_Rise of the Eldrazi_(TM) Frequently Asked Questions

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

Document last modified April 12, 2010



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to become outdated.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



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



The first section ("General Notes") explains the new mechanics and concepts in
the set.



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

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GENERAL NOTES



***Release Information***



The _Rise of the Eldrazi_ set contains 248 cards (100 common, 60 uncommon, 53
rare, 15 mythic rare, and 20 basic land).



Prerelease events: April 17-18, 2010

Launch Parties: April 23-25, 2010



The _Rise of the Eldrazi_ set becomes legal for sanctioned Constructed play on
its official release date: Friday, April 23, 2010.

-- At that time, the following card sets will be permitted in the Standard
format: _Shards of Alara_(R), _Conflux_(R), _Alara Reborn_(TM), _Magic 2010_,
_Zendikar_(TM), _Worldwake_(TM), and _Rise of the Eldrazi_.

-- At that time, the following card sets will be permitted in the _Zendikar_
Block Constructed format: _Zendikar_, _Worldwake_, and _Rise of the Eldrazi_.



Go to  to find an event or store near you.

-----



***New Creature Type: Eldrazi***



Fittingly for a set named _Rise of the Eldrazi_, there are a number of Eldrazi
cards in it. Eldrazi is a new creature type that has no intrinsic rules
meaning. However, many interesting abilities and aspects of the game appear on
Eldrazi cards.



***New Keyword Ability: Annihilator***



Annihilator is a triggered ability that makes some Eldrazi creatures even more
brutal when they attack.



Ulamog's Crusher

8

Creature -- Eldrazi

8/8

Annihilator 2 (Whenever this creature attacks, defending player sacrifices two
permanents.)

Ulamog's Crusher attacks each turn if able.



The official rules for the annihilator ability are as follows:



702.83. Annihilator



702.83a Annihilator is a triggered ability that appears on some creatures.
"Annihilator N" means "Whenever this creature attacks, defending player
sacrifices N permanents."



702.83b If a creature has multiple instances of annihilator, each triggers
separately.



* The defending player is the player that the creature with annihilator is
attacking, or the controller of the planeswalker that the creature with
annihilator is attacking.



* Annihilator abilities trigger and resolve during the declare attackers step.
The defending player chooses and sacrifices the required number of permanents
before he or she declares blockers. Any creatures sacrificed this way won't be
able to block.



* If a creature with annihilator is attacking a planeswalker, and the
defending player chooses to sacrifice that planeswalker, the attacking
creature continues to attack. It may be blocked. If it isn't blocked, it
simply won't deal combat damage to anything.



* In a Two-Headed Giant game, the controller of an attacking creature with
annihilator chooses which of the defending players is affected by the ability.
Only that player sacrifices permanents. The choice is made as the ability
resolves; once a player is chosen, it's too late for anyone to respond.



***Returning Card Type: Tribal***



Tribal is a card type last seen in the _Lorwyn_(R) and _Morningtide_(R) sets.
Tribals have creature types even though they're not creatures. In this set, it
means that some instants, sorceries, and enchantments are Eldrazi.



308. Tribals



308.1. Each tribal card has another card type. Casting and resolving a tribal
card follows the rules for casting and resolving a card of the other card
type.



308.2. Tribal subtypes are always a single word and are listed after a long
dash: "Tribal Enchantment -- Merfolk." The set of tribal subtypes is the same
as the set of creature subtypes; these subtypes are called _creature types_.
Tribals may have multiple subtypes. See rule 204.3k for the complete list of
creature types.



* Tribal is not a permanent type. However, a tribal card can become a
permanent if another of its types allows it to do so.



* If a card with multiple types has one or more subtypes, each subtype is
correlated to its appropriate type.



* One card (Spawnsire of Ulamog) refers to "Eldrazi cards." It affects both
Eldrazi creature cards and Eldrazi tribal cards.



* Two cards (Eye of Ugin and Eldrazi Temple) refer to "Eldrazi spells." These
affect both Eldrazi creature spells and Eldrazi tribal spells.



*       Eldrazi    Temple    also refers to just "Eldrazi." This part of its
ability affects Eldrazi permanents, which includes Eldrazi tribals on the
battlefield. It doesn't affect Eldrazi cards that aren't on the battlefield.



***New Card Frames: Colorless Cards***



Although the Eldrazi Drone creatures are normal, colored cards, many Eldrazi
(including the Eldrazi tribals) are colorless. These cards have transparent
frames, allowing the art to run all the way to the border.



All Is Dust

7

Tribal Sorcery -- Eldrazi

Each player sacrifices all colored permanents he or she controls.



* Colorless spells and colorless permanents behave just like their colored
counterparts, except that you don't need mana of a specific color to cast
them.



* The colorless Eldrazi (including the creatures and the tribals) are not
artifacts. Spells and abilities that affect artifacts won't affect them.



***Theme: "When you cast [this creature]" abilities***



Some Eldrazi creatures have abilities that trigger when you cast them.



Artisan of Kozilek

9

Creature -- Eldrazi

10/9

When you cast Artisan of Kozilek, you may return target creature card from
your graveyard to the battlefield.

Annihilator 2 (Whenever this creature attacks, defending player sacrifices two
permanents.)



* Such an ability triggers as soon as the creature has been cast. It goes on
the stack on top of that creature spell, and will resolve before the creature
enters the battlefield.



* Abilities like this exist independently of the creature. If the creature
spell is countered, the ability is not (and vice versa).



* You can cast the creature even if there are no legal targets for the
ability.



***Theme: Legendary Eldrazi***



Three of the Eldrazi creatures are legendary. They each have an ability that
says "When [this creature] is put into a graveyard from anywhere, its owner
shuffles his or her graveyard into his or her library."



* This ability triggers when the legendary Eldrazi is put into your graveyard
from any zone, not just from the battlefield.



* Since this ability doesn't specifically trigger on leaving the battlefield,
it doesn't behave like a leaves-the-battlefield ability. The ability will
trigger from the graveyard.

-- If the legendary Eldrazi had lost this ability while on the battlefield and
then was then put into your graveyard, the ability would still trigger and
your graveyard would get shuffled into your library.

-- However, if the legendary Eldrazi lost this ability when it was put into
your graveyard (due to Yixlid Jailer, for example), the ability won't trigger.



* If the legendary Eldrazi somehow leaves your graveyard after the ability
triggers but before it resolves, it won't get shuffled into your library.
However, the rest of your graveyard will. If your graveyard is empty, you
still shuffle your library.



* If a replacement effect has a legendary Eldrazi move to a different zone
instead of being put into a graveyard, the ability won't trigger at all.



***Theme: Eldrazi Spawn tokens***



Many spells and abilities in this set cause you to put Eldrazi Spawn creature
tokens onto the battlefield. These tokens all have the same characteristics.



Spawning Breath

1R

Instant

Spawning Breath deals 1 damage to target creature or player. Put a 0/1
colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice
this creature: Add 1 to your mana pool."



* Sacrificing an Eldrazi Spawn token to add 1 to your mana pool is a mana
ability. No player may respond to it. You may activate the ability while
you're casting a spell, you're activating an ability, or a resolving spell or
ability requires a mana payment from you, for example.



* Some abilities affect Eldrazi Spawn. Such abilities affect these tokens, of
course. Such abilities also affect Mistform Ultimus and creatures with
changeling, since they have the creature types Eldrazi and Spawn.



* Not all creatures with creature types Eldrazi and Spawn have "Sacrifice this
creature: Add 1 to your mana pool." These tokens do only because the effects
that create them say that they have that ability. Mistform Ultimus doesn't
have that ability, for example. If an Eldrazi Spawn token loses its abilities,
you'll no longer be able to sacrifice it for mana.



* Some of the instants and sorceries that create Eldrazi Spawn tokens, such as
Spawning Breath, have targets. If all the spell's targets are illegal by the
time it resolves, the entire spell is countered. You won't get any Eldrazi
Spawn tokens.

-----



***New Card Layout: Levelers***

***New Keyword Ability: Level up***



The _Rise of the Eldrazi_ set features a number of creatures with a
distinctive layout: Their text boxes contain three striped bands, and each
band has a power/toughness box associated with it on the right side of the
card. In addition, the top band contains the "level up" keyword ability, and
the second and third bands each feature a level symbol, denoted by either
LEVEL N1-N2 or LEVEL N3+ (see below) in rules documents, on the left side of
the card.



Coralhelm Commander

UU

Creature -- Merfolk Soldier

2/2

Level up 1 (1: Put a level counter on this. Level up only as a sorcery.)

LEVEL 2-3

3/3

Flying

LEVEL 4+

4/4

Flying

Other Merfolk creatures you control get +1/+1.



The official rules for the level up ability are as follows:



702.84. Level up



702.84a Level up is an activated ability. "Level up [cost]" means "[Cost]: Put
a level counter on this permanent. Activate this ability only any time you
could cast a sorcery."



702.84b Each card printed with a level up ability is known as a leveler card.
It has a nonstandard layout and includes two level symbols that are themselves
keyword abilities. See rule 710, "Leveler Cards."



The official rules for levelers are as follows:



710. Leveler Cards



710.1. Each leveler card has a striated text box and three power/toughness
boxes. The text box of a leveler card contains two level symbols.



710.2. A level symbol is a keyword ability that represents a static ability.
The level symbol includes either a range of numbers, indicated here as
"N1-N2," or a single number followed by a plus sign, indicated here as "N3+."
Any abilities printed within the same text box striation as a level symbol are
part of its static ability. The same is true of the power/toughness box
printed within that striation, indicated here as "[P/T]."



710.2a "LEVEL N1-N2 [Abilities] [P/T]" means "As long as this creature has at
least N1 level counters on it, but no more than N2 level counters on it, it's
[P/T] and has [abilities]."



710.2b "LEVEL N3+ [Abilities] [P/T]" means "As long as this creature has N3 or
more level counters on it, it's [P/T] and has [abilities]."



710.3. The text box striations have no game significance other than clearly
demarcating which abilities and which power/toughness box are associated with
which level symbol. Leveler cards each contain only one text box.



710.4. Any ability a leveler card has that isn’t preceded by a level symbol
is treated normally. In particular, each leveler permanent has its level up
ability (see rule 702.84) at all times; it may be activated regardless of how
many level counters are on that permanent.



710.5. If the number of level counters on a leveler creature is less than N1
(the first number printed in its LEVEL N1-N2 symbol), it has the power and
toughness denoted by its uppermost power/toughness box.



710.6. In every zone other than the battlefield, a leveler card has the power
and toughness denoted by its uppermost power/toughness box.



In other words, you could interpret Coralhelm Commander's text box as though
it said the following:



2/2

Level up 1 (1: Put a level counter on this. Level up only as a sorcery.)

As long as Coralhelm Commander has at least two level counters on it, but no
more than three level counters on it, it's 3/3 and has flying.

As long as Coralhelm Commander has four or more level counters on it, it's 4/4
and has flying and "Other Merfolk creatures you control get +1/+1."



* When a leveler enters the battlefield, it will generally have zero level
counters on it, meaning it will have the power and toughness printed in its
uppermost power/toughness box.



* The abilities a leveler grants to itself don't overwrite any other abilities
it may have. In particular, they don't overwrite the creature's level up
ability; it always has that.



* Although the abilities granted by its LEVEL N3+ symbol don't overwrite the
abilities granted by its LEVEL N1-N2 symbol, once the creature has at least N3
level counters on it, it won't have the abilities granted by its LEVEL N1-N2
symbol anymore. This is simply because it will no longer have the necessary
number of level counters on it for that symbol to do anything.



* Effects that set a leveler's power or toughness to a specific value,
including the effects from a level symbol's ability, apply in timestamp order.
The timestamp of each level symbol's ability is the same as the timestamp of
the leveler itself, regardless of when the most recent level counter was put
on it. For example, say Coralhelm Commander is on the battlefield, then
Godhead of Awe, which says "Other creatures are 1/1," enters the battlefield.
After the second level counter is put on Coralhelm Commander, it will be 1/1
(not 3/3) and have flying, because Godhead of Awe's ability applies last. (If
Godhead of Awe entered the battlefield before Coralhelm Commander, on the
other hand, then the Commander's ability would apply last and it would be
3/3.)



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



* If another creature becomes a copy of a leveler, all of the leveler's
printed abilities -- including those represented by level symbols -- are
copied. The current characteristics of the leveler, and the number of level
counters on it, are not. The abilities, power, and toughness of the copy will
be determined based on how many level counters are on the copy.



* A creature's level is based on how many level counters it has on it, not how
many times its level up ability has been activated or has resolved. If a
leveler gets level counters due to some other effect (such as Clockspinning)
or loses level counters for some reason (such as Vampire Hexmage), its level
is changed accordingly.

-----



***New Keyword Ability: Rebound***



Rebound is an ability that lets you cast an instant or sorcery a second time
for free during your next upkeep.



Distortion Strike

U

Sorcery

Target creature gets +1/+0 until end of turn and is unblockable this turn.

Rebound (If you cast this spell from your hand, exile it as it resolves. At
the beginning of your next upkeep, you may cast this card from exile without
paying its mana cost.)



The official rules for the rebound ability are as follows:



702.85. Rebound



702.85a Rebound appears on some instants and sorceries. It represents a static
ability that functions while the spell is on the stack and may create a
delayed triggered ability. "Rebound" means "If this spell was cast from your
hand, instead of putting it into your graveyard as it resolves, exile it and,
at the beginning of your next upkeep, you may cast this card from exile
without paying its mana cost."



