_Planar Chaos_(TM) Frequently Asked Questions Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, and Lee Sharpe Document last modified December 13, 2006 _Planar Chaos_ Prerelease tournaments: January 20-21, 2007 _Planar Chaos_ official release date: February 2, 2007 The _Planar Chaos_ set becomes legal for sanctioned Constructed play February 20, 2007. The _Planar Chaos_ set contains 165 cards (60 common, 55 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. Items in the "Card-Specific Notes" section include full rules text for your reference. Not all cards in the set are listed. ----- GENERAL NOTES ***"Timeshifted" Cards*** The _Planar Chaos_ set contains "timeshifted" cards, but they are rather different from the _Time Spiral_(TM) timeshifted cards. Each _Planar Chaos_ timeshifted card is a color-shifted reprint of a _Magic_(TM) card from a set released prior to the _Mirrodin_(R) set. These cards appear in a unique card frame. Unlike the _Time Spiral_ timeshifted cards, these cards don't have a unique rarity. There are common, uncommon, and rare timeshifted cards, and they're intermixed with the "normal" _Planar Chaos_ cards. Multiple timeshifted cards will appear in each booster pack. ----- ***New Keyword Ability: Vanishing*** Vanishing is an ability that limits the amount of time a permanent with vanishing stays in play. Keldon Marauders {1}{R} Creature -- Human Warrior 3/3 Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Keldon Marauders comes into play or leaves play, it deals 1 damage to target player. The official rules for the vanishing ability are as follows: 502.60. Vanishing 502.60a Vanishing is a keyword that represents three abilities. "Vanishing N" means "This permanent comes into play with N time counters on it," "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it," and "When the last time counter is removed from this permanent, sacrifice it." 502.60b Vanishing without a number means "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it" and "When the last time counter is removed from this permanent, sacrifice it." 502.60c If a permanent has multiple instances of vanishing, each works separately. * Both vanishing and the suspend mechanic introduced in the _Time Spiral_ set use time counters. Most effects in the _Time Spiral_ block that deal with time counters, such as the ability of Jhoria's Timebug, can also affect permanents with vanishing that have time counters on them. * Vanishing is similar to the fading ability from the _Nemesis_(R) set. However, it plays much more like suspend does. The card starts out with a number of time counters on it, an ability triggers at the beginning of your upkeep that has you remove a time counter, and an ability triggers when you remove the last time counter that has you do something with that card. * Note that the vanishing rules include an "intervening 'if' clause" that stops the counter-removing ability from triggering if there are no time counters on the permanent. This extra clause has minimal impact outside the _Magic Online_(TM) interface, so it doesn't appear in the vanishing reminder text. * If the last time counter is removed from a permanent with vanishing and the sacrifice ability is countered, that permanent will remain in play indefinitely with no time counters on it. Neither of vanishing's two triggered abilities can possibly trigger again. Similarly, if a permanent without time counters on it that's already in play becomes a copy of a permanent with vanishing, it will stay in play indefinitely. If a permanent with one or more time counters on it that's already in play becomes a copy of a permanent with vanishing, it will vanish as normal. ----- ***Returning Keyword Ability: Echo*** Echo is a keyword ability previously seen in the Urza block and in the _Time Spiral_ set. Uktabi Drake {G} Creature -- Drake 2/1 Flying, haste Echo {1}{G}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) The rules for the echo ability are as follows: 502.19. Echo 502.19a Echo is a triggered ability. "Echo [cost]" means "At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost]." * The echo cost of each older card with echo was always equal to its mana cost. In the _Planar Chaos_ set, however, the echo cost is always different than the card's mana cost. ----- ***Theme: "Extortion" Cards*** The _Planar Chaos_ set contains a number of black cards that allow any player to counter them while they're on the stack. Temporal Extortion {B}{B}{B}{B} Sorcery When you play Temporal Extortion, any player may pay half his or her life, rounded up. If a player does, counter Temporal Extortion. Take an extra turn after this one. * When an "extortion" spell is played, its "extortion" ability triggers and goes on the stack on top of it. * As the triggered ability resolves, the active player gets the option to perform the action (in Temporal Extortion's case, to pay life). If that player declines, the next player in turn order gets the option. As soon as any player performs the action, the spell is countered and no one else gets a chance to do it. If all players decline, the spell remains on the stack. * A player can't choose the "extortion" option unless he or she can actually do it. For example, if the action were "discard three cards," a player with two or fewer cards in hand couldn't take the option to counter the spell. ----- ***Theme: "Rescue" Cards*** The _Planar Chaos_ set contains a number of white cards that have comes-into- play abilities that cause you to return one or more creatures you control to your hand. Whitemane Lion {1}{W} Creature -- Cat 2/2 Flash (You may play this spell any time you could play an instant.) When Whitemane Lion comes into play, return a creature you control to its owner's hand. * You may return the "rescue" creature itself to its owner's hand. If you control no other creatures, you must return the rescue creature to your hand. * If a rescue creature instructs you to return more creatures than you control, you must return all the creatures you control to their owner's hand. * The ability doesn't target the creatures you return. You don't choose which ones to return until the ability resolves. No one can