 basic land).



Prerelease events: January 29-30, 2011

Launch Parties: February 4-7, 2011



The _Mirrodin Besieged_ set becomes legal for sanctioned Constructed play on
its official release date: Friday, February 4, 2011.



-- At that time, the following card sets will be permitted in the Standard
format: _Zendikar_(R), _Worldwake_(TM), _Rise of the Eldrazi_(TM), _Magic
2011_, _Scars of Mirrodin_(TM), and _Mirrodin Besieged_.



Go to  to find an event or store near you.



Go to  for a complete list of formats and
permitted card sets.

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***Mirran and Phyrexian Factions***



The war rages on. Each _Mirrodin Besieged_ card (except planeswalkers and
basic lands) has an identifying insignia in its text box that shows which
faction it belongs to. (The Mirran insignia looks like a segmented ring. The
Phyrexian insignia looks like a circle with a slash through it.) Faction
insignias have no effect on game play.

-----



***New Keyword Ability: Battle Cry***



Found on Mirran creatures, battle cry is an ability that grants a +1/+0 bonus
to other attacking creatures.



Goblin Wardriver

RR

Creature -- Goblin Warrior

2/2

Battle cry (Whenever this creature attacks, each other attacking creature gets
+1/+0 until end of turn.)



The official rules for battle cry are as follows:



702.88. Battle Cry



702.88a Battle cry is a triggered ability. "Battle cry" means "Whenever this
creature attacks, each other attacking creature gets +1/+0 until end of turn."



702.88b If a creature has multiple instances of battle cry, each triggers
separately.



* The +1/+0 bonus applies to each other attacking creature, but not to the
creature with battle cry itself.



* The +1/+0 bonus remains until the end of the turn, even if the creature with
battle cry leaves the battlefield or stops being an attacking creature.



* If a creature with battle cry attacks more than once in a turn (due to an
additional combat phase being created), its battle cry ability will trigger
each time. The results are cumulative.



* In Two-Headed Giant and other multiplayer variants where players share a
turn, attacking creatures controlled by a teammate also receive the +1/+0
bonus.

-----



***New Keyword Ability: Living Weapon***



Living weapon is an ability of Phyrexian Equipment that automatically provides
a creature to wield the Equipment when it enters the battlefield.



Skinwing

4

Artifact -- Equipment

Living weapon (When this Equipment enters the battlefield, put a 0/0 black
Germ creature token onto the battlefield, then attach this to it.)

Equipped creature gets +2/+2 and has flying.

Equip 6



The official rules for living weapon are as follows:



702.89. Living Weapon



702.89a Living weapon is a triggered ability. "Living weapon" means "When this
Equipment enters the battlefield, put a 0/0 black Germ creature token onto the
battlefield, then attach this Equipment to it."



* Like other Equipment, each Equipment with living weapon has an equip cost.
You can pay this cost to attach an Equipment to another creature you control.
Once the Germ token is no longer equipped, it will be put into your graveyard,
unless another effect raises its toughness above 0.

-----



***Cycle: Zeniths***



The _Mirrodin Besieged_ set includes a cycle of five Zeniths, powerful spells
that can be drawn multiple times over the course of a game.



Black Sun's Zenith

XBB

Sorcery

Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its
owner's library.



* If a Zenith is countered by a spell or ability or because all of its targets
are illegal when it tries to resolve, it will be put into its owner's
graveyard. That is, none of its effects will occur.

-----



***Returning _Scars of Mirrodin_ Mechanics***



Many abilities and mechanics featured in the _Scars of Mirrodin_ set return in
the _Mirrodin Besieged_ set. For more information about infect, -1/-1
counters, poison counters, imprint, metalcraft, and proliferate, see the
_Scars of Mirrodin_ FAQ at
.

-----



CARD-SPECIFIC NOTES



Blightsteel Colossus

12

Artifact Creature -- Golem

11/11

Trample, infect

Blightsteel Colossus is indestructible.

If Blightsteel Colossus would be put into a graveyard from anywhere, reveal
Blightsteel Colossus and shuffle it into its owner's library instead.



* Lethal damage and effects that say "destroy" won't cause an indestructible
creature to be put into the graveyard. However, an indestructible creature can
be put into the graveyard for a number of reasons. The most likely reasons are
if it's sacrificed or if its toughness is 0 or less. (In these cases, of
course, Blightsteel Colossus would be shuffled into its owner's library
instead of being put into its owner's graveyard.)

-----



Blue Sun's Zenith

XUUU

Instant

Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's
library.



* You follow the instructions in order. You won't be able to draw the same
Blue Sun's Zenith that you cast.

-----



Bonehoard

4

Artifact -- Equipment

Living weapon (When this Equipment enters the battlefield, put a 0/0 black
Germ creature token onto the battlefield, then attach this to it.)