702.85b Casting a card without paying its mana cost as the result of a rebound
ability follows the rules for paying alternative costs in rules 601.2b and
601.2e-g.



702.85c Multiple instances of rebound on the same spell are redundant.



* If a spell with rebound that you cast from your hand is countered for any
reason (due to a spell like Cancel, or because all of its targets are
illegal), the spell doesn't resolve and rebound has no effect. The spell is
simply put into your graveyard. You won't get to cast it again next turn.



* If you cast a spell with rebound from anywhere other than your hand (such as
from your graveyard due to Sins of the Past, from your library due to cascade,
or from your opponent's hand due to Sen Triplets), rebound won't have any
effect. If you do cast it from your hand, rebound will work regardless of
whether you paid its mana cost (for example, if you cast it from your hand due
to Maelstrom Archangel).



* If a replacement effect would cause a spell with rebound that you cast from
your hand to be put somewhere else instead of your graveyard (such as Leyline
of the Void might), you choose whether to apply the rebound effect or the
other effect as the spell resolves.



* Rebound will have no effect on copies of spells because you don't cast them
from your hand.



* If you cast a spell with rebound from your hand and it resolves, it isn't
put into your graveyard. Rather, it's exiled directly from the stack. Effects
that care about cards being put into your graveyard won't do anything.



* At the beginning of your upkeep, all delayed triggered abilities created by
rebound effects trigger. You may handle them in any order. If you want to cast
a card this way, you do so as part of the resolution of its delayed triggered
ability. Timing restrictions based on the card's type (if it's a sorcery) are
ignored. Other restrictions are not (such as the one from Rule of Law).



* If you are unable to cast a card from exile this way (because there are no
legal targets for it, for example), or you choose not to, nothing happens when
the delayed triggered ability resolves. The card remains exiled for the rest
of the game, and you won't get another chance to cast the card. The same is
true if the ability is countered (due to Stifle, perhaps).



* If you cast a card from exile this way, it will go to your graveyard when it
resolves or is countered. It won't go back to exile.

-----



***New Keyword Ability: Totem Armor***



Totem armor is an ability of some Auras that can save the permanents they're
enchanting from being destroyed.



Boar Umbra

2G

Enchantment -- Aura

Enchant creature

Enchanted creature gets +3/+3.

Totem armor (If enchanted creature would be destroyed, instead remove all
damage from it and destroy this Aura.)



The official rules for the totem armor ability are as follows:



702.86. Totem armor



702.86a Totem armor is a static ability that appears on some Auras. "Totem
armor" means "If enchanted permanent would be destroyed, instead remove all
damage marked on it and destroy this Aura."



702.86b Multiple instances of totem armor on the same permanent are redundant.



* Totem armor's effect is mandatory. If the enchanted permanent would be
destroyed, you must remove all damage from it and destroy the Aura that has
totem armor instead.



* Totem armor's effect is applied no matter why the enchanted permanent would
be destroyed: because it's been dealt lethal damage, or because it's being
affected by an effect that says to "destroy" it (such as Doom Blade). In
either case, all damage is removed from the permanent and the Aura is
destroyed instead.



* Totem armor has no effect if the enchanted permanent is put into a graveyard
for any other reason, such as if it's sacrificed, if it's legendary and
another legendary permanent with the same name is on the battlefield, or if
its toughness is 0 or less.



* If a permanent you control is enchanted with multiple Auras that have totem
armor, and the enchanted permanent would be destroyed, one of those Auras is
destroyed instead -- but only one of them. You choose which one because you
control the enchanted permanent.



* If a creature enchanted with an Aura that has totem armor is indestructible,
lethal damage and effects that try to destroy it simply have no effect. Totem
armor won't do anything because it won't have to.



* If a creature enchanted with an Aura that has totem armor would be destroyed
by multiple state-based actions at the same time (because it's been dealt
lethal damage and been dealt damage by a source with deathtouch, for example),
the totem armor's effect will replace all of them and save the creature.



* If a spell or ability (such as Planar Cleansing) would destroy both an Aura
with totem armor and the permanent it's enchanting at the same time, totem
armor's effect will save the enchanted permanent from being destroyed.
Instead, the spell or ability will destroy the Aura in two different ways at
the same time, but the result is the same as destroying it once.



* Totem armor's effect is not regeneration. Specifically, if totem armor's
effect is applied, the enchanted permanent does not become tapped and is not
removed from combat as a result. Effects that say the enchanted permanent
can't be regenerated (as Vendetta does) won't prevent totem armor's effect
from being applied.



* Say you control a permanent enchanted with an Aura that has totem armor, and
the enchanted permanent has gained a regeneration shield. The next time it
would be destroyed, you choose whether to apply the regeneration effect or the
totem armor effect. The other effect is unused and remains, in case the
permanent would be destroyed again.



* Say you control a permanent enchanted with an Aura that has totem armor, and
that Aura has gained a regeneration shield. The next time the enchanted
permanent would be destroyed, the Aura would be destroyed instead -- but it
regenerates, so nothing is destroyed at all. Alternately, if that Aura somehow
becomes indestructible, the enchanted permanent is effectively indestructible
as well.



* If a spell or ability says that it would "destroy" a permanent enchanted
with an Aura that has totem armor, that spell or ability causes the Aura to be
destroyed instead. (This matters for cards such as Karmic Justice.) Totem
armor doesn't destroy the Aura; rather, it changes the effects of the spell or
ability. On the other hand, if a spell or ability deals lethal damage to a
creature enchanted with an Aura that has totem armor, the game rules regarding
lethal damage cause the Aura to be destroyed, not that spell or ability.

-----



***Theme: Converted Mana Cost***



A number of cards in this set check the converted mana cost of a card or of a
permanent.



Baneful Omen

4BBB

Enchantment

At the beginning of your end step, you may reveal the top card of your
library. If you do, each opponent loses life equal to that card's converted
mana cost.



* The converted mana cost of a card that's not on the battlefield is
determined solely by the mana symbols printed in its upper right corner. The
converted mana cost is the total amount of mana in that cost, regardless of
color. For example, a card with mana cost 3UU has converted mana cost 5.



* The converted mana cost of a permanent is determined the same way, unless
it's copying something else. In that case, its converted mana cost is the
converted mana cost of whatever it's copying. In all cases, ignore any
alternative costs or additional costs (such as kicker) paid when the permanent
was cast.



* If the mana cost of a permanent includes X, X is considered to be 0. The
same is true for a card that's not on the battlefield or the stack. The value
of X is taken into account only when determining the converted mana cost of a
spell on the stack.



* If a card or a permanent has no mana symbols in its upper right corner
(because it's a land, for example, or because it's a token that's not copying
of something else), its converted mana cost is 0.

-----



CARD-SPECIFIC NOTES



All Is Dust

7

Tribal Sorcery -- Eldrazi

Each player sacrifices all colored permanents he or she controls.



* A colored permanent is a permanent with at least one colored mana symbol in
its mana cost. Note that effects may cause a colored permanent to become
colorless (as Moonlace could), or a colorless permanent to become colored (as
Crimson Wisps could).



* Tokens may also be colored permanents. The effect that creates a token
states what color it is or whether it's colorless.



* Lands have no mana cost, so they are colorless unless an effect (such as the
one Dryad Arbor has) states otherwise.



* All Is Dust doesn't destroy permanents. Rather, it causes them to be
sacrificed. Regeneration, totem armor, and indestructibility can't save
permanents from All Is Dust.



* All the colored permanents are sacrificed at the same time.

-----



Angelheart Vial

5

Artifact

Whenever you're dealt damage, you may put that many charge counters on
Angelheart Vial.

2, T, Remove four charge counters from Angelheart Vial: You gain 2 life and
draw a card.



* If you're dealt enough damage to reduce your life total to 0 or less, you'll
lose the game before you can put charge counters on Angelheart Vial.

-----



Arrogant Bloodlord

1BB

Creature -- Vampire Knight

4/4

Whenever Arrogant Bloodlord blocks or becomes blocked by a creature with power
1 or less, destroy Arrogant Bloodlord at end of combat.



* The power of the other creature is checked only when it blocks or becomes
blocked by Arrogant Bloodlord. Once the Bloodlord's ability triggers, it will
be destroyed at end of combat (after combat damage has been dealt) even if the
other creature's power changes before then.



* If Arrogant Bloodlord blocks or becomes blocked by a creature whose power is
2 or greater, Arrogant Bloodlord's ability won't trigger. It still won't
trigger if the other creature's power changes to 1 or less later in combat.



* If Arrogant Bloodlord becomes blocked by multiple creatures with power 1 or
less, its ability triggers that many times. Each of those abilities will cause
it to be destroyed separately (in case Arrogant Bloodlord isn't destroyed the
first time due to an Aura with totem armor, for example). The same is true if
it somehow blocks multiple creatures with power 1 or less.

-----



Aura Finesse

U

Instant

Attach target Aura you control to target creature.

Draw a card.



* You may target any Aura you control, and you may target any creature
(including one you don't control). Whether the Aura could legally enchant the
creature is irrelevant as you're choosing the targets.



* If you target an Aura that's attached to a creature, you may also target the
creature it's attached to. Aura Finesse won't cause the Aura to move, but
you'll still draw a card when it resolves.



* As Aura Finesse resolves, if the targeted Aura can't legally enchant the
targeted creature (for example, because the Aura is red and the creature has
protection from red, or because the Aura has "enchant creature you control"
and an opponent controls the creature), the spell resolves but the Aura
doesn't move. You still draw a card.



* As Aura Finesse resolves, if either target is illegal, the spell resolves
but the Aura doesn't move. You still draw a card. If both targets are illegal,
Aura Finesse is countered and you don't draw a card.



* You still control the Aura, even if you attach it to a creature you don't
control.

-----



Aura Gnarlid

2G

Creature -- Beast

2/2

Creatures with power less than Aura Gnarlid's power can't block it.

Aura Gnarlid gets +1/+1 for each Aura on the battlefield.



* The power of each potential blocking creature is checked against Aura
Gnarlid's power only as blockers are declared. Once a creature blocks Aura
Gnarlid, increasing the Gnarlid's power or decreasing the blocking creature's
power won't undo that block.



* Aura Gnarlid's second ability counts each Aura regardless of who controls
it.

-----



Bala Ged Scorpion

3B

Creature -- Scorpion

2/3

When Bala Ged Scorpion enters the battlefield, you may destroy target creature
with power 1 or less.



* The power of the targeted creature is checked both as you target it and as
the ability resolves.

-----



Battle-Rattle Shaman

3R

Creature -- Goblin Shaman

2/2

At the beginning of combat on your turn, you may have target creature get
+2/+0 until end of turn.



* This ability triggers when the beginning of combat step starts during each
of your turns. It resolves before you declare attackers.



* If a spell or ability (such as World at War) causes your turn to have
multiple combat phases, this ability triggers during each of them.

-----



Bear Umbra

2GG

Enchantment -- Aura

Enchant creature

Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap
all lands you control."

Totem armor (If enchanted creature would be destroyed, instead remove all
damage from it and destroy this Aura.)



* When the enchanted creature attacks, all lands controlled by that creature's
controller (who is not necessarily the Aura's controller) untap.

-----



Bloodthrone Vampire

1B

Creature -- Vampire

1/1

Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.



* You can sacrifice Bloodthrone Vampire to activate its own ability, but it
won't be on the battlefield to get the bonus.



* If you sacrifice an attacking or blocking creature during the declare
blockers step, it won't deal combat damage. If you wait until the combat
damage step, but that creature is dealt lethal damage, it'll be destroyed
before you get a chance to sacrifice it.

-----



Bramblesnap

1G

Creature -- Elemental

1/1

Trample

Tap an untapped creature you control: Bramblesnap gets +1/+1 until end of
turn.



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

-----



Brood Birthing

1R

Sorcery

If you control an Eldrazi Spawn, put three 0/1 colorless Eldrazi Spawn
creature tokens onto the battlefield. They have "Sacrifice this creature: Add
1 to your mana pool." Otherwise, put one of those tokens onto the battlefield.



* Whether you control an Eldrazi Spawn is checked as Brood Birthing resolves.



* If you put a single token onto the battlefield this way, it's exactly like
the ones specified earlier: it's a 0/1 colorless Eldrazi Spawn creature token
that has "Sacrifice this creature: Add 1 to your mana pool."

-----



Cast Through Time

4UUU

Enchantment

Instant and sorcery spells you control have rebound. (Exile the spell as it
resolves if you cast it from your hand. At the beginning of your next upkeep,
you may cast that card from exile without paying its mana cost.)



* Multiple instances of rebound on the same spell are redundant.



* The rebound effect is not optional. Each instant and sorcery spell you cast
from your hand is exiled instead of being put into your graveyard as it
resolves, whether you want it to be or not. Casting the spell during your next
upkeep is optional, however.



* If a spell moves itself into another zone as part of its resolution (as Arc
Blade, All Suns' Dawn, and Beacon of Unrest do), rebound won't get a chance to
apply.



* If a spell you cast from your hand has both rebound and buyback (and the
buyback cost was paid), you choose which effect to apply as it resolves.