respond to the choice. ----- ***Returning Keyword Ability: Suspend*** Suspend is a keyword ability introduced in the _Time Spiral_ set. The suspend rules are unchanged, but the last sentence of the suspend reminder text has been modified to make clear that it doesn't matter who or what removes the last time counter from the suspended card. Shivan Meteor {3}{R}{R} Sorcery Shivan Meteor deals 13 damage to target creature. Suspend 2--{1}{R}{R} (Rather than play this card from your hand, you may pay {1}{R}{R} and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) See the _Time Spiral_ FAQ for more information about the suspend mechanic. ----- ***Cycle: Cards with "Suspend X"*** A cycle of creatures in the _Planar Chaos_ set have "suspend X." Aeon Chronicler {3}{U}{U} Creature -- Avatar */* Aeon Chronicler's power and toughness are each equal to the number of cards in your hand. Suspend X--{X}{3}{U}. X can't be 0. Whenever a time counter is removed from Aeon Chronicler while it's removed from the game, draw a card. * Both instances of X in the suspend ability are the same. You determine the value of X as you suspend the card from your hand. The value you choose must be at least 1. * If one of these cards is suspended, then when the last time counter is removed from it, both its triggered ability and the "play this card" part of the suspend ability will trigger. They can be put on the stack in either order. * If you have no cards in hand when Aeon Chronicler's last time counter is removed, then the order in which the two abilities are put on the stack becomes relevant. If the "play this card" ability resolves first, Aeon Chronicler comes into play as a 0/0 creature and is put into your graveyard as a state-based effect before the card-drawing ability resolves. On the other hand, if the card-drawing ability is put on the stack on top of the suspend ability, then Aeon Chronicler is 1/1 by the time it comes into play. Similar situations can occur with the other "suspend X" creatures. ----- ***Returning Theme: Split Cards*** Split cards have two card faces on a single card. They've appeared before in the _Invasion_(TM), _Apocalypse_(TM), and _Dissension_(TM) sets. The primary difference between the _Planar Chaos_ split cards and earlier ones is that each half of each _Planar Chaos_ split card is the same color. All previous split cards were multicolored when the whole card was considered, but these split cards are monocolored. Dead {R} Instant Dead deals 2 damage to target creature. // Gone {2}{R} Instant Return target creature you don't control to its owner's hand. * When a split card is played, only one half of it is played. That half is the spell on the stack. As long as it's on the stack, only that half's characteristics are considered. The other half is treated as though it didn't exist. * In any zone other than the stack, a split card has two sets of characteristics: two names, two mana costs, and so on. Whenever its characteristics are checked, the game will see two values. For example, when the game checks converted mana cost of Dead/Gone, it will get a result of "1, and 3." If an effect such as Venarian Glimmer's wants to know if this card has converted mana cost 2 or less, the answer will be "yes." If an effect such as Dark Confidant wants to know the converted mana cost of the card, the answer will be "1, and 3," which, in this case, translates into a total life loss of 4. * Anything that affects half of a split card affects the whole card. For example, if Dead/Gone is in your hand when your opponent plays Void and chooses 3, you'll have to discard Dead/Gone. If he or she chose 1 instead, you'd still have to discard it. If he or she chose 4, however, you don't discard Dead/Gone. * If an effect instructs a player to name a card and the player wants to name a split card, the player must name both halves of the split card. ----- ***Other Keyword Abilities and Themes*** See the _Time Spiral_ FAQ for information about flash, split second, suspend, flanking, kicker, madness, morph, shadow, and Slivers. ----- CARD-SPECIFIC NOTES AEther Membrane {1}{R}{R} Creature -- Wall 0/5 Defender AEther Membrane can block as though it had flying. Whenever AEther Membrane blocks a creature, return that creature to its owner's hand at end of combat. * The blocked creature is returned to its owner's hand at end of combat only if the blocked creature is still in play. It doesn't matter whether AEther Membrane is in play. ----- Akroma, Angel of Fury {5}{R}{R}{R} Legendary Creature -- Angel 6/6 Akroma, Angel of Fury can't be countered. Flying, trample, protection from white, protection from blue {R}: Akroma, Angel of Fury gets +1/+0 until end of turn. Morph {3}{R}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) * If Akroma, Angel of Fury is played face down, it can be countered. * The "legend rule" says that if two or more legendary permanents with the same name are in play, all are put into their owners' graveyards. Akroma, Angel of Fury and the _Time Spiral_ "timeshifted" card Akroma, Angel of Wrath do *not* have the same name, so the "legend rule" does not apply. ----- Ana Battlemage {2}{G} Creature -- Human Wizard 2/2 Kicker {2}{U} and/or {1}{B} When Ana Battlemage comes into play, if the {2}{U} kicker cost was paid, target player discards three cards. When Ana Battlemage comes into play, if the {1}{B} kicker cost was paid, tap target untapped creature and that creature deals damage equal to its power to its controller. * "Kicker {2}{U} and/or {1}{B}" means the same thing as "Kicker {2}{U}, kicker {1}{B}." The phrase "if the {2}{U} kicker cost was paid" refers to the first kicker cost listed on the card, regardless of what the spell's controller actually spent when paying the cost. * The second triggered ability targets an untapped creature. If there are no other untapped creatures when Ana Battlemage comes into play, it must target Ana Battlemage. If the target becomes tapped by the time the ability tries to resolve, the ability will be countered. ----- Aquamorph Entity {2}{U}{U} Creature -- Shapeshifter */* As Aquamorph Entity comes into play or is turned face up, it becomes your choice of 5/1 or 1/5. Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) * The first ability is a replacement effect. The choice is made as Aquamorph Entity is turned face up (or comes into play); it turns face up (or comes into play) as a creature of that size. It doesn't become a 0/0 and then a creature of the chosen size. * If a creature comes into play as a copy of a face-up Aquamorph Entity, or a Vesuvan Shapeshifter turns face up as a copy of one, the controller of the creature coming into play gets to make the choice. * If a creature that's already in play becomes a copy of a face-up Aquamorph Entity, its power and toughness become the power and toughness that were chosen for the Entity. ----- Auramancer's Guise {2}{U}{U} Enchantment -- Aura Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance. * Auramancer's Guise counts itself when determining the power and toughness bonus. ----- Aven Riftwatcher {2}{W} Creature -- Bird Rebel Soldier 2/3 Flying Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Aven Riftwatcher comes into play or leaves play, you gain 2 life. * Unlike some other _Planar Chaos_ cards, it doesn't matter if Aven Riftwatcher had any time counters on it when it left play. ----- Body Double {4}{U} Creature -- Shapeshifter 0/0 As Body Double comes into play, you may choose a creature card in a graveyard. If you do, Body Double comes into play as a copy of that card. * Treat Body Double as though it were the chosen card coming into play. Any "As this card comes into play," "This card comes into play with," and "When this card comes into play" abilities of the chosen card will work. * You don't have to choose a card to copy. If you don't, Body Double comes into play as a 0/0 creature and is probably put into your graveyard immediately. ----- Cautery Sliver {R}{W} Creature -- Sliver 2/2 All Slivers have "{1}, Sacrifice this creature: This creature deals 1 damage to target creature or player." All Slivers have "{1}, Sacrifice this creature: Prevent the next 1 damage that would be dealt to target Sliver or player this turn." * Note that the first ability can affect any kind of creature, but the second ability can affect only Slivers. (Both abilities can affect players.) ----- Chronozoa {3}{U} Creature -- Illusion 3/3 Flying Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Chronozoa is put into a graveyard from play, if it had no time counters on it, put two tokens into play that are copies of it. * The ability checks to see if Chronozoa had no time counters on it at the time it was put into a graveyard from play. This doesn't necessarily mean it must have been sacrificed due to vanishing; it could have been put into the graveyard some other way (say, while the sacrifice ability of vanishing is on the stack). * Chronozoa's last ability creates two Chronozoa tokens that each come into play with three time counters and have all of Chronozoa's abilities. * If Chronozoa becomes a copy of another creature and is put into the graveyard from play, no copies will be created. If another creature becomes a copy of Chronozoa and is put into a graveyard from play (with no time counters on it), two copies of Chronozoa will be created. ----- Circle of Affliction {1}{B} Enchantment As Circle of Affliction comes into play, choose a color. Whenever a source of the chosen color deals damage to you, you may pay {1}. If you do, target player loses 1 life and you gain 1 life. * The player you target doesn't have to be the controller of the source that dealt damage to you. * If the damage reduces you to 0 or less life, you lose the game before Circle of Affliction's ability has a chance to give you life. * Each time a source deals damage to you, you may pay {1}. You can't pay more than {1}, even if more than 1 damage was dealt. * If several sources deal damage to you simultaneously (for example, several attacking creatures), this ability triggers once for each source. ----- Crovax, Ascendant Hero {4}{W}{W} Legendary Creature -- Human Lord 4/4 Other white creatures get +1/+1. Nonwhite creatures get -1/-1. Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand. * If Crovax, Ascendant Hero stops being white, it gives itself -1/-1. ----- Darkheart Sliver {B}{G} Creature -- Sliver 2/2 All Slivers have "Sacrifice this creature: You gain 3 life." * The player who controlled the Sliver that's sacrificed gains the life, not the controller of Darkheart Sliver. ----- Dawn Charm {1}{W} Instant Choose one -- Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you. * Dawn Charm's third mode can target a spell that has multiple targets, as long as at least one of those targets is you. ----- Deadly Grub {2}{B} Creature -- Insect 3/1 Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deadly Grub is put into a graveyard from play, if it had no time counters on it, put a 6/1 green Insect creature token into play with "This creature can't be the target of spells or abilities." * The ability checks to see if Deadly Grub had no time counters on it at the time it was put into a graveyard from play. This doesn't necessarily mean it must have been sacrificed due to vanishing; it could have been put into the graveyard some other way (say, while the sacrifice ability of vanishing is on the stack). ----- Deadwood Treefolk {5}{G} Creature -- Treefolk 3/6 Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deadwood Treefolk comes into play or leaves play, return another target creature card from your graveyard to your hand. * Unlike some other _Planar Chaos_ cards, it doesn't matter if Deadwood Treefolk had any time counters on it when it left play. ----- Detritivore {2}{R}{R} Creature -- Lhurgoyf */* Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards. Suspend X--{X}{3}{R}. X can't be 0. Whenever a time counter is removed from Detritivore while it's removed from the game, destroy target nonbasic land. * The triggered ability is mandatory. If no other player has any nonbasic lands in play, you must target one of your own. * See "Cycle: Cards with 'Suspend X'" in the General Notes section above. ----- Dichotomancy {7}{U}{U} Sorcery For each tapped nonland permanent target opponent controls, search that player's library for a card with