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

Equip 2



* The value of X is calculated continuously as the number of creature cards in
graveyards changes.



* If there are no creature cards in any graveyard when Bonehoard's living
weapon ability resolves, the Germ will be 0/0 and put into its owner's
graveyard.



* Although creature tokens go to the graveyard before ceasing to exist, they
never count as creature cards and won't increase the bonus granted by
Bonehoard, however briefly.



* If lethal damage is dealt simultaneously to the equipped creature and
another creature, both creatures are put into the graveyard at the same time.
The equipped creature won't get an additional bonus from the other creature.

-----



Brass Squire

3

Artifact Creature -- Myr

1/3

T: Attach target Equipment you control to target creature you control.



* If one of the targets is illegal when the activated ability resolves,
nothing will happen and the Equipment won't move. Notably, if an opponent
gains control of either target in response, the Equipment won't move.



* Unlike the equip ability, Brass Squire's ability can be activated whenever
you could cast an instant.

-----



Burn the Impure

1R

Instant

Burn the Impure deals 3 damage to target creature. If that creature has
infect, Burn the Impure deals 3 damage to that creature's controller.



* If the creature is an illegal target when Burn the Impure resolves, the
spell will be countered and none of its effects will happen, even if that
creature has infect.

-----



Concussive Bolt

3RR

Sorcery

Concussive Bolt deals 4 damage to target player.

Metalcraft -- If you control three or more artifacts, creatures that player
controls can't block this turn.



* The number of artifacts you control is checked only once: when Concussive
Bolt resolves. If you don't control three or more artifacts at that time,
creatures will be able to block that turn, even if you gain control of more
artifacts later in the turn.



* If the player is an illegal target when Concussive Bolt resolves, the spell
will be countered. None of its effects will happen, even if you control three
or more artifacts.



* If you controlled three or more artifacts as Concussive Bolt resolved, the
targeted player won't be able to block with any creatures this turn. That is,
the set of affected creatures isn't locked in as the spell resolves.

-----



Consecrated Sphinx

4UU

Creature -- Sphinx

4/6

Flying

Whenever an opponent draws a card, you may draw two cards.



* You may either draw two cards or not draw at all. You can't choose to draw
only one card.



* The ability triggers once for each card an opponent draws. You choose
whether to draw two cards as each of those abilities resolves.



* If each player controls a Consecrated Sphinx, their abilities will cause
each other to trigger until one player chooses not to draw cards.

-----



Contested War Zone

Land

Whenever a creature deals combat damage to you, that creature's controller
gains control of Contested War Zone.

T: Add 1 to your mana pool.

1, T: Attacking creatures get +1/+0 until end of turn.



* The last activated ability affects all attacking creatures, not just those
you control.



* The word "you" in a permanent's trigger condition always refers to the
permanent's current controller.



* Gaining control of Contested War Zone doesn't cause it to tap or untap.



* In some multiplayer formats, creatures controlled by different players may
deal combat damage to you simultaneously. If this happens, you control each
triggered ability and can put them on the stack in any order. The last ability
to resolve will determine who ends up controlling Contested War Zone.

-----



Corrupted Conscience

3UU

Enchantment -- Aura

Enchant creature

You control enchanted creature.

Enchanted creature has infect. (It deals damage to creatures in the form of
-1/-1 counters and to players in the form of poison counters.)



* Multiple instances of infect on the same creature are redundant.

-----



Crush

R

Instant

Destroy target noncreature artifact.



* If the targeted artifact is also a creature when Crush tries to resolve, it
will be countered.

-----



Cryptoplasm

1UU

Creature -- Shapeshifter

2/2

At the beginning of your upkeep, you may have Cryptoplasm become a copy of
another target creature. If you do, Cryptoplasm gains this ability.



* You choose the target for the triggered ability when the ability is put onto
the stack. You choose whether or not Cryptoplasm becomes a copy of that
creature when the ability resolves.



* The copy effect lasts indefinitely. Often, it will last until it is
overwritten by another copy effect (if it copies another creature on a future
turn, perhaps.)



* If the creature is an illegal target when the ability tries to resolve, it
will be countered. Cryptoplasm won't become a copy of that creature; it
remains whatever it was before.



* If another creature becomes a copy of Cryptoplasm, it will become a copy of
whatever Cryptoplasm is currently copying (if anything), plus it will have
Cryptoplasm's triggered ability.

-----



Distant Memories

2UU

Sorcery

Search your library for a card, exile it, then shuffle your library. Any
opponent may have you put that card into your hand. If no player does, you
draw three cards.



* The card is exiled face up. Each opponent will know what the card is when
deciding whether to have you put it in your hand.



* If no opponent has you put the card into your hand, the card remains exiled.



* In multiplayer formats, your opponents each make the decision in turn order.

-----



Divine Offering

1W

Instant

Destroy target artifact. You gain life equal to its converted mana cost.



