_Ravnica: City of Guilds_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Dave
DeLaney, Jeff Jordan, and Lee Sharpe
Document last modified August 30, 2005

Ravnica: City of Guilds Prerelease tournaments: September 24-25, 2005
Ravnica: City of Guilds official release date: October 7, 2005
The Ravnica: City of Guilds set becomes legal for sanctioned Constructed play
October 20, 2005.

Set size: 306 cards (110 common, 88 uncommon, 88 rare, 20 basic lands)

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

Hybrid Cards and Half-Half Mana Symbols

The _Ravnica_(TM) set introduces four out of a set of ten new mana symbols.
"Half-half" mana symbols are half one color and half another color. Cards
that have half-half mana symbols in their mana costs are called "hybrid"
cards. Hybrid cards are multicolored cards. Unlike other multicolored cards,
which appear in a gold frame, hybrid cards appear in a two-tone frame; the
left half of the card's frame is one of its colors and the right half is its
other color.

Boros Recruit
{R/W}
Creature -- Goblin Soldier
1/1
({R/W} can be paid with either {R} or {W}.)
First strike

The official rules for half-half mana symbols are as follows:

104.3. The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, {Z}, the
numerals {0}, {1}, {2}, {3}, {4}, and so on, and the half-half symbols {W/U},
{W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}.

104.3f Each of the half-half mana symbols represents a cost which can be paid
with one of two colors: {W/U} in a cost can be paid with either white or blue
mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R}
black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white,
{G/W} green or white, and {G/U} green or blue.
Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.

203.2e An object with one or more half-half mana symbols in its mana cost is
each of the colors of that mana symbol, in addition to any other colors the
object might be. Most cards with half-half mana symbols in their mana costs
are printed in a two-tone frame. See rule 104.3.

* A hybrid card is each color that appears in its mana cost, regardless of
what color or colors were paid to play it. For example, a card that costs
{R/W} is red and white.

* As you play a hybrid card, you choose which color of mana you will spend
for each half-half mana symbol at the same time you would choose modes or
choose a value for X. If an effect then reduces the cost of that spell by one
or more colored mana, it does so if those colors are part of the cost you
determined for the spell. The spell is all the card's colors, no matter what
mana you pay its cost with.

* Half-half mana symbols are not new colors. You can't add half-half mana to
your mana pool.
-----

Guilds

Each two-color combination in the _Magic_(TM) game is represented in the
world of Ravnica by a guild -- an organized association of people with common
beliefs. Four of these guilds appear in this set and the remaining six will
appear later in the Ravnica block.

You can tell if a card is identified with a guild by the appearance of a
guild symbol in the background of its text box. For example, the symbol of
the green-white Selesnya guild appears on green-white cards, cards with the
convoke mechanic, lands that produce green and white mana, and so on. The
guild symbols have no effect on game play.
-----

Convoke

Convoke is a static ability that lets you tap your creatures to help pay for
other spells. Only cards from the Selesnya guild (green, white, or green-
white) have convoke.

Conclave Equenaut
{4}{W}{W}
Creature -- Human Soldier
3/3
Convoke (Each creature you tap while playing this spell reduces its cost by
{1} or by one mana of that creature's color.)
Flying

The official rules for the convoke ability are as follows:

502.46. Convoke

502.46a Convoke is a static ability that functions while the spell is on the
stack. "Convoke" means "As an additional cost to play this spell, you may tap
any number of untapped creatures you control. Each creature tapped this way
reduces the cost to play this spell by {1} or by one mana of any of that
creature's colors." Using the convoke ability follows the rules for paying
additional costs in rules 409.1b and 4091f-h.
Example: You play Guardian of Vitu-Ghazi, a spell with convoke that costs
{3}{G}{W}. You announce that you're going to tap an artifact creature, a red
creature, and a green-and-white creature to help pay for it. The artifact
creature and the red creature each reduce the spell's cost by {1}. You choose
whether the green-white creature reduces the spell's cost by {1}, {G}, or
{W}. Then the creatures become tapped as you pay Guardian of Vitu-Ghazi's
cost.

502.46b Convoke can't reduce the cost to play a spell to less than 0.

502.46c Multiple instances of convoke on the same spell are redundant.

* You can tap only untapped creatures you control to reduce the cost of a
spell with convoke that you play.

* While playing a spell with convoke, if you control a creature that taps to
produce mana, you can either tap it for mana or tap it to reduce the cost of
the spell, but not both.

* If you tap a multicolored creature to reduce the cost of a spell with
convoke, you reduce the cost by {1} or by one mana of your choice of any of
that creature's colors.

* Convoke doesn't change a spell's mana cost or converted mana cost.
-----

Dredge

Dredge is a static ability that lets you return cards from your graveyard to
your hand. Only cards from the Golgari guild (black, green, or black-green)
have dredge.

Greater Mossdog
{3}{G}
Creature -- Hound
3/3
Dredge 3 (If you would draw a card, instead you may put exactly three cards
from the top of your library into your graveyard. If you do, return this card
from your graveyard to your hand. Otherwise, draw a card.)

The official rules for the dredge ability are as follows:

502.47. Dredge

502.47a Dredge is a static ability that functions only while the card with
dredge is in a player's graveyard. "Dredge N" means "As long as you have at
least N cards in your library, if you would draw a card, instead you may put
N cards from the top of your library into your graveyard and return this card
from your graveyard to your hand."

502.47b A player with fewer cards in his or her library than the number
required by a dredge ability can't put any of them into his or her graveyard
this way.

* Dredge lets you replace any card draw, not just the one during your draw
step.

* Once you decide to replace a draw using a card's dredge ability, that card
can't be removed from your graveyard "in response." (Replacement effects
don't use the stack.)

* You can't use dredge unless you're going to draw a card and the card with
dredge is already in your graveyard.
-----

Transmute

Transmute is an activated ability that lets you turn cards into other cards.
Only cards from the Dimir guild (blue, black, or blue-black) have transmute.

Dizzy Spell
{U}
Instant
Target creature gets -3/-0 until end of turn.
Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a
card with the same converted mana cost as this card, reveal it, and put it
into your hand. Then shuffle your library. Play only as a sorcery.)

The official rules for the transmute ability are as follows:


502.48. Transmute

502.48a Transmute is an activated ability that functions only while the card
with transmute is in a player's hand. "Transmute [cost]" means "[Cost],
Discard this card: Search your library for a card with the same converted
mana cost as the discarded card, reveal that card, and put it into your hand.
Then shuffle your library. Play this ability only any time you could play a
sorcery."