the same name as that permanent and put it into play under your control. Then that player shuffles his or her library. Suspend 3--{1}{U}{U} * The cards all come into play simultaneously. If one of the cards that's coming into play is an Aura, it must come into play attached to a permanent already in play. It can't come into play attached to another permanent coming into play via Dichotomancy. If an Aura can't come into play this way, it remains in the opponent's library. ----- Dormant Sliver {2}{G}{U} Creature -- Sliver 2/2 All Slivers have defender and "When this creature comes into play, draw a card." * The controller of the Sliver that comes into play, not the controller of Dormant Sliver, draws a card. * The ability triggers when Dormant Sliver comes into play. ----- Dunerider Outlaw {B}{B} Creature -- Human Rebel Rogue 1/1 Protection from green At end of turn, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it. * Dunerider Outlaw gets a maximum of one +1/+1 counter at end of turn, no matter how many times it may have dealt damage to an opponent. * Dunerider Outlaw's triggered ability checks to see if it dealt damage during the turn to an opponent of its current controller. If it dealt damage to Player A, then Player A takes control of it, the ability doesn't trigger. * If Dunerider Outlaw dealt damage to an opponent of its current controller during the turn and that opponent is no longer in the game at end of turn, the ability will still trigger and the Outlaw will still get a +1/+1 counter. ----- Dust Corona {R} Enchantment -- Aura Enchant creature Enchanted creature gets +2/+0 and can't be blocked by creatures with flying. * The enchanted creature can't be blocked by AEther Membrane or other creatures with the ability "this creature can block as though it had flying." ----- Enslave {4}{B}{B} Enchantment -- Aura Enchant creature You control enchanted creature. At the beginning of your upkeep, enchanted creature deals 1 damage to its owner. * The owner of a card is the player who started the game with that card in his or her deck. If the card didn't start the game in a deck, its owner is the player who brought the card into the game, via Living Wish or a similar effect. * The owner of a token is the player who controlled the spell or ability that created the token. ----- Erratic Mutation {2}{U} Instant Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's converted mana cost. Put all cards revealed this way on the bottom of your library in any order. * The target is chosen before the cards are revealed. * If a split card is revealed, the creature gets two +X/-X effects, one for each half of the split card. ----- Fa'adiyah Seer {1}{G} Creature -- Human Shaman 1/1 {T}: Draw a card and reveal it. If it isn't a land card, discard it. * If the draw is replaced by another effect, none of the rest of Fa'adiyah Seer's ability applies, even if the draw is replaced by another draw (such as with Enduring Renewal). * To avoid confusion, reveal the card you draw before putting it with the rest of the cards in your hand. ----- Fatal Frenzy {2}{R} Instant Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at end of turn. * If you don't control the affected creature at end of turn, it isn't sacrificed. ----- Frenetic Sliver {1}{U}{R} Creature -- Sliver 2/2 All Slivers have "{0}: If this creature is in play, flip a coin. If you win the flip, remove this creature from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it." * For any given Sliver, this ability can be activated numerous times in response to itself, but the end result is that only one coin will be flipped for that Sliver. ----- Frozen AEther {3}{U} Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. * The artifacts, creatures, and lands come into play tapped; they don't come into play untapped and then immediately tap. * Frozen AEther affects all artifacts, creatures, and lands that come into play under your opponents' control, including cards put into play by effects and any tokens put into play under an opponent's control. ----- Fungal Behemoth {3}{G} Creature -- Fungus */* Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control. Suspend X--{X}{G}{G}. X can't be 0. Whenever a time counter is removed from Fungal Behemoth while it's removed from the game, you may put a +1/+1 counter on target creature. * Any +1/+1 counters on Fungal Behemoth itself count toward its base power and toughness, then give it a power and toughness bonus. For example, if there are two +1/+1 counters on Fungal Behemoth and three on other creatures you control, Fungal Behemoth is a 7/7 creature. * See "Cycle: Cards with 'Suspend X'" in the General Notes section above. ----- Hunting Wilds {3}{G} Sorcery Kicker {3}{G} (You may pay an additional {3}{G} as you play this spell.) Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library. If the kicker cost was paid, untap all Forests put into play this way. They become 3/3 green creatures with haste that are still lands. * If the kicker cost was paid, the Forests become creatures with haste permanently. ----- Imp's Mischief {1}{B} Instant Change the target of target spell with a single target. You lose life equal to that spell's converted mana cost. * If there is no other legal target for the spell, the spell's target isn't changed. You still lose the life. * A spell can't target itself. * If you target a spell that can itself target a spell (such as Cancel), you can change the target of that spell to Imp's Mischief. If you do, that spell will be countered when it tries to resolve because Imp's Mischief will no longer be on the stack. * If a spell targets multiple things, you can't target it with Imp's Mischief, even if all but one of the targets has become illegal. * If a spell has multiple targets but is targeting the same thing with all of them (such as Seeds of Strength targeting the same creature three times), you can't target that spell with Imp's Mischief. ----- Intet, the Dreamer {3}{U}{R}{G} Legendary Creature -- Dragon 6/6 Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, remove the top card of your library from the game face down. You may look at that card as long as it remains removed from