* You'll be able to cast a spell with flashback three times this way. First
you can cast it from your hand. It will be exiled due to rebound as it
resolves. Then you can cast it from exile due to rebound's delayed triggered
ability. It will be put into your graveyard as it resolves. Then you can cast
it from your graveyard due to flashback. It will be exiled due to flashback as
it resolves.



* For the rebound effect to happen, Cast Through Time needs to be on the
battlefield as the spell _finishes_ resolving. For example, if you cast Warp
World from your hand, and as part of its resolution it puts Cast Through Time
onto the battlefield, Warp World will rebound. Conversely, if Warp World
shuffles your Cast Through Time into your library as part of its resolution,
and doesn't put another one onto the battlefield, it will not rebound.



* If you cast an instant or sorcery spell from your hand and it's exiled due
to rebound, the delayed triggered ability will allow you to cast it during
your next upkeep even if Cast Through Time has left the battlefield by then.



* If you cast a card from exile "without paying its mana cost," you can't pay
any alternative costs. Any X in the mana cost will be 0. On the other hand, if
the card has optional additional costs (such as kicker or multikicker), you
may pay those when you cast the card. If the card has mandatory additional
costs (such as Momentous Fall does), you must pay those if you choose to cast
the card.



* If a spell has restrictions on when it can be cast (for example, "Cast [this
spell] only during the declare blockers step"), those restrictions may prevent
you from casting it from exile during your upkeep.



* If you cast a spell using the madness or suspend abilities, you're casting
it from exile, not from your hand. Although those spells will have rebound,
the ability won't have any effect.



* Similarly, if you gain control of an instant or sorcery spell with
Commandeer, it will have rebound, but the ability won't do anything because
that spell wasn't cast from your hand.

-----



Conquering Manticore

4RR

Creature -- Manticore

5/5

Flying

When Conquering Manticore enters the battlefield, gain control of target
creature an opponent controls until end of turn. Untap that creature. It gains
haste until end of turn.



* You may target a creature that's already untapped.



* You retain control of the affected creature until end of turn, even if you
lose control of Conquering Manticore before then.

-----



Consuming Vapors

3B

Sorcery

Target player sacrifices a creature. You gain life equal to that creature's
toughness.

Rebound (If you cast this spell from your hand, exile it as it resolves. At
the beginning of your next upkeep, you may cast this card from exile without
paying its mana cost.)



* The sacrificed creature's last known existence on the battlefield is checked
to determine its toughness.



* If the targeted player doesn't sacrifice a creature (because the player
didn't control any creatures or due to Tajuru Preserver, perhaps), you gain no
life.

-----



Contaminated Ground

1B

Enchantment -- Aura

Enchant land

Enchanted land is a Swamp.

Whenever enchanted land becomes tapped, its controller loses 2 life.



* The enchanted land loses its existing land types and any abilities printed
on it. It now has the land type Swamp and has the ability to tap to add B to
its controller's mana pool. Contaminated Ground doesn't change the enchanted
land's name or whether it's legendary, basic, or snow.



* Contaminated Ground's last ability triggers whenever the enchanted land
becomes tapped for any reason, not just when it's tapped for mana.



* If, while casting a spell or activating an ability, the enchanted land's
controller taps the land for mana to pay for it, Contaminated Ground's ability
triggers and goes on the stack on top of that spell or ability. Contaminated
Ground's ability will resolve first.



* On the other hand, the enchanted land's controller may tap the land for
mana, let Contaminated Ground's ability trigger and go on the stack, then
spend that mana to cast an instant or activate an ability in response. In that
case, that instant or ability will resolve first.

-----



Crab Umbra

U

Enchantment -- Aura

Enchant creature

2U: Untap enchanted creature.

Totem armor (If enchanted creature would be destroyed, instead remove all
damage from it and destroy this Aura.)



* Only Crab Umbra's controller (who is not necessarily the enchanted
creature's controller) can activate its activated ability.



* When Crab Umbra's activated ability resolves, it will untap the creature
Crab Umbra is enchanting at that time (regardless of what creature Crab Umbra
was enchanting when the ability was activated). If Crab Umbra has left the
battlefield by then, the ability will untap the creature it was enchanting at
the time it left the battlefield.

-----



Curse of Wizardry

2BB

Enchantment

As Curse of Wizardry enters the battlefield, choose a color.

Whenever a player casts a spell of the chosen color, that player loses 1 life.



* Curse of Wizardry affects all players, including you.



* If a player casts a spell of the chosen color, Curse of Wizardry's second
ability triggers and goes on the stack on top of it. The ability will resolve
before the spell does.

-----



Deathless Angel

4WW

Creature -- Angel

5/7

Flying

WW: Target creature is indestructible this turn.



* Lethal damage and effects that say "destroy" won't cause an indestructible
creature to be put into the graveyard. However, an indestructible creature can
be put into the graveyard for a number of reasons. The most likely reasons are
if it's sacrificed, if it's legendary and another legendary creature with the
same name is on the battlefield, or if its toughness is 0 or less.



* Deathless Angel's ability doesn't grant an ability to the targeted creature.
Rather, it affects the game rules and states something that's now true about
that creature. The creature will remain indestructible for the rest of the
turn even if it loses all abilities.

-----



Demonic Appetite

B

Enchantment -- Aura

Enchant creature you control

Enchanted creature gets +3/+3.

At the beginning of your upkeep, sacrifice a creature.



* When Demonic Appetite's triggered ability resolves, you may sacrifice the
creature enchanted by Demonic Appetite. If you control no other creatures,
you'll have to sacrifice that one.



* If another player gains control of either Demonic Appetite or the enchanted
creature (but not both), Demonic Appetite will be enchanting an illegal
permanent. The Aura will be put into its owner's graveyard as a state-based
action.

-----



Devastating Summons

R

Sorcery

As an additional cost to cast Devastating Summons, sacrifice X lands.

Put two X/X red Elemental creature tokens onto the battlefield.



* You may sacrifice zero lands as you cast Devastating Summons. If you do,
you'll put two 0/0 creature tokens onto the battlefield as the spell resolves.
Unless some effect (such as the one from Glorious Anthem) is boosting their
toughness, they'll be put into the graveyard as a state-based action.
Abilities that trigger when a creature enters the battlefield will trigger, as
will those that trigger when a creature leaves the battlefield.

-----



Distortion Strike

U

Sorcery

Target creature gets +1/+0 until end of turn and is unblockable this turn.

Rebound (If you cast this spell from your hand, exile it as it resolves. At
the beginning of your next upkeep, you may cast this card from exile without
paying its mana cost.)



* Distortion Strike doesn't grant an ability to the targeted creature. Rather,
it affects the game rules and states something that's now true about that
creature. The creature will remain unblockable for the rest of the turn even
if it loses all abilities.

-----



Domestication

2UU

Enchantment -- Aura

Enchant creature

You control enchanted creature.

At the beginning of your end step, if enchanted creature's power is 4 or
greater, sacrifice Domestication.



* Domestication's triggered ability has an "intervening 'if' clause." That
means (1) the ability triggers only if the enchanted creature's power is 4 or
greater as your end step begins, and (2) the ability does nothing if the
enchanted creature's power is 3 or less by the time it resolves.



* Domestication can target, and can enchant, a creature with power 4 or
greater. The enchanted creature's power is checked only when the triggered
ability triggers and resolves.



* If an effect changes the enchanted creature's power until end of turn, it
will still have the modified power during your end step.

-----



Dormant Gomazoa

1UU

Creature -- Jellyfish

5/5

Flying

Dormant Gomazoa enters the battlefield tapped.

Dormant Gomazoa doesn't untap during your untap step.

Whenever you become the target of a spell, you may untap Dormant Gomazoa.



* Dormant Gomazoa's last ability triggers when you become the target of any
spell, including one you control. It doesn't matter who else or what else the
spell targets.



* A spell can target you only if it specifically says the word "target." One
that says "You draw two cards," for example, doesn't target you.



* You become the target of a spell when a spell is cast targeting you, when a
spell has one of its targets changed to you due to a spell or ability like
Deflection, when a spell that's targeting you is copied and that target isn't
changed, or when a spell is copied and one of its targets is changed to you.



* Dormant Gomazoa's last ability won't trigger when you become the target of
an ability.



* If you become the target of a spell, Dormant Gomazoa's last ability triggers
and is put on the stack on top of that spell. Dormant Gomazoa's last ability
will resolve (allowing you to untap it) first.

----



Drana, Kalastria Bloodchief

3BB

Legendary Creature -- Vampire Shaman

4/4

Flying

XBB: Target creature gets -0/-X until end of turn and Drana, Kalastria
Bloodchief gets +X/+0 until end of turn.



* The value of X may exceed the targeted creature's toughness. Drana's bonus
is based on the value of X, regardless of what the targeted creature's
toughness was.



* If the targeted creature is an illegal target by the time the ability
resolves, the ability is countered. Drana won't get the bonus.



* You may target Drana itself with its ability. For example, if you do and X
is 3, Drana will become 7/1 until end of turn.

-----



Echo Mage

1UU

Creature -- Human Wizard

2/3

Level up 1U (1U: Put a level counter on this. Level up only as a sorcery.)

LEVEL 2-3

2/4

UU, T: Copy target instant or sorcery spell. You may choose new targets for
the copy.

LEVEL 4+

2/5

UU, T: Copy target instant or sorcery spell twice. You may choose new targets
for the copies.



* Echo Mage's last two activated abilities can target (and copy) any instant
or sorcery spell, not just one with targets. It doesn't matter who controls
it.



* When either ability resolves, it creates a copy (or two) of a spell. The
copies are created on the stack, so they're not "cast." Abilities that trigger
when a player casts a spell won't trigger. Each copy will then resolve like a
normal spell, after players get a chance to cast spells and activate
abilities. Each copy resolves before the original spell does.



* Each copy will have the same targets as the spell it's copying unless you
choose new ones. You may change any number of the targets, including all of
them or none of them. If, for one of the targets, you can't choose a new legal
target, then it remains unchanged (even if the current target is illegal).



* If you activate Echo Mage's last ability to copy a spell twice, you may
choose new targets for each copy independently. They don't have to have the
same targets as one another. Be sure to specify which of the copies will
resolve first.



* If the spell the ability copies is modal (that is, it says "Choose one --"
or the like), each copy will have the same mode as the original spell. You
can't choose a different one.



* If the spell the ability copies has an X whose value was determined as it
was cast (like Earthquake does), each copy has the same value of X as the
original spell.



* You can't choose to pay any additional costs for a copy. However, effects
based on any additional costs that were paid for the original spell are copied
as though those same costs were paid for each copy too.



* If a copy says that it affects "you," it affects the controller of that
copy, not the controller of the original spell. Similarly, if a copy says that
it affects an "opponent," it affects an opponent of that copy's controller,
not an opponent of the original spell's controller.

-----



Eldrazi Conscription

8

Tribal Enchantment -- Eldrazi Aura

Enchant creature

Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever
it attacks, defending player sacrifices two permanents.)



* Eldrazi Conscription is an Eldrazi. However, it doesn't turn the enchanted
creature into an Eldrazi.

-----



Emerge Unscathed

W

Instant

Target creature you control gains protection from the color of your choice
until end of turn.

Rebound (If you cast this spell from your hand, exile it as it resolves. At
the beginning of your next upkeep, you may cast this card from exile without
paying its mana cost.)



* You choose the color as Emerge Unscathed resolves. Once you choose a color,
it's too late for players to respond.

-----



Emrakul, the Aeons Torn

15

Legendary Creature -- Eldrazi

15/15

Emrakul, the Aeons Torn can't be countered.

When you cast Emrakul, take an extra turn after this one.

Flying, protection from colored spells, annihilator 6

When Emrakul is put into a graveyard from anywhere, its owner shuffles his or
her graveyard into his or her library.



* Emrakul can be targeted by spells that try to counter it (such as Lay Bare).
Those spells will resolve, but the part of their effect that would counter
Emrakul won't do anything. Any other effects those spells have will work as
normal.



* "Protection from colored spells" means that Emrakul can't be the target of
colored spells (including colored Aura spells) or of abilities whose sources
are colored spells (such as the "when you cast" ability of an Ulamog, the
Infinite Gyre that's been turned red by Painter's Servant). It also means that
all damage that would be dealt to Emrakul by colored spells is prevented. Like
every protection ability, it works only while Emrakul is on the battlefield.



* "Colored spells" is not synonymous with "colored instants and sorceries."
For example, if a player cycles Choking Tethers, its triggered ability may
target Emrakul because Choking Tethers wasn't cast as a spell.



* Emrakul may be affected by colored spells that don't target it or deal
damage to it, including those that cause it to become blocked. Abilities of
colored permanents (such as Journey to Nowhere) may target it. Auras may be
moved onto it by abilities or by colored spells that don't target it (such as
Aura Graft).



* See also "New Keyword Ability: Annihilator," "Theme: 'When you cast [this
creature] abilities,'" and "Theme: Legendary Eldrazi" in the General Notes
section of this FAQ.

-----



Escaped Null

3B

Creature -- Zombie Berserker

1/2

Lifelink

Whenever Escaped Null blocks or becomes blocked, it gets +5/+0 until end of
turn.



* When Escaped Null blocks or becomes blocked, its last ability triggers just
once, no matter how many creatures Escaped Null blocked or became blocked by.