502.48b Although the transmute 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 transmute will be affected by effects
that depend on objects having one or more activated abilities.

* If you transmute a card with mana cost {U}{U}, for example, you can search
for any card in your library with converted mana cost 2. It doesn't matter
what type or colors that card is.

* You don't need to have another card with the same converted mana cost in
your library to play the transmute ability, and you don't need to find a card
even if there is one.
-----

Radiance

Radiance is an ability word that spreads a spell or ability out to similarly
colored creatures (or, in one case, enchantments). Only cards from the Boros
guild (red, white, or red-white) have radiance.

Cleansing Beam
{4}{R}
Instant
Radiance -- Cleansing Beam deals 2 damage to target creature and each other
creature that shares a color with it.

* All creatures that share a color are affected, even your own.

* A creature "shares a color" with any creature that is at least one of its
colors. For example, a green-white creature shares a color with creatures
that are green, white, green-white, red-white, black-green, and so on.

* If a radiance spell targets a colorless creature, it doesn't affect any
other creatures. A colorless creature shares a color with nothing, not even
other colorless creatures.

* You check which creatures share a color with the target when the spell
resolves.

* Only one creature is targeted. If that creature leaves play or otherwise
becomes an illegal target, the entire spell is countered. No other creatures
are affected.
-----

"Dual Lands"

There are four "dual lands" in the _Ravnica_ set: Overgrown Tomb, Sacred
Foundry, Temple Garden, and Watery Grave.

Overgrown Tomb
Land -- Swamp Forest
({T}: Add {B} or {G} to your mana pool.)
As Overgrown Tomb comes into play, you may pay 2 life. If you don't,
Overgrown Tomb comes into play tapped instead.

* These dual lands have basic land types, but they aren't basic lands. Things
that affect basic lands don't affect them. Things that affect basic land
types do. For example, Civic Wayfinder ("search your library for a basic land
card") can't find Overgrown Tomb, but you can sacrifice Overgrown Tomb to
Dark Heart of the Wood ("Sacrifice a Forest: You gain 3 life").

* If another effect (such as Loxodon Gatekeeper's ability) tells you to put
lands into play tapped, Overgrown Tomb comes into play tapped whether you pay
2 life or not.

* If multiple permanents with "as comes into play" effects are coming into
play at the same time, process those effects one at a time, then put the
permanents into play all at once. For example, if you're at 3 life and an
effect puts two Overgrown Tombs into play, you can pay 2 life for only one of
them, not both.
-----

"Enhanced" Spells

Some monocolored spells in the Ravnica set have a bigger effect if mana of a
specific color was used to pay their costs.

Dryad's Caress
{4}{G}{G}
Instant
You gain 1 life for each creature in play. If {W} was spent to play Dryad's
Caress, untap all creatures you control.

* The spell checks on resolution to see if any mana of the stated color was
spent to pay its cost. It doesn't matter how much mana of that color was
spent.

* If the spell is copied (such as with Twincast), the copy will never have
had mana of the stated color paid for it, no matter what colors were spent on
the original spell.
-----

CARD-SPECIFIC NOTES

Agrus Kos, Wojek Veteran
{3}{R}{W}
Legendary Creature -- Human Soldier
3/3
Whenever Agrus Kos, Wojek Veteran attacks, attacking red creatures get +2/+0
and attacking white creatures get +0/+2 until end of turn.

* Attacking creatures (including Agrus Kos) that are both red and white get
+2/+2 until end of turn.
-----

Auratouched Mage
{5}{W}
Creature -- Human Wizard
3/3
When Auratouched Mage comes into play, search your library for an Aura card
that could enchant it. If Auratouched Mage is still in play, attach that Aura
to it. Otherwise, reveal the Aura card and put it into your hand. Then
shuffle your library.

* Any Aura card you find must be able to enchant Auratouched Mage as it
currently exists, or as it most recently existed in play if it's no longer in
play. If an effect has made the Mage an artifact, for example, you could
search for an Aura with "enchant artifact."
-----

Bathe in Light
{1}{W}
Instant
Radiance -- Choose a color. Target creature and each other creature that
shares a color with it gain protection from the chosen color until end of
turn.

* The color you choose as the spell resolves has nothing to do with the color
or colors shared by the affected creatures.
-----

Bloodletter Quill
{3}
Artifact
{2}, {T}, Put a blood counter on Bloodletter Quill: Draw a card, then lose 1
life for each blood counter on Bloodletter Quill.
{U}{B}: Remove a blood counter from Bloodletter Quill.

* You may play the second ability in response to playing the first one. If
you do, you'll remove the blood counter that was just added before you lose
the life.
-----

Boros Fury-Shield
{2}{W}
Instant
Prevent all combat damage that would be dealt by target attacking or blocking
creature this turn. If {R} was spent to play Boros Fury-Shield, it deals
damage to that creature's controller equal to the creature's power.

* If red mana was spent, Boros Fury-Shield, not the target creature, deals
the damage to the creature's controller.
-----

Breath of Fury
{2}{R}{R}
Enchantment -- Aura
Enchant creature you control
When enchanted creature deals combat damage to a player, sacrifice it and
attach Breath of Fury to a creature you control. If you do, untap all
creatures you control and after this phase, there is an additional combat
phase.

* If there isn't a legal creature to attach Breath of Fury to after the
enchanted creature is sacrificed, you don't untap your creatures or get an
additional combat phase, and Breath of Fury is put into its owner's graveyard
as a state-based effect.
-----

Brightflame
{X}{R}{R}{W}{W}
Sorcery
Radiance -- Brightflame deals X damage to target creature and each other
creature that shares a color with it. You gain life equal to the damage dealt
this way.

* You gain life equal to the total damage dealt by Brightflame to all
creatures. You don't gain life for any damage that was prevented.
-----

Chant of Vitu-Ghazi
{6}{W}{W}
Instant
Convoke (Each creature you tap while playing this spell reduces its cost by
{1} or by one mana of that creature's color.)
Prevent all damage that would be dealt by creatures this turn. You gain 1
life for each damage prevented this way.

* The damage prevention shield lasts for the rest of the turn, and you gain
life each time that shield prevents 1 or more damage.
-----

Chord of Calling
{X}{G}{G}{G}
Instant
Convoke (Each creature you tap while playing this spell reduces its cost by
{1} or by one mana of that creature's color.)
Search your library for a creature card with converted mana cost X or less
and put it into play. Then shuffle your library.