the game. You may play that card without paying its mana cost as long as Intet remains in play. * After Intet leaves play, if a card removed this way is still removed from the game, you may still look at it. You won't be able to play it, though. * Once you play a card this way, it leaves the removed-from-the-game zone. You won't be able to play it again. ----- Jedit Ojanen of Efrava {3}{G}{G}{G} Legendary Creature -- Cat Warrior Lord 5/5 Forestwalk Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play. * If Jedit Ojanen of Efrava attacks or blocks and a token is created, it will be too late for that token to be declared as an attacker (if it somehow gets haste) or a blocker during that combat phase. ----- Keen Sense {G} Enchantment -- Aura Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. * Keen Sense's ability triggers when the enchanted creature deals damage to an opponent of Keen Sense's controller, not when the enchanted creature deals damage to an opponent of its own controller. ----- Keldon Marauders {1}{R} Creature -- Human Warrior 3/3 Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Keldon Marauders comes into play or leaves play, it deals 1 damage to target player. * Unlike some other _Planar Chaos_ cards, it doesn't matter if Keldon Marauders had any time counters on it when it left play. ----- Lavacore Elemental {2}{R} Creature -- Elemental 5/3 Vanishing 1 (This permanent comes into play with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a creature you control deals combat damage to a player, put a time counter on Lavacore Elemental. * If Lavacore Elemental deals combat damage to a player, it triggers its own ability. * If multiple creatures you control deal combat damage to a player, Lavacore Elemental's ability triggers that many times. ----- Life and Limb {3}{G} Enchantment All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. * Each Forest and Saproling will have the card types creature and land, and the subtypes Forest and Saproling. Each subtype maintains its correlation to the proper type: Forest is not a creature type and Saproling is not a land type. * When Life and Limb leaves play, the effect ends and the permanents go back to what they were (unless another effect grants these card types and/or subtypes to the affected permanents). * Forests that come into play while Life and Limb is in play will come into play as creatures. They'll have summoning sickness. * Saprolings that are in play while Life and Limb is in play have the ability "{T}: Add {G} to your mana pool." Although they're Forests, they are not basic lands. * With Life and Limb in play, Mistform Ultimus will be a legendary 1/1 green land creature that has land type Forest and has all creature types. ----- Magus of the Arena {4}{R}{R} Creature -- Human Wizard 5/5 {3}, {T}: Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other. * If either target leaves play before the ability resolves, the ability taps the remaining target, but no damage is dealt. If both targets leave play, the ability is countered. * Magus of the Arena's controller always chooses his or her creature first. * If an effect changes the targets of this ability, the second target can be changed to any creature the chosen opponent controls. The choice of opponent can't be changed. * Tapped creatures can be targeted. Tapping them again will do nothing, but they'll still deal damage. ----- Mirri the Cursed {2}{B}{B} Legendary Creature -- Vampire Cat 3/2 Flying, first strike, haste Whenever Mirri the Cursed deals combat damage to a creature, put a +1/+1 counter on Mirri the Cursed. * If Mirri the Cursed is in combat with a creature that doesn't have first strike or double strike, Mirri will deal combat damage to that creature, then get a +1/+1 counter, then (if the other creature is still in play) Mirri will be dealt combat damage. ----- Molten Firebird {4}{R} Creature -- Phoenix 2/2 Flying When Molten Firebird is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step. {4}{R}: Remove Molten Firebird from the game. * The player who controlled Molten Firebird when it was put into a graveyard will skip his or her next draw step even if Molten Firebird is returned to play under a different player's control (because it's owned by someone else) or isn't returned to play at all (because it left the graveyard before the end of the turn, for example). * The second ability can be played only if Molten Firebird is in play. ----- Muck Drubb {3}{B}{B} Creature -- Beast 3/3 Flash (You may play this spell any time you could play an instant.) When Muck Drubb comes into play, change the target of target spell that targets only a single creature to Muck Drubb. Madness {2}{B} (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) * The spell's target is changed to Muck Drubb only if Muck Drubb is a legal target for that spell. * If a spell targets multiple things, you can't target it with Muck Drubb's ability, even if only one of those targets is a creature or all but one of those targets has become illegal. * If a spell has multiple targets, but it's targeting the same thing with all of them (such as Seeds of Strength targeting the same creature three times), you can target that spell with Muck Drubb's ability. In that case, you change all of those targets to Muck Drubb. ----- Null Profusion {4}{B}{B} Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. * The triggered ability will trigger when you play a land card or play a nonland card as a spell. It won't trigger when you play a copy of a card, such as with Isochron Scepter. * If multiple effects modify your hand size, apply them in "timestamp" order. For example, if both Null Profusion and another permanent with an effect that sets your hand size are in play, the one that entered play most recently determines your hand size. If Null Profusion enters play after a permanent with an ability that raises or lowers your hand size, Null Profusion overwrites that effect. If a permanent that raises or lowers your hand size enters play after Null Profusion, that modification is applied to your hand size of two. * Your maximum hand size is checked only during the cleanup step of your turn. At any