_Morningtide_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff
Jordan, and Lee Sharpe
Document last modified January 15, 2008

_Morningtide_ Prerelease tournaments: January 19-20, 2008
_Morningtide_ official release date: February 1, 2008
The _Morningtide_ set becomes legal for sanctioned Constructed play on its
official release date. See "Change to the _Magic_(TM) Floor Rules" below.

The _Morningtide_ set contains 150 cards (60 common, 40 uncommon, 50 rare).

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

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

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

GENERAL NOTES

***Change to the _Magic_(TM) Floor Rules***
A significant change to the rules that govern sanctioned Magic events was
announced on December 1, 2007. New _Magic_ sets will now become legal for
Constructed play on the day of the product's official release (rather than on
the twentieth of the month following its release). The first set affected by
this change is the _Morningtide_ set, which will become legal for Constructed
play on February 1, 2008.

***Keyword Ability: Prowl***

Prowl is an alternative cost that appears on some Rogue cards.

Latchkey Faerie
{3}{U}
Creature -- Faerie Rogue
3/1
Flying
Prowl {2}{U} (You may play this for its prowl cost if you dealt combat damage
to a player this turn with a Faerie or Rogue.)
When Latchkey Faerie comes into play, if its prowl cost was paid, draw a
card.

The official rules for prowl are as follows:

502.76. Prowl

502.76a Prowl is a static ability that functions on the stack. "Prowl [cost]"
means "You may pay [cost] rather than pay this spell's mana cost if a player
was dealt combat damage this turn by a source that, at the time it dealt that
damage, was under your control and had any of this spell's creature types."
Paying a spell's prowl cost follows the rules for paying alternative costs in
rules 409.1b and 409.1f-h.

502.76b If a source that assigned combat damage left play before combat
damage resolved, its last known information is used to determine its
controller and its creature types.

* At the time you play a spell that has prowl, you look back over the course
of the turn to check if the prowl condition has been met. What matters is
whether you controlled a permanent with any of the relevant creature types at
the time it dealt combat damage, or whether you controlled such a permanent
at the time it left play and its combat damage was on the stack. It doesn't
matter whether you still control the permanent or if its creature types are
still the same.

* Playing a card for its prowl cost doesn't change the timing of when you can
play it. Only the cost is different.

* Although the prowl reminder text lists specific creature types, this is
done for convenience only. The prowl card's current creature types are what
actually matter. For example, if a card such as Conspiracy causes a prowl
spell to be an Elf, then you can pay its prowl cost rather than its mana cost
only if an Elf you controlled dealt combat damage to a player that turn.

* Prowl is optional. If you want, you can pay a spell's normal mana cost
rather than pay its prowl cost.

* Some prowl cards have comes-into-play abilities or additional effects if
their prowl costs were paid. You'll get them if you played the card by paying
its prowl cost rather than its normal mana cost.
-----

***Keyword Ability: Reinforce***

Reinforce is an activated ability you can play from your hand.

Hunting Triad
{3}{G}
Tribal Sorcery -- Elf
Put three 1/1 green Elf Warrior creature tokens into play.
Reinforce 3--{3}{G} ({3}{G}, Discard this card: Put three +1/+1 counters on
target creature.)

The official rules for reinforce are as follows:

502.77. Reinforce

502.77a Reinforce is an activated ability that functions only while the card
with reinforce is in a player's hand. "Reinforce N--[cost]" means "[Cost],
Discard this card: Put N +1/+1 counters on target creature."

502.77b Although the reinforce 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 reinforce will be affected by effects
that depend on objects having one or more activated abilities.
-----

***Ability Word: Kinship***

Kinship is an ability word that indicates a group of similar triggered
abilities that appear on _Morningtide_ creatures. Each of them works the same
way except for the bonus you might get.

Wandering Graybeard
{3}{W}{W}
Creature -- Giant Wizard
4/4
Kinship -- At the beginning of your upkeep, you may look at the top card of
your library. If it shares a creature type with Wandering Graybeard, you may
reveal it. If you do, you gain 4 life.

* The first two sentences of every kinship ability are the same (except for
the creature's name). Only the last sentence varies from one kinship ability
to the next.

* You don't have to reveal the top card of your library, even if it shares a
creature type with the creature that has the kinship ability.

* After the kinship ability finishes resolving, the card you looked at
remains on top of your library.

* If you have multiple creatures with kinship abilities, each triggers and
resolves separately. You'll look at the same card for each one, unless you
have some method of shuffling your library or moving that card to a different
zone.

* If the top card of your library is already revealed (due to Magus of the
Future, for example), you still have the option to reveal it or not as part
of a kinship ability's effect.
-----

***Cycle: Bannerets***

The _Morningtide_ set has a cycle of creatures with "Banneret" in their
names. Each one makes certain other spells you play cheaper to play.

