_Tempest_(TM) Frequently Asked Questions Compiled by Mark L. Gottlieb Document last modified November 25, 2008 _Tempest_ booster packs, tournament packs, and theme decks go on sale at the _Magic Online_(TM) store at 9 a.m. (PST) on December 8, 2008. The _Tempest_ set becomes legal for play in Classic, Classic (Vanguard), Freeform, Tempest Block Constructed, Prismatic, Singleton, and Tribal Wars (Classic) formats on the day it goes on sale. _Tempest_ release events begin on December 10, 2008. The _Tempest_ expansion, originally released in 1997, is a 350-card, black- bordered set featuring 110 rares, 110 uncommons, 110 commons., and 20 basic lands The _Tempest_ set is nonredeemable. Online cards from the _Tempest_ set can't be exchanged for physical _Tempest_ cards. This FAQ has two sections, each of which serves a different purpose. The first section ("General Notes") explains the new mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important questions players might ask about a given card. Items in the "Card-Specific Notes" section include full rules text for your reference. Not all cards in the set are listed. ----- GENERAL NOTES ***Info: Rules Changes*** The rules of the _Magic_(TM) game have evolved over the years since the _Tempest_ set was originally released. Many card wordings, including creature types, have also significantly changed. Most _Tempest_ cards have been reworded in the Oracle card reference, which contains up-to-date text for all tournament-legal cards. Although the rules team has done its best to maintain cards' functionality, some changes are inevitable. ----- ***Keyword Ability: Buyback*** Buyback is an ability that lets you pay an additional cost to put the spell with buyback back into your hand as it resolves. Capsize {1}{U}{U} Instant Buyback {3} (You may pay an additional {3} as you play this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand. The rules for the buyback ability are as follows: 502.16. Buyback 502.16a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell" and "If the buyback cost was paid, put this spell into its owner's hand instead of into that player's graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in rules 409.1b and 409.1f- h. * Buyback is an additional cost. You choose whether to pay the buyback at the time you play the spell. If you choose to pay the buyback cost, then after the spell's effect happens, the spell will be returned to your hand instead of being put into your graveyard. * Buyback returns the spell to your hand only if the spell resolves. If the spell is countered (either by another spell or ability like Cancel, or because all of its targets have become illegal), it goes to the graveyard as normal. * If you control a spell you don't own whose buyback cost was paid, that spell is put into its owner's graveyard as normal as it resolves. The card wouldn't be put into your graveyard, so buyback's replacement effect has nothing to replace. * If you control a copy of a spell whose buyback cost was paid, the copy will be put into your hand as it resolves, then it will cease to exist. * Whether the spell is returned to your hand depends on whether the choice to pay buyback was made, not on the actual payment of buyback (in the unusual cases where cost-reduction effects mean the buyback cost isn't actually paid). * Buyback costs don't count toward a spell's mana cost or converted mana cost, whether they're paid or not. ----- ***Keyword Ability: Shadow*** Shadow is an evasion ability. Dauthi Mercenary {2}{B} Creature -- Dauthi Knight Mercenary 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) {1}{B}: Dauthi Mercenary gets +1/+0 until end of turn. The official rules for the shadow ability are as follows: 502.8. Shadow 502.8a Shadow is an evasion ability. 502.8b A creature with shadow can't be blocked by creatures without shadow, and a creature without shadow can't be blocked by creatures with shadow. (See rule 309, "Declare Blockers Step.") 502.8c Multiple instances of shadow on the same creature are redundant. * If a creature gains or loses shadow after blockers have been declared, it won't cause those blocks to change. * Two creatures (Heartwood Dryad and Wall of Diffusion) can block creatures with shadow as though those creatures didn't have shadow. This ability doesn't actually remove shadow from the attacking creatures; it just allows Heartwood Dryad and Wall of Diffusion to block them. Heartwood Dryad and Wall of Diffusion can also block creatures that don't have shadow. ----- ***Theme: Slivers*** The _Tempest_ set features a number of creatures with creature type Sliver. Most Slivers grant an ability or a characteristic change to all Slivers. Armor Sliver {2}{W} Creature -- Sliver 2/2 All Sliver creatures have "{2}: This creature gets +0/+1 until end of turn." * Each Sliver in this set except Metallic Sliver has an ability that affects all Slivers. This includes itself, and this includes Slivers your opponents control. * If a Sliver grants an activated ability that refers to "this creature" or "this permanent" to another Sliver, the second Sliver's ability refers to itself, not to the Sliver granting the ability. * You can change creatures of other types into Slivers so they can get the benefits of being a Sliver. * Changing the creature type of a Sliver so that it's no longer a Sliver means that it no longer affects itself with its ability. It will still affect all other Slivers. ----- ***Cycle: Licids*** The _Tempest_ set features a cycle of creatures with creature type Licid. Each Licid can be turned into an Aura. Enraging Licid {1}{R} Creature -- Licid 1/1 {R}, {T}: Enraging Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {R} to end this effect. Enchanted creature has haste. * Each Licid has two abilities. The first ability changes the Licid into an Aura. The second ability affects the creature it's attached to while it's an Aura. * As you play the first ability, you target a creature. * When the first ability resolves, the Licid creature becomes an Aura enchantment. It's no longer a Licid and no longer a creature. The Aura gains the ability "enchant creature." Then you attach it to the targeted creature. * After the first ability resolves, you can pay a certain amount of mana to end its effect. This is a special action, not an ability of the Aura. Only the player who controlled the ability that turned the Licid into an Aura can do this, regardless of who currently controls the Aura. You can do it any time you have priority. It doesn't use the stack, so no one can respond to it -- it just happens. * If you use the special action, the Aura effect ends. In most cases, that means it will turn back into a Licid creature. (The other cases involve other effects that have also changed this permanent's card type or creature type.) After it turns back into a Licid, it will become unattached as a state-based effect. * If, by the time the Licid's first ability resolves, the targeted creature is an illegal target, the ability is countered. The Licid remains unchanged. * If, by the time the Licid's first ability resolves, the targeted creature is still a legal target but can't be enchanted by the Aura the Licid becomes (because it has protection from enchantments, for example), the Licid does become an Aura, but then remains in play unattached. It will be put into its owner's graveyard as a state-based effect. This happens before you could pay mana to end the Aura effect. * If the creature the Aura is attached to leaves play, the Aura will be put into its owner's graveyard as a state-based effect. This happens before you could pay mana to end the Aura effect. The same is true if the creature the Aura is attached to stops being a creature, gains protection from the Aura's color, or otherwise becomes illegal for the Aura to enchant. (This means that if you want to end the Aura effect, you'll need to do so before the creature becomes illegal to enchant. You'll usually get a chance to do this in response to the spell, ability, or combat damage that would make that creature illegal.) * A Licid's second ability applies only while it's an Aura. While it's a creature, you can effectively ignore it. ----- ***Theme: Self-Returning Auras*** The _Tempest_ set has a handful of Auras that have activated abilities that let you return them to your hand. Shimmering Wings {U} Enchantment -- Aura Enchant creature Enchanted creature has flying. {U}: Return Shimmering Wings to its owner's hand. * Only the Aura's controller, not the enchanted creature's controller, can play the last ability. * If the creature the Aura is attached to leaves play, the Aura will be put into its owner's graveyard as a state-based effect. This happens before you could play the last ability to return it to your hand. The same is true if the creature the Aura is attached to stops being a creature, gains protection from the Aura's color, or otherwise becomes illegal for the Aura to enchant. (This means that if you want to return the Aura to its owner's hand, you'll need to do so before the creature becomes illegal to enchant. You'll usually get a chance to do this in response to the spell, ability, or combat damage that would make that creature illegal.) ----- ***Cycle: Medallions*** The _Tempest_ set contains a cycle of artifacts that reduce the cost to play spells of a certain color. Jet Medallion {2} Artifact Black spells you play cost {1} less to play. * Medallions don't reduce a spell's mana cost or converted mana cost. They simply let you pay less for a spell of the right color. For example, say you play Drudge Skeletons, which has