* If the artifact is an illegal target when Divine Offering resolves, the
spell is countered. You won't gain any life.



* If Divine Offering resolves, but the artifact regenerates or is
indestructible, you'll still gain the life.

----



Fangren Marauder

5G

Creature -- Beast

5/5

Whenever an artifact is put into a graveyard from the battlefield, you may
gain 5 life.



* If Fangren Marauder has itself become an artifact for some reason, you'll
gain 5 life when it is put into a graveyard from the battlefield.

-----



Frantic Salvage

3W

Instant

Put any number of target artifact cards from your graveyard on top of your
library.

Draw a card.



* You choose the order of the cards you put on top of your library.



* You can cast this with zero targets. If you do, you'll get to draw a card.
However, if you cast this with at least one target and all of those targets
become illegal (because another effect has removed them from the graveyard,
perhaps), the spell will be countered and you won't get to draw a card.

-----



Fuel for the Cause

2UU

Instant

Counter target spell, then proliferate. (You choose any number of permanents
and/or players with counters on them, then give each another counter of a kind
already there.)



* You must be able to target another spell in order to cast Fuel for the
Cause. You can't just cast it in order to proliferate, and it can't target
itself.



* If the spell is an illegal target when Fuel for the Cause tries to resolve,
it will be countered. You won't proliferate.

-----



Galvanoth

3RR

Creature -- Beast

3/3

At the beginning of your upkeep, you may look at the top card of your library.
If it's an instant or sorcery card, you may cast it without paying its mana
cost.



* If the card you look at isn't an instant or sorcery card, it remains on top
of your library. You don't reveal it.



* You may pay additional costs, such as kicker costs, of the instant or
sorcery card.



* If the card has any mandatory additional costs, as Kuldotha Rebirth does,
you must pay them in order to cast the spell.



* If the card has an X in its mana cost, you must choose 0 as its value.

-----



Glissa, the Traitor

BGG

Legendary Creature -- Zombie Elf

3/3

First strike, deathtouch

Whenever a creature an opponent controls is put into a graveyard from the
battlefield, you may return target artifact card from your graveyard to your
hand.



* If an artifact you own and a creature an opponent controls go to the
graveyard at the same time, you may choose that artifact card as the target of
Glissa, the Traitor's ability (even if they're the same card: an artifact
creature you own that an opponent controlled).

-----



Go for the Throat

1B

Instant

Destroy target nonartifact creature.



* If the targeted creature is also an artifact when Go for the Throat tries to
resolve, it will be countered.

-----



Gore Vassal

2W

Creature -- Hound

2/1

Sacrifice Gore Vassal: Put a -1/-1 counter on target creature. Then if that
creature's toughness is 1 or greater, regenerate it.



* You can activate Gore Vassal's ability targeting itself, but it won't get a
-1/-1 counter or regenerate because it'll be an illegal target when the
ability resolves.



* The regeneration shield will last until the turn ends or until it's used.



* Let's say you activate Gore Vassal's ability targeting a creature with 3
toughness and 2 damage marked on it. The regeneration shield will be created
just before the creature is destroyed for having damage marked on it equal to
or greater than its toughness. The creature will then regenerate. That is, all
damage will be removed from it and it will become tapped; any counters on the
creature, including the -1/-1 counter put on by this ability, remain.

-----



Green Sun's Zenith

XG

Sorcery

Search your library for a green creature card with converted mana cost X or
less, put it onto the battlefield, then shuffle your library. Shuffle Green
Sun's Zenith into its owner's library.



* In most cases, if you own Green Sun's Zenith and cast it, you'll shuffle
your library twice. In practice, shuffling once is sufficient, but effects
that care about you shuffling your library (like Psychogenic Probe, for
example) will see that you've shuffled twice.



* If you own Green Sun's Zenith, but an opponent casts it (due to Knowledge
Pool's effect, for example), that opponent searches his or her library for an
appropriate creature card, then shuffles his or her library. That opponent
then shuffles Green Sun's Zenith into your library. You won't shuffle any
library in this case.

-----



Hellkite Igniter

5RR

Creature -- Dragon

5/5

Flying, haste

1R: Hellkite Igniter gets +X/+0 until end of turn, where X is the number of
artifacts you control.



* The number of artifacts you control is counted when the ability resolves.

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Hero of Bladehold

2WW

Creature -- Human Knight

3/4

Battle cry (Whenever this creature attacks, each other attacking creature gets
+1/+0 until end of turn.)

Whenever Hero of Bladehold attacks, put two 1/1 white Soldier creature tokens
onto the battlefield tapped and attacking.



* Whenever Hero of Bladehold attacks, both abilities will trigger. You can put
them onto the stack in any order. If the token-creating ability resolves
first, the tokens each get +1/+0 until end of turn from the battle cry
ability.