other time, you may have any number of cards in hand. ----- Numot, the Devastator {3}{R}{W}{U} Legendary Creature -- Dragon 6/6 Flying Whenever Numot, the Devastator deals combat damage to a player, you may pay {2}{R}. If you do, destroy up to two target lands. * You choose the targets when the ability is put on the stack, and you choose whether to pay when it resolves. You may choose zero targets. You can pay the mana even if you chose zero targets. ----- Ovinize {1}{U} Instant Target creature loses all abilities and becomes 0/1 until end of turn. * Ovinize doesn't counter abilities that have already triggered or been played. In particular, you can't play this fast enough to stop a creature's "At the beginning of your upkeep" or "When this creature comes into play" abilities from triggering. * If the affected creature gains an ability after Ovinize resolves, it will keep that ability. * If a face-down creature is affected by Ovinize, it won't be able to be turned face up for its morph cost. If some other effect turns it face up, it will remain a 0/1 creature with no abilities until the turn ends. Its "When this creature turns face up" or "As this creature turns face up" abilities won't work. * Ovinize can be used to disable a creature's vanishing ability permanently by playing it in response to the vanishing upkeep trigger when there's one time counter left. The last time counter will be removed as that ability resolves, but since the creature no longer has vanishing, the "sacrifice" triggered ability won't exist. When Ovinize's effect ends and the creature regains vanishing, its triggered ability will no longer be able to trigger because it has no time counters. * If Ovinize affects Mistform Ultimus, the Ultimus will lose its ability that says "Mistform Ultimus is every creature type," but it will still *be* all creature types. The way continuous effects work, Mistform Ultimus's type- changing ability is applied before Ovinize's ability removes it. (Also see Urborg, Tomb of Yawgmoth.) ----- Pallid Mycoderm {3}{W} Creature -- Fungus 2/4 At the beginning of your upkeep, put a spore counter on Pallid Mycoderm. Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Each Fungus and each Saproling you control gets +1/+1 until end of turn. * Pallid Mycoderm gives a creature that's both a Saproling and a Fungus (such as Mistform Ultimus) +1/+1, not +2/+2. ----- Pongify {U} Instant Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token into play. * The creature's controller gets the Ape token even if the creature isn't actually destroyed (because it's indestructible, for example). ----- Porphyry Nodes {W} Enchantment At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures in play, sacrifice Porphyry Nodes. * This effect is not targeted. Which creature is destroyed is determined as the ability resolves. The game picks the creature automatically unless there's a tie, in which case the controller of the ability makes the choice among the eligible creatures. * If the creature with the least power is indestructible, the ability does nothing. * If there are multiple creatures with tied for least power and some but not all of them are indestructible, the indestructible one can't be chosen. ----- Pouncing Wurm {3}{G} Creature -- Wurm 3/3 Kicker {2}{G} (You may pay an additional {2}{G} as you play this spell.) If the kicker cost was paid, Pouncing Wurm comes into play with three +1/+1 counters on it and with haste. * If the kicker cost is paid, Pouncing Wurm has haste permanently. ----- Primal Plasma {3}{U} Creature -- Elemental Shapeshifter */* As Primal Plasma comes into play, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender. * If a creature comes into play as a copy of Primal Plasma, the controller of the creature coming into play gets to make the choice. * If a creature that's already in play becomes a copy of Primal Plasma, it copies the power, toughness, and abilities that were chosen for Primal Plasma when it came into play. ----- Radha, Heir to Keld {R}{G} Legendary Creature -- Elf Warrior 2/2 Whenever Radha, Heir to Keld attacks, you may add {R}{R} to your mana pool. {T}: Add {G} to your mana pool. * Radha's triggered ability is not a mana ability (because it doesn't trigger from another mana ability). It goes on the stack and it can be countered. * The {R}{R} produced by this ability will cause mana burn if not used by the end of the combat phase. ----- Reality Acid {2}{U} Enchantment -- Aura Enchant permanent Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Reality Acid leaves play, enchanted permanent's controller sacrifices it. * Unlike some other _Planar Chaos_ cards, it doesn't matter if Reality Acid had any time counters on it when it left play. ----- Rebuff the Wicked {W} Instant Counter target spell that targets a permanent you control. * A spell with multiple targets is a legal target for Rebuff the Wicked, as long as at least one of those targets is a permanent you control. ----- Retether {3}{W} Sorcery Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature in play remain in your graveyard.) * All the Auras return to play simultaneously. Whether an Aura can be attached to a creature is checked before any of them are returned and doesn't take into account any simultaneously returning Auras. For example, if Tattoo Ward (which gives enchanted creature protection from enchantments) and Holy Strength are in your graveyard and there's only one creature in play, both Auras are returned to play attached to that creature, then Holy Strength is put into your graveyard the next time state-based effects are checked. * Auras don't need to say "enchant creature" to return to play. For example, an Aura with "enchant land" will return to play if there's an animated land for it to enchant. ----- Riftmarked Knight {1}{W}{W} Creature -- Human Rebel Knight 2/2 Flanking, protection from black Suspend 3--{1}{W}{W} When the last time counter is removed from Riftmarked Knight while it's removed from the game, put a 2/2 black Knight creature token with flanking, protection from white, and haste into play. * If Riftmarked Knight is suspended, then when the last time counter is removed from