mana cost {1}{B}, while you control Jet Medallion. Drudge Skeletons's mana cost is still {1}{B} and its converted mana cost is 2 -- but you pay only {B} to play it. * The effect of a Medallion's ability can't help pay a cost's colored-mana portion, only its generic portion. * The effect enables you to pay less for a spell, not just for a spell's mana cost. That means you factor in additional costs such as buyback costs, as well as cost-increasing effects such as the one from Chill, before applying a Medallion's effect. * Cost-reduction effects are cumulative. For example, if you have three Jet Medallions in play, you pay up to {3} less for a black spell you play. * Medallions' effects are mandatory -- you can't choose to pay the unreduced cost. * If you sacrifice a Medallion as an additional or alternative cost to play a spell, its effect still reduces the cost. That's because before you pay a spell's cost, you "lock in" its total cost first. * A spell's generic mana cost can't be reduced below {0}. If you control three Jet Medallions and you play a spell that costs {2}{B}{B}, you'll have to pay {B}{B} to play it. * This can reduce the cost you pay for a spell that has an {X} in its cost. This is true even if the spell requires a specific color to be paid for {X}, since that {X} is still considered to be a generic cost. For example, say you control three Jet Medallions and you play Consume Spirit (which costs {X}{1}{B} and says "Spend only black mana on X") with X = 5. You'll have to spend {1}{B}{B}{B} to play the spell. ----- ***Theme: Graveyard Order Matters*** Some _Tempest_ cards refer to the order of the cards in a player's graveyard. Phyrexian Grimoire {3} Artifact {4}, {T}: Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand. * The "top" card of your graveyard is the card that was put there most recently. * Players may not rearrange the cards in their graveyards. This is a little- known rule because new cards that care about graveyard order haven't been printed in years. * If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order. * The last thing that happens to a resolving instant or sorcery spell is that it's put into its owner's graveyard. Example: You play Wrath of God. All creatures in play are destroyed. You arrange all the cards put into your graveyard this way in any order you want. The other players in the game do the same to the cards that are put into their graveyards. Then you put Wrath of God into your graveyard, on top of the other cards. * Say you're the owner of both a permanent and an Aura that's attached to it. If both the permanent and the Aura are destroyed at the same time (by Akroma's Vengeance, for example), you decide the order they're put into your graveyard. If just the enchanted permanent is destroyed, it's put into your graveyard first. Then, after state-based effects are checked, the Aura (which is no longer attached to anything) is put into your graveyard on top of it. ----- CARD-SPECIFIC NOTES Abandon Hope {X}{1}{B} Sorcery As an additional cost to play Abandon Hope, discard X cards. Look at target opponent's hand and choose X cards from it. That player discards those cards. * You can't choose a value for X that's greater than the number of cards in your hand. ----- Altar of Dementia 2 Artifact Sacrifice a creature: Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard. * The number of cards put into a graveyard this way is equal to the power of the sacrificed creature as it last existed in play. ----- Aluren {2}{G}{G} Enchantment Any player may play creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash. * If you play a creature card this way, you're playing it as a spell. It can be countered. * Aluren doesn't specify where the creature card must come from. If some other ability allows you to play a creature card from a zone other than your hand (such as your graveyard), then you can apply Aluren's effect to playing that card. * If you play a creature with X in its cost this way, X must be 0. * If you play a card "without paying its mana cost," you can't use any abilities that would require paying alternative costs. For example, you can't play it face down using the morph ability. However, you can still pay additional costs, such as conspire costs and kicker costs. * You can't choose to play a creature card as though it has flash this way unless you also play it without paying its mana cost. You either play the creature card normally, or you do both things specified by Aluren. * Dryad Arbor is a land and creature card from the _Future Sight_(TM) set. While Aluren is in play, Dryad Arbor can ignore the normal timing rules for playing a land, but not any other restrictions. You can't play Dryad Arbor during another player's turn, and you can't play Dryad Arbor if it's your turn and you've already played a land. ----- Angelic Protector {3}{W} Creature -- Angel 2/2 Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn. * If Angelic Protector becomes the target of a spell or ability, its ability will trigger and go on the stack on top of that spell or ability. The +0/+3 effect will resolve first. ----- Apes of Rath {2}{G}{G} Creature -- Ape 5/4 Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step. * This ability doesn't care who Apes of Rath's controller is. After it resolves, if Apes of Rath changes controllers before its first controller's next untap step has come around, then it won't untap during its new controller's next untap step. ----- Avenging Angel {3}{W}{W} Creature -- Angel 3/3 Flying When Avenging Angel is put into a graveyard from play, you may put Avenging Angel on top of its owner's library. * If Avenging Angel is removed from the graveyard after its ability triggers but before it resolves, it won't get put on top of its owner's library. Similarly, if a replacement effect has the Angel move to a different zone instead of being put into the graveyard, the ability won't trigger at all. ----- Bellowing Fiend {4}{B} Creature -- Spirit 3/3 Flying Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you. * If you control both Bellowing Fiend and the creature it deals damage to, Bellowing Fiend will deal 6 damage to you. * If Bellowing Fiend deals damage to multiple creatures at the same time (if more than one creature blocks it, for example), its ability will trigger that many times. ----- Booby Trap {6} Artifact As Booby Trap comes into play, name a card other than a basic land card and choose an opponent. The chosen player reveals each card he or she draws. When the chosen player draws the named card, sacrifice Booby Trap. If you do, Booby Trap deals 10 damage to that player. * The card isn't named until Booby Trap is coming into play, at which time Booby Trap is no longer a spell and can't be countered. * If an effect causes the chosen player to draw multiple cards, each card is revealed as it's drawn. If Booby Trap's ability triggers, it will go on the stack once the card-drawing effect has concluded. * If a single Booby Trap's ability triggers multiple times, only the first ability to resolve causes Booby Trap to be sacrificed and damage to be dealt. * If Booby Trap's last ability is countered, Booby Trap remains in play (and no damage is dealt). ----- Bounty Hunter {2}{B}{B} Creature -- Human Archer Minion 2/2 {T}: Put a bounty counter on target nonblack creature. {T}: Destroy target creature with a bounty counter on it. * Bounty Hunter's second ability just checks that there's a bounty counter on the targeted creature. It doesn't care how it got there (for example, if it came from a different Bounty Hunter). * Even though Bounty Hunter's first ability can't target a black creature, its second ability can (assuming that that creature somehow got a bounty counter put on it). ----- Broken Fall {2}{G} Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. * Returning Broken Fall to its owner's hand is the cost of its ability. Paying a cost can't be responded to (with Disenchant, for example). * You can't return Broken Fall to its owner's hand as a cost unless there's a legal target for its ability. (In other words, if someone tries to Disenchant it while there are no creatures in play, it's going to get Disenchanted.) ----- Carrionette {1}{B} Creature -- Skeleton 1/1 {2}{B}{B}: Remove Carrionette and target creature from the game unless that creature's controller pays {2}. Play this ability only if Carrionette is in your graveyard. * Carrionette is removed from the game as part of this ability's effect, not as part of the cost. Say this ability is played multiple times in response to itself. The first time one of those abilities resolves and the targeted creature's controller fails to pay {2}, it will remove Carrionette and the creature it targeted from the game. The remaining abilities thus won't be able to remove Carrionette from the game, but they'll still resolve as normal, each removing their respective targets from the game if their controller's don't pay {2}. ----- Circle of Protection: Shadow {1}{W} Enchantment {1}: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage. * The prevention effect will apply the next time the chosen creature would deal damage to you this turn, whether it's combat damage or not. * For the damage to be prevented the creature must have shadow both at the time you choose it (when the ability resolves) and at the time it would deal damage. ----- Cloudchaser Eagle {3}{W} Creature -- Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. * This ability is mandatory. When Cloudchaser Eagle comes into play, if you're the only player that controls an enchantment, you'll have