_Odyssey_(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



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.

-----



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.

-----



Protection



There are four new protection abilities in the Odyssey set.



* Protection from all colors: This grants a creature five different protection


abilities. These are protection from white, from blue, from black, from red,
and 

from green.



* Protection from creatures: A creature with this ability 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.



* Protection from enchantments: A creature with this ability can't be blocked
by 

creatures that are also enchantments. It can't be the target of enchantment 

spells or abilities from enchantments. All damage that would be dealt to it
from 

enchantments is prevented. The creature can't be enchanted by enchantments.



* Protection from instant spells and from sorcery spells: A permanent with
this 

ability can't be the target of instant spells or sorcery spells. If the 

permanent is a creature, all damage that would be dealt to it from instant 

spells and sorcery spells is prevented.

-----



Shrines and Bursts



* The five Shrines and five Bursts all have effects that depend on the number
of 

cards with a certain name in all graveyards. A Shrine looks for cards with the


same name as a spell on the stack. A Burst looks for cards with the same name
as 

itself.



Dwarven Shrine

1RR

Enchantment

Whenever a player plays a spell, Dwarven Shrine deals X damage to that player,


where X is twice the number of cards in all graveyards with the same name as 

that spell.



Flame Burst

1R

Instant

Flame Burst deals X damage to target creature or player, where X is 2 plus the


number of Flame Burst cards in all graveyards.



* Two cards, Diligent Farmhand and Pardic Firecat, are also counted by Bursts.


Muscle Burst's effect counts both Muscle Burst cards and Diligent Farmhand
cards 

in all graveyards. Flame Burst's effect counts both Flame Burst cards and
Pardic 

Firecat cards.



Pardic Firecat

3R

Creature -- Cat

2/3

Haste

If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a Flame


Burst.



* The Shrines are Aven Shrine, Cabal Shrine, Cephalid Shrine, Dwarven Shrine, 

and Nantuko Shrine.



* The Bursts are AEther Burst, Flame Burst, Life Burst, Mind Burst, and Muscle


Burst.

-----



Rites



* Each of the five Rites allows you to discard any number of cards from your 

hand to get a varying effect from the spell. The cards are discarded when the 

Rites spell resolves, so you don't discard any cards if the spell is
countered.



Sacred Rites

W

Instant

Discard any number of cards from your hand. Creatures you control get +0/+1 

until end of turn for each card discarded this way.



* The Rites are Last Rites, Rites of Initiation, Rites of Refusal, Rites of 

Spring, and Sacred Rites.

-----



Spheres



* The five Spheres prevent 2 damage to you each time a source of the
appropriate 

color would deal damage to you. If a source would deal damage to you more than


once in a turn, the Sphere prevents 2 of that damage each time the source
deals 

damage to you.



Sphere of Duty

3W

Enchantment

If a green source would deal damage to you, prevent 2 of that damage.



* The Spheres are Sphere of Duty, Sphere of Grace, Sphere of Law, Sphere of 

Reason, and Sphere of Truth.

-----



"Punisher" cards



* Three red spells, nicknamed "punisher" spells, force players to choose how
the 

spells will affect them. When a punisher spell resolves, the player whose 

creature, land, or spell would be affected must choose whether to take damage
or 

allow the spell's normal effect to work.



Lava Blister

1R

Sorcery

Destroy target nonbasic land unless its controller has Lava Blister deal 6 

damage to him or her.



* Damage that the punisher spell would deal to the player may be prevented.



* The punisher cards are Blazing Salvo, Lava Blister, and Molten Influence.

-----





CARD-SPECIFIC NOTES



Aboshan, Cephalid Emperor

4UU

Creature -- Cephalid Legend

3/3

Tap an untapped Cephalid you control: Tap target permanent.

UUU: Tap all creatures without flying.



* Aboshan's abilities don't include the T symbol. You can play them even if
you 

haven't controlled Aboshan since the beginning of your most recent turn.



* The first ability can tap any type of permanent, including enchantments. 

Tapped enchantments work just like untapped enchantments.

-----



Aegis of Honor

W

Enchantment

1: The next time an instant or sorcery spell would deal damage to you this
turn, 

that spell deals that damage to its controller instead.