Frogtosser Banneret
{1}{B}
Creature -- Goblin Rogue
1/1
Haste
Goblin spells and Rogue spells you play cost {1} less to play.

* A spell you play that's both a Goblin and a Rogue costs {1} less to play,
not {2} less.

* The effect reduces the total cost of the spell, regardless of whether you
chose to pay additional or alternative costs. For example, if you play a
Rogue spell by paying its prowl cost, Frogtosser Banneret causes that spell
to cost {1} less.
-----

***Cycle: Tribal Equipment***

The _Morningtide_ set has a cycle of tribal Equipment, each of which is
affiliated with a creature type.

Obsidian Battle-Axe
{3}
Tribal Artifact -- Warrior Equipment
Equipped creature gets +2/+1 and has haste.
Whenever a Warrior creature comes into play, you may attach Obsidian Battle-
Axe to it.
Equip {3}

* Each of these Equipment has two subtypes listed on its type line. The first
one is a creature type, which in this case is also a subtype of tribal. The
second one is Equipment, which is a subtype of artifact.

* Each of these Equipment has a triggered ability that says "Whenever a
[creature type] creature comes into play, you may attach [this Equipment] to
it." This triggers whenever any creature of the specified creature type comes
into play, no matter who controls it. You may attach your Equipment to
another player's creature this way, even though you can't do so with the
equip ability.

* If you attach an Equipment you control to another player's creature, you
retain control of the Equipment, but you don't control the creature. Only you
can play the Equipment's equip ability, and if the Equipment's ability
triggers again, you choose whether to move the Equipment. Only the creature's
controller can play any activated abilities the Equipment grants to the
creature, and "you" in any abilities granted to the creature refers to that
player.
-----

***Theme: "Clashback" Spells***

The _Morningtide_ set has a number of spells with clash that you return to
your hand if you win the clash.

Titan's Revenge
{X}{R}{R}
Sorcery
Titan's Revenge deals X damage to target creature or player. Clash with an
opponent. If you win, return Titan's Revenge to its owner's hand. (Each
clashing player reveals the top card of his or her library, then puts that
card on the top or bottom. A player wins if his or her card had a higher
converted mana cost.)

* If you win the clash, the spell moves from the stack to your hand as part
of its resolution. It never hits the graveyard. If you don't win the clash,
the spell is put into the graveyard from the stack as normal.

* If the spell is countered for any reason (for example, if all its targets
become illegal), none of its effects happen. There is no clash, and the spell
card won't be returned to your hand.

* See the _Lorwyn_(TM) FAQ for a complete explanation of the clash keyword
action.
-----

***Theme: "Counter Boosters"***

A few _Morningtide_ cards have abilities that say that certain other
creatures you control come into play with additional +1/+1 counters on them.

Sage of Fables
{2}{U}
Creature -- Merfolk Wizard
2/2
Each other Wizard creature you control comes into play with an additional
+1/+1 counter on it.
{2}, Remove a +1/+1 counter from a creature you control: Draw a card.

* If a creature of the specified creature type would normally come into play
with a certain number of +1/+1 counters on it, it comes into play with that
many +1/+1 counters plus one on it instead. If a creature of the specified
creature type would normally come into play with no +1/+1 counters on it, it
comes into play with one +1/+1 counter on it instead.

* The creature gets the counter if it would come into play under your
control. It doesn't matter who owns the creature or what zone it comes into
play from (such as your opponent's graveyard, for example).

* The creature gets the counter if its copiable characteristics as it would
exist in play include the specified creature type. For example, say you
control Conspiracy, and the chosen creature type is Wizard. If you put a
creature into play that isn't normally a Wizard, it won't get a counter from
Sage of Fables.

* The effects from more than one of these cards are cumulative. That is, if
you have two Sage of Fables in play, Wizard creatures you control come into
play with two additional +1/+1 counters on them.

* If one of these creatures comes into play at the same time as a creature of
the specified creature type (due to Living End, for example), that creature
doesn't get a +1/+1 counter.
-----

***Theme: "Choose a Creature Type"***

A number of _Morningtide_ cards tell you to choose a creature type, then base
their effect on how many permanents of the chosen type you control.

Distant Melody
{3}{U}
Sorcery
Choose a creature type. Draw a card for each permanent you control of that
type.

* You choose any targets for the spell when you play it, but you don't choose
a creature type until the spell resolves.

* Note that these spells count the number of permanents you control of the
chosen type, not just the number of creatures you control. They'll also take
your tribal permanents into account.
-----

***Returning Keyword Ability: Evoke***

The evoke ability makes a return appearance in the _Morningtide_ set.
Although the ability is exactly the same as it was in the _Lorwyn_ set, the
creatures it appears on are different. All _Lorwyn_ creatures with evoke have
comes-into-play abilities. All _Morningtide_ creatures with evoke have leaves-
play abilities!