-----



Explosive Revelation

3RR

Sorcery

Choose target creature or player. Reveal cards from the top of your library
until you reveal a nonland card. Explosive Revelation deals damage equal to
that card's converted mana cost to that creature or player. Put the nonland
card into your hand and the rest on the bottom of your library in any order.



* If the targeted creature or player is an illegal target by the time
Explosive Revelation resolves, the spell is countered. You won't reveal any
cards from your library.



* Once you start revealing cards from your library, it's too late for players
to respond. If you target a creature, for example, its controller can't wait
to see how much damage will be dealt to it before casting a damage prevention
spell, activating a regeneration ability, sacrificing it for some benefit, or
anything else. Any such actions must be done before Explosive Revelation
starts to resolve.



* If all the cards in your library are land cards, you'll reveal all of them,
then arrange them in your library in whatever order you like. No damage is
dealt.

-----



Fissure Vent

3RR

Sorcery

Choose one or both -- Destroy target artifact; and/or destroy target nonbasic
land.



* You may choose just the first mode (targeting an artifact), just the second
mode (targeting a nonbasic land), or both modes (targeting an artifact and a
nonbasic land). You can't choose a mode unless there's a legal target for it.

-----



Fleeting Distraction

U

Instant

Target creature gets -1/-0 until end of turn.

Draw a card.



* If the targeted creature is an illegal target by the time Fleeting
Distraction resolves, the spell is countered. You won't draw a card.

-----



Forked Bolt

R

Sorcery

Forked Bolt deals 2 damage divided as you choose among one or two target
creatures and/or players.



* You divide the damage as you cast Forked Bolt, not as it resolves. Each
target must be assigned at least 1 damage. (In other words, as you cast Forked
Bolt, you choose whether to have it deal 2 damage to a single target, or deal
1 damage to each of two targets.)

-----



Frostwind Invoker

4U

Creature -- Merfolk Wizard

3/3

Flying

8: Creatures you control gain flying until end of turn.



* Only creatures you control as the activated ability resolves are affected.

-----



Gelatinous Genesis

XXG

Sorcery

Put X X/X green Ooze creature tokens onto the battlefield.



* For example:

-- If you spend 2G to cast Gelatinous Genesis, you'll get a single 1/1
creature token.

-- If you spend 4G, you'll get two 2/2 creatures.

-- If you spend 6G, you'll get three 3/3 creatures.

And so on.

-----



Gideon Jura

3WW

Planeswalker -- Gideon

6

[+2]: During target opponent's next turn, creatures that player controls
attack Gideon Jura if able.

[-2]: Destroy target tapped creature.

[0]: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature
that's still a planeswalker. Prevent all damage that would be dealt to him
this turn.



* Gideon Jura's first ability doesn't lock in what it applies to. That's
because the effect states a true thing about a set of creatures, but doesn't
actually change the characteristics of those creatures. As a result, whatever
creatures the targeted opponent controls during the declare attackers step of
his or her next turn must attack Gideon Jura if able. This includes creatures
that come under that player's control after the ability has resolved and
creatures that have lost all abilities.



* Gideon Jura's first ability causes creatures to attack him if able. If,
during the affected player's declare attackers step, a creature he or she
controls is tapped, is affected by a spell or ability that says it can't
attack, or is affected by "summoning sickness," then that creature doesn't
attack. If there's a cost associated with having a creature attack, the player
isn't forced to pay that cost, so the creature doesn't have to attack in that
case either.



* If a creature controlled by the affected player can't attack Gideon Jura
(because he's no longer on the battlefield, for example), that player may have
it attack you, another one of your planeswalkers, or nothing at all.



* Gideon Jura's first ability applies during each combat phase of the affected
player's next turn (as opposed to applying during the affected player's next
combat phase). The distinction is relevant if there are no combat phases
during that turn (due to Fatespinner's effect, for example) or there are
multiples (due to World at War, for example).



* If Gideon Jura becomes a creature due to his third ability, that doesn't
count as having a creature enter the battlefield. Gideon Jura was already on
the battlefield; he only changed his types. Abilities that trigger whenever a
creature enters the battlefield won't trigger.



* If Gideon Jura becomes a creature, he may be affected by "summoning
sickness." You can't attack with him or use any of his T abilities (if he
gains any) unless he began your most recent turn on the battlefield under your
control. Note that summoning sickness cares about when Gideon Jura came under
your control, not when he became a creature.



* Gideon Jura's third ability causes him to become a creature with the
creature types Human Soldier. He remains a planeswalker with the planeswalker
type Gideon. (He also retains any other card types or subtypes he may have
had.) Each subtype is correlated to the proper card type: Gideon is just a
planeswalker type (not a creature type), and Human and Soldier are just
creature types (not planeswalker types).



* If you activate Gideon Jura's third ability and then unpreventable damage is
dealt to him (due to Unstable Footing, for example), that damage has all
applicable results: specifically, the damage is marked on Gideon Jura (since
he's a creature) and that damage causes that many loyalty counters to be
removed from him (since he's a planeswalker). If the total amount of damage
marked on Gideon Jura is lethal damage, he's destroyed as a state-based
action. If Gideon Jura has no loyalty counters on him, he's put into his
owner's graveyard as a state-based action.



* If you activate Gideon Jura's third ability and then a creature enters the
battlefield as a copy of him, that copy will be just a planeswalker, not a
creature. (The effect of Gideon's third ability isn't copied, just as the
effect of a Giant Growth, for example, wouldn't be copied.) Since both
permanents will be planeswalkers with the planeswalker type Gideon, each one
will be put into his owner's graveyard as a state-based action due to the
"planeswalker uniqueness rule."



* If you activate Gideon Jura's third ability and then a permanent that's
already on the battlefield becomes a copy of him, that copy will be just a
planeswalker, not a creature. If the original Gideon Jura is still on the
battlefield by the time the copy effect happens, each of those permanents will
be put into his owner's graveyard as a state-based action due to the
"planeswalker uniqueness rule." If the original Gideon Jura is gone by this
time, the other permanent will be put into his owner's graveyard as a
state-based action for having no loyalty counters on him (unless, for some odd
reason, he already had loyalty counters on him).



* Say you activate Gideon Jura's third ability, then an opponent gains control
of him before combat. You may have any of your creatures attack Gideon Jura
(since he's still a planeswalker). Then Gideon Jura may block (since he's a
creature). He may block any eligible attacking creature, including one that's
attacking him! During combat, he behaves as an attacked planeswalker and/or a
blocking creature, as appropriate. For example, he deals combat damage to any
creatures he's blocking, but he doesn't deal combat damage to any unblocked
creatures that are attacking him.

-----



Gigantomancer

7G

Creature -- Human Shaman

1/1

1: Target creature you control becomes 7/7 until end of turn.



* This ability overwrites all previous effects that set the targeted
creature's power and toughness to specific values. Other effects that set its
power or toughness to specific values that start to apply after this ability
resolves will overwrite this effect.



* The timestamp of each level symbol's ability is the same as the timestamp of
the leveler itself, regardless of when the most recent level counter was put
on it. If a leveler is affected by Gigantomancer's ability, then enough level
counters are put on it to reach a level indicated by a new level symbol, it
will still be 7/7, not the power and toughness indicated by that level symbol.
(See "New Card Layout: Levelers" in the General Notes section of this FAQ.)



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

-----



Goblin Tunneler

1R

Creature -- Goblin Rogue

1/1

T: Target creature with power 2 or less is unblockable this turn.



* The power of the targeted creature is checked both as you target it and as
the ability resolves. After the ability resolves, the creature will remain
unblockable even if its power becomes greater than 2.



* The ability doesn't grant an ability to the targeted creature. Rather, it
affects the game rules and states something that's now true about that
creature. After the ability resolves, the creature will remain unblockable for
the rest of the turn even if it loses all abilities.

-----



Gravity Well

1GG

Enchantment

Whenever a creature with flying attacks, it loses flying until end of turn.



* This ability triggers and resolves during the declare attackers step. The
creature will no longer have flying by the time blockers are declared.



* After attackers are declared and any Gravity Well abilities have resolved, a
spell or ability that grants flying to a creature will work normally. This
includes other abilities that trigger "whenever [a creature] attacks" (such as
the one Order of the Golden Cricket has).

-----



Grotag Siege-Runner

1R

Creature -- Goblin Rogue

2/1

R, Sacrifice Grotag Siege-Runner: Destroy target creature with defender.
Grotag Siege-Runner deals 2 damage to that creature's controller.



* If the targeted creature is an illegal target by the time the ability
resolves, the ability is countered. Its controller won't be dealt damage.

-----



Growth Spasm

2G

Sorcery

Search your library for a basic land card, put it onto the battlefield tapped,
then shuffle your library. Put a 0/1 colorless Eldrazi Spawn creature token
onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana
pool."



* You put an Eldrazi Spawn token onto the battlefield whether or not you put a
basic land card onto the battlefield.

-----



Hand of Emrakul

9

Creature -- Eldrazi

7/7

You may sacrifice four Eldrazi Spawn rather than pay Hand of Emrakul's mana
cost.

Annihilator 1 (Whenever this creature attacks, defending player sacrifices a
permanent.)



* Casting Hand of Emrakul by paying its alternative cost doesn't change when
you can cast it. You can cast it only at the normal time you could cast a
creature spell.



* Casting Hand of Emrakul by paying its alternative cost doesn't change its
mana cost or converted mana cost.



* Effects that increase or reduce the cost to cast Hand of Emrakul will apply
to it even if you choose to pay its alternative cost.

-----



Harmless Assault

2WW

Instant

Prevent all combat damage that would be dealt this turn by attacking
creatures.



* Combat damage dealt by blocking creatures isn't prevented.

-----



Haze Frog

3GG

Creature -- Frog

2/1

Flash (You may cast this spell any time you could cast an instant.)

When Haze Frog enters the battlefield, prevent all combat damage that other
creatures would deal this turn.



* Combat damage dealt by Haze Frog itself during the turn it enters the
battlefield isn't prevented. Combat damage that would be dealt by all other
creatures is prevented, including creatures that weren't on the battlefield at
the time the ability resolved.



* If two Haze Frogs enter the battlefield during the same turn, each one's
ability will prevent the other one's combat damage.

-----



Hedron-Field Purists

2W

Creature -- Human Cleric

0/3

Level up 2W (2W: Put a level counter on this. Level up only as a sorcery.)

LEVEL 1-4

1/4

If a source would deal damage to you or a creature you control, prevent 1 of
that damage.

LEVEL 5+

2/5

If a source would deal damage to you or a creature you control, prevent 2 of
that damage.



* The prevention effects prevent 1 or 2 damage, as applicable, from each
source (regardless of who controls it) each time that source would deal damage
to you or a creature you control. They prevent damage of any kind, not just
combat damage.



* Remember that Hedron-Field Purists never has both of these prevention
effects at the same time. See "New Card Layout: Levelers" in the General Notes
section of this FAQ.



* If a source would deal damage to multiple applicable recipients, the
prevention effects apply to each of those recipients separately. For example,
if Hedron-Field Purists is level 1 and you cast Earthquake ("Earthquake deals
X damage to each creature without flying and each player") with X equal to 3,
that Earthquake will deal 2 damage to you, 2 damage to each creature without
flying you control, 3 damage to each other player, and 3 damage to each
creature without flying other players control.



* The prevention effects don't affect damage dealt directly to a planeswalker
you control (such as combat damage, or damage Sarkhan the Mad deals to himself
due to his first ability). They can prevent noncombat damage that's redirected
from you to a planeswalker you control if you apply these effects first.



* The effects from multiple Hedron-Field Purists are cumulative.

-----



Hellcarver Demon

3BBB

Creature -- Demon

6/6

Flying

Whenever Hellcarver Demon deals combat damage to a player, sacrifice all other
permanents you control and discard your hand. Exile the top six cards of your
library. You may cast any number of nonland cards exiled this way without
paying their mana costs.



* The triggered ability is mandatory. All the permanents you control,
including all lands, will be sacrificed.



* The cards from your library are exiled face up.



* You cast nonland cards from exile as part of the resolution of Hellcarver
Demon's ability. You may cast those cards in any order. Timing restrictions
based on the card's type (such as creature or sorcery) are ignored. Other
restrictions are not (such as "Cast [this card] only before the combat damage
step"). You cast all of the cards you like, putting them onto the stack, then
Hellcarver Demon's ability finishes resolving. The spells you cast this way
will then resolve as normal, one at a time, in the opposite order that they
were put on the stack.



* If you cast a card "without paying its mana cost," you can't pay any
alternative costs. On the other hand, if the card has optional additional
costs (such as kicker or multikicker), you may pay those when you cast the
card. If the card has mandatory additional costs (such as Momentous Fall
does), you must pay those when you cast the card.



* Any cards you can't cast (because they're lands or they have no legal
targets, perhaps) or choose not to cast simply remain exiled.



* If you control two Hellcarver Demons that deal combat damage to a player at
the same time, each Demon's ability triggers. When the first one resolves,
you'll sacrifice all permanents except that Hellcarver Demon (meaning you'll
sacrifice the other one). Then you'll exile six cards from your library and
may cast nonland cards exiled that way. After those spells resolve, the other
Demon's ability resolves. You'll sacrifice all permanents you now control
(including the first Demon and any permanents put on the battlefield as a
result of the spells you just cast), exile six more cards from your library,
and cast any number of them.