* You announce what X is first, and then announce which creatures you're
tapping to reduce the cost to play the spell.
-----

Chorus of the Conclave
{4}{G}{G}{W}{W}
Legendary Creature -- Dryad Lord
3/8
Forestwalk
As an additional cost to play creature spells, you may pay any amount of
mana. If you do, that creature comes into play with that many additional
+1/+1 counters on it.

* Chorus of the Conclave's ability works only while it's in play, so you
can't use it to put +1/+1 counters on itself.

* Chorus of the Conclave's ability applies to creature spells only as they're
being played. You can't pay mana to put counters on creatures being put into
play by an effect.

* Chorus of the Conclave's ability combines well with the convoke mechanic,
effectively letting you tap creatures to put +1/+1 counters on the creature
with convoke that you're playing, if you choose to do so.
-----

Circu, Dimir Lobotomist
{2}{U}{B}
Legendary Creature -- Human Wizard
2/3
Whenever you play a blue spell, remove the top card of target library from
the game.
Whenever you play a black spell, remove the top card of target library from
the game.
Your opponents can't play nonland cards with the same name as a card removed
from the game with Circu.

* The first two abilities target libraries, not players.

* If you play a blue and black spell, both of Circu's triggered abilities
trigger. You can target two different libraries or target the same library
twice.

* Circu's last ability applies to all of its controller's opponents, not just
the owner of the removed card.

* Circu's last ability doesn't prevent copies of the removed cards from being
played because copies aren't cards.

* If a split card is removed this way, opponents can't play either half of
the split card.
-----

Compulsive Research
{2}{U}
Sorcery
Target player draws three cards. Then that player discards two cards unless
he or she discards a land card.

* A player can discard either one land card or two cards which may or may not
be lands. (The player can discard two land cards if he or she chooses.)
-----

Concerted Effort
{2}{W}{W}
Enchantment
At the beginning of each player's upkeep, all creatures you control gain
flying until end of turn if a creature you control has flying. The same is
true for fear, first strike, double strike, landwalk, protection, trample,
and vigilance.

* Suppose a player controls three creatures when Concerted Effort's ability
resolves: one creature with flying and protection from red, one with
islandwalk and protection from green; and one with vigilance. All three
creatures will have flying, islandwalk, vigilance, protection from red, and
protection from green until the end of the turn.

* Creatures keep all abilities granted this way until the end of the turn,
even if Concerted Effort or the original creature with that ability leaves
play.
-----

Congregation at Dawn
{G}{G}{W}
Instant
Search your library for up to three creature cards and reveal them. Shuffle
your library, then put those cards on top of it in any order.

* The order in which the cards are placed on top of the library isn't
revealed.
-----

Copy Enchantment
{2}{U}
Enchantment
As Copy Enchantment comes into play, you may choose an enchantment in play.
If you do, Copy Enchantment comes into play as a copy of that enchantment.

* If you choose an Aura, you also choose a legal permanent for the Copy
Enchantment copy of it to enchant. Copy Enchantment doesn't target that
permanent, however, so it can come into play attached to an untargetable
creature.

* If you choose an Aura and there isn't a legal permanent for it to enchant,
you put Copy Enchantment into your graveyard. It never comes into play.

* If you don't choose an enchantment, Copy Enchantment comes into play
without copying anything, and it sits there with a useless ability.
-----

Crown of Convergence
{2}
Artifact
Play with the top card of your library revealed.
As long as the top card of your library is a creature card, creatures you
control that share a color with that card get +1/+1.
{G}{W}: Put the top card of your library on the bottom of your library.

* A colorless creature on top of your library never gives a bonus, and a
colorless creature in play never gets a bonus.
-----

Dimir Doppelganger
{1}{U}{B}
Creature -- Shapeshifter
0/2
{1}{U}{B}: Remove target creature card in a graveyard from the game. Dimir
Doppelganger becomes a copy of that card and gains this ability.

* This creature becomes an exact copy of a copied card, except that it also
has Dimir Doppelganger's activated ability. If it becomes a copy of a
different creature card, the new copy will overwrite the old copy.

* A permanent's ability that refers to cards the creature removed from the
game (such as Sisters of Stone Death's third ability) only affects cards
removed by other abilities intrinsic to that permanent (such as Sisters of
Stone Death's second ability). Suppose that (a) Dimir Doppelganger copies Arc-
Slogger, (b) its "deal 2 damage" ability is activated, and then (c) it copies
Sisters of Stone Death. Creatures removed by Arc-Slogger's ability can't be
returned with Sisters of Stone Death's ability.
-----

Doubling Season
{4}{G}
Enchantment
If an effect would put one or more tokens into play under your control, it
puts twice that many into play instead.
If an effect would place one or more counters on a permanent you control, it
places twice that many on that permanent instead.

* The tokens and counters that Doubling Season creates are exact copies of
the kind of tokens and counters that were being created in the first place.

* Doubling Season affects cards that "come into play with" a certain number
of counters. Triskelion, for example, would come into play with six +1/+1
counters on it rather than three.

* If there are two Doubling Seasons in play, then the number of tokens or
counters is four times the original number. If there are three in play, then
the number of tokens or counters is eight times the original number.
-----

Drake Familiar
{1}{U}
Creature -- Drake
2/1
Flying
When Drake Familiar comes into play, sacrifice it unless you return an
enchantment in play to its owner's hand.

* The ability lets you return any enchantment in play, including an
opponent's enchantment. The ability isn't targeted, so you can return an
untargetable enchantment. If there are no enchantments in play, or you choose
not to return one, you must sacrifice Drake Familiar.
-----

Dream Leash
{3}{U}{U}
Enchantment -- Aura
Enchant permanent
You may play Dream Leash only on a tapped permanent.
You control enchanted permanent.

* The restriction that the permanent must be tapped is checked only if you
play Dream Leash as a spell. Once Dream Leash is in play, it doesn't matter
if the enchanted permanent becomes untapped.

* If an effect puts Dream Leash into play or moves it to another permanent,
the permanent it becomes attached to need not be tapped. If you play Copy
Enchantment and copy Dream Leash as it comes into play, the permanent it
becomes attached to need not be tapped.
-----

Dromad Purebred
{4}{W}
Creature -- Beast
1/5
Whenever Dromad Purebred is dealt damage, you gain 1 life.