Slithermuse
{2}{U}{U}
Creature -- Elemental
3/3
When Slithermuse leaves play, choose an opponent. If that player has more
cards in hand than you, draw cards equal to the difference.
Evoke {3}{U} (You may play this spell for its evoke cost. If you do, it's
sacrificed when it comes into play.)

* As far as evoke is concerned, there's very little difference between the
_Lorwyn_ creatures and the _Morningtide_ creatures. In both cases, paying the
evoke cost means you'll get just the ability, not the creature -- though the
creature will appear in play for a short amount of time.

* Playing a _Morningtide_ creature by paying its evoke cost results in only
one comes-into-play ability: the sacrifice ability from evoke. After the
creature is sacrificed, its leaves-play triggered ability is put on the
stack.

* Evoke doesn't change the timing of when you can play the creature that has
it. If you could play that creature spell only when you could play a sorcery,
the same is true for playing it with evoke.

* If a creature spell played with evoke changes controllers before it comes
into play, it will still be sacrificed when it comes into play. Similarly, if
a creature played with evoke changes controllers after it comes into play but
before its sacrifice ability resolves, it will still be sacrificed. In both
cases, the controller of the creature at the time it left play will control
its leaves-play ability.

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

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

* Whether evoke's sacrifice ability triggers when the creature comes into
play depends on whether the spell's controller chose to pay the evoke cost,
not whether he or she actually paid it (if it was reduced or otherwise
altered by another ability, for example).

* If you're playing a spell "without paying its mana cost," you can't use its
evoke ability.
-----

***Other Returning Keyword Abilities***

See the _Lorwyn_ FAQ for complete explanations of tribal, changeling, and
champion.
-----

CARD-SPECIFIC NOTES

Auntie's Snitch
{2}{B}
Creature -- Goblin Rogue
3/1
Auntie's Snitch can't block.
Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage
to a player this turn with a Goblin or Rogue.)
Whenever a Goblin or Rogue you control deals combat damage to a player, if
Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your
hand.

* If a Goblin or Rogue you control deals combat damage to a player while
Auntie's Snitch is in your graveyard, you can return Auntie's Snitch to your
hand, then you can play it for its prowl cost that turn.

* If a Goblin or Rogue you control assigns combat damage to a player but
leaves play before that combat damage resolves, Auntie's Snitch's ability
will trigger and you can return it from your graveyard to your hand. So if
Auntie's Snitch itself assigns combat damage, then is put into your graveyard
before that damage resolves, its own damage will trigger its ability!
-----

Battletide Alchemist
{3}{W}{W}
Creature -- Kithkin Cleric
3/4
If a source would deal damage to a player, you may prevent X of that damage,
where X is the number of Clerics you control.

* You count the number of Clerics you control at the time the damage would be
dealt.

* If the same source would deal damage to a player at different times, you
may prevent X of that damage each time.

* If a source would deal damage to multiple players at the same time, you may
prevent X damage that source would deal to each of those players. The choice
for each player is made separately.

* The player who would be dealt damage chooses the order in which to apply
prevention and replacement effects that would affect that damage. This
includes effects that involve choices, like the prevention effect from
Battletide Alchemist's ability and the redirection effect that's part of the
planeswalker rules. Those choices (such as whether you'll actually use
Battletide Alchemist's ability to prevent that damage) are made as the
relevant effects are applied.
-----

Bitterblossom
{1}{B}
Tribal Enchantment -- Faerie
At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie
Rogue creature token with flying into play.

* The effect is mandatory. You'll lose 1 life even if you have only 1 life
left.

* The life loss isn't a payment. You'll get a token even if you had 0 life
(and other effect is stopping you from losing the game).
-----

Boldwyr Heavyweights
{2}{R}{R}
Creature -- Giant Warrior
8/8
Trample
When Boldwyr Heavyweights comes into play, each opponent may search his or
her library for a creature card and put it into play. Then each player who
searched his or her library this way shuffles it.

* A player who doesn't want to shuffle his or her library may choose not to
search for a creature card.
-----

Boldwyr Intimidator
{5}{R}{R}
Creature -- Giant Warrior
5/5
Cowards can't block Warriors.
{R}: Target creature becomes a Coward until end of turn.
{2}{R}: Target creature becomes a Warrior until end of turn.

* Each of the activated abilities replaces all creature types the affected
creature may have had.

* Note that the exact wording of this card has changed since it was printed
in the _Future Sight_(TM) set, but its functionality is the same.
-----

Brighthearth Banneret
{1}{R}
Creature -- Elemental Warrior
1/1
Elemental spells and Warrior spells you play cost {1} less to play.
Reinforce 1--{1}{R} ({1}{R}, Discard this card: Put a +1/+1 counter on target
creature.)