* You choose which opponent or planeswalker an opponent controls that each
token is attacking when it is put onto the battlefield.



* Although the tokens are attacking, they never were declared as attacking
creatures (for purposes of abilities that trigger whenever a creature attacks,
for example).

-----



Hero of Oxid Ridge

2RR

Creature -- Human Knight

4/2

Haste

Battle cry (Whenever this creature attacks, each other attacking creature gets
+1/+0 until end of turn.)

Whenever Hero of Oxid Ridge attacks, creatures with power 1 or less can't
block this turn.



* The power of each creature is checked only when blocking creatures are
declared. If a creature has power 1 or less at that time, it can't block, even
if its power was greater than 1 when the last ability resolved.



* Creatures with power 1 or less can't block even if they weren't on the
battlefield when the last ability resolved.

-----



Horrifying Revelation

B

Sorcery

Target player discards a card, then puts the top card of his or her library
into his or her graveyard.



* If the player has no cards in his or her hand or no cards in his or her
library, the other effect still happens.

-----



Ichor Wellspring

2

Artifact

When Ichor Wellspring enters the battlefield or is put into a graveyard from
the battlefield, draw a card.



* The ability will trigger when Ichor Wellspring is put into a graveyard from
the battlefield, even if the ability that triggered when it entered the
battlefield hasn't resolved yet.

-----



Inkmoth Nexus

Land

T: Add 1 to your mana pool.

1: Inkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying and
infect until end of turn. It's still a land. (It deals damage to creatures in
the form of -1/-1 counters and to players in the form of poison counters.)



* If Inkmoth Nexus entered the battlefield this turn and it's not a creature,
it can be tapped for mana. If it becomes a creature that turn, it can't attack
or be tapped for mana.



* If you've controlled Inkmoth Nexus continuously since your most recent turn
began and it becomes a creature, it can attack or be tapped for mana.

-----



Into the Core

2RR

Instant

Exile two target artifacts.



* You must be able to target two different artifacts in order to cast Into the
Core.

-----



Kemba's Legion

5WW

Creature -- Cat Soldier

4/6

Vigilance

Kemba's Legion can block an additional creature for each Equipment attached to
Kemba's Legion.



* The number of creatures Kemba's Legion can block is calculated when blocking
creatures are declared. Take into account the number of Equipment attached to
Kemba's Legion at that time, as well as any other effects that increase the
number of creatures Kemba's Legion can block.

-----



Knowledge Pool

6

Artifact

Imprint -- When Knowledge Pool enters the battlefield, each player exiles the
top three cards of his or her library.

Whenever a player casts a spell from his or her hand, that player exiles it.
If the player does, he or she may cast another nonland card exiled with
Knowledge Pool without paying that card's mana cost.



* You may cast any other card exiled by Knowledge Pool, including one owned by
an opponent. Any card exiled by Knowledge Pool’s enters-the-battlefield
ability or its other triggered ability may be cast.



* The spell a player casts from his or her hand won't resolve if it's exiled,
even if that spell can't be countered by spells or abilities.



* If the original spell isn't exiled (perhaps because it's countered by
another spell or ability before Knowledge Pool's second triggered ability
resolves), the rest of the ability does nothing. The player doesn't get to
cast an exiled card.



* If there are no nonland cards exiled by Knowledge Pool, the original spell
is still exiled.



* You may pay additional costs, such as kicker costs, of the exiled card.



* If the card has any mandatory additional costs, as Kuldotha Rebirth does,
you must pay them in order to cast the spell.



* Timing restrictions based on the card's type are ignored. For example, you
can cast an exiled creature card this way. Other restrictions, such as Spinal
Embrace's "Cast Spinal Embrace only during combat" are not ignored.



* If the card you cast without paying its mana cost has an X in its mana cost,
you must choose 0 as its value.



* Any other abilities that trigger when you cast the original spell (for
example, if you cast Emrakul, the Aeons Torn) will still trigger and go on the
stack.



* If multiple Knowledge Pools are on the battlefield, keep track of which
cards are exiled by each of them. Whenever a player casts a spell from his or
her hand:

 -- If all Knowledge Pools are controlled by the same player, that player
chooses the order in which the triggered abilities are put onto the stack. The
last one put onto the stack will be the first to resolve.

 -- If multiple players each control one or more Knowledge Pools, the active
player put his or her triggered abilities on the stack in any order, then each
other player in turn order does the same. The last ability put onto the stack
this way will be the first to resolve.

 -- The first triggered ability to resolve will exile the original spell, then
the player who cast that spell may cast one of the nonland cards exiled by the
Knowledge Pool that generated that triggered ability. The abilities of other
Knowledge Pools will do nothing when they resolve, as the original spell will
already have been exiled.