* Each time Dromad Purebred is dealt damage, including from multiple sources
at once, you gain 1 life. You don't gain life equal to the damage dealt.
-----

Excruciator
{6}{R}{R}
Creature -- Avatar
7/7
Damage that would be dealt by Excruciator can't be prevented.

* An effect may redirect Excruciator's damage.

* Excruciator can deal damage to creatures with protection from red. (It
can't block creatures with protection from red, though.)

* Damage prevention shields that would prevent this damage aren't used and
they stick around for the next time something would deal damage.

* A creature dealt lethal damage by Excruciator can be regenerated.

* Replacement effects that don't use the word "prevent" can replace
Excruciator's damage with something else. See Phytohydra and Szadek, Lord of
Secrets, for example.
-----

Eye of the Storm
{5}{U}{U}
Enchantment
Whenever a player plays an instant or sorcery card, remove it from the game.
Then that player copies each instant or sorcery card removed from the game
with Eye of the Storm. For each copy, the player may play the copy without
paying its mana cost.

* The ability triggers when a player plays an instant or sorcery *card*. A
copy of a spell (such as those generated by Eye of the Storm itself) won't
trigger this ability. The card that was played is removed from the game and
won't resolve, but the player will get a copy of the spell from Eye of the
Storm.

* When the ability resolves, the player copies all cards removed from the
game with Eye of the Storm, not just the cards he or she owns. That player
then chooses which of those copies to play, if any. All chosen copies are
played in the order the player chooses.

* The player chooses modes, pays additional costs, chooses targets, and so on
for the copies when playing them. Any X in the mana cost of a copy played
this way will be 0. Alternative costs can't be paid.
-----

Faith's Fetters
{3}{W}
Enchantment -- Aura
Enchant permanent
When Faith's Fetters comes into play, you gain 4 life.
Enchanted permanent's activated abilities can't be played unless they're mana
abilities.
If enchanted permanent is a creature, it can't attack or block.

* Faith's Fetters doesn't stop static abilities, triggered abilities, or mana
abilities from working. (A "mana ability" is an ability that produces mana,
not an ability that costs mana.)
-----

Festival of the Guildpact
{X}{W}
Instant
Prevent the next X damage that would be dealt to you this turn.
Draw a card.

* You draw a card when Festival of the Guildpact resolves, not when damage is
prevented.
-----

Firemane Angel
{3}{R}{W}{W}
Creature -- Angel
4/3
Flying, first strike
At the beginning of your upkeep, if Firemane Angel is in your graveyard or in
play, you may gain 1 life.
{6}{R}{R}{W}{W}: Return Firemane Angel from your graveyard to play. Play this
ability only during your upkeep.

* If you return Firemane Angel from your graveyard to play during your upkeep
before its life-gain ability resolves, you won't gain 1 life. (Most of the
time, players will let the triggered ability resolve before playing its
activated ability.)
-----

Fists of Ironwood
{1}{G}
Enchantment -- Aura
Enchant creature
When Fists of Ironwood comes into play, put two 1/1 green Saproling creature
tokens into play.
Enchanted creature has trample.

* You control the Saprolings, even if Fists of Ironwood comes into play
attached to another player's creature.

* The Saprolings don't appear until after Fists of Ironwood is in play, so
you can't play Fists of Ironwood on one of those Saprolings.
-----

Flame Fusillade
{3}{R}
Sorcery
Until end of turn, permanents you control gain "{T}: This permanent deals 1
damage to target creature or player."

* "Summoning sickness" applies only to creatures, not to other permanents.
You may tap a noncreature permanent to pay for an ability with {T} in its
cost even if the permanent came into play that turn.

* Tapping an Aura or Equipment doesn't tap the creature it's attached to and
vice versa. Tapped enchantments work normally. Tapped artifacts work normally
unless they say otherwise.
-----

Flash Conscription
{5}{R}
Instant
Untap target creature and gain control of it until end of turn. That creature
gains haste until end of turn. If {W} was spent to play Flash Conscription,
the creature gains "Whenever this creature deals combat damage, you gain that
much life" until end of turn.

* If white mana was paid, the player who controls the creature when it deals
combat damage will be the one who gains life.
-----

Flickerform
{1}{W}
Enchantment -- Aura
Enchant creature
{2}{W}{W}: Remove enchanted creature and all Auras attached to it from the
game. At end of turn, return that card to play under its owner's control. If
you do, return those Auras to play under their owners' control enchanting
that creature.

* The card that was enchanted comes back into play first, regardless of
whether it's still a creature. Then any Auras removed from the game that can
legally enchant that card come back. Any Auras that can't enchant that
permanent remain removed from the game.

* If the enchanted creature was a token, it ceased to exist when it was
removed from the game. Any Auras that were attached to it (including
Flickerform) remain removed from the game.

* If the enchanted creature was also enchanted by Copy Enchantment, Copy
Enchantment will come back into play attached to that permanent. As Copy
Enchantment returns to play, its controller may choose any enchantment in
play for it to copy. It can't copy Flickerform or any other Aura returning to
play at the same time. If it copies a non-Aura enchantment, it will become
unattached from the permanent and remain in play.
-----

Followed Footsteps
{3}{U}{U}
Enchantment -- Aura
Enchant creature
At the beginning of your upkeep, put a creature token into play that's a copy
of enchanted creature.

* Any comes-into-play abilities of the copied creature trigger when the
creature tokens come into play. The creature tokens also have any "this comes
into play with" or "as this comes into play" abilities that the copied
creature has.
-----

Gaze of the Gorgon
{3}{B/G}
Instant
({B/G} can be paid with either {B} or {G}.)
Regenerate target creature. At end of combat, destroy all creatures that
blocked or were blocked by that creature this turn.

* At the next end of combat step in the turn, all creatures that had blocked
the targeted creature at any point during the turn will be destroyed. This
includes creatures that blocked it before Gaze of the Gorgon was played. It
doesn't matter whether the targeted creature is still in play at that point.

* See "Hybrid Cards and Half-Half Mana Symbols" in the "GENERAL NOTES"
section.
-----

Ghosts of the Innocent
{5}{W}{W}
Creature -- Spirit
4/5
If a source would deal damage to a creature or player, it deals half that
damage, rounded down, to that creature or player instead.

* If a damage prevention effect and Ghosts of the Innocent's effect would
apply to the same damage, the player or the controller of the creature being
dealt damage may apply the effects in either order (most likely applying the
halving effect first).