to target one of your own. ----- Coffin Queen {2}{B} Creature -- Zombie Wizard 1/1 You may choose not to untap Coffin Queen during your untap step. {2}{B}, {T}: Put target creature card from a graveyard into play under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, remove that creature from the game. * "When you lose control of Coffin Queen" includes when Coffin Queen leaves play, as well as when a different player gains control of it. * Coffin Queen's activated ability sets up a delayed triggered ability that will trigger the next time Coffin Queen becomes untapped or you lose control of it. If Coffin Queen has left play by the time its activated ability resolves, the delayed triggered ability will never trigger, meaning the creature you returned to play will remain in play indefinitely. If Coffin Queen has already untapped or a different player has gained control of it by the time its activated ability resolves, the delayed triggered ability won't trigger until Coffin Queen is tapped and then untapped once more, or until you regain control of Coffin Queen and then lose control of it once more. ----- Commander Greven il-Vec {3}{B}{B}{B} Legendary Creature -- Human Warrior 7/5 Fear When Commander Greven il-Vec comes into play, sacrifice a creature. * When the ability resolves, you may sacrifice Commander Greven il-Vec itself. If you control no other creatures, you'll have to sacrifice Greven. ----- Corpse Dance {2}{B} Instant Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.) Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove the creature from the game at end of turn. * If Corpse Dance is played during a turn's end step, the creature it returns to play will have haste only for the rest of that turn. However, that creature won't be removed from the game that turn because it's too late for "at end of turn" triggers to trigger. It will be removed from the game at the end of the next turn. ----- Crazed Armodon {2}{G}{G} Creature -- Elephant 3/3 {G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn. * If Trained Armodon's ability is played during a turn's end step, it will get +3/+0 and gain trample only for the rest of that turn. However, it won't be destroyed that turn because it's too late for "at end of turn" triggers to trigger. It will be destroyed at the end of the next turn. ----- Cursed Scroll {1} Artifact {3}, {T}: Name a card. Reveal a card at random from your hand. If it's the named card, Cursed Scroll deals 2 damage to target creature or player. * You don't name a card until Cursed Scroll's ability resolves. * If you have no cards in hand as Cursed Scroll's ability resolves, you still have to name a card. Then you'll fail to reveal one (since there aren't any). Since the named card wasn't revealed, no damage is dealt. ----- Dauthi Mindripper {3}{B} Creature -- Dauthi Minion 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. * Dauthi Mindripper's second ability will trigger if it attacks and isn't blocked, whether it's attacking a player or a planeswalker. If it's attacking a planeswalker, you can still sacrifice it to have the defending player discard three cards. ----- Deadshot {3}{R} Sorcery Tap target creature. It deals damage equal to its power to another target creature. * Deadshot's first target can be any creature. It doesn't matter if that creature is already tapped. * The first targeted creature deals the damage, not Deadshot. ----- Dismiss {2}{U}{U} Instant Counter target spell. Draw a card. * If the targeted spell can't be countered (it's Scragnoth, for example), that spell will remain on the stack. Dismiss will continue to resolve. You still draw a card. ----- Dracoplasm {U}{R} Creature -- Shapeshifter 0/0 Flying As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power becomes the total power of those creatures and its toughness becomes their total toughness. {R}: Dracoplasm gets +1/+0 until end of turn. * Dracoplasm's power becomes the total power of the sacrificed creatures as they last existed in play, and its toughness is determined the same way. These values are fixed; they won't change if one of the creatures sacrificed this way has a variable power that changes no matter what zone it's in (like Tarmogoyf, for example). * As Dracoplasm comes into play, you may sacrifice zero creatures. If you do, Dracoplasm comes into play as a 0/0 and will be put into its owner's graveyard as a state-based effect (unless a static ability like the one from Glorious Anthem boosts its toughness). ----- Dregs of Sorrow {X}{4}{B} Sorcery Destroy X target nonblack creatures. Draw X cards. * The number of cards you draw is not dependent on the number of creatures Dregs of Sorrow actually destroys. Assuming that at least one of the targets is still legal and the spell resolves, you'll draw X cards even if some of the X creatures that were targeted have become illegal targets, regenerated, or not been destroyed because they're indestructible. ----- Earthcraft {1}{G} Enchantment Tap an untapped creature you control: Untap target basic land. * Since the activated ability doesn't have a tap symbol in its cost, you can tap a creature that hasn't been under your control since your most recent turn began to pay the cost. ----- Echo Chamber {4} Artifact {4}, {T}: An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token gains haste until end of turn. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery. * As the token is created, it checks the printed values of the creature it's copying, as well as any copy effects that have been applied to it. It won't copy counters on the creature, nor will it copy other effects that have changed the creature's power, toughness, types, color, and so on. The token comes into play as the creature it's copying, so any "As [this creature] comes into play" or "When [this creature] comes into play" abilities will work as appropriate. * The copiable values of the token's characteristics are the same as the copiable values of the characteristics of the creature it's copying, and that's it. If something becomes a copy of the token, it will not have haste and it will not have to be removed from the game at the end of the turn. ----- Eladamri's Vineyard {G} Enchantment At the beginning of each player's precombat main phase, add {G}{G} to that player's mana pool. * This ability is mandatory. If the mana is not spent by the time that main phase ends, it will cause mana burn. * Only the first main phase each turn is considered to be a "precombat main phase," even if other combat phases are created with spells such as Relentless Assault. ----- Elite Javelineer {2}{W} Creature -- Human Soldier 2/2 Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature. * You can target any attacking creature with Elite Javelineer's ability, not just the one it's blocking. ----- Endless Scream {X}{B} Enchantment -- Aura Enchant creature Endless Scream comes into play with X scream counters on it. Enchanted creature gets +1/+0 for each scream counter on Endless Scream. * The counters stay on the Aura, not the creature. If the Aura moves or leaves play, the counters go with it. ----- Ertai's Meddling {X}{U} Instant X can't be 0. Target spell's controller removes it from the game with X delay counters on it. At the beginning of each of that player's upkeeps, if that card is removed from the game, remove a delay counter from it. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell. * If a spell is removed from the game with Ertai's Meddling, it leaves the stack and thus will not resolve. The spell isn't countered; it just no longer exists. * During the upkeep when the last delay counter is removed from the removed card, that card is put back onto the stack as a copy of the original spell. (Note that it's not played this time; it's just put onto the stack.) It copies all decisions made for the original spell: It will have the same mode(s), the same value for X, the same additional costs, the same targets, and so on. You can't change the targets of the spell even if the original targets are gone or otherwise illegal. If all its targets are illegal, the spell will just be countered when it finally resolves. * If a copy of a spell is affected by Ertai's Meddling, it will be removed from the game, then cease to exist as a state-based effect. It won't come back. * Ertai's Meddling can't be played via an effect (such as that of Memory Plunder) that would let you play it without paying its mana cost. That's because playing a spell via an effect like that means that X must be 0 . . . but Ertai's Meddling says that X can't be 0. * Ertai's Meddling has an interesting interaction with flashback. A spell played with flashback is removed from the game instead of being put anywhere else any time it would leave the stack. Note that this doesn't apply if the spell is actually being removed from the game -- only if it would go anywhere else. Since Ertai's Meddling tries to remove the targeted spell from the game, it succeeds, and X delay counters are put on it. When that card is put back onto the stack, it's done as a copy of the original spell. That means that all decisions made for the original spell are copied, including the alternative flashback cost. The new version of the spell will behave exactly as though it were played with flashback, including being removed from the game if it would go anywhere else from the stack. * Ertai's Meddling has a bizarre interaction with morph. A spell played face down due to the morph ability is a 2/2 colorless, nameless creature spell with no subtypes, mana cost, or abilities. If that spell is affected by Ertai's