* When you play an Elemental spell by paying its evoke cost, this effect
reduces the cost to play that spell by {1}.
-----

Cenn's Tactician
{W}
Creature -- Kithkin Soldier
1/1
{W}, {T}: Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional
creature.

* The second ability is cumulative. That is, each creature you control with
any +1/+1 counters on it can block an additional creature for each Cenn's
Tactician you control. Cenn's Tactician doesn't care whether the creature has
any +1/+1 counters on it beyond the first.
-----

Coordinated Barrage
{W}
Instant
Choose a creature type. Coordinated Barrage deals damage to target attacking
or blocking creature equal to the number of permanents you control of the
chosen type.

* You choose a target when you play Coordinated Barrage, but you don't choose
a creature type until the spell resolves.

* Spells and abilities that prevent damage or regenerate the targeted
creature must be played before this spell resolves (that is, before the
creature type is chosen).
-----

Countryside Crusher
{1}{R}{R}
Creature -- Giant Warrior
3/3
At the beginning of your upkeep, reveal the top card of your library. If it's
a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1
counter on Countryside Crusher.

* The first ability will keep putting cards from the top of your library into
your graveyard until you reveal a nonland card. That nonland card remains on
top of your library.

* Each time you put a land card into your graveyard with the first ability,
the second ability will trigger. Those triggers wait to be put onto the stack
until the first ability has completely finished resolving.
-----

Cream of the Crop
{1}{G}
Enchantment
Whenever a creature comes into play under your control, you may look at the
top X cards of your library, where X is that creature's power. If you do, put
one of those cards on top of your library and the rest on the bottom of your
library in any order.

* The creature's power is checked as this ability resolves. If the creature
has left play, use its last known information.

* If the creature has 0 power, this ability has no effect.

* If the creature has 1 power, this ability lets you look at the top card of
your library, then you'll have to leave it there.
-----

Daily Regimen
{W}
Enchantment -- Aura
Enchant creature
{1}{W}: Put a +1/+1 counter on enchanted creature.

* The +1/+1 counters that are put on the enchanted creature are independent
of Daily Regimen. If Daily Regimen leaves play or is moved to another
creature, the counters will stay put.
-----

Declaration of Naught
{U}{U}
Enchantment
As Declaration of Naught comes into play, name a card.
{U}: Counter target spell with that name.

* If you want to name a split card, you must name both halves of it. (For
example, "Boom // Bust.") You'll then be able to counter either side of that
split card (Boom or Bust) if it's played as a spell.
-----

Door of Destinies
{4}
Artifact
As Door of Destinies comes into play, choose a creature type.
Whenever you play a spell of that type, put a charge counter on Door of
Destinies.
Creatures you control of that type get +1/+1 for each charge counter on Door
of Destinies.

* If you play a creature spell of the chosen type, Door of Destinies will get
a charge counter before the creature comes into play. The creature will enter
play with the additional boost to its power and toughness.
-----

Fendeep Summoner
{4}{B}
Creature -- Treefolk Shaman
3/5
{T}: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in
addition to their other types until end of turn.

* You may target zero, one, or two Swamps with this ability.

* A Swamp affected by this ability is still a land, still a Swamp, and may
still be tapped for black mana. If it had any other card types or subtypes,
it retains those as well. This ability doesn't affect the permanent's colors,
if any.

* A Swamp affected by this ability is subject to the "summoning sickness"
rule: If its controller hasn't continuously controlled it since the beginning
of his or her most recent turn, it can't attack or be tapped for mana (or use
any other {T} abilities).
-----

Fertilid
{2}{G}
Creature -- Elemental
0/0
Fertilid comes into play with two +1/+1 counters on it.
{1}{G}, Remove a +1/+1 counter from Fertilid: Target player searches his or
her library for a basic land card and puts it into play tapped. Then that
player shuffles his or her library.

* Although the targeted player doesn't need to find a basic land card if he
or she doesn't want to, that player must shuffle his or her library.
-----

Final-Sting Faerie
{3}{B}
Creature -- Faerie Assassin
2/2
Flying
When Final-Sting Faerie comes into play, destroy target creature that was
dealt damage this turn.

* The effect is mandatory. If you control the only creature that's been dealt
damage this turn, you must target that creature.

* The ability cares whether a creature has been dealt damage, not whether it
still has damage on it. You can target a creature that was damaged and
regenerated.
-----

Gilt-Leaf Archdruid
{3}{G}{G}
Creature -- Elf Druid
3/3
Whenever you play a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target
player controls.