-----



Kuldotha Flamefiend

4RR

Creature -- Elemental

4/4

When Kuldotha Flamefiend enters the battlefield, you may sacrifice an
artifact. If you do, Kuldotha Flamefiend deals 4 damage divided as you choose
among any number of target creatures and/or players.



* Kuldotha Flamefiend's ability may target up to four creatures and/or
players. Each must be chosen to receive at least 1 damage.



* You choose the target(s) and how the damage will be divided when you put the
triggered ability on the stack. You don't choose whether to sacrifice an
artifact or which artifact you're sacrificing until the ability resolves. Once
you decide to sacrifice an artifact (or not), it's too late for players to
respond.

-----



Leonin Relic-Warder

WW

Creature -- Cat Cleric

2/2

When Leonin Relic-Warder enters the battlefield, you may exile target artifact
or enchantment.

When Leonin Relic-Warder leaves the battlefield, return the exiled card to the
battlefield under its owner's control.



* If Leonin Relic-Warder leaves the battlefield before its first ability has
resolved, its second ability will trigger and when it resolves, do nothing.
Then its first ability will resolve and exile the targeted artifact or
enchantment with no way to return it to the battlefield.

-----



Magnetic Mine

4

Artifact

Whenever another artifact is put into a graveyard from the battlefield,
Magnetic Mine deals 2 damage to that artifact's controller.



* Magnetic Mine will not trigger when it is put into a graveyard from the
battlefield itself, although it will trigger if another artifact is put into
the graveyard from the battlefield at the same time.

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Massacre Wurm

3BBB

Creature -- Wurm

6/5

When Massacre Wurm enters the battlefield, creatures your opponents control
get -2/-2 until end of turn.

Whenever a creature an opponent controls is put into a graveyard from the
battlefield, that player loses 2 life.



* If an opponent controls a creature you own, that opponent will lose 2 life
when that creature is put into your graveyard from the battlefield.



* If a creature an opponent controls is put into the graveyard from the
battlefield at the same time as Massacre Wurm, its last ability will trigger.

-----



Melira's Keepers

4G

Creature -- Human Warrior

4/4

Melira's Keepers can't have counters placed on it.



* Melira's Keepers can't have any kind of counters placed on it, not just
-1/-1 counters.



* Damage from a source with infect has no effect on Melira's Keepers. No -1/-1
counters are placed on it, and no damage is marked on it. The damage is still
dealt for purposes of effects that care about damage, such as lifelink.



* If Melira's Keepers would enter the battlefield with a counter on it, it
simply enters the battlefield without that counter.



* If a creature with a counter on it becomes a copy of Melira's Keepers, those
counters will remain.

-----



Mirrorworks

5

Artifact

Whenever another nontoken artifact enters the battlefield under your control,
you may pay 2. If you do, put a token that's a copy of that artifact onto the
battlefield.



* Each time the ability triggers, you can pay 2 only one time to get one
token.



* As the token is created, it checks the printed values of the artifact it's
copying, as well as any copy effects that have been applied to it.



* The copiable values of the token's characteristics are the same as the
copiable values of the characteristics of the artifact it's copying.



* If the artifact that caused Mirrorworks's ability to trigger has already
left the battlefield by the time the ability resolves, you can still pay 2. If
you do, you'll still put a token onto the battlefield. That token has the
copiable values of the characteristics of that nontoken artifact as it last
existed on the battlefield.

-----



Mitotic Manipulation

1UU

Sorcery

Look at the top seven cards of your library. You may put one of those cards
onto the battlefield if it has the same name as a permanent. Put the rest on
the bottom of your library in any order.



* "The same name as a permanent" means the same name as a permanent currently
on the battlefield as Mitotic Manipulation resolves.



* No matter how many of the seven cards have the same name as a permanent, you
can put only one of them onto the battlefield.



* You don't reveal any of the other cards or the order in which they go to the
bottom of your library.

-----



Mortarpod

2

Artifact -- Equipment

Living weapon (When this Equipment enters the battlefield, put a 0/0 black
Germ creature token onto the battlefield, then attach this to it.)

Equipped creature gets +0/+1 and has "Sacrifice this creature: This creature
deals 1 damage to target creature or player."

Equip 2



* If you sacrifice the equipped creature to deal 1 damage to a target creature
or player, the damage is dealt by the creature as it last existed on the
battlefield.

-----



Myr Turbine

5

Artifact

T: Put a 1/1 colorless Myr artifact creature token onto the battlefield.

T, Tap five untapped Myr you control: Search your library for a Myr creature
card, put it onto the battlefield, then shuffle your library.



* You can tap a Myr that hasn't been under your control since your most recent
turn began to pay for the cost of the second activated ability.

-----



Myr Welder

3

Artifact Creature -- Myr

1/4

Imprint -- T: Exile target artifact card from a graveyard.

Myr Welder has all activated abilities of all cards exiled with it.