Meddling, it's removed from the game face up. (Every card that's removed from the game is removed face up unless the effect that's removing it specifically says otherwise.) After all the delay counters are removed from that card, it's put back onto the stack -- still face-up -- as a 2/2 colorless, nameless creature spell with no subtypes, mana cost, or abilities. If it resolves, it enters play this way. It can't be turned face up because it already is face up; it's just stuck copying the characteristics it had when it was face down. ----- Extinction {4}{B} Sorcery Destroy all creatures of the creature type of your choice. * You don't choose a creature type until Extinction resolves. After you choose, it's too late for players to play regeneration abilities or otherwise respond. ----- Fireslinger {1}{R} Creature -- Human Wizard 1/1 {T}: Fireslinger deals 1 damage to target creature or player and 1 damage to you. * If the targeted creature or player becomes an illegal target, the entire ability is countered. You won't be dealt any damage. ----- Flowstone Sculpture {6} Artifact Creature -- Shapeshifter 4/4 {2}, Discard a card: Put a +1/+1 counter on Flowstone Sculpture or Flowstone Sculpture gains flying, first strike, or trample. * The ability's effect has no duration. Flowstone Sculpture will have flying, first strike, or trample until the game ends, it leaves play, or some other effect makes it lose those abilities. ----- Furnace of Rath {1}{R}{R}{R} Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. * If a source would deal damage to multiple things, first you divide up that damage, then you apply this effect. * If there are two Furnaces in play, the damage is multiplied by four. If there are three in play, it's multiplied by eight. * The original source deals all the damage. Furnace of Rath doesn't deal any damage. * If multiple effects modify how damage will be dealt, the player who would be dealt damage or the controller of the creature that would be dealt damage chooses the order to apply the effects. For example, Mending Hands says "Prevent the next 4 damage that would be dealt to target creature or player this turn." Suppose a spell would deal 5 damage to a player who has played Mending Hands targeting himself or herself. That player can either (a) prevent 4 damage first and then let Furnace of Rath double the remaining 1 damage, taking 2 damage, or (b) double the damage to 10 and then prevent 4 damage, taking 6 damage. ----- Fylamarid {1}{U}{U} Creature -- Squid Beast 1/3 Flying Fylamarid can't be blocked by blue creatures. {U}: Target creature becomes blue until end of turn. * The second ability essentially means that blue creatures can't be declared as blockers for Fylamarid. If a creature that's already blocking Fylamarid is turned blue, it will continue to block Fylamarid. ----- Grindstone {1} Artifact {3}, {T}: Put the top two cards of target player's library into that player's graveyard. If both cards share a color, repeat this process. * You'll continue putting pairs of cards from the top of the targeted player's library into his or her graveyard until a pair of cards that don't share a color with one another are put into that graveyard, or until that player's library runs out of cards, whichever comes first. * Colorless cards don't share a color with one another. ----- Hand to Hand {2}{R} Enchantment Instants and activated abilities that aren't mana abilities can't be played during the combat phase. * Hand to Hand prevents only instants and activated abilities from being played during the combat phase. It doesn't stop any other spells. For example, you can play artifact, creature, or enchantment spells with flash during the combat phase. You can also play non-instant spells during the combat phase if an effect like that of Aluren, Rootwater Shaman, or a Quicken played earlier in the turn says you can. ----- Helm of Possession {4} Artifact You may choose not to untap Helm of Possession during your untap step. {2}, {T}, Sacrifice a creature: Gain control of target creature as long as you control Helm of Possession and Helm of Possession remains tapped. * Whether you control Helm of Possession is checked continually, starting when the ability is played. If, before the ability resolves, there's any point at which you don't control Helm of Possession, the ability has no effect -- even if you control Helm of Possession again by the time the ability resolves. The same is true regarding whether Helm of Possession remains tapped. * Similarly, the control-change effect ends if at any time Helm of Possession isn't under your control or isn't tapped, including if it leaves play. ----- Humility {2}{W}{W} Enchantment All creatures lose all abilities and are 1/1. * Humility overwrites characteristic-defining abilities that specify a creature's power or toughness (such as the one Tarmogoyf has). * Humility overwrites any previous effects that have set a creature's power or toughness (such as Lignify does) as well as any previous effects from resolved spells and abilities that changed the enchanted creature's power or toughness (such as Giant Growth). Any such effects that apply after Humility came into play will work normally. * Humility doesn't overwrite changes to a creature's power or toughness that come from counters or from static abilities from other sources (such as Glorious Anthem). It will overwrite static abilities that come from the creature itself (such as the one on Muscle Sliver) because Humility causes the creature to lose that ability before it gets a chance to apply. * Humility causes each creature to lose all abilities it had at the time Humility came into play. Any abilities granted to a creature after Humility came into play will work normally. * If a previous effect switched a creature's power and toughness, that effect still applies after Humility comes into play (though it will apply to the creature's new power and toughness). * If a creature has a characteristic-defining ability that specifies its color (such as "Dryad Arbor is green") or its types (such as changeling), that ability will still have its effect because it's applied before the creature loses the ability. * If Humility leaves play, each creature goes back to being what it was before. Any effects that applied while the Humility was in play, such as Giant Growth or Shadow Rift, will continue to apply. * A face-down creature won't be able to be turned face up for its morph cost while Humility is in play. If some other effect turns it face up, it will remain a 1/1 creature with no abilities until the turn ends. Its "When this creature turns face up" or "As this creature turns face up" abilities won't work. * If Humility becomes a creature, its ability applies to itself. First the "lose all abilities" part of its ability will apply. This will make it lose its ability, but since it's obviously already started to apply it, this has no appreciable effect on itself. Then the "are 1/1" part of its ability will apply, because once part of an ability is applied, the whole thing will be applied, regardless of whether it vanishes at some point in between. Whether Humility itself winds up as a 1/1 depends on the timestamp of the effect that turned it into a creature (as well as any other effects that set or change its power and toughness). These will apply as described in bullet points 2-5 above, just as they do for any other creature. ----- Interdict {1}{U} Instant Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be played this turn. (Mana abilities can't be targeted.) Draw a card. * Interdict can target an ability of a source that can't itself be targeted by a blue instant (because it has shroud or protection from blue, for example). The ability is Interdict's only target. If Interdict resolves, it will affect that permanent. * Interdict must target an ability whose source was a permanent when the ability was played. It doesn't matter if that permanent is still in play at the time Interdict is played or at the time Interdict resolves. The target can't be an ability played from a card that wasn't in play (such as Carrionette's ability). * While Interdict is on the stack, more abilities from the targeted ability's source can be played in response. They'll resolve before Interdict does. ----- Intuition {2}{U} Instant Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library. * Because there are no constraints on what cards you can find during your search, you must find and reveal three cards from your library. (You can't "fail to find" any of the cards.) If your library has fewer than three cards in it, you'll find and reveal all the cards left in your library. ----- Jackal Pup {R} Creature -- Hound 2/1 Whenever Jackal Pup is dealt damage, it deals that much damage to you. * Even if the amount of damage dealt to Jackal Pup is enough to destroy it, Jackal Pup's ability will trigger and it will deal the full amount of damage to you. ----- Jinxed Idol {2} Artifact At the beginning of your upkeep, Jinxed Idol deals 2 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Idol. * The control-change effect has no duration. It will last until the game ends or Jinxed Idol leaves play. It may be superseded by a later control-change effect (such as Jinxed Idol's ability being played again). ----- Kezzerdrix {2}{B}{B} Creature -- Rabbit Beast 4/4 First strike At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. * Kezzerdrix's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless your opponents control no creatures as your upkeep begins, and (2) the ability will do nothing unless your opponents control