-----



Irresistible Prey

G

Sorcery

Target creature must be blocked this turn if able.

Draw a card.



* You can target a creature you don't control or that otherwise couldn't
attack that turn.



* If the targeted creature is an illegal target by the time Irresistible Prey
resolves, the spell is countered. You won't draw a card.



* The creature affected by Irresistible Prey doesn't have to attack that turn.



* If the affected creature attacks, the defending player must assign at least
one blocker to it during the declare blockers step, unless that player
controls no creatures that could block it.



* If there are multiple combat phases in a turn, the affected creature must be
blocked only in the first one in which it's able to be blocked.

-----



It That Betrays

12

Creature -- Eldrazi

11/11

Annihilator 2 (Whenever this creature attacks, defending player sacrifices two
permanents.)

Whenever an opponent sacrifices a nontoken permanent, put that card onto the
battlefield under your control.



* The second ability triggers whenever an opponent sacrifices a nontoken
permanent for any reason, not just due to the annihilator ability.



* It doesn't matter whose graveyard the permanent is put into, only that it
was last controlled by, and sacrificed by, an opponent.



* If an opponent sacrifices a nontoken permanent as part of paying the cost of
a spell or ability, the second ability triggers and goes on the stack on top
of it. This ability will resolve, causing you to return the card to the
battlefield before the other spell or ability resolves.



* When the second ability resolves, you must return the card to the
battlefield, even if you don't want to.



* If an opponent sacrifices an Aura, you'll choose what it enchants as you
return it to the battlefield. No player can respond to the choice. Since an
Aura doesn't target anything if it isn't cast as a spell, you can enchant a
permanent with shroud this way.



* If the sacrificed permanent that caused the second ability to trigger
somehow leaves the graveyard before the ability resolves (possibly because it
was returned to the battlefield by the ability of another It That Betrays),
the ability simply won't do anything when it resolves.

-----



Jaddi Lifestrider

4G

Creature -- Elemental

2/8

When Jaddi Lifestrider enters the battlefield, you may tap any number of
untapped creatures you control. You gain 2 life for each creature tapped this
way.



* You don't choose which creatures to tap until the ability resolves. You may
tap Jaddi Lifestrider itself this way, assuming it's still on the battlefield
untapped by this time.

-----



Joraga Treespeaker

G

Creature -- Elf Druid

1/1

Level up 1G (1G: Put a level counter on this. Level up only as a sorcery.)

LEVEL 1-4

1/2

T: Add GG to your mana pool.

LEVEL 5+

1/4

Elves you control have "T: Add GG to your mana pool."



* If Joraga Treespeaker is level 5 or greater, it grants the mana ability to
each Elf you control, including itself.

-----



Keening Stone

6

Artifact

5, T: Target player puts the top X cards of his or her library into his or her
graveyard, where X is the number of cards in that player's graveyard.



* The value of X is determined as the ability starts to resolve. If the
targeted player has five cards in his or her graveyard at that time, for
example, this ability will put five more cards into that graveyard from the
top of that player's library.

-----



Khalni Hydra

GGGGGGGG

Creature -- Hydra

8/8

Khalni Hydra costs G less to cast for each green creature you control.

Trample



* For the purpose of determining the cost reduction, the number of green
creatures you control is checked as you cast Khalni Hydra, before your last
chance to activate mana abilities to pay for it. For example, if you control
Wild Cantor (a red and green creature with the ability "Sacrifice Wild Cantor:
Add one mana of any color to your mana pool") as you cast Khalni Hydra, first
the cost to cast Khalni Hydra is reduced by G, then you could sacrifice Wild
Cantor for mana to help pay for it.



* Khalni Hydra's cost reduction effect doesn't change its mana cost or
converted mana cost.



* If an effect (such as the one from Lodestone Golem) imposes an additional
generic mana cost to casting Khalni Hydra, the Hydra's ability will reduce it
too. It'll reduce the amount of green mana you need to spend first, though.

-----



Kiln Fiend

1R

Creature -- Elemental Beast

1/2

Whenever you cast an instant or sorcery spell, Kiln Fiend gets +3/+0 until end
of turn.



* If you cast an instant or sorcery spell, Kiln Fiend's ability triggers and
goes on the stack on top of it. The ability will resolve before the spell
does.

-----



Kor Line-Slinger

1W

Creature -- Kor Scout

0/1

T: Tap target creature with power 3 or less.



* The power of the targeted creature is checked both as you target it and as
the ability resolves.

-----



Kor Spiritdancer

1W

Creature -- Kor Wizard

0/2

Kor Spiritdancer gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.



* If you cast an Aura spell, Kor Spiritdancer's second ability triggers and
goes on the stack on top of it. The ability will resolve before the spell
does.



* The second ability triggers when you cast any Aura spell, not just one that
targets Kor Spiritdancer.

-----



Last Kiss

2B

Instant

Last Kiss deals 2 damage to target creature and you gain 2 life.



* You gain 2 life even if the damage is prevented.



* If the targeted creature is an illegal target by the time Last Kiss
resolves, the spell is countered. You won't gain life.

-----



Lavafume Invoker

2R

Creature -- Goblin Shaman

2/2

8: Creatures you control get +3/+0 until end of turn.



* Only creatures you control as the activated ability resolves are affected.

-----



Lay Bare

2UU

Instant

Counter target spell. Look at its controller's hand.



* If the targeted spell is an illegal target by the time Lay Bare resolves,
Lay Bare is countered. You won't look at its controller's hand.

-----



Lighthouse Chronologist

1U

Creature -- Human Wizard

1/3

Level up U (U: Put a level counter on this. Level up only as a sorcery.)

LEVEL 4-6

2/4

LEVEL 7+

3/5

At the beginning of each end step, if it's not your turn, take an extra turn
after this one.



* In a two-player game, if you have a level 7 Lighthouse Chronologist and
there are no other extra-turn effects, the game will proceed like this (with
extra turns in brackets): your turn, your opponent's turn, [your turn], your
turn, your opponent's turn, [your turn], your turn, your opponent's turn, and
so on.



* In a four-player game, if you have a level 7 Lighthouse Chronologist and
there are no other extra-turn effects, the game will proceed like this (with
extra turns in brackets):  your turn, opponent A's turn, [your turn], opponent
B's turn, [your turn], opponent C's turn, [your turn], your turn, opponent A's
turn, and so on. The same principle applies to a multiplayer game with a
different number of players.



* The effects of multiple level 7 Lighthouse Chronologists are cumulative. If
you control two of them in a two-player game, you'll take three turns for each
turn your opponent takes.



* In a two-player game, if you and your opponent each control a level 7
Lighthouse Chronologist, they'll essentially cancel each other out and you'll
alternate turns. Since all the turns you'd be taking are extra turns created
by these abilities, make sure you know whose normal turn is supposed to be
next in case one or both of the Lighthouse Chronologists leaves the
battlefield.



* In a multiplayer game, if multiple players each control a level 7 Lighthouse
Chronologist, extra turns may sometimes be created faster than they can be
taken. Keep track of them carefully. If multiple Chronologist's abilities
trigger during the same turn, the player whose turn would show up sooner in
the natural turn order will get the first extra turn. For example, say Players
B and C each control a level 7 Lighthouse Chronologist. Player A takes a turn.
The game will proceed like this (with extra turns in brackets): Player A's
current turn, [Player B's turn], [Player C's turn], [Player B's turn], [Player
C's turn], and so on. Because Players B and C will each add another extra turn
after the other player's extra turn, Player A will not take another turn as
long as both level 7 Lighthouse Chronologists remain on the battlefield.

-----



Lightmine Field

2WW

Enchantment

Whenever one or more creatures attack, Lightmine Field deals damage to each of
those creatures equal to the number of attacking creatures.



* Lightmine Field's ability triggers when any creatures attack, including your
own.



* Which creatures are dealt damage is based on which creatures were declared
as attackers during the declare attackers step.



* How much damage each of those creatures is dealt is based how many creatures
are attacking at the time the ability resolves.



* For example: If a creature attacks but is removed from combat before
Lightmine Field's ability resolves (because it would be destroyed and
regenerates, perhaps), that creature is dealt damage by Lightmine Field but
isn't counted when determining the amount of damage. On the other hand, if a
creature is put onto the battlefield attacking (due to Preeminent Captain's
ability, perhaps), it isn't dealt damage by Lightmine Field, but it is counted
when determining the amount of damage.

-----



Linvala, Keeper of Silence

2WW

Legendary Creature -- Angel

3/4

Flying

Activated abilities of creatures your opponents control can't be activated.



* Linvala's ability affects only creatures on the battlefield. Activated
abilities that work in other zones (such as cycling or unearth) can still be
activated.



* No abilities of creatures your opponents control can be activated, including
mana abilities.



* Triggered abilities and static abilities of creatures your opponents control
work normally.

-----



Lord of Shatterskull Pass

3R

Creature -- Minotaur Shaman

3/3

Level up 1R (1R: Put a level counter on this. Level up only as a sorcery.)

LEVEL 1-5

6/6

LEVEL 6+

6/6

Whenever Lord of Shatterskull Pass attacks, it deals 6 damage to each creature
defending player controls.



* The last ability triggers and resolves during the declare attackers step,
before blockers are declared.



* In a multiplayer game, the only player affected by the last ability is the
one Lord of Shatterskull Pass is attacking (or the one who controls the
planeswalker Lord of Shatterskull Pass is attacking).



* If a level 6 Lord of Shatterskull Pass attacks in a Two-Headed Giant game,
its controller chooses which one of the defending players is affected by its
ability. The choice is made as the ability resolves.

-----



Luminous Wake

2W

Enchantment -- Aura

Enchant creature

Whenever enchanted creature attacks or blocks, you gain 4 life.



* The controller of Luminous Wake (who is not necessarily the controller of
the enchanted creature) controls the triggered ability and gains life when it
resolves. In other words, if you enchant your opponent's creature with
Luminous Wake, you -- not your opponent -- gain life whenever that creature
attacks or blocks.



* When the enchanted creature blocks, Luminous Wake's ability triggers just
once, even if that creature somehow blocked multiple attacking creatures.

-----



Lust for War

2R

Enchantment -- Aura

Enchant creature

Whenever enchanted creature becomes tapped, Lust for War deals 3 damage to
that creature's controller.

Enchanted creature attacks each turn if able.



* Lust for War's triggered ability triggers when the enchanted creature
becomes tapped for any reason, not just when it attacks.



* If, during its controller's declare attackers step, the enchanted creature
is tapped, is affected by a spell or ability that says it can't attack, or is
affected by "summoning sickness," then that creature doesn't attack. If
there's a cost associated with having that creature attack, its controller
isn't forced to pay that cost, so the creature doesn't have to attack in that
case either.



* If there are multiple combat phases in a turn, the enchanted creature must
attack only in the first one in which it's able to.

-----



Magmaw

3RR

Creature -- Elemental

4/4

1, Sacrifice a nonland permanent: Magmaw deals 1 damage to target creature or
player.



* You may sacrifice Magmaw to pay its own activation cost. If you do, Magmaw
will still deal 1 damage to the targeted creature or player (unless, for some
reason, you targeted Magmaw itself, in which case the ability will be
countered for having no legal targets).

-----



Merfolk Skyscout

2UU

Creature -- Merfolk Scout

2/3

Flying

Whenever Merfolk Skyscout attacks or blocks, untap target permanent.



* When Merfolk Skyscout blocks, its second ability triggers just once, even if
it somehow blocked multiple attacking creatures.



* You may target any permanent with the ability, including Merfolk Skyscout
itself or a permanent that's already untapped.

-----



Might of the Masses

G

Instant

Target creature gets +1/+1 until end of turn for each creature you control.



* The bonus is determined as Might of the Masses resolves. It won't change if
the number of creatures you control changes later in the turn.



* If you target a creature you control with Might of the Masses, remember to
count that one when determining the amount of the bonus.

-----



Momentous Fall

2GG

Instant

As an additional cost to cast Momentous Fall, sacrifice a creature.

You draw cards equal to the sacrificed creature's power, then you gain life
equal to its toughness.



* The sacrificed creature's last known existence on the battlefield is checked
to determine its power and its toughness.

-----



Mortician Beetle

B

Creature -- Insect

1/1

Whenever a player sacrifices a creature, you may put a +1/+1 counter on
Mortician Beetle.



* Mortician Beetle's ability triggers whenever any player, including you,
sacrifices a creature because some other spell, ability, or cost instructed
the player to do so. Mortician Beetle itself doesn't allow you to sacrifice
any creatures.

-----



Mul Daya Channelers

1GG

Creature -- Elf Druid Shaman

2/2

Play with the top card of your library revealed.

As long as the top card of your library is a creature card, Mul Daya
Channelers gets +3/+3.

As long as the top card of your library is a land card, Mul Daya Channelers
has "T: Add two mana of any one color to your mana pool."



* When playing with the top card of your library revealed, if an effect tells
you to draw several cards, reveal each one before you draw it.



* If the top card of your library changes during the process of casting a
spell or activating an ability, the new top card won't be revealed until the
process of casting the spell or activating the ability ends (all targets are
chosen, all costs are paid, and so on).



* If the top card of your library is both a creature card and a land card (as
Dryad Arbor is), Mul Daya Channelers gets both bonuses.

-----



Narcolepsy

1U

Enchantment -- Aura

Enchant creature

At the beginning of each upkeep, if enchanted creature is untapped, tap it.