* Myr Welder has only the activated abilities of cards it exiles. It doesn't
gain triggered abilities or static abilities.



* Activated abilities contain a colon. They're generally written "[Cost]:
[Effect]." Some keywords are activated abilities; they have colons in their
reminder text.



* If an activated ability of a card exiled with Myr Welder references the card
it's printed on by name, treat Myr Welder's version of that ability as though
it referenced Myr Welder by name instead. For example, if Lux Cannon (which
says, in part, "T: Put a charge counter on Lux Cannon.") has been exiled by
Myr Welder, Myr Welder has the ability "T: Put a charge counter on Myr
Welder."

-----



Nested Ghoul

3BB

Creature -- Zombie Warrior

4/2

Whenever a source deals damage to Nested Ghoul, put a 2/2 black Zombie
creature token onto the battlefield.



* If multiple sources deal damage to Nested Ghoul simultaneously (because it
was blocked by multiple creatures, for example), the ability will trigger for
each source dealing damage to Nested Ghoul.



* Nested Ghoul's ability will trigger if a source with infect deals damage to
it.

-----



Neurok Commando

1UU

Creature -- Human Rogue

2/1

Shroud

Whenever Neurok Commando deals combat damage to a player, you may draw a card.



* Only one card is drawn no matter how much combat damage was dealt.

-----



Phyresis

1B

Enchantment -- Aura

Enchant creature

Enchanted creature has infect. (It deals damage to creatures in the form of
-1/-1 counters and to players in the form of poison counters.)



* Multiple instances of infect on the same creature are redundant.

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Phyrexian Crusader

1BB

Creature -- Zombie Knight

2/2

First strike, protection from red and from white

Infect (This creature deals damage to creatures in the form of -1/-1 counters
and to players in the form of poison counters.)



* If Phyrexian Crusader blocks or is blocked by a creature without first
strike or double strike, the damage dealt by Phyrexian Crusader results in
-1/-1 counters that will affect how much damage the other creature assigns (if
it's still on the battlefield).

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Phyrexian Hydra

3GG

Creature -- Hydra

7/7

Infect (This creature deals damage to creatures in the form of -1/-1 counters
and to players in the form of poison counters.)

If damage would be dealt to Phyrexian Hydra, prevent that damage. Put a -1/-1
counter on Phyrexian Hydra for each 1 damage prevented this way.



* If multiple damage prevention effects, including Phyrexian Hydra's, are
attempting to prevent damage that would be dealt to Phyrexian Hydra, its
controller chooses which to apply.



* If damage dealt to Phyrexian Hydra can't be prevented (due to Leyline of
Punishment, for example), it will be dealt as normal and won't cause Phyrexian
Hydra to put -1/-1 counters to be put on itself.

-----



Phyrexian Rebirth

4WW

Sorcery

Destroy all creatures, then put an X/X colorless Horror artifact creature
token onto the battlefield, where X is the number of creatures destroyed this
way.



* If a creature regenerates or is indestructible, it won't be counted when
determining the value of X.



* Any triggered abilities that trigger because a creature was destroyed won't
be put onto the stack until after Phyrexian Rebirth finishes resolving. This
means the Horror creature token can be targeted by those abilities, if
applicable.

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Phyrexian Revoker

2

Artifact Creature -- Horror

2/1

As Phyrexian Revoker enters the battlefield, name a nonland card.

Activated abilities of sources with the chosen name can't be activated.



* Activated abilities contain a colon. They're generally written "[Cost]:
[Effect]." Some keywords are activated abilities; they have colons in their
reminder text.



* Triggered abilities and static abilities of sources with the chosen name are
unaffected.



* Phyrexian Revoker's ability affects sources with the chosen name no matter
what zone they are in. For example, if Reassembling Skeleton is the chosen
name, you can't activate its ability that returns it from the graveyard to the
battlefield.

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Piston Sledge

3

Artifact -- Equipment

When Piston Sledge enters the battlefield, attach it to target creature you
control.

Equipped creature gets +3/+1.

Equip--Sacrifice an artifact.



* If there are no creatures on the battlefield that Piston Sledge could be
attached to when its enters-the-battlefield triggered ability resolves, it
remains on the battlefield unattached.



* You can sacrifice Piston Sledge to pay its own equip cost. It won't become
attached as it will be in your graveyard.

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Pistus Strike

2G

Instant

Destroy target creature with flying. Its controller gets a poison counter.



* If the creature is an illegal target when Pistus Strike tries to resolve,
the spell is countered. No player gets a poison counter.



* If the creature with flying regenerates or is indestructible, its controller
will still get a poison counter.

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Plaguemaw Beast

3GG

Creature -- Beast

4/3

T, Sacrifice a creature: Proliferate. (You choose any number of permanents
and/or players with counters on them, then give each another counter of a kind
already there.)



* You can sacrifice Plaguemaw Beast to pay the cost of its own activated
ability.