no creatures at the time it resolves. ----- Legacy's Allure {U}{U} Enchantment At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure. Sacrifice Legacy's Allure: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Allure. * The power of the targeted creature is checked both when the ability is played and the ability resolves. In each case, the creature's power must be less than or equal to the number of treasure counters that were on Legacy's Allure as it last existed in play. If it's not, it's an illegal target. Once the ability resolves, it doesn't matter what the creature's power becomes. * The control-change effect has no duration. It will last until the game ends or the creature leaves play. It may be superseded by a later control-change effect. ----- Legerdemain {2}{U}{U} Sorcery Exchange control of target artifact or creature and another target permanent that shares one of those types with it. * When you play Legerdemain, you must either target two artifacts or two creatures. As Legerdemain resolves, it will check that both permanents are still either both artifacts or both creatures. They don't have to be the same card type as before; for example, if both permanents are creatures at the time they're targeted and they're both artifacts at the time Legerdemain resolves, that's fine. * If either one of the targets becomes illegal (because it leaves play, no longer meets the card type restriction, or any other reason) by the time Legerdemain resolves, the exchange won't happen. If both targets become illegal, Legerdemain is countered. * The control-change effect has no duration. For each permanent, it will last until the game ends or the permanent leaves play. It may be superseded by a later control-change effect. ----- Living Death {3}{B}{B} Sorcery Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way. * First all players remove the creature cards in their graveyards from the game at the same time. Then all creatures in play are sacrificed at the same time. Then all creature cards removed from the game in step one are put into play at the same time. Then all abilities that have triggered during any part of this resolution are put onto the stack. (First the active player puts his or her abilities on the stack, then each other player in turn order does the same.) * If there are any choices involved in a given step (such as making any "as this creature comes into play" choices), first the player whose turn it is makes his or her choices, then each other player in turn order makes his or her choices, then the actions (such as actually putting the creatures into play) are all performed at the same time. * "All cards he or she removed this way" refers only to the cards removed from the graveyard in step one of the effect. If a replacement effect (such as Leyline of the Void) removes any of the sacrificed creatures from the game instead of putting them into the graveyard, those cards aren't returned to play. ----- Lobotomy {2}{U}{B} Sorcery Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his or her library. * The cards you're searching for must be found if they're in the graveyard, because that's a zone everyone can see. The same is true for cards in the targeted player's hand, since it's currently revealed. (This includes the card you originally chose.) Finding the cards in the library is optional, though. * Lobotomy has no effect on cards in play that have the same name as the chosen card. * If the targeted player has no cards in hand, you still get to look through that player's library, but you don't get to remove any cards from the game. ----- Maddening Imp {2}{B} Creature -- Imp 1/1 Flying {T}: Each non-Wall creature the active player controls attacks this turn if able. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn, before attackers are declared. * This ability will affect all non-Wall creatures the active player controls at the time his or her declare attackers step begins, even if some of those creatures weren't in play at the time Maddening Imp's ability resolved. (Tapped creatures, creatures affected by spells or abilities that say they can't attack, creatures affected by summoning sickness, and creatures with unpaid costs to attack are exempt from effects that would require them to attack.) * At the end of the turn, any creature that the active player controlled at the time his or her declare attackers step began that didn't attack at that time and wasn't a Wall at that time is destroyed. It doesn't matter why that creature didn't attack, who controls it now, or whether or not it's a Wall now. * Although Maddening Imp's ability makes an exception for Walls, it doesn't make an exception for non-Wall creatures that have defender. Those creatures won't be able to attack, so they'll be destroyed. ----- Magnetic Web {2} Artifact If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack this turn if able. Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able. {1}, {T}: Put a magnet counter on target creature. * After the active player declares which set of creatures is attacking, that set is checked to see if it's legal. If one or more creatures with magnet counters on them have been declared as attackers, and there's at least one creature with a magnet counter on it that could have attacked but didn't, that set of attackers is illegal. The active player must back up and propose another set of attacking creatures. (Tapped creatures, creatures affected by spells or abilities that say they can't attack, creatures affected by summoning sickness, and creatures with unpaid costs to attack are exempt from effects that would require them to attack.) * Once the active player has declared which creatures are attacking, putting a magnet counter on a creature he or she controls won't cause the attack to change. * If one or more creatures with a magnet counter on it attacks, Magnetic Web's triggered ability triggers that many times. Each creature with a magnet counter on it that the defending player controls must block any one of the attacking creatures with magnet counters on them that it's able to. If it has an ability that lets it block multiple creatures, it must block as many attacking creatures with magnet counters on them that it's able to. (If it can block other creatures in addition to those, the defending player may choose to have it do so as well.) * If a creature with a magnet counter on it that the defending player controls is unable to block any of the attacking creatures with magnet counters on them (perhaps due to an ability like flying or shadow), the defending player can have that creature block any one of the other attacking creatures, or have it not block at all. If a creature with a magnet counter on it that the defending player controls is unable to block (because it's tapped, a spell or ability said that it can't block, or it has an unpaid cost to block), then it simply doesn't. * Once the defending player has declared how his or her creatures are blocking, putting a magnet counter on a creature he or she controls won't cause those blocks to change. ----- Maze of Shadows Land {T}: Add {1} to your mana pool. {T}: Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn. * Maze of Shadows's second ability can target any attacking creature with shadow, whether or not it's tapped. * Although Maze of Shadows's second ability untaps an attacking creature and prevents all combat damage that would be dealt to and dealt by it, it doesn't actually remove that creature from combat. It continues to be an attacking creature for the remainder of combat. If this ability is played during the declare attackers step, the targeted creature can still be blocked during the declare blockers step. ----- Meditate {2}{U} Instant Draw four cards. You skip your next turn. * Effects that tell you to skip an upcoming step, phase, or turn are cumulative. If you play two Meditates during the same turn, for example, you'll skip your next two turns. ----- Minion of the Wastes {3}{B}{B}{B} Creature -- Minion */* Trample As Minion of the Wastes comes into play, pay any amount of life. Minion of the Wastes's power and toughness are each equal to the life paid as it came into play. * While Minion of the Wastes is not in play, its power and toughness are each 0. ----- Mogg Cannon {2} Artifact {T}: Target creature you control gets +1/+0 and gains flying until end of turn. Destroy that creature at end of turn. * If Mogg Cannon's ability is played during a turn's end step, the targeted creature will get +1/+0 and gain flying only for the rest of that turn. However, it won't be destroyed that turn because it's too late for "at end of turn" triggers to trigger. It will be destroyed at the end of the next turn. ----- Mongrel Pack {3}{G} Creature -- Hound 4/1 When Mongrel Pack is put into a graveyard from play during combat, put four 1/1 green Hound creature tokens into play. * Mongrel Pack's ability triggers if it's put into a graveyard during the combat phase for any reason, even if it didn't attack or block. ----- Mounted Archers {3}{W} Creature -- Human Soldier Archer 2/3 Reach {W}: Mounted Archers can block an additional creature this turn. * The effect of Mounted Archers's activated ability is cumulative. Each time it resolves, the number of creatures it can block that turn is increased by one. ----- Nature's Revolt {3}{G}{G} Enchantment All lands are 2/2 creatures that are still lands. * Lands that are also creatures due to Nature's Revolt are affected by summoning sickness. You can't attack with them or use their {T} abilities unless they began your most recent turn in