* Half of 1 rounded down is 0. A source that would deal 1 damage to a
creature or player won't deal damage to that creature or player at all.

* Multiple Ghosts of the Innocent effects are cumulative, and each will halve
the damage, rounded down. For example, with three in play, 14 damage becomes
7, then 3, then finally 1, and only 1 damage would actually be dealt.

* This isn't a damage prevention effect. If Excruciator ("Damage that would
be dealt by Excruciator can't be prevented") would deal 7 damage to a
creature or player, it deals 3 damage instead.

* If damage is redirected, it's only halved once.

* If both Ghosts of the Innocent and Furnace of Rath (which doubles damage)
are in play, the controller of the creature being dealt damage or the player
being dealt damage can apply the effects in either order. This can matter if
the original amount of damage is odd. For example, if a source would deal 3
damage, Ghosts of the Innocent would make it 1 damage, then Furnace of Rath
would make it 2 damage, if the player chose to apply the effects in that
order.
-----

Gleancrawler
{3}{B/G}{B/G}{B/G}
Creature -- Insect Horror
6/6
({B/G} can be paid with either {B} or {G}.)
Trample
At the end of your turn, return to your hand all creature cards in your
graveyard that were put into your graveyard from play this turn.

* When this ability resolves, it returns all creature cards currently in your
graveyard that were put there directly from the in-play zone sometime during
the turn. This includes cards that were put into your graveyard before
Gleancrawler came into play.

* See "Hybrid Cards and Half-Half Mana Symbols" in the "GENERAL NOTES"
section.
-----

Goblin Fire Fiend
{3}{R}
Creature -- Goblin Berserker
1/1
Haste
Defending player blocks Goblin Fire Fiend if able.
{R}: Goblin Fire Fiend gets +1/+0 until end of turn.

* Goblin Fire Fiend has received errata. The new text is:

Haste
Goblin Fire Fiend must be blocked if able.
{R}: Goblin Fire Fiend gets +1/+0 until end of turn.

* If Goblin Fire Fiend is attacking, the defending player must assign at
least one blocker to it during the declare blockers step if that player
controls any creatures that could block Goblin Fire Fiend.
-----

Golgari Brownscale
{1}{G}{G}
Creature -- Lizard
2/3
When Golgari Brownscale is put into your hand from your graveyard, you gain 2
life.
Dredge 2 (If you would draw a card, instead you may put exactly two cards
from the top of your library into your graveyard. If you do, return this card
from your graveyard to your hand. Otherwise, draw a card.)

* The first ability triggers when Golgari Brownscale returns to your hand
from your graveyard for any reason, not just when you use its dredge ability.
-----

Golgari Grave-Troll
{4}{G}
Creature -- Skeleton Troll
0/0
Golgari Grave-Troll comes into play with a +1/+1 counter on it for each
creature card in your graveyard.
{1}, Remove a +1/+1 counter from Golgari Grave-Troll: Regenerate Golgari
Grave-Troll.
Dredge 6

* If an effect puts Golgari Grave-Troll into play from your graveyard,
Golgari Grave-Troll counts itself as one of the cards in your graveyard and
gets a counter accordingly.
-----

Grave-Shell Scarab
{2}{B}{G}{G}
Creature -- Insect
4/4
{1}, Sacrifice Grave-Shell Scarab: Draw a card.
Dredge 1 (If you would draw a card, instead you may put exactly one card from
the top of your library into your graveyard. If you do, return this card from
your graveyard to your hand. Otherwise, draw a card.)

* You may sacrifice Grave-Shell Scarab to pay for its first ability, then
replace that draw using the Scarab's dredge ability. The result is that the
top card of your library is put into your graveyard and Grave-Shell Scarab
returns to your hand (after a brief trip to the graveyard).
-----

Grifter's Blade
{3}
Artifact -- Equipment
You may play Grifter's Blade any time you could play an instant.
Grifter's Blade comes into play equipping a creature of your choice you
control.
Equipped creature gets +1/+1.
Equip {1}

* Grifter's Blade must come into play attached to a creature you control, if
possible.

* If you don't control a creature Grifter's Blade could be attached to, it
comes into play unattached.
-----

Grozoth
{6}{U}{U}{U}
Creature -- Leviathan
9/9
Defender (This creature can't attack.)
When Grozoth comes into play, you may search your library for any number of
cards that have converted mana cost 9, reveal them, and put them into your
hand. If you do, shuffle your library.
{4}: Grozoth loses defender until end of turn.
Transmute {1}{U}{U}

* The search ability lets you find cards whose converted mana costs are each
equal to exactly 9, such as other Grozoths.
-----

Hex
{4}{B}{B}
Sorcery
Destroy six target creatures.

* You must target six different creatures. If you can't, you can't play Hex.
If some of the creatures become illegal targets before the spell resolves,
Hex will still destroy the rest of them.
-----

Hunted Dragon
{3}{R}{R}
Creature -- Dragon
6/6
Flying, haste
When Hunted Dragon comes into play, put three 2/2 white Knight creature
tokens with first strike into play under target opponent's control.

* The tokens are the color white and have name and creature type Knight. They
are *not* functionally identical to the card White Knight.
-----

Incite Hysteria
{2}{R}
Sorcery
Radiance -- Creatures that share a color with target creature can't block
this turn.

* Incite Hysteria has received errata. The new text is:

Radiance -- Until end of turn, target creature and each other creature that
shares a color with it gain "This creature can't block."

* The targeted creature and the creatures that share a color with it at the
time Incite Hysteria resolves won't be able to block this turn. It doesn't
matter if those creatures change colors before blockers are declared.
-----

Instill Furor
{1}{R}
Enchantment -- Aura
Enchant creature
Enchanted creature has "At the end of your turn, sacrifice this creature
unless it attacked this turn."

* Instill Furor grants a triggered ability that triggers at the end of the
creature's controller's turn.

* Once the ability triggers, nothing that happens to Instill Furor can
prevent the ability from resolving.
-----

Loxodon Hierarch
{2}{G}{W}
Creature -- Elephant Cleric
4/4
When Loxodon Hierarch comes into play, you gain 4 life.
{G}{W}, Sacrifice Loxodon Hierarch: Regenerate each creature you control.