* Narcolepsy's triggered ability has an "intervening 'if' clause." That means
(1) the ability triggers only if the enchanted creature is untapped as any
player's upkeep begins, and (2) the ability does nothing if the enchanted
creature is already tapped by the time it resolves.



* Narcolepsy doesn't keep the enchanted creature continually tapped. The
creature untaps during its controller's untap step as normal, then is tapped
when Narcolepsy's ability resolves during that upkeep. The creature may be
tapped in response (for example, if it has an activated ability with T in its
cost).

-----



Near-Death Experience

2WWW

Enchantment

At the beginning of your upkeep, if you have exactly 1 life, you win the game.



* This ability has an "intervening 'if' clause." That means (1) the ability
triggers only if you have exactly 1 life as your upkeep begins, and (2) the
ability does nothing if your life total is anything other than 1 by the time
it resolves.



* In a Two-Headed Giant game, anything that cares about your life total checks
your team's life total. (This is a change from previous rules.) You'll win the
game if your team has exactly 1 life.

-----



Nighthaze

B

Sorcery

Target creature gains swampwalk until end of turn.

Draw a card.



* If the targeted creature is an illegal target by the time the ability
resolves, the ability is countered. You won't draw a card.

-----



Not of This World

7

Tribal Instant -- Eldrazi

Counter target spell or ability that targets a permanent you control.

Not of This World costs 7 less to cast if it targets a spell or ability that
targets a creature you control with power 7 or greater.



* The spell or ability you target with Not of This World may have any number
of targets, as long as one of them is a permanent you control.



* Not of This World's first ability checks the current state of the targets of
the spell or ability it's targeting to determine whether one of them is a
permanent you control. For example, say a player casts Forked Bolt targeting
you and a creature you control. If, in response, another spell or ability
causes that creature to no longer be under your control, then you can't cast
Not of This World targeting Forked Bolt. Alternately, if you cast Not of This
World targeting Forked Bolt and, in response, another spell or ability causes
that creature to no longer be under your control, Not of This World will be
countered when it tries to resolve for having an illegal target.



* Not of This World's second ability checks the current state of the targets
of the spell or ability it's targeting to determine whether one of them is a
creature you control with power 7 or greater. This check is made as you cast
Not of This World, before you activate mana abilities. It doesn't matter what
the power of the creature was at the time the targeted spell or ability was
cast.



* Not of This World doesn't check whether the targets of the spell or ability
it's targeting are currently legal for that spell or ability, only who
controls them and what their power is. For example, say a player casts Forked
Bolt targeting you and a creature you control. If, in response, another spell
or ability causes that creature to gain shroud, then you can still cast Not of
This World targeting Forked Bolt.



* If a spell or ability targets you, but not a permanent you control, you
can't cast Not of This World targeting it. Keep in mind that if a player casts
a spell or activates an ability with the intent of dealing damage to a
planeswalker you control, that spell or ability is actually targeting you, not
that planeswalker.

-----



Oust

W

Sorcery

Put target creature into its owner's library second from the top. Its
controller gains 3 life.



* If the targeted creature's owner has one or more cards in his or her
library, that creature is put into that library directly under the top card.



* If the targeted creature's owner has no cards left in his or her library,
that creature is put into that library as the only card there.



* If the targeted creature is a token, it will cease to exist after it's put
into its owner's library.



* Note that the creature's controller, not its owner, is the one who gains
life.



* If the targeted creature is an illegal target by the time Oust resolves, the
spell is countered. No one gains life.

-----



Overgrown Battlement

1G

Creature -- Wall

0/4

Defender

T: Add G to your mana pool for each creature with defender you control.



* Overgrown Battlement's activated ability is a mana ability. No player can
respond to it (such as by destroying a creature with defender).

-----



Pawn of Ulamog

1BB

Creature -- Vampire Shaman

2/2

Whenever Pawn of Ulamog or another nontoken creature you control is put into a
graveyard from the battlefield, you may put a 0/1 colorless Eldrazi Spawn
creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to
your mana pool."



* If multiple nontoken creatures you control (possibly including Pawn of
Ulamog itself) are put into their owners' graveyards at the same time, Pawn of
Ulamog's triggered ability will trigger that many times.



* If you control more than one Pawn of Ulamog and a nontoken creature you
control is put into a graveyard, each of those Pawns' abilities will trigger.
You may put up to that many Eldrazi Spawn tokens onto the battlefield.

-----



Pennon Blade

3

Artifact -- Equipment

Equipped creature gets +1/+1 for each creature you control.

Equip 4



* As long as you control Pennon Blade, its ability constantly counts the
number of creatures you control. It doesn't matter who controls the creature
it's equipping (in case an opponent somehow manages to take control of that
creature). If you control the creature it's equipping, the bonus will include
that creature too.

-----



Perish the Thought

2B

Sorcery

Target opponent reveals his or her hand. You choose a card from it. That
player shuffles that card into his or her library.



* If the targeted player's hand is empty, you can't choose a card for that
player to shuffle into his or her library. No shuffle occurs.

-----



Pestilence Demon

5BBB

Creature -- Demon

7/6

Flying

B: Pestilence Demon deals 1 damage to each creature and each player.



* Pestilence Demon deals 1 damage to itself, as well as to each other creature
and each player.

-----



Phantasmal Abomination

1UU

Creature -- Illusion

5/5

Defender

When Phantasmal Abomination becomes the target of a spell or ability,
sacrifice it.



* If Phantasmal Abomination becomes the target of a spell or ability,
Phantasmal Abomination's ability triggers and goes on the stack on top of that
spell or ability. Phantasmal Abomination's ability will resolve (causing it to
be sacrificed) first. Unless the spell or ability has another target, it will
then be countered when it tries to resolve for having no legal targets.

-----



Puncturing Light

1W

Instant

Destroy target attacking or blocking creature with power 3 or less.



* The power of the targeted creature is checked both as you target it and as
Puncturing Light resolves.



* An "attacking creature" is one that has been declared as an attacker this
combat, or one that was put onto the battlefield attacking this combat. Unless
that creature leaves combat, it continues to be an attacking creature through
the end of combat step.



* A "blocking creature" is one that has been declared as a blocker this
combat, or one that was put onto the battlefield blocking this combat. Unless
that creature leaves combat, it continues to be a blocking creature through
the end of combat step, even if the creature or creatures that it was blocking
are no longer on the battlefield or have otherwise left combat by then.

-----



Rage Nimbus

2R

Creature -- Elemental

5/3

Defender, flying

1R: Target creature attacks this turn if able.



* If, during its controller's declare attackers step, a creature affected by
Rage Nimbus's activated ability is tapped, is affected by a spell or ability
that says it can't attack, or is affected by "summoning sickness," then that
creature doesn't attack. If there's a cost associated with having that
creature attack, its controller isn't forced to pay that cost, so the creature
doesn't have to attack in that case either.

-----



Raid Bombardment

2R

Enchantment

Whenever a creature you control with power 2 or less attacks, Raid Bombardment
deals 1 damage to defending player.



* The power of the attacking creature is checked only when the ability
triggers. Once it triggers, Raid Bombardment will deal 1 damage to the
defending player even if the creature's power changes before the ability
resolves.



* If you attack with multiple creatures with power 2 or less, Raid
Bombardment's ability triggers that many times.



* In a multiplayer game, the ability checks who the defending player is for
each individual attacking creature with power 2 or less.



* If Raid Bombardment's ability triggers in a Two-Headed Giant game, the
ability's controller chooses which one of the defending players is dealt
damage. The choice is made as the ability resolves. A different choice may be
made for each ability.

-----



Reality Spasm

XUU

Instant

Choose one -- Tap X target permanents; or untap X target permanents.



* You choose Reality Spasm's mode as you cast it.



* You may target any permanents with Reality Spasm, regardless of whether
they're tapped or untapped.

-----



Realms Uncharted

2G

Instant

Search your library for four land cards with different names and reveal them.
An opponent chooses two of those cards. Put the chosen cards into your
graveyard and the rest into your hand. Then shuffle your library.



* You may reveal fewer than four land cards if you like. If you reveal one or
two cards, those cards are put into your graveyard. If you reveal three cards,
an opponent will choose two of those cards and you'll put them into your
graveyard; the remaining revealed card is put into your hand.

-----



Renegade Doppelganger

1U

Creature -- Shapeshifter

0/1

Whenever another creature enters the battlefield under your control, you may
have Renegade Doppelganger become a copy of that creature until end of turn.
(If it does, it loses this ability for the rest of the turn.)



* When a creature enters the battlefield under your control, you can choose
not to copy it. In that case, Renegade Doppelganger remains 0/1 and still has
its triggered ability.



* If Renegade Doppelganger becomes a copy of another creature, that doesn't
count as having a creature enter the battlefield. Renegade Doppelganger was
already on the battlefield; it only changed its characteristics. If Renegade
Doppelganger gains any enters-the-battlefield triggered abilities, they won't
do anything. The same is true of any "as [this creature] enters the
battlefield" or "[this creature] enters the battlefield with" abilities.



* If Renegade Doppelganger becomes a copy of another creature, it copies
exactly what was printed on that card and nothing more (unless that card is
copying something else or it's a token; see below). It doesn't copy whether
the original creature is tapped or untapped, whether it has any counters on it
or Auras attached to it, or whether it's been affected by any noncopy effects
that changed its power, toughness, types, color, or so on.



* If Renegade Doppelganger becomes a copy of a creature that is itself copying
something else (for example, if the creature that entered the battlefield is a
Clone), then Renegade Doppelganger becomes a copy of whatever that creature is
copying.



* If Renegade Doppelganger becomes a copy of a token, Renegade Doppelganger
copies the original characteristics of that token as stated by the effect that
put it onto the battlefield. Renegade Doppelganger doesn't become a token.



* Noncopy effects that have already applied to Renegade Doppelganger will
continue to apply to it after it becomes a copy of something else. For
example, if Giant Growth had given it +3/+3 earlier in the turn, then it
becomes a copy of Runeclaw Bear (a 2/2 creature), it will be a 5/5 Runeclaw
Bear.



* During the cleanup step, Renegade Doppelganger's copy effect wears off. It
will go back to being a 0/1 blue creature named Renegade Doppelganger, and
will have its original ability again. Note that this happens at the same time
that damage marked on the Renegade Doppelganger is removed. If it was dealt
damage earlier in the turn, this damage will not cause Renegade Doppelganger
to be destroyed when its copy effect wears off.



* If a creature enters the battlefield under your control and Renegade
Doppelganger's ability triggers, it can become a copy of that creature when
the ability resolves even if that creature has left the battlefield by then.
If it has, its last existence on the battlefield is checked to see what it was
(specifically, if it was itself or if it was copying something else).



* If Renegade Doppelganger becomes a copy of a legendary creature, both
creatures will be put into the graveyard as a state-based action (unless one
has left the battlefield before the Doppelganger's ability resolves).



* Renegade Doppelganger's ability isn't targeted. It can copy a creature with
shroud or protection.



* If the creature Renegade Doppelganger copies has an ability that triggers at
the beginning of the end step, that ability will trigger and resolve before
Renegade Doppelganger's copy effect wears off.



* If Renegade Doppelganger becomes a copy of a creature with an ability that
causes you to make a choice (such as naming a card or choosing a color) as it
enters the battlefield, and another ability that refers to that choice, those
abilities of the Doppelganger won't do anything. You won't have the chance to
make a choice since the Doppelganger is already on the battlefield, so the
value of that choice is undefined.



* If Renegade Doppelganger and another creature enter the battlefield under
your control at the same time, Renegade Doppelganger's ability will trigger.
When the ability resolves, Renegade Doppelganger can become a copy of that
creature.



* If multiple creatures enter the battlefield under your control at the same
time, Renegade Doppelganger's ability will trigger once for each of them. You
choose the order that those abilities will resolve. It's possible to have
Renegade Doppelganger become a copy of something, activate an activated
ability of that creature, then have it become a copy of something else under
this scenario. The last ability that resolves that you choose to use
determines what it ends up a copy of.

-----



Repay in Kind

5BB

Sorcery

Each player's life total becomes the lowest life total among all players.



* For a player's life total to become a certain number that's lower than his
or her current life total, what actually happens is that the player loses the
appropriate amount of life. For example, if the lowest life total in the game
is 5 and another player has 12 life, Repay in Kind will cause that player to
lose 7 life. Abilities that interact with life loss will interact with this
effect accordingly.



* In a Two-Headed Giant game, anything that cares about a player's life total
checks the life total of that player's team. In addition, if an effect would
cause the life total of each member of a team to become a certain number, that
team chooses one of its members. On that team, only that player is affected,
then the life total change is applied to the entire team. (These are changes
from previous rules.) For example, if one team has 13 life and another team
has 21 life, the team with the higher life total chooses one of its members
and Repay in Kind causes that player to lose 8 life, thus causing that team's
life total to also be 13.

-----



Repel the Darkness

2W

Instant

Tap up to two target creatures.

Draw a card.



* You may target zero, one, or two creatures. The creatures don't need to be
untapped.



* If you target zero creatures, Repel the Darkness can't be countered for
having no legal targets. When it resolves, all that happens is that you draw a
card.



* If you target one creature and that target is illegal as Repel the Darkness
resolves, the spell is countered. You don't draw a card.