* This effect only redirects damage that would have been dealt to you. It 

doesn't affect damage that the instant or sorcery would deal to creatures or
any 

other player.

-----



AEther Burst

1U

Instant

Return up to X target creatures to their owners' hands, where X is one plus
the 

number of AEther Burst cards in all graveyards as you play AEther Burst.



* If more AEther Burst cards are put into a graveyard after AEther Burst has 

been played (and before it resolves), you don't get to choose additional
targets 

for AEther Burst.

-----



Aura Graft

1U

Instant

Move target enchantment that's enchanting a permanent to another permanent it 

can enchant. Gain control of that enchantment. #(This effect doesn't end at
end 

of turn.)#



* Because of the unintuitive interaction of the printed wording with 

enchantments that "can enchant only a creature you control," Aura Graft has 

received errata. Its new wording is as follows:

   Gain control of target enchantment that's

   enchanting a permanent. Move that enchantment

   to another permanent it can enchant. #(This

   effect doesn't end at end of turn.)#



* When Aura Graft resolves, you gain control of the enchantment. Then, you 

choose another permanent to move the enchantment to. You can choose only a 

permanent that the enchantment can enchant.



* Because you gain control of the enchantment, you can play any abilities it 

has.



* When Aura Graft resolves, you must move the enchantment if there's another 

permanent for the enchantment to legally enchant, even if one of your
opponent's 

creatures is the only legal choice.

-----



Balancing Act

2WW

Sorcery

Each player chooses a number of permanents he or she controls equal to the 

number of permanents controlled by the player who controls the fewest, then 

sacrifices the rest. Each player discards cards from his or her hand the same 

way.



* When Balancing Act resolves, count each player's permanents and find the 

smallest number of permanents controlled by one player. Each player chooses
that 

many of his or her permanents and sacrifices the rest of them. Then count the 

number of cards in each player's hand and find the smallest number of cards. 

Each player discards all but that many cards.

-----



Beloved Chaplain

1W

Creature -- Cleric

1/1

Protection from creatures



* See "protection" in the GENERAL NOTES section.

-----



Bomb Squad

3R

Creature -- Dwarf

1/1

T: Put a fuse counter on target creature.

At the beginning of your upkeep, put a fuse counter on each creature with a
fuse 

counter on it.

Whenever a creature has four or more fuse counters on it, remove all fuse 

counters from it and destroy it. That creature deals 4 damage to its
controller.



* Even if the destroyed creature is regenerated, the fuse counters are removed


from it and the regenerated creature deals 4 damage to its controller.

-----



Cease-Fire

2W

Instant

Target player can't play creature spells this turn.

Draw a card.



* Cease-Fire can't counter a creature spell on the stack. It stops the player 

from playing creature spells only after Cease-Fire resolves.

-----



Chamber of Manipulation

2UU

Enchant Land

Enchanted land has "T, Discard a card from your hand: Gain control of target 

creature until end of turn."



* The creature doesn't gain haste, so it normally can't attack or use
abilities 

with T in the activation cost when you gain control of it.

-----



Chance Encounter

2RR

Enchantment

Whenever you win a coin flip, put a luck counter on Chance Encounter.

At the beginning of your upkeep, if Chance Encounter has ten or more luck 

counters on it, you win the game.



* If one of your opponents loses a coin flip, you win that flip and put a luck


counter on Chance Encounter.

-----



Charmed Pendant

4

Artifact

T, Put the top card of your library into your graveyard: For each colored mana


symbol in that card's mana cost, add one mana of that color to your mana pool.


Play this ability only any time you could play an instant. #(For example, if
the 

card's mana cost is 3UUB, you add UUB to your mana pool.)#



* Charmed Pendant's ability doesn't use the stack. Even though it can be
played 

only when you could play an instant, this is a mana ability.

-----



Cultural Exchange

4UU

Sorcery

Choose any number of creatures target player controls. Choose the same number
of 

creatures another target player controls. Those players exchange control of 

those creatures. #(This effect doesn't end at end of turn.)#



* You choose the creatures when Cultural Exchange resolves. The number of 

creatures you choose can't be greater than the number of creatures a player 

controls. For example, if one of the two players controls four creatures and
the 

other controls eight, you can choose to exchange up to four creatures.

-----



Decimate

2RG

Sorcery

Destroy target artifact, target creature, target enchantment, and target land.