* The second ability sets up individual regeneration shields for each
creature you control. They are each used up as necessary during the turn and
wear off when the turn ends.
-----

Master Warcraft
{2}{R/W}{R/W}
Instant
({R/W} can be paid with either {R} or {W}.)
Play Master Warcraft only before attackers are declared.
You choose which creatures attack this turn. You choose how each creature
blocks this turn.

* You choose attackers and make blocking assignments regardless of whether
it's your turn and regardless of whether the creatures are attacking you.
Your choices must be legal within the normal rules for attacking and
blocking.

* If an additional combat phase has been created, you may, if you choose,
play Master Warcraft after attackers have been declared during the first
combat phase but before attackers have been declared during the second one.

* See "Hybrid Cards and Half-Half Mana Symbols" in the "GENERAL NOTES"
section.
-----

Mindleech Mass
{5}{U}{B}{B}
Creature -- Horror
6/6
Trample
Whenever Mindleech Mass deals combat damage to a player, you may look at that
player's hand. If you do, you may play a nonland card in it without paying
that card's mana cost.

* The spell is played during the resolution of Mindleech Mass's triggered
ability. You may play any nonland card in the player's hand, not just an
instant card. This doesn't get around other prohibitions, such as "Play this
card only before attackers are declared."

* You control the spell and, if it's an artifact, creature, or enchantment
spell, you control the resulting permanent.

* The card is played from your opponent's hand, not yours.

* 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.
-----

Mindmoil
{4}{R}
Enchantment
Whenever you play a spell, put the cards in your hand on the bottom of your
library in any order, then draw that many cards.

* Whenever you play a spell, Mindmoil's ability triggers. The ability will
resolve before the spell does.

* After Mindmoil's ability triggers, players may play instants and activated
abilities. Each time you play an instant spell "in response," Mindmoil's
ability triggers again.

* After Mindmoil's ability resolves, but before the spell that triggered it
does, you can play instants from your new hand of cards. Each time you do,
Mindmoil's ability triggers again.
-----

Molten Sentry
{3}{R}
Creature -- Elemental
*/*
As Molten Sentry comes into play, flip a coin. If the coin comes up heads,
Molten Sentry comes into play as a 5/2 creature with haste. If it comes up
tails, Molten Sentry comes into play as a 2/5 creature with defender.

* If a creature comes into play copying Molten Sentry, that creature's
controller flips a coin to see what the copy will be.

* If a creature that's already in play copies Molten Sentry, it becomes a
copy of whatever Molten Sentry already is (either a 5/2 creature with haste
or a 2/5 creature with defender).
-----

Necromantic Thirst
{2}{B}{B}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, you may return
target creature card from your graveyard to your hand.

* The target is chosen just after any creatures dealt lethal damage at the
same time that the enchanted creature dealt damage have been put into the
graveyard. That might include the enchanted creature itself, if it had
trample and was blocked, for example.
-----

Nullstone Gargoyle
{9}
Artifact Creature -- Gargoyle
4/5
Flying
Whenever the first noncreature spell each turn is played, counter that spell.

* Nullstone Gargoyle cares about the first noncreature spell played during a
turn, not the first one it "sees." If a noncreature spell was played before
Nullstone Gargoyle came into play, it won't counter the next one.

* If another spell is played in response to the first spell, Nullstone
Gargoyle doesn't affect that second spell.
-----

Pariah's Shield
{5}
Artifact -- Equipment
All damage that would be dealt to you is dealt to equipped creature instead.
Equip {3}

* If Pariah's Shield isn't attached to a creature, all damage that would be
dealt to you is dealt to you normally.
-----

Perilous Forays
{3}{G}{G}
Enchantment
{1}, Sacrifice a creature: Search your library for a land card with a basic
land type and put it into play tapped. Then shuffle your library.

* You may find any card with Plains, Island, Swamp, Mountain, or Forest on
its type line. The land doesn't need to be a basic land, so you can find a
land such as Overgrown Tomb.
-----

Perplex
{1}{U}{B}
Instant
Counter target spell unless its controller discards his or her hand.
Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a
card with the same converted mana cost as this card, reveal it, and put it
into your hand. Then shuffle your library. Play only as a sorcery.)

* If the spell's controller has no cards in his or her hand, that player can
still choose to discard his or her hand and prevent the spell from being
countered.
-----

Phytohydra
{2}{G}{W}{W}
Creature -- Plant Hydra
1/1
If damage would be dealt to Phytohydra, put that many +1/+1 counters on it
instead.

* If another effect would prevent damage from being dealt to Phytohydra or
replace it with something else, Phytohydra's controller chooses which effect
to apply first.

* If Phytohydra blocks or is blocked by a creature with first strike or
double strike, Phytohydra will get the counters during the first-strike
combat damage step before it deals its own combat damage during the second
combat damage step.
-----

Plague Boiler
{3}
Artifact
At the beginning of your upkeep, put a plague counter on Plague Boiler.
{1}{B}{G}: Put a plague counter on Plague Boiler or remove a plague counter
from it.
When Plague Boiler has three or more plague counters on it, sacrifice it. If
you do, destroy all nonland permanents.

* You choose whether to add or remove a counter when the second ability
resolves. You can't choose to remove a counter if there isn't one there.

* If the third ability triggers, removing a counter in response won't stop
the effect. However, somehow removing Plague Boiler from play in response
would stop the effect because then you wouldn't be able to sacrifice Plague
Boiler.
-----

Quickchange
{1}{U}
Instant
Target creature's color becomes the color or colors of your choice until end
of turn.
Draw a card.

* You can choose any single color or any combination of more than one color.
You can't choose colorless.

* Quickchange won't make an artifact stop being an artifact. It'll just be a
colorful artifact.
-----

Razia, Boros Archangel
{4}{R}{R}{W}{W}
Legendary Creature -- Angel
6/3
Flying, vigilance, haste
{T}: The next 3 damage that would be dealt to target creature you control
this turn is dealt to another target creature instead.

* The 3 damage doesn't have to be from the same source, and it doesn't have
to be all dealt at once. If only 2 damage is redirected, the next 1 damage
will also be redirected.

* If either target creature leaves play before damage is dealt, that damage
won't be redirected. It doesn't matter if Razia leaves play.
-----

Razia's Purification
{4}{R}{W}
Sorcery
Each player chooses three permanents he or she controls, then sacrifices the
rest.

* If a player doesn't control three permanents, that player chooses all the
permanents he or she does control and doesn't sacrifice anything.