* You can activate the ability even if there are no players or permanents with
counters on them.

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Praetor's Counsel

5GGG

Sorcery

Return all cards from your graveyard to your hand. Exile Praetor's Counsel.
You have no maximum hand size for the rest of the game.



* If multiple effects modify your hand size, apply them in timestamp order.
For example, if you put Null Profusion (an enchantment that says your maximum
hand size is two) onto the battlefield and then resolve Praetor's Counsel, you
have no maximum hand size. However, if those events happened in the opposite
order, your maximum hand size would be two.



* Later effects that modify your maximum hand size, but don't set it to a
specific number, will have no effect.

-----



Psychosis Crawler

5

Artifact Creature -- Horror

*/*

Psychosis Crawler's power and toughness are each equal to the number of cards
in your hand.

Whenever you draw a card, each opponent loses 1 life.



* If an effect causes you to draw multiple cards, Psychosis Crawler will
trigger that many times.

-----



Rally the Forces

2R

Instant

Attacking creatures get +1/+0 and gain first strike until end of turn.



* Even though Rally the Forces affects only attacking creatures, the bonus
will remain for the rest of the turn.



* If Rally the Forces is cast before attackers are declared or after combat
ends, it won't do anything.

-----



Rot Wolf

2G

Creature -- Wolf

2/2

Infect (This creature deals damage to creatures in the form of -1/-1 counters
and to players in the form of poison counters.)

Whenever a creature dealt damage by Rot Wolf this turn is put into a
graveyard, you may draw a card.



* If Rot Wolf and a creature dealt damage by Rot Wolf go to the graveyard at
the same time, Rot Wolf's ability will trigger.

-----



Rusted Slasher

4

Artifact Creature -- Horror

4/1

Sacrifice an artifact: Regenerate Rusted Slasher.



* You may sacrifice Rusted Slasher to pay for its own regeneration ability. If
you do, however, it won't regenerate. It'll just end up in its owner's
graveyard as a result of the sacrifice.

-----



Sangromancer

2BB

Creature -- Vampire Shaman

3/3

Flying

Whenever a creature an opponent controls is put into a graveyard from the
battlefield, you may gain 3 life.

Whenever an opponent discards a card, you may gain 3 life.



* If one or more creatures an opponent controls are put into the graveyard at
the same time as Sangromancer, Sangromancer's first ability will trigger that
many times.

-----



Septic Rats

1BB

Creature -- Rat

2/2

Infect (This creature deals damage to creatures in the form of -1/-1 counters
and to players in the form of poison counters.)

Whenever Septic Rats attacks, if defending player is poisoned, it gets +1/+1
until end of turn.



* A player is poisoned if that player has one or more poison counters.



* Septic Rats gets a maximum of +1/+1 from its ability, no matter how many
poison counters the defending player has.

-----



Shimmer Myr

3

Artifact Creature -- Myr

2/2

Flash

You may cast artifact cards as though they had flash.



* Because the artifact lands of the original _Mirrodin_(R) block aren't cast,
Shimmer Myr's ability doesn't affect them.

-----



Silverskin Armor

2

Artifact -- Equipment

Equipped creature gets +1/+1 and is an artifact in addition to its other
types.

Equip 2



* The equipped creature will remain whatever color(s) it was previously.
Becoming an artifact doesn't make the creature colorless.

-----



Spine of Ish Sah

7

Artifact

When Spine of Ish Sah enters the battlefield, destroy target permanent.

When Spine of Ish Sah is put into a graveyard from the battlefield, return
Spine of Ish Sah to its owner's hand.



* Spine of Ish Sah's last ability doesn't allow you to sacrifice it. You must
find another way to get Spine of Ish Sah into the graveyard.

-----



Spiraling Duelist

2RR

Creature -- Human Berserker

3/1

Metalcraft -- Spiraling Duelist has double strike as long as you control three
or more artifacts.



* If Spiraling Duelist has double strike as the combat damage step begins,
there will be a second combat damage step. As that second combat damage step
begins, if Spiraling Duelist no longer has double strike (perhaps because an
artifact creature you controlled was destroyed), Spiraling Duelist will not
assign combat damage a second time.

-----



Spire Serpent

4U

Creature -- Serpent

3/5

Defender

Metalcraft -- As long as you control three or more artifacts, Spire Serpent
gets +2/+2 and can attack as though it didn't have defender.



* Spire Serpent still has defender if you control three or more artifacts,
although it will be able to attack.



* If Spire Serpent has been declared as an attacker, and you stop controlling
three or more artifacts later in combat, Spire Serpent continues being an
attacking creature until combat ends.

-----



Spread the Sickness

4B

Sorcery

Destroy target creature, then proliferate. (You choose any number of
permanents and/or players with counters on them, then give each another
counter of a kind already there.)