* If you target two creatures and they're both illegal as Repel the Darkness
resolves, the spell is countered; you don't draw a card. If just one is
illegal, the spell does resolve; the remaining legal target becomes tapped (if
it's untapped at that time) and you draw a card.

-----



Sarkhan the Mad

3BR

Planeswalker -- Sarkhan

7

[0]: Reveal the top card of your library and put it into your hand. Sarkhan
the Mad deals damage to himself equal to that card's converted mana cost.

[-2]: Target creature's controller sacrifices it, then that player puts a 5/5
red Dragon creature token with flying onto the battlefield.

[-4]: Each Dragon creature you control deals damage equal to its power to
target player.



* Unlike previous planeswalkers, Sarkhan the Mad has no way to raise his
loyalty.



* Once the first ability starts to resolve and you reveal the top card of your
library (and see how much damage Sarkhan the Mad deals to himself), it's too
late to respond.



* The first ability causes Sarkhan to deal damage directly to himself,
resulting in that many loyalty counters being removed from him. The damage
would never have been dealt to you, so prevention effects that would prevent
damage from being dealt to you won't affect it.



* If the targeted creature is an illegal target by the time the second ability
resolves, the ability is countered. The player won't get a Dragon token.



* If the targeted creature is a legal target by the time the second ability
resolves but its controller can't sacrifice it (due to Tajuru Preserver,
perhaps), the ability continues to resolve. That player gets a Dragon token.



* You choose a single target as you activate the third ability. All your
Dragons deal damage to that player.



* If you target an opponent with the third ability, you choose separately for
each Dragon creature you control whether or not to redirect the damage dealt
by that Dragon to a planeswalker that player controls.



* If two or more planeswalkers on the battlefield share a planeswalker
subtype, all are put into their owners' graveyards. This means that if Sarkhan
Vol and Sarkhan the Mad are on the battlefield, both are put into their
owners' graveyards.

-----



Sea Gate Oracle

2U

Creature -- Human Wizard

1/3

When Sea Gate Oracle enters the battlefield, look at the top two cards of your
library. Put one of them into your hand and the other on the bottom of your
library.



* If there's only one card in your library as this ability resolves, you'll
put it into your hand.

-----



See Beyond

1U

Sorcery

Draw two cards, then shuffle a card from your hand into your library.



* The card you shuffle into your library may be any card from your hand. It
doesn't have to be one of the cards you drew with the spell.



* You have to shuffle a card from your hand into your library even if you
don't draw any cards (due to replacement effects or Maralen of the Mornsong's
ability, for example). If your hand is empty, you don't shuffle your library.

-----



Shrivel

1B

Sorcery

All creatures get -1/-1 until end of turn.



* Only creatures on the battlefield as Shrivel resolves are affected.

-----



Smite

W

Instant

Destroy target blocked creature.



* A "blocked creature" is an attacking creature that has been blocked by a
creature this combat, or has become blocked as the result of a spell or
ability this combat. Unless the attacking creature leaves combat, it continues
to be a blocked creature through the end of combat step, even if the creature
or creatures that blocked it are no longer on the battlefield or have
otherwise left combat by then.

-----



Snake Umbra

2G

Enchantment -- Aura

Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to
an opponent, you may draw a card."

Totem armor (If enchanted creature would be destroyed, instead remove all
damage from it and destroy this Aura.)



* Snake Umbra grants the triggered ability to the creature. It triggers
whenever the enchanted creature deals damage to an opponent of its controller
(who is not necessarily an opponent of the Aura's controller). In other words,
if your Snake Umbra winds up enchanting your opponent's creature, that
opponent will draw a card whenever that creature damages you.



* The ability triggers when the enchanted creature deals any damage, not just
combat damage.

-----



Soul's Attendant

W

Creature -- Human Cleric

1/1

Whenever another creature enters the battlefield, you may gain 1 life.



* If Soul's Attendant and another creature enter the battlefield at the same
time, Soul's Attendant's ability will trigger.

-----



Soulsurge Elemental

3R

Creature -- Elemental

*/1

First strike

Soulsurge Elemental's power is equal to the number of creatures you control.



* Soulsurge Elemental's power is continuously calculated, regardless of where
it is. If it's on the battlefield, it counts itself.

-----



Spawnsire of Ulamog

10

Creature -- Eldrazi

7/11

Annihilator 1 (Whenever this creature attacks, defending player sacrifices a
permanent.)

4: Put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield.
They have "Sacrifice this creature: Add 1 to your mana pool."

20: Cast any number of Eldrazi cards you own from outside the game without
paying their mana costs.



* You cast Eldrazi cards from outside the game as part of the resolution of
Spawnsire of Ulamog's last ability. You may cast those cards in any order.
Timing restrictions based on the card's type (such as creature or sorcery) are
ignored. Other restrictions are not (such as the one from Rule of Law). You
cast all of the cards you like, putting them onto the stack, then the ability
finishes resolving. The spells you cast this way will then resolve as normal,
one at a time, in the opposite order that they were put on the stack. They'll
remain in the game for the remainder of that game.



* If you cast a card "without paying its mana cost," you can't pay any
alternative costs. On the other hand, if the card has additional costs, you
may pay those.



* In a casual game, the cards you cast from outside the game come from your
personal collection. In a sanctioned event, those cards must come from your
sideboard. Note that you can't cast cards from exile this way; exile is a zone
in the game.

-----



Sphinx-Bone Wand

7

Artifact

Whenever you cast an instant or sorcery spell, you may put a charge counter on
Sphinx-Bone Wand. If you do, Sphinx-Bone Wand deals damage equal to the number
of charge counters on it to target creature or player.



* If you cast an instant or sorcery spell, Sphinx-Bone Wand's ability triggers
and goes on the stack on top of it. The ability will resolve before the spell
does.



* If the targeted creature or player is an illegal target by the time the
ability resolves, the ability is countered. You won't put a charge counter on
Sphinx-Bone Wand and it won't deal damage.



* If Sphinx-Bone Wand leaves the battlefield before its ability resolves, you
won't be able to put a charge counter on it. As a result, it won't deal
damage.

-----



Splinter Twin

2RR

Enchantment -- Aura

Enchant creature

Enchanted creature has "T: Put a token that's a copy of this creature onto the
battlefield. That token has haste. Exile it at the beginning of the next end
step."



* Splinter Twin grants an activated ability to the enchanted creature. That
creature's controller (who is not necessarily the Aura's controller) can
activate it. The creature's controller is the player who gets the token.



* The token that's put onto the battlefield copies exactly what's printed on
the enchanted creature (unless that creature is copying something else or it's
a token; see below), plus it has haste. It doesn't copy whether the enchanted
creature is tapped or untapped, whether it has any counters on it or Auras
attached to it, or whether it's been affected by any noncopy effects that
changed its power, toughness, types, color, or so on. In particular, it
doesn't copy the ability granted to the enchanted creature by Splinter Twin.



* If the enchanted creature is copying something else when the ability
resolves (for example, if it's a Renegade Doppelganger), then the token enters
the battlefield as a copy of whatever the enchanted creature is copying, plus
it has haste.



* If the enchanted creature is a token, the new token copies the
characteristics of the original token as stated by the effect that put it onto
the battlefield, plus it has haste.



* If the enchanted creature has X in its mana cost (such as Protean Hydra), X
is considered to be zero.



* Any enters-the-battlefield abilities of the enchanted creature will trigger
when the token is put onto the battlefield. Any "as [this creature] enters the
battlefield" or "[this creature] enters the battlefield with" abilities of the
enchanted creature will also work.



* The token will not be kicked, even if the creature it's copying was.



* If you activate the ability and the enchanted creature leaves the
battlefield before the ability resolves, you still get a token. The enchanted
creature's last existence on the battlefield is checked to see what it was
(specifically, if it was itself or if it was copying something else).



* If the enchanted creature is legendary, that creature and the token will
both be put into the graveyard as a state-based action (unless the enchanted
creature has left the battlefield before activated ability resolves).



* The token is exiled at the beginning of the next end step regardless of who
controls it at that time, or whether Splinter Twin or the enchanted creature
is still on the battlefield at that time.



* If the ability is activated during a turn's end step, the token will be
exiled at the beginning of the following turn's end step.



* If the token isn't exiled when the delayed triggered ability resolves (due
to Stifle, perhaps), it remains on the battlefield indefinitely. It continues
to have haste.

-----



Stalwart Shield-Bearers

1W

Creature -- Human Soldier

0/3

Defender

Other creatures you control with defender get +0/+2.



* Stalwart Shield-Bearers continually checks which creatures you control have
defender and gives the bonus only to them. If an effect causes a creature with
defender to lose defender (as Shoal Serpent does), Stalwart Shield-Bearers
stops giving it the bonus for as long as it doesn't have defender. On the
other hand, if a spell or ability causes a creature to be able to attack as
though it didn't have defender (as Warmonger's Chariot does), Stalwart
Shield-Bearers continues to give it the bonus because it never actually loses
the defender ability.

-----



Suffer the Past

XB

Instant

Exile X target cards from target player's graveyard. For each card exiled this
way, that player loses 1 life and you gain 1 life.



* The life that's lost and the life that's gained are based on the number of
cards that are actually exiled, not on the value of X (in case any of the
targeted cards somehow leave the graveyard in response and thus can't be
exiled this way).



* If the targeted player becomes an illegal target by the time Suffer the Past
resolves but the targeted cards don't, you still exile the cards and gain
life. The player won't be lose any life, though.



* Suffer the Past's effect causes a single life-gain event, not a number of
separate ones. This matters for cards such as Cradle of Vitality.

-----



Surrakar Spellblade

1UU

Creature -- Surrakar

2/1

Whenever you cast an instant or sorcery spell, you may put a charge counter on
Surrakar Spellblade.

Whenever Surrakar Spellblade deals combat damage to a player, you may draw X
cards, where X is the number of charge counters on it.



* If you cast an instant or sorcery spell, Surrakar Spellblade's first ability
triggers and goes on the stack on top of it. The ability will resolve before
the spell does.



* When Surrakar Spellblade's second ability resolves, you either draw a card
for each charge counter on it or you draw no cards at all.



* If Surrakar Spellblade leaves the battlefield after its second ability
triggers but before it resolves, its last existence on the battlefield is
checked to determine how many charge counters were on it.

-----



Surreal Memoir

3R

Sorcery

Return an instant card at random from your graveyard to your hand.

Rebound (If you cast this spell from your hand, exile it as it resolves. At
the beginning of your next upkeep, you may cast this card from exile without
paying its mana cost.)



* Surreal Memoir isn't targeted. You don't choose an instant card at random
from your graveyard until it resolves. Once you randomly select a card, it's
too late for players to respond.



* If you have only one instant card in your graveyard as Surreal Memoir
resolves, that's the one you'll return to your hand.



* If you're playing a format involving only cards from the _Urza's Saga_(TM)
set and later, you may change the order of your graveyard at any time. That
means the easiest way to choose an instant card at random from your graveyard
is to take all the instant cards in your graveyard, turn them face down,
shuffle them, and pick a card. Then you just put the rest back.



* If you're playing a format involving cards printed earlier than the _Urza's
Saga_ set, you may not reorder your graveyard. In this case, you need to be
more careful when selecting an instant card at random, perhaps by using dice,
writing the names of the instant cards on slips of paper and choosing one of
them randomly, or carefully noting the existing graveyard order so you can
reestablish it after performing the method suggested above, for example.



* If you have multiple instant cards in your graveyard with the same name, and
one of them is being targeted by another spell on the stack or is enchanted
(with Spellweaver Volute, for example), you must differentiate them so you
know which one (if any) is chosen at random. In that case, it may be better to
use dice or another method that allows you to differentiate between the
instant cards to choose one at random.



* All players get to see which card you chose at random.

-----



Survival Cache

2W

Sorcery

You gain 2 life. Then if you have more life than an opponent, draw a card.

Rebound (If you cast this spell from your hand, exile it as it resolves. At
the beginning of your next upkeep, you may cast this card from exile without
paying its mana cost.)



* In a Two-Headed Giant game, anything that cares about your life total checks
the life total of your team. (This is a change from previous rules.) For
example, say that your team has 10 life and your opponent's team has 11 life
when you cast Survival Cache. You'll gain 2 life, so your team's life total
becomes 12. Since your life total (12) is greater than an opponent's life
total (11), you'll draw a card.

-----



Tajuru Preserver

1G

Creature -- Elf Shaman

2/1

Spells and abilities your opponents control can't cause you to sacrifice
permanents.



* As a spell or ability an opponent controls resolves, if it would force you
to sacrifice a permanent (as the annihilator ability does), you just don't.
That part of the effect does nothing. If that spell or ability gives you the
option to sacrifice a permanent (as Prowling Pangolin's ability does), you
can't take that option.



* If a spell or ability an opponent controls instructs you to perform an
action unless you sacrifice a permanent (as Ogre Marauder does), you can't
choose to sacrifice a permanent. You must perform the action. On the other
hand, if a spell or ability an opponent controls instructs you to sacrifice a
permanent unless you perform an action (as Rishadan Brigand does), you can
choose whether or not to perform the action. If you don't perform the action,
nothing happens, since you can't sacrifice any permanents.



* You may still sacrifice permanents to pay the costs of spells you cast and
abilities you activate, or because a resolving spell or ability you control
instructs or allows you to do so. Notably, you may still sacrifice Eldrazi
Spawn creature tokens for mana.