* Players choose permanents in turn order around the table, then
simultaneously sacrifice all permanents not chosen.
-----

Remand
{1}{U}
Instant
Counter target spell. If you do, return that spell card to its owner's hand.
Draw a card.

* Remand has received errata. The new text is:

Counter target spell. If you do, put it into its owner's hand instead of into
that player's graveyard.
Draw a card.

* The countered spell goes to its owner's hand from the stack. It never hits
the graveyard.
-----

Savra, Queen of the Golgari
{2}{B}{G}
Legendary Creature -- Elf Shaman
2/2
Whenever you sacrifice a black creature, you may pay 2 life. If you do, each
other player sacrifices a creature.
Whenever you sacrifice a green creature, you may gain 2 life.

* These abilities trigger specifically when you "sacrifice" a creature. They
won't trigger when a creature is put into your graveyard for any other
reason.

* Savra itself doesn't let you sacrifice creatures, and you can't sacrifice
them spontaneously. You must have another spell or ability that lets you
sacrifice creatures.

* Sacrificing a creature that's both black and green will make both abilities
trigger. You may put them on the stack in whichever order you want.
-----

Searing Meditation
{1}{R}{W}
Enchantment
Whenever you gain life, you may pay {2}. If you do, Searing Meditation deals
2 damage to target creature or player.

* Searing Meditation doesn't care how much life you gain. It triggers just
once for each life-gaining event, whether it's 1 life from Firemane Angel or
15 life from Brightflame.
-----

Seeds of Strength
{G}{W}
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.

* You may choose the same creature as a target multiple times since the card
says "target creature" multiple times. You may give three different creatures
+1/+1 each, one creature +2/+2 and another creature +1/+1, or a single
creature +3/+3.
-----

Shadow of Doubt
{U/B}{U/B}
Instant
({U/B} can be paid with either {U} or {B}.)
Players can't search libraries this turn.
Draw a card.

* If an effect says "You may search your library . . . If you do, shuffle
your library," you can't choose to search since it's impossible, and you
won't shuffle.

* If an effect says "Search your library . . . Then shuffle your library,"
the search effect fails, but you will have to shuffle.

* Since players can't search, players won't be able to find any cards in a
library. The effect applies to all players and all libraries. If a spell or
ability's effect has other parts that don't depend on searching for or
finding cards, they will still work normally.

* Effects that tell a player to reveal cards from a library or look at cards
from the top of a library will still work. Only effects that use the word
"search" will fail.

* See "Hybrid Cards and Half-Half Mana Symbols" in the "GENERAL NOTES"
section.
-----

Sins of the Past
{4}{B}{B}
Sorcery
Until end of turn, you may play target instant or sorcery card in your
graveyard without paying its mana cost. If that card would be put into your
graveyard this turn, remove it from the game instead. Remove Sins of the Past
from the game.

* The instant or sorcery card is played from your graveyard, 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.

* The instant or sorcery card never gets put back into your graveyard, even
if it's countered. You can't play it more than once.
-----

Sisters of Stone Death
{4}{B}{B}{G}{G}
Legendary Creature -- Gorgon
7/5
{G}: Target creature blocks Sisters of Stone Death this turn if able.
{B}{G}: Remove from the game target creature blocking or blocked by Sisters
of Stone Death.
{2}{B}: Put a creature card removed from the game with Sisters of Stone Death
into play under your control.

* The second ability can only remove a creature that's currently blocking or
being blocked by Sisters of Stone Death. If Sisters of Stone Death isn't in
play or have been removed from combat, the ability will be countered.

* The third ability can get back any creature card removed by the second
ability, no matter when it was removed. If a card that's not a creature card
(such as Svogthos, the Restless Tomb) was removed, the third ability can't
return it.
-----

Spawnbroker
{2}{U}
Creature -- Human Wizard
1/1
When Spawnbroker comes into play, you may exchange control of target creature
you control and target creature with power less than or equal to that
creature's power an opponent controls.

* If either target becomes illegal (say, if a creature's power has changed
such that the creature you control now has less power than the other
creature), then the exchange won't happen.
-----

Spectral Searchlight
{3}
Artifact
{T}: Choose a player. That player adds one mana of any color he or she
chooses to his or her mana pool.

* You may choose yourself.

* If the player can't use the mana, that player will take mana burn as the
phase ends.
-----

Stoneshaker Shaman
{2}{R}
Creature -- Human Shaman
1/1
At the end of each player's turn, that player sacrifices an untapped land.

* If the player doesn't have an untapped land as Stoneshaker Shaman's ability
resolves, that player does nothing.
-----

Sunforger
{3}
Artifact -- Equipment
Equipped creature gets +4/+0.
{R}{W}, Unattach Sunforger: Search your library for a red or white instant
card with converted mana cost 4 or less and play that card without paying its
mana cost. Then shuffle your library.
Equip {3}

* You can't pay the cost of the second ability unless Sunforger is attached
to a creature.

* Any card you find must be legally playable (for example, you have to be
able to choose a legal target for it). If you can't find a playable card (or
choose not to), nothing happens and you shuffle your library.

* The card is 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.
-----

Sunhome, Fortress of the Legion
Land
{T}: Add {1} to your mana pool.
{2}{R}{W}, {T}: Target creature gains double strike until end of turn.

* If you give double strike to a creature with first strike after first-
strike combat damage has been put on the stack, that creature will also deal
damage during the normal combat damage step.

* If you give double strike to a creature after either first-strike or normal
combat damage has been put on the stack, it won't help that creature deal any
additional combat damage.
-----

Suppression Field
{1}{W}
Enchantment
Activated abilities cost {2} more to play unless they're mana abilities.

* Suppression Field's ability doesn't affect static abilities, triggered
abilities, or mana abilities. (A "mana ability" is an ability that produces
mana, not an ability that costs mana.)
-----

Svogthos, the Restless Tomb
Land
{T}: Add {1} to your mana pool.
{3}{B}{G}: Until end of turn, Svogthos, the Restless Tomb becomes a black and
green Plant Zombie creature with "This creature's power and toughness are
each equal to the number of creature cards in your graveyard." It's still a
land.

* While animated, Svogthos's power and toughness changes each time a creature
card enters or leaves its controller's graveyard.
-----

Szadek, Lord of Secrets
{3}{U}{U}{B}{B}
Legendary Creature -- Vampire
5/5
Flying
If Szadek, Lord of Secrets would deal combat damage to a player, instead put
that many +1/+1 counters on Szadek and that player puts that many cards from
the top of his or her library into his or her graveyard.