play under your control. * If a land was also another card type, such as artifact, it retains those types in addition to being a land creature. * If a noncreature land becomes a land creature this way and then another effect animates it, the new effect overrides Nature's Revolt's effect. For example, Treetop Village is a 2/2 land creature while Nature's Revolt is in play. If you play Treetop Village's ability, it will be a 3/3 Ape land creature with trample for the rest of the turn. ----- No Quarter {3}{R} Enchantment Whenever a creature becomes blocked by a creature with lesser power, destroy the blocking creature. Whenever a creature blocks a creature with lesser power, destroy the attacking creature. * After blockers are declared, one of No Quarter's abilities will trigger for each attacking creature/blocking creature pair in which there's a power discrepancy. Only in cases where the powers of the two creatures are the same will they both be safe. * If either of No Quarter's abilities triggers, the designated creature will be destroyed when it resolves even if that creature's power has increased, it's been removed from combat, or the other creature has left play by that time. * If a creature would be destroyed by No Quarter but regenerates, it remains in play but is removed from combat. ----- Oracle en-Vec {1}{W} Creature -- Human Wizard 1/1 {T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of the chosen creatures that didn't attack. Play this ability only during your turn. * The targeted player can choose zero creatures. In that case, that player can't attack during his or her next turn, and no creatures are destroyed. * During the targeted player's next combat phase, each of the chosen creatures that he or she still controls must attack if able. (Tapped creatures, creatures affected by spells or abilities that say they can't attack, and creatures with unpaid costs to attack are exempt from effects that would require them to attack.) No other creatures can attack. * At the end of the targeted player's next turn, each of the chosen creatures that didn't attack during that turn is destroyed. It doesn't matter why that creature didn't attack or who controls it now. ----- Orim's Prayer {1}{W}{W} Enchantment Whenever one or more creatures attack you, you gain 1 life for each attacking creature. * This ability triggers only if one or more creatures attack you, not a planeswalker you control. However, when it resolves, you gain 1 life for each creature that's currently attacking, no matter who or what it's attacking. ----- Phyrexian Grimoire {3} Artifact {4}, {T}: Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand. * If you have only one card in your graveyard when this ability resolves, that card will have to be chosen by your opponent and removed from the game. You won't put anything into your hand. ----- Phyrexian Splicer {2} Artifact {2}, {T}: Choose one -- flying; first strike; shadow; or trample. Target creature with that ability loses it until end of turn and another target creature gains it until end of turn. * You choose flying, first strike, shadow, or trample before you choose a target for this ability. * When this ability resolves, if the first target is an illegal target (because it's left play or because it no longer has the chosen ability, perhaps) but the second target isn't, the ability will still resolve and grant the chosen ability to the second target. Similarly, if the second target is illegal but the first one isn't, the ability will still resolve and cause the first target to lose the chosen ability. If both targets are illegal, the ability is countered. * If Phyrexian Splicer has caused a creature to lose an ability, another spell or ability can have that creature regain that ability. ----- Propaganda {2}{U} Enchantment Creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you. * Propaganda doesn't affect creatures that are attacking planeswalkers. * Abilities that impose costs on attacking are cumulative. For example, if you control two Propagandas, a creature couldn't attack you unless its controller paid {4}. ----- Reality Anchor {1}{G} Instant Target creature loses shadow until end of turn. Draw a card. * Reality Anchor's target can be any creature. It doesn't matter if that creature has shadow. * If Reality Anchor has caused a creature to lose shadow, another spell or ability can have that creature regain shadow. ----- Reanimate {B} Sorcery Put target creature card from a graveyard into play under your control. You lose life equal to its converted mana cost. * The amount of life you lose is equal to the converted mana cost of the creature card as it last existed in the graveyard. For example, if you play Reanimate targeting Clone (a {3}{U} creature that can come into play as a copy of another creature), you'll lose 4 life regardless of what creature Clone comes into play as a copy of. ----- Reap {1}{G} Instant Return up to X target cards from your graveyard to your hand, where X is the number of black permanents target opponent controls as you play Reap. * As you play Reap, first you target an opponent, then you target a number of cards in your graveyard based on the number of black permanents the targeted opponent controls at this time. There's no time for the targeted opponent to respond before you choose those targets. * As you play Reap is the only time the spell checks the number of black permanents the targeted opponent controls. If that number is raised or lowered before Reap resolves, it won't affect how many cards you return to your hand. ----- Recycle {4}{G}{G} Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. * The triggered ability will trigger when you play a land card or play a nonland card as a spell. It won't trigger when you play a copy of a card, such as with Isochron Scepter. * If multiple effects modify your hand size, apply them in timestamp order. For example, if both Recycle and another permanent with an effect that sets your hand size are in play, the one that entered play most recently determines your hand size. If Recycle enters play after a permanent with an ability that raises or lowers your hand size, Recycle overwrites that effect. If a permanent that raises or lowers your hand size enters play after Recycle, that modification is applied to your hand size of two. * Your maximum hand size is checked only during the cleanup step of your turn. At any other time, you may have any number of cards in hand. ----- Reflecting Pool Land {T}: Add to your mana pool one mana of any type that a land you control could produce. * The types of mana are white, blue, black, red, green, and colorless. * Reflecting Pool checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs. For example, Vivid Crag says "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool." If you control Vivid Crag and Reflecting Pool, you can tap Reflecting Pool for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped. * Reflecting Pool doesn't care about any restrictions or riders your lands put on the mana they produce, such as Pillar of the Paruns and Hall of the Bandit Lord do. It just cares about types of mana. * Multiple Reflecting Pools won't help each other produce mana. If you control a Reflecting Pool, and all other lands you control either lack mana abilities or are other Reflecting Pools, you may still play Reflecting Pool's ability -- it just won't produce any mana. ----- Rolling Thunder {X}{R}{R} Sorcery Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players. * If X is greater than 0, the number of targets must be at least 1 and at most X. If X is 0, the number of targets must also be 0. * You divide the damage as you play Rolling Thunder, not as it resolves. Each target must receive at least 1 damage. ----- Root Maze {G} Enchantment Artifacts and lands come into play tapped. * Root Maze affects all artifacts and lands that come into play, including tokens and cards put into play by effects. ----- Rootwater Matriarch {2}{U}{U} Creature -- Merfolk 2/3 {T}: Gain control of target creature as long as that creature is enchanted. * Unlike many similar creatures, Rootwater Matriarch untaps as normal during your untap step. Whether it's tapped or untapped has no bearing on the control-change effect. * Whether the targeted creature is enchanted is checked continually, starting when the ability is played. If, before the ability resolves, there's any point at which the creature isn't enchanted, the ability has no effect -- even if the creature is enchanted by the time the ability resolves. * Similarly, the control-change effect ends if at any time the creature has no Auras attached to it. * The ability can target any creature, even one that has no Auras attached to it. However, as stated above, targeting a creature that's not enchanted will have no effect. ----- Sadistic Glee {B} Enchantment -- Aura Enchant creature Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature. * The counters are put on the creature, not the Aura. If the Aura moves or leaves play, the counters stay where they are. ----- Sarcomancy {B} Enchantment When Sarcomancy comes into play, put a 2/2 black Zombie creature token into play. At the beginning of your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you. * Sarcomancy's second ability checks for any Zombies, not just the Zombie that its first ability put into play. * Sarcomancy's second ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless there are no Zombies in play as your upkeep begins, and (2) the ability will do nothing unless there are no Zombies in play at the time it resolves. ----- Scalding