* You can't play this spell without four legal targets, and all the targets
must 

be different permanents.

-----



Delaying Shield

3W

Enchantment

If you would be dealt damage, put that many delay counters on Delaying Shield 

instead.

At the beginning of your upkeep, remove all delay counters from Delaying
Shield. 

For each delay counter removed this way, you lose 1 life unless you pay 1W.



* The first ability replaces damage rather than preventing it, so Delaying 

Shield will affect Urza's Rage with kicker.



* If Delaying Shield leaves play before its upkeep-triggered ability resolves,


you won't be able to remove any counters from Delaying Shield and you won't
lose 

any life.

-----



Devoted Caretaker

W

Creature -- Cleric

1/2

W, T: Target permanent you control gains protection from instant spells and
from 

sorcery spells until end of turn.



* See "protection" in the GENERAL NOTES section.

-----



Ghastly Demise

B

Instant

Destroy target nonblack creature if its toughness is less than or equal to the


number of cards in your graveyard.



* You check the number of cards in your graveyard only when Ghastly Demise 

resolves. (The Ghastly Demise won't be in a graveyard yet.)

-----



Gorilla Titan

3GG

Creature -- Ape

4/4

Trample

Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard.



* If you have no cards in your graveyard, Gorilla Titan is an 8/8 creature. If


one or more cards are in your graveyard, the Titan is a 4/4 creature.

-----



Haunting Echoes

3BB

Sorcery

Remove all cards in target player's graveyard other than basic land cards from


the game. Search that player's library for all cards with the same name as
cards 

removed this way and remove them from the game. Then that player shuffles his
or 

her library.



* Haunting Echoes doesn't affect basic land cards at all. Any basic land cards


in the player's graveyard and library stay where they are.

-----



Hint of Insanity

2B

Sorcery

Target player reveals his or her hand. That player discards from it all
nonland 

cards with the same name as another card in his or her hand.



* If the player has two or more nonland cards with the same name in his or her


hand, that player discards all those cards.



* Cards in that player's hand that don't share a name with other cards are 

unaffected.

-----



Holistic Wisdom

1GG

Enchantment

2, Remove a card in your hand from the game: Return target card from your 

graveyard to your hand if it shares a type with the card removed this way.
#(The 

card types are artifact, creature, enchantment, instant, land, and sorcery.)#



* Artifact creature cards share a type with artifact cards, creature cards,
and 

artifact creature cards.

-----



Impulsive Maneuvers

2RR

Enchantment

Whenever a creature attacks, flip a coin. If you win the flip, the next time 

that creature would deal combat damage this turn, it deals double that damage 

instead. If you lose the flip, the next time that creature would deal combat 

damage this turn, prevent that damage.



* You flip a coin for each attacking creature, not once for each attack.

-----



Iridescent Angel

5WU

Creature -- Angel

4/4

Flying, protection from all colors



* See "protection" in the GENERAL NOTES section.

-----



Karmic Justice

2W

Enchantment

Whenever a spell or ability an opponent controls destroys a noncreature 

permanent you control, you may destroy target permanent that opponent
controls.



* Spells and abilities that force players to sacrifice permanents won't
trigger 

Karmic Justice's ability.

-----



Kirtar's Wrath

4WW

Sorcery

Destroy all creatures. They can't be regenerated.

Threshold -- Instead destroy all creatures, then put two 1/1 white Spirit 

creature tokens with flying into play. Creatures destroyed this way can't be 

regenerated. #(You have threshold if seven or more cards are in your 

graveyard.)#



* As Kirtar's Wrath resolves, the destroyed creatures don't count towards the 

number of cards in your graveyard; neither does Kirtar's Wrath.

-----



Master Apothecary

WWW

Creature -- Cleric

2/2

Tap an untapped Cleric you control: Prevent the next 2 damage that would be 

dealt to target creature or player this turn.



* Master Apothecary's ability doesn't include the T symbol. You can play the 

ability even if you haven't controlled Master Apothecary since the beginning
of 

your most recent turn.

-----



Mirari

5

Legendary Artifact

Whenever you play an instant or sorcery spell, you may pay 3. If you do, put a


copy of that spell onto the stack. You may choose new targets for that copy.