* If the creature is an illegal target when Spread the Sickness tries to
resolve, the spell is countered. You won't proliferate.



* If the creature regenerates or is indestructible when Spread the Sickness
resolves, you'll still proliferate.

-----



Steel Sabotage

U

Instant

Choose one -- Counter target artifact spell; or return target artifact to its
owner's hand.



* An artifact spell exists only on the stack. An artifact exists only on the
battlefield.

-----



Sword of Feast and Famine

3

Artifact -- Equipment

Equipped creature gets +2/+2 and has protection from black and from green.

Whenever equipped creature deals combat damage to a player, that player
discards a card and you untap all lands you control.

Equip 2



* You'll untap all lands you control even if the player doesn't discard a
card.

-----



Tezzeret, Agent of Bolas

2UB

Planeswalker -- Tezzeret

3

[+1]: Look at the top five cards of your library. You may reveal an artifact
card from among them and put it into your hand. Put the rest on the bottom of
your library in any order.

[-1]: Target artifact becomes a 5/5 artifact creature.

[-4]: Target player loses X life and you gain X life, where X is twice the
number of artifacts you control.



* The artifact targeted by the second ability will retain any types, subtypes,
or supertypes it has. Notably, if an Equipment becomes an artifact creature,
it can't be attached to another creature. If it was attached to a creature, it
becomes unattached.



* If the target of the second ability is already an artifact creature, its
power and toughness will each become 5. This overwrites all previous effects
that set the creature's power and toughness to specific values. Any power- or
toughness-setting effects that start to apply after this ability resolves will
overwrite this effect.



* Effects that modify that creature's power or toughness, such as the effects
of Giant Growth, will apply to it no matter when they started to take effect.
The same is true for counters that change the creature's power or toughness
(such as -1/-1 counters) and effects that switch its power and toughness.



* The number of artifacts you control is counted when the last ability
resolves, not when it is activated.

-----



Thopter Assembly

6

Artifact Creature -- Thopter

5/5

Flying

At the beginning of your upkeep, if you control no Thopters other than Thopter
Assembly, return Thopter Assembly to its owner's hand and put five 1/1
colorless Thopter artifact creature tokens with flying onto the battlefield.



* The triggered ability looks for any permanent you control with the creature
type Thopter, not just the Thopter tokens previously created by a Thopter
Assembly.

-----



Training Drone

3

Artifact Creature -- Drone

4/4

Training Drone can't attack or block unless it's equipped.



* If Training Drone has been declared as an attacking or blocking creature,
and it stops being equipped later in combat, it won't stop attacking or
blocking.

-----



Treasure Mage

2U

Creature -- Human Wizard

2/2

When Treasure Mage enters the battlefield, you may search your library for an
artifact card with converted mana cost 6 or greater, reveal that card, and put
it into your hand. If you do, shuffle your library.



* If a card in your library has X in its mana cost, X is considered to be 0.

-----



Turn the Tide

1U

Instant

Creatures your opponents control get -2/-0 until end of turn.



* Only creatures your opponents control when Turn the Tide resolves are
affected. Creatures that enter the battlefield later in the turn are not.

-----



Vedalken Anatomist

2U

Creature -- Vedalken Wizard

1/2

2U, T: Put a -1/-1 counter on target creature. You may tap or untap that
creature.



* If the creature is an illegal target when the ability tries to resolve, it
will be countered. None of its effects happen.

-----



Vedalken Infuser

3U

Creature -- Vedalken Wizard

1/4

At the beginning of your upkeep, you may put a charge counter on target
artifact.



* You may target and put a charge counter on any artifact, even if it doesn't
have an ability that references charge counters.

-----



Victory's Herald

3WWW

Creature -- Angel

4/4

Flying

Whenever Victory's Herald attacks, attacking creatures gain flying and
lifelink until end of turn.



* Even though the triggered ability affects only attacking creatures, the
bonuses will remain for the rest of the turn.



* Victory's Herald also gains flying (which will likely be redundant) and
lifelink if it's still attacking when the ability resolves.

-----



Viridian Corrupter

1GG

Creature -- Elf Shaman

2/2

Infect (This creature deals damage to creatures in the form of -1/-1 counters
and to players in the form of poison counters.)

When Viridian Corrupter enters the battlefield, destroy target artifact.



* If there are no artifacts on the battlefield when Viridian Corrupter enters
the battlefield, its enters-the-battlefield does nothing. Viridian Corrupter
will simply enter the battlefield.



* The enters-the-battlefield ability is not optional. You must target an
artifact you control if there are no other artifacts on the battlefield.

-----



Virulent Wound

B

Instant

Put a -1/-1 counter on target creature. When that creature is put into a
graveyard this turn, its controller gets a poison counter.



* If the creature is not put into a graveyard on the turn Virulent Wound
resolves, its controller won't get a poison counter.

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