Tongs {2} Artifact At the beginning of your upkeep, if you have three or fewer cards in hand, Scalding Tongs deals 1 damage to target opponent. * Scalding Tongs's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless you have three or fewer cards in your hand as your upkeep begins, and (2) the ability will do nothing unless you have three or fewer cards in your hand at the time it resolves. ----- Scorched Earth {X}{R} Sorcery As an additional cost to play Scorched Earth, discard X land cards. Destroy X target lands. * You can't choose a value for X that's greater than the number of land cards in your hand. ----- Scragnoth {4}{G} Creature -- Beast 3/4 Scragnoth can't be countered. Protection from blue * Any spells or abilities that would counter Scragnoth while it's on the stack will resolve. They just won't counter Scragnoth. Any other effects they might have work as normal. ----- Scroll Rack {2} Artifact {1}, {T}: Remove any number of cards in your hand from the game face down. Put that many cards from the top of your library into your hand. Then look at the removed cards and put them on top of your library in any order. * Scroll Rack's ability doesn't cause you to draw cards. Rather, it causes you to put cards from the top of your library into your hand. Abilities that care about drawing cards, such as the ones from Hoofprints of the Stag or Thought Reflection, won't do anything. Similarly, if the number of cards you try to put into your hand with Scroll Rack is greater than the number of cards in your library, you won't lose as a state-based effect because you didn't actually try to draw a card with an empty library. ----- Segmented Wurm {3}{R}{G} Creature -- Wurm 5/5 Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it. * If Segmented Wurm becomes the target of a spell or ability, its ability will trigger and go on the stack on top of that spell or ability. The -1/-1 counter effect will resolve first. ----- Shocker {1}{R} Creature -- Insect 1/1 Whenever Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards. * The number of cards the player draws is equal to the number of cards he or she discarded, not the amount of damage dealt by Shocker. ----- Soltari Guerrillas {2}{W}{R} Creature -- Soltari Soldier 3/2 Shadow (This creature can block or be blocked by only creatures with shadow.) {0}: The next time Soltari Guerrillas would deal combat damage to defending player this turn, it deals that damage to target creature instead. * If the creature targeted by Soltari Guerrillas's second ability is no longer in play by the time Soltari Guerrillas would deal combat damage to the defending player, the damage can't be redirected. It will be dealt to the defending player. * If multiple effects modify how damage will be dealt, the player who would be dealt damage chooses the order to apply the effects. For example, Samite Healer's ability says "Prevent the next 1 damage that would be dealt to target creature or player this turn." Suppose Soltari Guerrillas, after its activated ability has been played targeting Grizzly Bears, would deal its combat damage to a player who has played Samite Healer's ability targeting himself or herself. That player can either (a) prevent 1 damage first and then redirect the remaining 2 damage to the Bears, or (b) redirect the 3 damage to the Bears first, meaning the damage prevention effect never gets used at all (and thus could be used on damage from another source). * If you play Soltari Guerrillas's second ability multiple times during the same turn, and then Soltari Guerrillas would deal combat damage to the defending player, that player decides which one of the redirection effects to apply. (In other words, that player, not you, will decide which creature the damage is dealt to.) If that player chooses an effect that doesn't do anything (because the creature it would redirect the damage to is no longer in play), he or she will have to choose another effect because the damage would still be dealt to him or her. Once a redirection effect that works is chosen, damage would no longer be dealt to that player, so none of the other redirection effects will do anything. ----- Spike Drone {G} Creature -- Spike Drone 0/0 Spike Drone comes into play with a +1/+1 counter on it. {2}, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature. * The +1/+1 counter isn't moved from Spike Drone to the targeted creature. Rather, one +1/+1 counter is removed from Spike Drone as part of the cost of its ability, then later, when the ability resolves, a different +1/+1 counter is put on the targeted creature. Even if a counter can't be put on the target at the time the ability would resolve, the +1/+1 counter will be long gone from Spike Drone. ----- Spinal Graft {1}{B} Enchantment -- Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature becomes the target of a spell or ability, destroy that creature. It can't be regenerated. * If the enchanted creature becomes the target of a spell or ability, Spinal Graft's ability will trigger and go on the stack on top of that spell or ability. The destroy effect will resolve first. ----- Spirit Mirror {2}{W}{W} Enchantment At the beginning of your upkeep, if there are no Reflection tokens in play, put a 2/2 white Reflection creature token into play. {0}: Destroy target Reflection. * Spirit Mirror's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless there are no Reflection tokens in play as your upkeep begins, and (2) the ability will do nothing unless there are no Reflection tokens in play at the time it resolves. * Spirit Mirror's activated ability can target any Reflection, not just a token put into play with its first ability. For example, it can target any creature with changeling. ----- Stalking Stones Land {T}: Add {1} to your mana pool. {6}: Stalking Stones becomes a 3/3 Elemental artifact creature that's still a land. * Stalking Stones's second ability's effect has no duration. It will remain a 3/3 Elemental that's an artifact, creature, and land until the game ends, it leaves play, or some other effect changes those characteristics. * If Stalking Stones becomes a creature, you can't attack with it or use its {T} ability unless it began your most recent turn in play under your control. In other words, it's affected by summoning sickness while it's a creature. * If Stalking Stones is already a creature when you play its second ability, it'll stay a creature but the ability overwrites its power, toughness, and creature types. For example, if you turn Stalking Stones into a 3/3 creature and then an effect gives it -1/-1 until end of turn, playing its second ability again will make it 3/3 again. Damage that was dealt to the creature stays on it. ----- Starke of Rath {1}{R}{R} Legendary Creature -- Human Rogue 2/2 {T}: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath. * If the targeted artifact or creature becomes an illegal target, the entire ability is countered and Starke of Rath will remain under your control. On the other hand, if the targeted artifact or creature remains a legal target but isn't actually destroyed (because it's indestructible or it regenerates), the rest of the effect will still happen and that permanent's controller will gain control of Starke. * The control-change effect has no duration. It will last until the game ends or Starke leaves play. It may be superseded by a later control-change effect (such as Starke's ability being played again). ----- Static Orb {3} Artifact If Static Orb is untapped, players can't untap more than two permanents during their untap steps. * If you control Static Orb, and it's tapped as your untap step begins, then its effect doesn't do anything. You'll untap all your permanents. * If multiple Static Orbs are in play, the abilities are redundant. Each player will still be able to untap no more than two permanents during his or her untap step. ----- Steal Enchantment {U}{U} Enchantment -- Aura Enchant enchantment You control enchanted enchantment. * If you enchant an Aura with Steal Enchantment, you'll gain control of that Aura, but you won't get to move it. It'll keep enchanting whatever it's enchanting. * If you enchant a Licid that's been turned into an Aura with Steal Enchantment, you'll gain control of that permanent. However, the player who played the ability that turned it into an Aura is still the only one that can pay mana to turn it back into a Licid creature. If the player does, Steal Enchantment will be put into your graveyard as a state-based effect for enchanting an illegal permanent, and the Licid will go back to its appropriate controller. ----- Stun {1}{R} Instant Target creature can't block this turn. Draw a card. * If Stun is played after blockers have been declared, it won't cause those blocks to change. * Stun can target any creature at any time, whether or not that creature would be able to block that turn. ----- Telethopter {4} Artifact Creature -- Thopter 3/1 Tap an untapped creature you control: Telethopter gains flying until end of turn. * Since the activated ability doesn't have a tap symbol in its cost, you can tap a creature (including Telethopter itself) that hasn't been under your control since your most recent turn began to pay the cost. ----- Thalakos Dreamsower {2}{U} Creature -- Thalakos Wizard 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) You may choose not to untap Thalakos Dreamsower during your untap step. Whenever Thalakos Dreamsower deals damage to an opponent, tap target creature. That creature doesn't untap during its controller's untap step as long as Thalakos Dreamsower remains tapped. * Thalakos