* This ability triggers only once for each instant or sorcery you play, so you


can't use Mirari to copy the same spell twice.



* The copy will be the same as the original spell, except that you can choose 

different targets for it if you want to. If the original spell is countered, 

that has no effect on the copy.



* If a kicker cost was paid for the spell, the kicker cost of the copy has
also 

been paid. You don't have to (and can't) pay the kicker cost again.



* If the spell was played without kicker, the copy is also put on the stack 

without kicker. You can't pay the kicker cost for the copy.



* The copy of the spell isn't played -- it's just put onto the stack -- so it 

won't trigger any ability that triggers when a spell is played.



* Once the copy of the spell is on the stack, it works just like any other 

spell. It can be countered by spells and abilities that "counter target
spell."

-----



Nantuko Mentor

2G

Creature -- Insect Druid

1/1

2G, T: Target creature gets +X/+X until end of turn, where X is that
creature's 

power.



* The value of X is set when Nantuko Mentor's ability resolves. The effect
won't 

change if the creature's power changes later in the turn.

-----



Nefarious Lich

BBBB

Enchantment

If you would be dealt damage, remove that many cards in your graveyard from
the 

game instead. If you can't, you lose the game.

If you would gain life, draw that many cards instead.

When Nefarious Lich leaves play, you lose the game.



* Your life total will still change if you pay life or lose life. Nefarious
Lich 

won't stop you from losing the game if you have 0 or less life.



* If you're dealt damage and can't remove enough cards from your graveyard,
you 

lose the game immediately. You don't wait until state-based effects are
checked.

-----



Obstinate Familiar

R

Creature -- Lizard

1/1

If you would draw a card, you may skip that draw instead.



* If you would draw multiple cards, you can choose to draw some, all, or none
of 

those cards.

-----



Pardic Miner

1R

Creature -- Dwarf

1/1

Sacrifice Pardic Miner: Target player can't play lands this turn.



* Pardic Miner's ability won't stop lands from coming into play as part of an 

effect. It just stops the player from playing lands.



* Playing a land doesn't use the stack.

-----



Patriarch's Desire

3B

Enchant Creature

Enchanted creature gets +2/-2.

Threshold -- Enchanted creature gets an additional +2/-2. #(You have threshold


as long as seven or more cards are in your graveyard.)#



* If you aren't at threshold, this card gives the enchanted creature +2/-2. If


you are at threshold, the card gives the enchanted creature +4/-4 instead.

-----



Patron Wizard

UUU

Creature -- Wizard

2/2

Tap an untapped Wizard you control: Counter target spell unless its controller


pays 1.



* Patron Wizard's ability doesn't include the T symbol. You can play its
ability 

even if you haven't controlled Patron Wizard since the beginning of your most 

recent turn.

-----



Puppeteer

2U

Creature -- Wizard

1/2

U, T: Tap or untap target creature.



* You don't choose whether you will tap or untap the creature until
Puppeteer's 

ability resolves.



* You can choose to tap a creature that's already tapped, or untap one that's 

already untapped. If you do, nothing happens.

-----



Recoup

1R

Sorcery

Target sorcery card in your graveyard gains flashback until end of turn. Its 

flashback cost is equal to its mana cost. #(Mana cost includes color.)#

Flashback 3R #(You may play this card from your graveyard for its flashback 

cost. Then remove it from the game.)#



* See "flashback" in the GENERAL NOTES section.



* If the sorcery already has flashback, it gains a second flashback ability.
You 

can play that spell by paying either flashback cost.

-----



Repentant Vampire

3BB

Creature -- Vampire

Flying

Whenever a creature dealt damage by Repentant Vampire this turn is put into a 

graveyard, put a +1/+1 counter on Repentant Vampire.

Threshold -- Repentant Vampire is white and has "T: Destroy target black 

creature."



* At threshold, Repentant Vampire is only white; it isn't white and black.

-----



Seton, Krosan Protector

GGG

Creature -- Centaur Druid Legend

2/2

Tap an untapped Druid you control: Add G to your mana pool.



* Seton's ability doesn't include the T symbol. You can play the ability even
if 

you haven't controlled Seton since the beginning of your most recent turn.