* You may sacrifice a permanent to pay the activation cost of an ability, even
if that ability comes from a permanent an opponent controls (such as
Excavation).



* You may sacrifice a permanent as a special action, even if the effect that
allows you to do so comes from an opponent's permanent (such as Damping Engine
or Volrath's Curse). No one controls special actions.



* This ability affects only sacrifices. It won't stop a creature from being
put into the graveyard due to lethal damage or having 0 toughness, and it
won't stop a permanent from being put into the graveyard due to the "legend
rule" or the "planeswalker uniqueness rule." None of these are sacrifices;
they're the result of game rules.

-----



Thought Gorger

2BB

Creature -- Horror

2/2

Trample

When Thought Gorger enters the battlefield, put a +1/+1 counter on it for each
card in your hand. If you do, discard your hand.

When Thought Gorger leaves the battlefield, draw a card for each +1/+1 counter
on it.



* As Thought Gorger's first ability resolves, putting a +1/+1 counter on it
for each card in your hand is mandatory. The effect says "if you do" because
performing that action might be impossible. If Thought Gorger has left the
battlefield by the time the ability resolves, you can't put any +1/+1 counters
on it, so you won't discard your hand.



* When Thought Gorger's second ability resolves, its last existence on the
battlefield is checked to see how many +1/+1 counters it had on it. All of
them are counted, not just the ones put on it by its enters-the-battlefield
ability.



* Once an ability starts to resolve, it's too late to respond to it. For
example, you can't count a card in your hand while determining how many +1/+1
counters Thought Gorger gets and then cast it in response. If a card is
counted, it'll be discarded.

-----



Time of Heroes

1W

Enchantment

Each creature you control with a level counter on it gets +2/+2.



* Each creature you control with a level counter on it gets just +2/+2,
regardless of how many level counters it has. It doesn't get the bonus for
each counter.



* Time of Heroes affects any creature you control with a level counter on it,
not just levelers. (Of course, it's pretty hard to get level counters onto a
creature that's not a leveler, but it can be done with copy effects, Fate
Transfer, or Quicksilver Elemental, among other possibilities.)

-----



Training Grounds

U

Enchantment

Activated abilities of creatures you control cost up to 2 less to activate.
This effect can't reduce the amount of mana an ability costs to activate to
less than one mana.



* Training Grounds won't affect a cost that isn't the cost to activate a
creature's activated ability. For example, it won't affect Flameblast Dragon's
XR cost, since that's a cost paid when a triggered ability resolves, and it
won't affect a kicker cost, since that's an additional cost to cast a spell.
Activated ability costs appear before a colon (:) in a card's rules text, or,
in the case of some keywords, before a colon in reminder text.



* Training Grounds affects only creatures you control on the battlefield. The
costs of activated abilities that work in other zones (such as cycling or
unearth) won't be reduced.



* Training Grounds won't affect the part of an activation cost represented by
colored mana symbols or snow mana symbols. It also won't affect nonmana parts
of an activation cost, if there are any.



* Training Grounds can reduce the part of an activation cost represented by
generic mana symbols down to nothing, as long as it still costs at least one
mana. For example, if an activation cost is 2G, you'd have to pay only G. If
an activation cost is 2, though, you'd still have to pay 1.



* Training Grounds can reduce the amount you pay for a creature's activated
ability cost that includes X. For example, Drana, Kalastria Bloodchief has an
activated ability that costs XBB. If you control Training Grounds and you
activate the ability with X equal to 5, you'll have to pay only 3BB. This is
true even if the ability states that X must be paid with a certain color of
mana, as Crimson Hellkite's ability does.



* If an activated ability of a creature you control costs no generic mana to
activate (for example, if it costs RR, it costs 0, or it costs only nonmana
actions such as T or "Sacrifice a creature"), Training Grounds simply won't
affect it. In particular, it won't increase the cost to include a mana payment
of 1.



* Training Grounds takes the total cost to activate a creature's activated
ability into account, not just the cost printed on it. For example, Furnace
Spirit has an activated ability that costs R, and Suppression Field says
"Activated abilities cost 2 more to activate unless they're mana abilities."
Since activating Furnace Spirit's activated ability would now cost 2R,
Training Grounds reduces that cost back to R.



* You may choose not to apply Training Ground's cost reduction effect. You may
also choose to apply only part of it (causing an activated ability of a
creature you control to cost just 1 less to activate).

-----



Traitorous Instinct

3R

Sorcery

Gain control of target creature until end of turn. Untap that creature. Until
end of turn, it gets +2/+0 and gains haste.



* You may target a creature you already control. You may target a creature
that's already untapped.

-----



Transcendent Master

1WW

Creature -- Human Cleric Avatar

3/3

Level up 1 (1: Put a level counter on this. Level up only as a sorcery.)

LEVEL 6-11

6/6

Lifelink

LEVEL 12+

9/9

Lifelink

Transcendent Master is indestructible.



* Lethal damage and effects that say "destroy" won't cause an indestructible
creature to be put into the graveyard. However, an indestructible creature can
be put into the graveyard for a number of reasons. The most likely reasons are
if it's sacrificed, if it's legendary and another legendary creature with the
same name is on the battlefield, or if its toughness is 0 or less.

-----



Tuktuk the Explorer

2R

Legendary Creature -- Goblin

1/1

Haste

When Tuktuk the Explorer is put into a graveyard from the battlefield, put a
legendary 5/5 colorless Goblin Golem artifact creature token named Tuktuk the
Returned onto the battlefield.



* Both Tuktuk the Explorer and Tuktuk the Returned are legendary creatures.
However, since they have different names, one of each may coexist on the
battlefield without being affected by the "legend rule."

-----



Ulamog, the Infinite Gyre

11

Legendary Creature -- Eldrazi

10/10

When you cast Ulamog, the Infinite Gyre, destroy target permanent.

Annihilator 4 (Whenever this creature attacks, defending player sacrifices
four permanents.)

Ulamog is indestructible.

When Ulamog is put into a graveyard from anywhere, its owner shuffles his or
her graveyard into his or her library.



* Lethal damage and effects that say "destroy" won't cause an indestructible
creature to be put into the graveyard. However, an indestructible creature can
be put into the graveyard for a number of reasons. The most likely reasons are
if it's sacrificed, if it's legendary and another legendary creature with the
same name is on the battlefield, or if its toughness is 0 or less.



* See also "New Keyword Ability: Annihilator," "Theme: 'When you cast [this
creature] abilities,'" and "Theme: Legendary Eldrazi" in the General Notes
section of this FAQ.

-----



Ulamog's Crusher

8

Creature -- Eldrazi

8/8

Annihilator 2 (Whenever this creature attacks, defending player sacrifices two
permanents.)

Ulamog's Crusher attacks each turn if able.



* If, during your declare attackers step, Ulamog's Crusher is tapped, is
affected by a spell or ability that says it can't attack, or is affected by
"summoning sickness," then it doesn't attack. If there's a cost associated
with having Ulamog's Crusher attack, you aren't forced to pay that cost, so it
doesn't have to attack in that case either.



* If there are multiple combat phases in a turn, Ulamog's Crusher must attack
only in the first one in which it's able to.

-----



Umbra Mystic

2W

Creature -- Human Wizard

2/2

Auras attached to permanents you control have totem armor. (If an enchanted
permanent you control would be destroyed, instead remove all damage from it
and destroy an Aura attached to it.)



* All _Rise of the Eldrazi_ cards printed with totem armor are Auras with
"enchant creature." But Umbra Mystic grants totem armor to Auras attached to
any permanent you control, not just creatures. The ability works the same way
even if the Aura is enchanting a land, an artifact, or any other permanent.



* Umbra Mystic grants totem armor to Auras attached to permanents you control,
regardless of who controls those Auras. Conversely, it doesn't grant totem
armor to Auras you control that are attached to permanents controlled by other
players.



* If a permanent you control would be destroyed, and it's enchanted by an Aura
with totem armor, it doesn't matter who controls that Aura. The totem armor
effect is mandatory. If that permanent is enchanted by multiple Auras, you
choose which one is destroyed, regardless of who controls them.



* Say you control a permanent that's enchanted by an Aura you control, and
that Aura is itself enchanted by an Aura. If the permanent would be destroyed,
instead the first Aura is destroyed . . . but since that Aura would be
destroyed, instead the second Aura is destroyed.



* Multiple instances of totem armor on the same Aura are redundant.

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Unified Will

1U

Instant

Counter target spell if you control more creatures than that spell's
controller.



* Whether you control more creatures than the targeted spell's controller is
checked only as Unified Will resolves. If that player controls more creatures
than you at this time, or you each control the same amount, Unified Will
simply doesn't do anything.

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Valakut Fireboar

4R

Creature -- Elemental Boar

1/7

Whenever Valakut Fireboar attacks, switch its power and toughness until end of
turn.



* Effects that switch a creature's power and toughness are applied after every
other effect that modifies that creature's power and toughness, no matter when
they started to take effect. For example, if Valakut Fireboar's power and
toughness are switched, then it gets +2/+0 until end of turn, it will be 7/3
that turn.

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Vendetta

B

Instant

Destroy target nonblack creature. It can't be regenerated. You lose life equal
to that creature's toughness.



* If the targeted creature is an illegal target by the time Vendetta resolves,
the spell is countered. You won't lose life.



* The destroyed creature's last existence on the battlefield is checked to
determine its toughness.



* If the targeted creature isn't destroyed due to totem armor's effect,
Vendetta continues to resolve. You lose life equal to the creature's current
toughness (after the Aura with totem armor has been destroyed).

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Vengevine

2GG

Creature -- Elemental

4/3

Haste

Whenever you cast a spell, if it's the second creature spell you cast this
turn, you may return Vengevine from your graveyard to the battlefield.



* If you cast your second creature spell in a turn and Vengevine is in your
graveyard, Vengevine's second ability triggers and goes on the stack on top of
it. The ability will resolve, allowing you to return Vengevine to the
battlefield, before the creature spell does.



* Vengevine's triggered ability works only if Vengevine is already in your
graveyard as you finish casting your second creature spell in a turn, and it
remains there continuously until the ability resolves.



* Vengevine doesn't need to be in your graveyard as you start casting your
second creature spell in a turn, only as you finish. This matters if you
sacrifice a Vengevine on the battlefield while casting that creature spell,
perhaps to pay a cost of that spell or a cost of a mana ability.



* Vengevine's triggered ability checks the card types of the spells you cast
over the course of the entire turn, not just the ones you cast while Vengevine
is in your graveyard. For example, if you cast a creature spell, then
Vengevine is put into your graveyard, then you cast another creature spell,
Vengevine's ability triggers.



* Vengevine's ability triggers only for the second creature spell you cast in
a turn. It won't trigger for the third, fourth, or so on. It also doesn't
matter how many noncreature spells you cast in a turn; the ability counts just
the creature spells.

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Warmonger's Chariot

2

Artifact -- Equipment

Equipped creature gets +2/+2.

As long as equipped creature has defender, it can attack as though it didn't
have defender.

Equip 3



* The second ability doesn't cause the equipped creature to lose defender. It
just lets it attack.



* If the equipped creature doesn't have defender, the second ability simply
doesn't affect it.

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World at War

3RR

Sorcery

After the first postcombat main phase this turn, there's an additional combat
phase followed by an additional main phase. At the beginning of that combat,
untap all creatures that attacked this turn.

Rebound (If you cast this spell from your hand, exile it as it resolves. At
the beginning of your next upkeep, you may cast this card from exile without
paying its mana cost.)



* As long as World at War resolves before the first postcombat main phase of a
turn ends, it will have its full effect. That will happen in most cases, since
it's a sorcery (meaning it's probably cast during the first or second main
phase of a turn), and it has rebound (meaning it'll be cast during your
upkeep). If, however, it's cast later than that, it won't create any new
phases. For example, if one World at War creates a second combat phase and a
third main phase in a turn, then a second World at War is cast during that
third main phase, no additional phases are created. The rebound effect still
works, though.



* Multiple World at War effects are cumulative, as long as they're cast early
enough. The first one modifies the turn structure to this: beginning phase,
precombat main phase, combat phase, postcombat main phase, [new combat phase],
[new postcombat main phase], ending phase. Each subsequent one inserts another
combat phase and main phase into the turn after the original postcombat main
phase and before the newest combat phase.



* Unlike other similar cards (such as Relentless Assault), World at War
doesn't untap the creatures that have attacked this turn when it resolves.
Rather, those creatures untap when the new combat phase created by the spell
begins. All creatures that attacked this turn untap, regardless of which
combat phase they attacked in (if there have been more than one) or who
controls them (if you're playing a Two-Headed Giant game, for example).



* You don't have to attack with any creatures during the new combat phase.

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Wrap in Flames

3R

Sorcery

Wrap in Flames deals 1 damage to each of up to three target creatures. Those
creatures can't block this turn.



* You may target zero, one, two, or three creatures.



* The "can't block" effect applies to each of the targeted creatures -- and
only those creatures -- even if Wrap in Flames deals no damage to one or more
of them (due to a prevention effect, for example) or Wrap in Flames deals
damage to a different creature (due to a redirection effect).



* If any of the targeted creatures is an illegal target by the time Wrap in
Flames resolves, it won't be dealt damage and will be able to block. The other
targeted creatures will still be affected.

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