Dreamsower's third ability can target any creature, whether or not that creature is untapped. The creature doesn't have to be controlled by the player Thalakos Dreamsower dealt damage to. * Whether Thalakos Dreamsower is tapped is checked continually, starting when the ability triggers. If, before the ability resolves, there's any point at which Thalakos Dreamsower isn't tapped (either because it becomes untapped or because it leaves play), the ability has no effect -- even if Thalakos Dreamsower is tapped again by the time the ability resolves. * Similarly, the "doesn't untap" effect ends if at any time Thalakos Dreamsower isn't tapped, including if Thalakos Dreamsower leaves play. It doesn't matter if Thalakos Dreamsower is tapped again by the time the creature's controller's untap step begins. * The third ability is mandatory. If you're the only player who controls a creature, you'll have to target one of your own. If you control no other creatures, you'll have to target Thalakos Dreamsower itself. If Thalakos Dreamsower's ability affects one of your other creatures, you'll be able to untap Thalakos Dreamsower during your next untap step, but not the other creature. That will end the "doesn't untap" effect, so you'll be able to untap the other creature in the future. On the other hand, if Thalakos Dreamsower is affecting itself, you'll never be able to untap it during your untap step. The only way you could untap it is with some other spell or ability, such as Twitch. ----- Thumbscrews {2} Artifact At the beginning of your upkeep, if you have five or more cards in hand, Thumbscrews deals 1 damage to target opponent. * Thumbscrews's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless you have five or more cards in your hand as your upkeep begins, and (2) the ability will do nothing unless you have five or more cards in your hand at the time it resolves. ----- Tradewind Rider {3}{U} Creature -- Spirit 1/4 Flying {T}, Tap two untapped creatures you control: Return target permanent to its owner's hand. * To play Tradewind Rider's activated ability, you'll need Tradewind Rider plus two other creatures. Tradewind Rider must have been under your control since your most recent turn began (or have haste), but the other two creatures don't. ----- Trumpeting Armodon {3}{G} Creature -- Elephant 3/3 {1}{G}: Target creature blocks Trumpeting Armodon this turn if able. * If the targeted creature can't block Trumpeting Armodon (for example, because the targeted creature has shadow, or because it's controlled by the same player as Trumpeting Armodon), the ability does nothing and the targeted creature is free to block whichever creature its controller chooses, or block no creatures at all. ----- Unstable Shapeshifter {3}{U} Creature -- Shapeshifter 0/1 Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability. * The effect is mandatory. When a creature comes into play, Unstable Shapeshifter must become a copy of it whether you want it to or not. * The effect has no duration. Unstable Shapeshifter will remain a copy of the last creature to come into play until Unstable Shapeshifter leaves play or the triggered ability resolves again. If it becomes a copy of a different creature, the new copy will overwrite the old copy. * Unstable Shapeshifter copies the printed values of the creature, modified by any copy effects that have been applied to that creature, and grants itself its own ability. It won't copy other effects that have changed the creature's power, toughness, types, color, or so on. It also won't copy counters on the creature (it'll just retain the counters it already has). * If Unstable Shapeshifter becomes a copy of a token, it copies the original characteristics of that token as stated by the effect that put it into play, and grants itself its own ability. It does not become a token. * Unstable Shapeshifter's ability isn't targeted. It can copy a creature with shroud or protection. * If multiple creatures come into play at the same time, Unstable Shapeshifter's ability will trigger once for each of those creatures. You choose the order that those abilities will resolve. It's possible to have Unstable Shapeshifter become a copy of something, play an activated ability of that creature, then have it become a copy of something else, for example. The last ability to resolve will determine what it ends up as. * If an Unstable Shapeshifter is in play when another Unstable Shapeshifter comes into play, the first one will wind up with two copies of the triggered ability: One from the Unstable Shapeshifter it's copying, and one from itself. The next time a creature comes into play, both abilities will trigger. After it becomes a copy of the new creature and grants itself its triggered ability, it'll be back down to one copy of that ability. * If Unstable Shapeshifter becomes a copy of a creature with any "As [this creature] comes into play" or "When [this creature] comes into play" abilities, those abilities won't do anything because Unstable Shapeshifter is already in play. * If Unstable Shapeshifter is copying a creature with an activated ability that contains the restriction “Play this ability only once each turn,” then another version of that creature comes into play, Unstable Shapeshifter will wind up with a different copy of the same ability. This is, in fact, a different ability. If the first ability had been played that turn, the new ability can also be played that turn. ----- Vhati il-Dal {2}{B}{G} Legendary Creature -- Human Warrior 3/3 {T}: Target creature's power or toughness becomes 1 until end of turn. * You don't choose whether to affect the targeted creature's power or its toughness until the ability resolves. * Vhati il-Dal's ability overwrites most other effects that change or set the targeted creature's power or toughness. But certain other effects can still apply to it afterward. They are: -- Effects that happen after Vhati's ability resolves that change its power or toughness (like Giant Growth) or set its power and toughness to certain values (like Lignify). -- Counters that change the targeted creature's power and toughness, such as +1/+1 or -1/-1 counters, regardless of when they were put on that creature. -- Static abilities that change the targeted creature's power and toughness (such as those from Glorious Anthem), regardless of when they first took effect. -- Effects that switch the targeted creature's power and toughness, regardless of when they first took effect. ----- Volrath's Curse {1}{U} Enchantment -- Aura Enchant creature Enchanted creature can't attack or block and its activated abilities can't be played. That creature's controller may sacrifice a permanent to ignore this ability until end of turn. {1}{U}: Return Volrath's Curse to its owner's hand. * Sacrificing a permanent to ignore the effect of Volrath's Curse is a special action. The enchanted creature's controller can do it any time he or she has priority. It doesn't use the stack, so no one can respond to it -- it just happens. * You can sacrifice the enchanted creature itself to ignore the effect of Volrath's Curse. This will cause Volrath's Curse to be put into its owner's graveyard as a state-based effect. ----- Whim of Volrath {U} Instant Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.) Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.") * You choose the two color words or the two basic land types when Whim of Volrath resolves. You can't change a word to the same word; you must choose a different word. * Whim of Volrath affects each instance of the chosen word in the text box and the type line of the permanent, as long as it's being used as a color word or basic land type. Whim of Volrath won't change such words when used in card names, such as Island Fish Jasconius. It also won't change mana symbols. * Whim of Volrath changes only words actually printed on the permanent (if it's a card), words that are part of the permanent's original characteristics as stated by the effect that put it into play (if it's a token), or words that were granted to the permanent as part of a copy effect. It won't change words that are granted to the permanent by any other effects. For example, if an Aura grants a creature protection from blue, you can change that to protection from red by targeting the Aura, but not by targeting the creature. * Whim of Volrath can be used to change a land's type from one basic land type to another. For example, if you play it on a Forest and change "Forest" to "Island," the permanent's name will still be Forest, but its land type will be Island. As a result, it will produce {U} rather than {G}. * Whim of Volrath can target any permanent, whether or not it has any color words or any basic land words. ----- Wood Sage {G}{U} Creature -- Human Druid 1/1 {T}: Name a creature card. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard. * You don't name a creature card until the ability resolves. You must name a card before revealing the top four cards of your library. ----- Worthy Cause {W} Instant Buyback {2} (You may pay an additional {2} as you play this spell. If you do, put this card into your hand as it resolves.) As an additional cost to play Worthy Cause, sacrifice a creature. You gain life equal to the sacrificed creature's toughness. * If you choose to play Worthy Cause with buyback, then it has two additional costs: the buyback cost, and the "sacrifice a creature" cost. * You gain life equal to the toughness of the sacrificed creature as it last existed in play. ----- All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. (c)2008 Wizards.