-----



Shadowmage Infiltrator

1UB

Creature -- Wizard

1/3

Shadowmage Infiltrator can't be blocked except by artifact creatures and/or 

black creatures.

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw
a 

card.



* If Shadowmage Infiltrator's combat damage is prevented, you don't get to
draw 

a card.



* Jon Finkel created this card as his prize for winning the 2000 _Magic_(R) 

Invitational in Sydney, Australia. He is featured in the card's art.

-----



Shifty Doppelganger

2U

Creature -- Shapeshifter

1/1

3U, Remove Shifty Doppelganger from the game: Put a creature card from your
hand 

into play. That creature gains haste until end of turn. At end of turn, 

sacrifice that creature. If you do, return Shifty Doppelganger to play.



* If you have any creature cards in your hand when Shifty Doppelganger's
ability 

resolves, you must put one of them into play.



* If the creature you put into play is still in play under your control at the


end of the turn, you must sacrifice that creature.

-----



Spellbane Centaur

2G

Creature -- Centaur

3/2

Creatures you control can't be the targets of blue spells or abilities from
blue 

sources.



* Spellbane Centaur's ability won't remove blue enchantments from creatures
you 

control. An enchantment that's already in play isn't a spell or ability and 

doesn't target anything.

-----



Standstill

1U

Enchantment

When a player plays a spell, sacrifice Standstill. If you do, each of that 

player's opponents draws three cards.



* If Standstill is in play when its ability resolves, it must be sacrificed
and 

each opponent of the player who played the spell draws three cards. If 

Standstill isn't in play when its ability resolves, nothing happens.

-----



Steam Vines

1RR

Enchant Land

When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage
to 

that land's controller. That player moves Steam Vines to a land of his or her 

choice.



* The controller of the destroyed land chooses where to move Steam Vines.



* Moving Steam Vines to another land doesn't target that land.



* If no lands are in play after Steam Vines' ability resolves, Steam Vines
will 

be put in its owner's graveyard the next time a player has priority.



* If Steam Vines isn't in play when its ability resolves, it will still
destroy 

the land that was tapped and deal 1 damage to that land's controller, but
Steam 

Vines won't be moved onto another land.

-----



Tattoo Ward

2W

Enchant Creature

Enchanted creature gets +1/+1 and has protection from enchantments. This
effect 

doesn't remove Tattoo Ward.

Sacrifice Tattoo Ward: Destroy target enchantment.



* See "protection" in the GENERAL NOTES section.

-----



Traumatize

3UU

Sorcery

Target player puts the top half of his or her library, rounded down, into his
or 

her graveyard.



* To resolve Traumatize, first count how many cards the player has in his or
her 

library and divide that number by two. (If the player has an odd number of 

cards, subtract one before dividing by two.) Then count out that many cards
from 

the top of the player's library. That player put those cards into his or her 

graveyard in any order he or she chooses.

-----



Traveling Plague

3BB

Enchant Creature

At the beginning of each player's upkeep, put a plague counter on Traveling 

Plague.

Enchanted creature gets -1/-1 for each plague counter on Traveling Plague.

When enchanted creature leaves play, that creature's controller returns 

Traveling Plague from its owner's graveyard to play.



* A plague counter is put on Traveling Plague at the beginning of every
player's 

upkeep.



* If the enchanted creature has 0-toughness, both the enchanted creature and
the 

Traveling Plague are put into their owners' graveyards. Then the Traveling 

Plague (with no counters on it) is returned to play by the player whose
creature 

it last enchanted.



* The player whose creature was enchanted by Traveling Plague when the
creature 

left play chooses which creature the Plague will enchant when it returns.

-----



Wayward Angel

4WW

Creature -- Angel Horror

Flying

Attacking doesn't cause Wayward Angel to tap.

Threshold -- Wayward Angel gets +3/+3, is black, has trample, and has "At the 

beginning of your upkeep, sacrifice a creature." #(You have threshold as long
as 

seven or more cards are in your graveyard.)#



* At threshold, Wayward Angel is only black; it isn't white and black.

-----



Wild Mongrel

1G

Creature -- Hound

2/2

Discard a card from your hand: Wild Mongrel gets +1/+1 and becomes the color
of 

your choice until end of turn.



* The Mongrel's ability can make it only one color at a time. You can change 

that color each time you play its ability.

-----



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