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

* The second ability's effect has no duration. You retain control of those
lands until the game ends or until some other effect causes them to change
control.
-----

Graceful Reprieve
{1}{W}
Instant
When target creature is put into a graveyard this turn, return that card to
play under its owner's control.

* This effect works once. If the targeted creature leaves play and is then
returned to play, it's considered a different object. If that permanent is
put into a graveyard, it won't come back a second time.

* Graceful Reprieve can target a token creature, but since token creatures
cease to exist after they leave play, it won't be returned to play.
-----

Greatbow Doyen
{4}{G}
Creature -- Elf Archer
2/4
Other Archer creatures you control get +1/+1.
Whenever an Archer you control deals damage to a creature, that Archer deals
that much damage to that creature's controller.

* The second ability triggers only when an Archer permanent you control deals
damage to a creature. It won't trigger when an Archer spell you control deals
damage.

* The ability will trigger whether the damage is combat damage or not.
-----

Grimoire Thief
{U}{U}
Creature -- Merfolk Rogue
2/2
Whenever Grimoire Thief becomes tapped, remove the top three cards of target
opponent's library from the game face down.
You may look at cards removed from the game with Grimoire Thief.
{U}, Sacrifice Grimoire Thief: Turn all cards removed from the game with
Grimoire Thief face up. Counter all spells with those names.

* The only cards you turn face up are the cards removed from the game with
the Grimoire Thief that was sacrificed.

* The last ability counters all spells on the stack with any of the
appropriate names, no matter who controls them.

* If a split card is turned face up, the ability counters all spells with the
same name as either side of that split card.

* As long as Grimoire Thief is in play, its controller can look at all cards
it removed from the game, even if those cards were removed while someone else
controlled Grimoire Thief.

* After Grimoire Thief is sacrificed to pay for its last ability, but before
the removed cards are turned face up, the removed cards can't be looked at.
-----

Heritage Druid
{G}
Creature -- Elf Druid
1/1
Tap three untapped Elves you control: Add {G}{G}{G} to your mana pool.

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

Kinsbaile Borderguard
{1}{W}{W}
Creature -- Kithkin Soldier
1/1
Kinsbaile Borderguard comes into play with a +1/+1 counter on it for each
other Kithkin you control.
When Kinsbaile Borderguard is put into a graveyard from play, put a 1/1 white
Kithkin Soldier creature token into play for each counter on it.

* The last ability puts a token creature into play for each counter of any
kind that was on Kinsbaile Borderguard when it left play, not just for each
+1/+1 counter that was on it.
-----

Knowledge Exploitation
{5}{U}{U}
Tribal Sorcery -- Rogue
Prowl {3}{U} (You may play this for its prowl cost if you dealt combat damage
to a player this turn with a Rogue.)
Search target opponent's library for an instant or sorcery card. You may play
that card without paying its mana cost. Then that player shuffles his or her
library.

* You play the instant or sorcery card as part of the resolution of this
spell. It's played from your opponent's library, not your hand. You choose
modes, pay additional costs, choose targets, etc. for the spell as normal
when playing it. Any X in the mana cost will be 0. Alternative costs can't be
paid.

* If you can't find an instant or sorcery card that can be legally played, or
choose not to find one, skip that part of the effect. Then the opponent
shuffles his or her library.
-----

Leaf-Crowned Elder
{2}{G}{G}
Creature -- Treefolk Shaman
3/5
Kinship -- At the beginning of your upkeep, you may look at the top card of
your library. If it shares a creature type with Leaf-Crowned Elder, you may
reveal it. If you do, you may play that card without paying its mana cost.

* You play the revealed card as part of the resolution of this ability. It's
played from your library, not your hand. You choose modes, pay additional
costs, choose targets, etc. for the spell as normal when playing it. Any X in
the mana cost will be 0. Alternative costs can't be paid.
-----

Lunk Errant
{5}{R}
Creature -- Giant Warrior
4/4
Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end
of turn.

* Lunk Errant "attacks alone" if it's the only creature declared as an
attacker as the declare attackers step begins. The ability won't trigger if
Lunk Errant and some other creatures are declared as attackers, then those
other creatures leave play or are otherwise removed from combat. The ability
also won't trigger if Lunk Errant is put into play attacking, even if no
other creatures are attacking at that time.

* In a Two-Headed Giant game, Lunk Errant must be the only creature declared
as an attacker by the entire attacking team for it to be considered
"attacking alone."
-----

Maralen of the Mornsong
{1}{B}{B}
Legendary Creature -- Elf Wizard
2/3
Players can't draw cards.
At the beginning of each player's draw step, that player loses 3 life,
searches his or her library for a card, puts it into his or her hand, then
shuffles his or her library.

* Maralen prevents players from drawing cards for any reason, including as a
cost, as an effect, and as a result of the "draw a card" game action during
the draw step.