* If another effect would prevent Szadek's combat damage from being dealt to
the defending player or replace it with something else, that player chooses
which effect applies first. For example, the player can choose to first have
Mending Hands prevent 4 of the damage and then apply Szadek's ability so that
it gets only one counter.

* If Szadek leaves play while combat damage is on the stack, its replacement
effect doesn't apply and its damage is dealt normally.
-----

Telling Time
{1}{U}
Instant
Look at the top three cards of your library. Put one of those cards into your
hand, one on top of your library, and one on the bottom of your library.

* If there are fewer than three cards in your library, follow the
instructions in the order given for any cards that are there.
-----

Terraformer
{2}{U}
Creature -- Human Wizard
2/2
{1}: Choose a basic land type. The land type of each land you control becomes
that type until end of turn.

* Terraformer's effect overwrites the land type of all lands you control that
had other types and gives a land type to all lands you control that don't
normally have one.

* Changing a land's type doesn't change its name or whether it's legendary or
basic.

* Lands you control will have the mana ability of the basic land type you
choose (for example, Forests can tap to produce green mana) and will lose all
other innate abilities they had.
-----

Terrarion
{1}
Artifact
Terrarion comes into play tapped.
{2}, {T}, Sacrifice Terrarion: Add two mana of any combination of colors to
your mana pool.
When Terrarion is put into a graveyard from play, draw a card.

* You can get either two mana of the same color or one mana each of different
colors.

* You get the mana before you draw the card.

* You draw a card no matter how Terrarion winds up in a graveyard from play.
-----

Tolsimir Wolfblood
{4}{G}{W}
Legendary Creature -- Elf Warrior
3/4
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
{T}: Put a legendary 2/2 green and white Wolf creature token named Voja into
play.

* Other creatures you control that are both green and white, including Voja,
get +2/+2.

* The token is named "Voja" and has creature type "Wolf." This is different
from most creature tokens, where the name and creature type are the same.

* The "legend rule" means that creating a second Voja while another one is in
play causes both to be put into their owner's graveyard (where the tokens
cease to exist).
-----

Transluminant
{1}{G}
Creature -- Dryad Shaman
2/2
{W}, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with
flying into play at end of turn.

* If you use this ability during a turn's end phase, the chance to put "at
end of turn"-triggered abilities on the stack has passed. You won't get the
Spirit creature token until the beginning of the next end of turn step.
-----

Trophy Hunter
{2}{G}
Creature -- Human Archer
2/3
{1}{G}: Trophy Hunter deals 1 damage to target creature with flying.
Whenever a creature with flying dealt damage by Trophy Hunter this turn is
put into a graveyard, put a +1/+1 counter on Trophy Hunter.

* The second ability checks whether a creature being put into a graveyard (a)
currently has flying and (b) was dealt damage earlier this turn by Trophy
Hunter. It doesn't matter whether Trophy Hunter dealt the damage that caused
the creature to be destroyed, whether the damage from Trophy Hunter was dealt
in combat or via its activated ability, or who controlled the creature.
-----

Tunnel Vision
{5}{U}
Sorcery
Name a card. Target player reveals cards from the top of his or her library
until the named card is revealed. If it is, that player puts the rest of the
revealed cards into his or her graveyard and puts the named card on top of
his or her library. Otherwise, the player shuffles his or her library.

* If the named card is found, everything from the top of the library down to
the named card is put into the graveyard and the library isn't shuffled. If
the named card isn't in the library, no cards are put into the graveyard and
the library is shuffled.
-----

Twilight Drover
{2}{W}
Creature -- Spirit
1/1
Whenever a creature token leaves play, put a +1/+1 counter on Twilight
Drover.
{2}{W}, Remove a +1/+1 counter from Twilight Drover: Put two 1/1 white Spirit
creature tokens with flying into play.

* The first ability only cares that creature tokens leave play. It doesn't
matter where they went.

* If a player leaves a multiplayer game, all creature tokens that player owns
also leave the game. Twilight Drover's ability will trigger once per token.
(The owner of a token is the player who controlled the effect that put it
into play.)

* If Spirit tokens created by Twilight Drover leave play, they will trigger
its first ability.

* Note that Twilight Drover doesn't have any way to sacrifice tokens or
otherwise cause them to leave play.
-----

Vigor Mortis
{2}{B}{B}
Sorcery
Return target creature card from your graveyard to play. If {G} was spent to
play Vigor Mortis, that creature comes into play with a +1/+1 counter on it.

* The +1/+1 counter from this ability is in addition to any other counters
the creature comes into play with.
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Vulturous Zombie
{3}{B}{G}
Creature -- Plant Zombie
3/3
Flying
Whenever a card is put into an opponent's graveyard from anywhere, put a
+1/+1 counter on Vulturous Zombie.

* The ability doesn't care why a card goes to your opponent's graveyard --
only that it does. The ability triggers when a card is put into your
opponent's graveyard from the stack (a spell resolves or is countered), from
play (a permanent is destroyed or sacrificed), from the player's hand (a card
is discarded), from the player's library (from a Millstone-like effect), or
from any other zone.

* This ability triggers only on cards, so it won't trigger when a token is
put into your opponent's graveyard.
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Warp World
{5}{R}{R}{R}
Sorcery
Each player shuffles all permanents he or she owns into his or her library,
then reveals that many cards from the top of his or her library. Each player
puts all artifact, creature, and land cards revealed this way into play, then
puts all enchantment cards revealed this way into play, then puts the rest on
the bottom of his or her library in any order.

* Each player puts all artifact, land, and creature cards revealed this way
into play simultaneously. Then each player puts all enchantment cards
revealed this way into play simultaneously, so Auras can enchant any of the
permanents already in play. All instants and sorceries, as well as Aura cards
that can't legally enchant anything (such as those with "enchant
enchantment") are put on the bottom of their owners' libraries.

* Tokens are permanents but not cards. Moving a token into a library causes
it to cease to exist. However, the token does count toward the number of
cards its owner reveals from his or her library. The owner of a token is the
player who controlled the effect that put it into play.
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Woodwraith Corrupter
{3}{B}{B}{G}
Creature -- Elemental Horror
3/6
{1}{B}{G}, {T}: Target Forest becomes a 4/4 black and green Elemental Horror
creature. It's still a land.

* The effect has no stated duration, so a land turned into a creature this
way continues being a creature as long as the land is in play.

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