it, both its own triggered ability and the "play this card" part of the suspend ability will trigger. They can be put on the stack in either order. ----- Roiling Horror {3}{B}{B} Creature -- Horror */* Roiling Horror's power and toughness are each equal to your life total minus the life total of an opponent with the most life. Suspend X--{X}{B}{B}{B}. X can't be 0. Whenever a time counter is removed from Roiling Horror while it's removed from the game, target player loses 1 life and you gain 1 life. * If your life total is less than or equal to the life total of the opponent with the most life, Roiling Horror's toughness is 0 or less. It will be put into its owner's graveyard as a state-based effect. * You never choose an opponent, and the opponent that Roiling Horror looks at is never "locked in." Roiling Horror continuously looks at the life totals of all opponents and uses whichever value is the largest. * If a player's life total is less than 0, it's treated as 0 by this ability. * See "Cycle: Cards with 'Suspend X'" in the General Notes section above. ----- Shaper Parasite {1}{U}{U} Creature -- Illusion 2/3 Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Shaper Parasite is turned face up, target creature gets +2/-2 or -2/+2 until end of turn. * You choose whether the targeted creature gets +2/-2 or -2/+2 as the ability resolves. ----- Shivan Wumpus {3}{R} Creature -- Beast 6/6 Trample When Shivan Wumpus comes into play, any player may sacrifice a land. If a player does, put Shivan Wumpus on top of its owner's library. * When Shivan Wumpus comes into play, first the active player gets the option to sacrifice a land. If he or she declines, the next player in turn order gets the option. If any player takes the option, Shivan Wumpus is put on top of its owner's library and no one else gets the option. If all players decline, then nothing happens and Shivan Wumpus stays in play. ----- Shrouded Lore {B} Sorcery Target opponent chooses a card in your graveyard. You may pay {B}. If you do, repeat this process except that opponent can't choose a card already chosen for Shrouded Lore. Then put the last chosen card into your hand. * You target the opponent when you play Shrouded Lore. The opponent chooses a card in your graveyard as Shrouded Lore resolves. After that choice is made, Shrouded Lore's controller is given the option to pay {B}. If that player does, the targeted opponent must choose a different card, if there is one. (If there isn't one, this part is skipped.) Then Shrouded Lore's controller is given the option to pay {B} again. As long as the player keeps paying {B}, the process continues. As soon as the player declines to pay {B}, the last card that was chosen by the opponent is put into the player's hand. * The spell has no knowledge of cards chosen for other spells named Shrouded Lore. ----- Simian Spirit Guide {2}{R} Creature -- Ape Spirit 2/2 Remove Simian Spirit Guide in your hand from the game: Add {R} to your mana pool. * This is a mana ability. ----- Spellshift {3}{U} Instant Counter target instant or sorcery spell. Its controller reveals cards from the top of his or her library until he or she reveals an instant or sorcery card. That player may play that card without paying its mana cost. Then he or she shuffles his or her library. * If the targeted spell can't be countered, it remains on the stack and the rest of Spellshift's effect continues to happen. * If the revealed instant or sorcery card isn't played, it gets shuffled back into the library. * If there are no instant or sorcery cards in the player's library, the entire library is revealed and then shuffled. ----- Stonecloaker {2}{W} Creature -- Gargoyle 3/2 Flash (You may play this spell any time you could play an instant.) Flying When Stonecloaker comes into play, return a creature you control to its owner's hand. When Stonecloaker comes into play, remove target card in a graveyard from the game. * Both triggered abilities trigger when Stonecloaker comes into play. They can be put on the stack in either order. ----- Stormfront Riders {4}{W} Creature -- Human Soldier 4/3 Flying When Stormfront Riders comes into play, return two creatures you control to their owner's hand. Whenever Stormfront Riders or another creature is returned to your hand from play, put a 1/1 white Soldier creature token into play. * If the first ability of Stormfront Riders causes you to return two creatures to your hand, its second ability will trigger twice, even if Stormfront Riders is one of the returned creatures. * The second ability of Stormfront Riders triggers when a creature token you own is returned to your hand. (The owner of a token is the player who controlled the spell or ability that put it into play.) ----- Teneb, the Harvester {3}{B}{G}{W} Legendary Creature -- Dragon 6/6 Flying Whenever Teneb, the Harvester deals combat damage to a player, you may pay {2}{B}. If you do, put target creature card in a graveyard into play under your control. * You choose the target when the ability is put on the stack, and you choose whether to pay when it resolves. ----- Tidewalker {2}{U} Creature -- Elemental */* Tidewalker comes into play with a time counter on it for each Island you control. Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.) Tidewalker's power and toughness are each equal to the number of time counters on it. * Unless something is boosting Tidewalker's toughness, when the last time counter is removed, it will be put into the graveyard as a state-based effect for having 0 toughness before it can be sacrificed as the result of vanishing. * If you don't control any Islands when Tidewalker comes into play, its vanishing ability has no effect. (It comes into play with no time counters on it, so neither of the vanishing triggers can trigger. See "Vanishing" in the General Notes section above.) On the other hand, it will be 0/0 and will be put into its owner's graveyard unless something is boosting its toughness. ----- Timebender {U} Creature -- Human Wizard 1/1 Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Timebender is turned face up, choose one -- Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card. * The mode and