* While Maralen is in play, no player can lose the game due to being
instructed to draw a card with an empty library.

* While Maralen is in play, replacement effects that instruct a player to do
something instead of drawing a card won't work.

* While Maralen is in play, a player can't choose to draw cards (or choose to
have another player draw cards) as a spell or ability resolves. For example,
if you play the Development side of Research // Development ("Put a 3/1 red
Elemental creature token into play unless any opponent lets you draw a card.
Repeat this process two more times."), you'll put three Elemental tokens into
play because your opponents can't "let you draw a card."

* The effect of the triggered ability is mandatory. The life loss isn't a
payment; you'll lose 3 life even if you have 3 or less life left. Unless your
library is empty, you must put a card from your library into your hand.

* In a Two-Headed Giant game, Maralen's triggered ability will trigger twice
per draw step (once for each player on the active team). Maralen's controller
chooses the order to put the abilities on the stack.
-----

Mothdust Changeling
{U}
Creature -- Shapeshifter
1/1
Changeling (This card is every creature type at all times.)
Tap an untapped creature you control: Mothdust Changeling gains flying until
end of turn.

* Since the activated ability doesn't have a tap symbol in its cost, you can
tap a creature (including Mothdust Changeling itself) that hasn't been under
your control since your most recent turn began to pay the cost.
-----

Murmuring Bosk
Land -- Forest
({T}: Add {G} to your mana pool.)
As Murmuring Bosk comes into play, you may reveal a Treefolk card from your
hand. If you don't, Murmuring Bosk comes into play tapped.
{T}: Add {W} or {B} to your mana pool. Murmuring Bosk deals 1 damage to you.

* Murmuring Bosk is a Forest, but it isn't a basic land. Things that affect
basic lands don't affect it. Things that affect basic land types do. For
example, you can't find Murmuring Bosk with Fertilid's ability ("searches his
or her library for a basic land card"), but you can find Murmuring Bosk with
Everbark Shaman's ability ("search your library for two Forest cards").
-----

Mutavault
Land
{T}: Add {1} to your mana pool.
{1}: Mutavault becomes a 2/2 creature with all creature types until end of
turn. It's still a land.

* Although Mutavault has all creature types while it's animated, it does not
have the changeling keyword ability.
-----

Noggin Whack
{2}{B}{B}
Tribal Sorcery -- Rogue
Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage
to a player this turn with a Rogue.)
Target player reveals three cards from his or her hand. You choose two of
them. That player discards those cards.

* If the player has fewer than three cards in his or her hand, the player
reveals all of them, you choose all of them, and they're all discarded.
-----

Notorious Throng
{3}{U}
Tribal Sorcery -- Rogue
Prowl {5}{U} (You may play this for its prowl cost if you dealt combat damage
to a player this turn with a Rogue.)
Put X 1/1 black Faerie Rogue creature tokens with flying into play, where X
is the damage dealt to your opponents this turn. If Notorious Throng's prowl
cost was paid, take an extra turn after this one.

* To determine the value of X, this spell looks back over the course of the
turn and counts all damage dealt by all sources to players who are currently
your opponents, as well as damage dealt by all sources to players who were
your opponents at the time they left the game.
-----

Orchard Warden
{4}{G}{G}
Creature -- Treefolk Shaman
4/6
Whenever another Treefolk creature comes into play under your control, you
may gain life equal to that creature's toughness.

* The creature's toughness is checked as this ability resolves. If the
creature has left play, use its last known information.
-----

Preeminent Captain
{2}{W}
Creature -- Kithkin Soldier
2/2
First strike
Whenever Preeminent Captain attacks, you may put a Soldier creature card from
your hand into play tapped and attacking.

* If you use the ability, the Soldier creature enters play attacking. It
doesn't trigger "when a creature attacks" triggers and is not subject to
restrictions on declaring attackers.

* If you use the ability, you choose which player or planeswalker the Soldier
creature is attacking. It doesn't have to attack the same player or
planeswalker as Preeminent Captain.
-----

Primal Beyond
Land
As Primal Beyond comes into play, you may reveal an Elemental card from your
hand. If you don't, Primal Beyond comes into play tapped.
{T}: Add {1} to your mana pool.
{T}: Add one mana of any color to your mana pool. Spend this mana only to
play Elemental spells or activated abilities of Elementals.

* You can use the mana produced by Primal Beyond's last ability to pay an
alternative cost (such as evoke) or additional cost incurred while playing an
Elemental spell. It's not limited to just that spell's mana cost.

* The mana can't be spent to play activated abilities of Elemental sources
that aren't in play (such as the reinforce ability of an Elemental card in
your hand).
-----

Pulling Teeth
{1}{B}
Sorcery
Clash with an opponent. If you win, target player discards two cards.
Otherwise, that player discards a card. (Each clashing player reveals the top
card of his or her library, then puts that card on the top or bottom. A
player wins if his or her card had a higher converted mana cost.)

* The opponent you clash with doesn't have to be the player targeted by
Pulling Teeth.
-----

Reach of Branches
{4}{G}
Tribal Instant -- Treefolk
Put a 2/5 green Treefolk Shaman creature token into play.
Whenever a Forest comes into play under your control, you may return Reach of
Branches from your graveyard to your hand.

* If Reach of Branches leaves your graveyard before its triggered ability
resolves, the ability will have no effect, even if the card returns to your
graveyard before then.
-----

Recross the Paths
{2}{G}
Sorcery
Reveal cards from the top of your library until you reveal a land card. Put
that card into play and the rest on the bottom of your library in any order.
Clash with an opponent. If you win, return Recross the Paths to its owner's
hand. (Each clashing player reveals the top card of his or her library, then
puts that card on the top or bottom. A player wins if his or her card had a
higher converted mana cost.)

* You put the revealed nonland cards on the bottom of your library before you
clash.

* If you have only nonland cards in your library, you reveal your entire
library (one card at a time), rearrange it however you like, and then clash.
-----

Reins of the Vinesteed
{3}{G}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature is put into a graveyard, you may return Reins of the
Vinesteed from your graveyard to play attached to a creature that shares a
creature type with that creature.

* Reins of the Vinesteed's last ability triggers if it and the creature it's
enchanting are both put into the graveyard at the same time, or if the
creature it's enchanting is put into the graveyard but Reins of the Vinesteed
isn't. (In the second case, Reins of the Vinesteed is then put into the
graveyard as a state-based effect.)

* As the triggered ability resolves, check which creatures in play have any
of the creature types that the previously enchanted creature had as it left
play. If that creature was a Goblin Rogue, for example, Reins of the
Vinesteed can be returned to play attached to either a Goblin creature or a
Rogue creature.

* This triggered ability doesn't target a creature. You may return Reins of
the Vinesteed to play attached to a creature that has shroud, for example.
However, the creature must be able to be legally enchanted by Reins of the
Vinesteed. You can't return Reins of the Vinesteed to play attached to a
creature that has protection from green, for example.

* You can choose to return Reins of the Vinesteed to play attached to a
creature another player controls. You still control Reins of the Vinesteed.
When that creature is put into a graveyard, the ability of Reins of the
Vinesteed will trigger again and you'll be able choose another creature for
the Aura to enchant.
-----

Reveillark
{4}{W}
Creature -- Elemental
4/3
Flying
When Reveillark leaves play, return up to two target creature cards with
power 2 or less from your graveyard to play.
Evoke {5}{W} (You may play this spell for its evoke cost. If you do, it's
sacrificed when it comes into play.)

* Reveillark's ability may target zero, one, or two creature cards in your
graveyard. Each target must have power 2 or less.
-----

Rhys the Exiled
{2}{G}
Legendary Creature -- Elf Warrior
3/2
Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.
{B}, Sacrifice an Elf: Regenerate Rhys the Exiled.

* You may sacrifice Rhys the Exiled to pay for its own regeneration ability.
However, since Rhys is no longer in play, the ability will have no effect.
-----

Rivals' Duel
{3}{R}
Sorcery
Choose two target creatures that share no creature types. Each of those
creatures deals damage equal to its power to the other.

* The two creatures may be controlled by the same player.

* If either one of the creatures leaves play before Rivals' Duel resolves, no
damage is dealt to or by the remaining creature. If both creatures leave play
before Rivals' Duel resolves, the spell is countered for having no legal
targets.

* If, by the time Rivals' Duel resolves, an effect has caused the two target
creatures to share a creature type, Rivals' Duel is countered for having no
legal targets.
-----

Roar of the Crowd
{3}{R}
Sorcery
Choose a creature type. Roar of the Crowd deals damage to target creature or
player equal to the number of permanents you control of the chosen type.

* You choose a target when you play Roar of the Crowd, but you don't choose a
creature type until the spell resolves.

* Spells and abilities that prevent damage or regenerate the targeted
creature must be played before the creature type is chosen.
-----

Sage's Dousing
{2}{U}
Tribal Instant -- Wizard
Counter target spell unless its controller pays {3}. If you control a Wizard,
draw a card.

* If you control a Wizard, you draw a card regardless of whether the targeted
spell was countered or {3} was paid.
-----

Scapeshift
{2}{G}{G}
Sorcery
Sacrifice any number of lands. Search your library for that many land cards,
put them into play tapped, then shuffle your library.