target of the triggered ability are chosen when it's put on the stack. ----- Torchling {3}{R}{R} Creature -- Shapeshifter 3/3 {R}: Untap Torchling. {R}: Target creature blocks Torchling this turn if able. {R}: Change the target of target spell that targets only Torchling. {1}: Torchling gets +1/-1 until end of turn. {1}: Torchling gets -1/+1 until end of turn. * When the third ability resolves, you must change the target if able. If you can't choose a legal target for the spell when this ability resolves, that spell's target doesn't change. * If a spell targets multiple things, you can't target it with Torchling's third ability, even if all but one of those targets has become illegal. * If a spell has multiple targets, but it's targeting Torchling with all of them (such as Seeds of Strength targeting Torchling three times), you can target that spell with Torchling's third ability. In that case, you change all of those targets to the same new target, as long as it meets each of the spell's targeting conditions. ----- Treacherous Urge {4}{B} Instant Target opponent reveals his or her hand. You may put a creature card from it into play under your control. That creature has haste. Sacrifice it at end of turn. * If you don't control the creature when the ability resolves, the creature won't be sacrificed. It will have haste permanently. * If you play Treacherous Urge during the end step, you won't sacrifice the creature until the end of the following turn. ----- Urborg, Tomb of Yawgmoth Legendary Land Each land is a Swamp in addition to its other land types. * Urborg is not a Swamp while it's not in play. * While it is in play, Urborg is a Swamp and thus has the ability "{T}: Add {B} to your mana pool." * If Urborg loses its abilities (for example, it becomes a creature and then Ovinize is played on it), all lands in play, including Urborg, will still be Swamps, but Urborg won't have the ability "Each land is a Swamp in addition to its other land types." Urborg also won't be able to tap to produce {B}, but other lands (including those that come into play later in the turn) will. The way continuous effects work, Urborg's type-changing ability is applied before Ovinize removes both the type-changing ability and its own mana ability. ----- Veiling Oddity {3}{U} Creature -- Illusion 2/3 Suspend 4--{1}{U} (Rather than play this card from your hand, you may pay {1}{U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) When the last time counter is removed from Veiling Oddity while it's removed from the game, creatures are unblockable this turn. * If Veiling Oddity is suspended, then when the last time counter is removed from it, both its triggered ability and the "play this card" part of the suspend ability will trigger. They can be put on the stack in either order. * Regardless of which order those abilities resolve in, Veiling Oddity will be unblockable that turn. The ability affects all creatures, not just the creatures that were in play when it resolved. * If Veiling Oddity is suspended and the last time counter is removed during another player's turn, that player's creatures will be unblockable that turn, too. ----- Voidstone Gargoyle {3}{W}{W} Creature -- Gargoyle 3/3 Flying As Voidstone Gargoyle comes into play, name a nonland card. The named card can't be played. Activated abilities of permanents with that name can't be played. Activated abilities of cards with that name that aren't in play can't be played. * Copies of the named card can be played (such as with Isochron Scepter). * The named card can be played face down. * Activated abilities of copies of a spell with that name (such as Lightning Storm) can be played. * To name a split card, you must name both halves of it. For example, you could name "Dead/Gone." If you do so, neither half of the split card can be played. * Unlike the _Saviors of Kamigawa_(TM) card Pithing Needle, Voidstone Gargoyle stops activated abilities that are mana abilities from being played. ----- Volcano Hellion {2}{R}{R} Creature -- Hellion 6/5 Volcano Hellion has echo {X}, where X is your life total. When Volcano Hellion comes into play, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented. * As Volcano Hellion's comes-into-play ability resolves, you choose a number. Volcano Hellion deals that amount of damage to you and to the targeted creature. You may choose 0. * Volcano Hellion's echo cost constantly changes; it's not locked in when it comes into play. The echo cost you pay is equal your life total as the echo triggered ability resolves. ----- Wild Pair {4}{G}{G} Enchantment Whenever a creature comes into play, if you played it from your hand, you may search your library for a creature card with the same total power and toughness and put it into play. If you do, shuffle your library. * If you play a 2/2 Grizzly Bears, for example, you may then search for any creature with total power and toughness 4. It can be 0/4, 1/3, 2/2, or 3/1. * The game checks the power and toughness of the creature that just came into play as it exists in play. That might mean it's impossible to get another copy of that same card. For example, a Triskelion in play is 4/4, but a Triskelion in your library is 1/1. The power and toughness might also have been affected while the triggered ability was on the stack (such as with Giant Growth, Sudden Death, or Ovinize). * If the creature that came into play has left play by the time the ability resolves, use the power and toughness of that creature as it last appeared before leaving play. * If the total power and toughness of the creature that came into play is less than 0 (due to Bewilder or Sudden Death, for example), it is treated as 0 by Wild Pair. For example, if a creature was -2/1, you could search for a creature with total power and toughness of 0. If either the power or toughness is less than 0, but the total is greater than 0, use the actual total. For example, if the creature is -1/3, you could search for a creature with total power and toughness of 2. * If a creature card in your library has a * in its power or toughness, that * is treated as 0. ----- All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. (c)2007 Wizards.