* You sacrifice the lands as part of the resolution of Scapeshift. It isn't
an additional cost.
-----

Shared Animosity
{2}{R}
Enchantment
Whenever a creature you control attacks, it gets +1/+0 until end of turn for
each other attacking creature that shares a creature type with it.

* This ability counts creatures, not creature types. For example, if you
attack with five creatures -- an Elf Shaman, an Elf Warrior, a Goblin Shaman,
an Elemental, and a creature with all creature types -- the ability will
trigger five times. Those creatures will get +3/+0, +2/+0, +2/+0, +1/+0, and
+4/+0, respectively.

* In a Two-Headed Giant game, only creatures you control trigger the ability
and get the bonus, but your teammate's attacking creatures are included in
the calculation of those bonuses.
-----

Sigil Tracer
{1}{U}{U}
Creature -- Merfolk Wizard
2/2
{1}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery
spell. You may choose new targets for the copy.

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

* If the spell is modal (that is, it says "choose one --" or "choose two --
"), the choice of mode(s) can't be changed.

* Sigil Tracer's ability can copy an instant or sorcery spell that isn't
targeted.

* If the controller of the original spell chose to pay an alternative cost
(such as prowl) or an additional cost, that choice is also copied.
-----

Slithermuse
{2}{U}{U}
Creature -- Elemental
3/3
When Slithermuse leaves play, choose an opponent. If that player has more
cards in hand than you, draw cards equal to the difference.
Evoke {3}{U} (You may play this spell for its evoke cost. If you do, it's
sacrificed when it comes into play.)

* You choose an opponent when the ability resolves. Once you determine how
many more cards than you that player has, that number is locked in as the
amount you'll draw.
-----

Stenchskipper
{3}{B}
Creature -- Elemental
6/5
Flying
At end of turn, if you control no Goblins, sacrifice Stenchskipper.

* This ability checks whether you control any Goblins twice each turn: once
when the ability would trigger, and once when it resolves. If you control any
Goblins at either time, you won't sacrifice Stenchskipper. (If you control
any Goblins at the time the ability would trigger, it doesn't trigger at
all.)
-----

Stinkdrinker Bandit
{3}{B}
Creature -- Goblin Rogue
2/1
Prowl {1}{B} (You may play this for its prowl cost if you dealt combat damage
to a player this turn with a Goblin or Rogue.)
Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until
end of turn.

* This ability triggers after blockers are declared during the declare
blockers step. Each attacking Rogue you control gets +2/+1 if no creatures
were assigned to block it. That creature will get the bonus even if an effect
causes it to become blocked.
-----

Stomping Slabs
{2}{R}
Sorcery
Reveal the top seven cards of your library, then put those cards on the
bottom of your library in any order. If a card named Stomping Slabs was
revealed this way, Stomping Slabs deals 7 damage to target creature or
player.

* If a card named Stomping Slabs wasn't revealed this way, Stomping Slabs
deals no damage to its target.
-----

Stonehewer Giant
{3}{W}{W}
Creature -- Giant Warrior
4/4
Vigilance
{1}{W}, {T}: Search your library for an Equipment card and put it into play.
Attach it to a creature you control. Then shuffle your library.

* This ability doesn't target a creature. You may attach the Equipment to a
creature that has shroud, for example. However, the creature must be able to
be legally equipped by the Equipment. You can't attach the Equipment to a
creature that has protection from artifacts, for example.

* If there is no legal creature for you to attach the Equipment to, it
remains in play unattached.
-----

Sunflare Shaman
{1}{R}
Creature -- Elemental Shaman
2/1
{1}{R}, {T}: Sunflare Shaman deals X damage to target creature or player and
X damage to itself, where X is the number of Elemental cards in your
graveyard.

* If Sunflare Shaman leaves play before its ability resolves, it will still
deal damage to the targeted creature or player. If Sunflare Shaman is put
into your graveyard, it even counts toward the amount of damage dealt.

* If the target leaves play or otherwise becomes an illegal target before the
ability resolves, the ability is countered and Sunflare Shaman won't deal any
damage to itself.
-----

Violet Pall
{4}{B}
Tribal Instant -- Faerie
Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token
with flying into play.

* You get the token, not the player who controlled the creature.
-----

Weed-Pruner Poplar
{4}{B}
Creature -- Treefolk Assassin
3/3
At the beginning of your upkeep, target creature other than Weed-Pruner
Poplar gets -1/-1 until end of turn.

* The ability is mandatory. If you're the only player who controls any other
creatures, you must target one of your own creatures with the ability.
-----

Weight of Conscience
{1}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature can't attack.
Tap two untapped creatures you control that share a creature type: Remove
enchanted creature from the game.

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

* The ability removes the enchanted creature from the game, but Weight of
Conscience remains in play. The Aura will then be put into your graveyard as
a state-based effect.
-----

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