_Weatherlight_(TM) Frequently Asked Questions Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers and Sheldon Menery Document last modified December 6, 2007 _Weatherlight_ boosters packs, tournament packs, and theme decks go on sale at the _Magic Online_(TM) store at 9 a.m. (PST) on December 12, 2007. The _Weatherlight_ set becomes legal for play in Classic, Classic (Vanguard), Freeform, Mirage Constructed, Prismatic, Singleton, and Tribal Wars -- Classic formats on the day it goes on sale. _Weatherlight_ release events begin on December 14, 2007. The _Weatherlight_ expansion, originally released in 1997, is a 167-card, black-bordered set featuring 50 rares, 55 uncommons, and 62 commons. The _Weatherlight_ set is nonredeemable. Online cards from the _Weatherlight_ set can't be exchanged for physical _Weatherlight_ 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 in the ten years since the _Weatherlight_ set was originally released. Many card wordings, including creature types, have also significantly changed. Most _Weatherlight_ 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. We recommend that you select the "Show Oracle text" option in your Display Settings window when playing with _Weatherlight_ cards online. ----- ***Info: Keywords*** The _Weatherlight_ set introduces no new keywords. It contains many keywords, themes, and mechanics from the _Mirage_(TM) set, however. The rules for banding and cumulative upkeep are contained here because they’ve been slightly modified in recent months. For information on flanking and phasing, please see the _Mirage_ FAQ (http://www.wizards.com/dci/downloads/MirageFAQ120505.rtf). ----- ***Keyword Ability: Banding*** Banding is a creature ability that does very different things when the creature is attacking than when it's blocking. Benalish Infantry {2}{W} Creature — Human Soldier 1/3 Banding The official rules for the banding ability are as follows: 502.10. Banding 502.10a Banding is a static ability that modifies the rules for declaring attackers and assigning combat damage. 502.10b As a player declares attackers, he or she may declare that any number of those creatures with banding, and up to one of those creatures without banding, are all in a “band.” All of those creatures must attack the same player or planeswalker. (Defending players can’t declare bands but may use banding in a different way; see rule 502.10h.) 502.10c A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. 502.10d Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes the banding ability from one or more creatures. However, creatures in a band that are removed from combat are also removed from the band. 502.10e If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature. Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s). 502.10f Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents. 502.10g If one member of a band would become blocked due to an effect, the entire band becomes blocked. 502.10h A player who controls an attacking creature with banding chooses how combat damage is assigned by creatures blocking that creature. A player who controls a blocking creature with banding chooses how combat damage is assigned by creatures it blocks. If the creature had banding when it attacked or blocked but the ability was removed before the combat damage step, damage is assigned normally. 502.10i Multiple instances of banding on the same creature are redundant. More simply: * If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The entire band must attack the same player or planeswalker. The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is dealt. * A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in that band. * If a creature with banding blocks, the defending player chooses how the blocked creature deals its combat damage. Creatures don't form "bands" on defense. ----- ***Keyword Ability: Cumulative Upkeep*** Cumulative upkeep is a mechanic featured in the _Ice Age_(TM) and _Mirage_(TM) blocks. Revered Unicorn {1}{W} Creature — Unicorn 2/3 Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Revered Unicorn leaves play, its controller gains life equal to the number of age counters on it. The official rules for the cumulative upkeep ability are as follows: 502.13. Cumulative Upkeep 502.13a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed. Example: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it. When its ability next triggers and resolves, the creature’s controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature in play. Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age counter on it. When its ability next triggers and resolves, its controller can’t choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed. 502.13b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not linked to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves. Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The creature currently has no counters but both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life. * Paying cumulative upkeep is always optional. If it's not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can't be made. For example, if a permanent with "cumulative upkeep {1}" has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice the permanent. * Note that the decision to track cumulative upkeep using counters was made when the "Sixth Edition rules" (and the original version of the Oracle card database) were released in 1999. Some _Weatherlight_ cards that referred to the “last paid cumulative upkeep” now refer to the number of age counters on that card. ----- ***Theme: Graveyard Order Matters*** Many _Weatherlight_ cards refer to the order of the cards in a player’s graveyard. Spinning Darkness {4}{B}{B} Instant You may remove the top three black cards in your graveyard from the game rather than pay Spinning Darkness’s mana cost. Spinning Darkness deals 3 damage to target nonblack creature. You gain 3 life. Bone Dancer {1}{B}{B} Creature — Zombie 2/2 Whenever Bone Dancer attacks and isn’t blocked, you may put the top creature card from defending player’s graveyard into play under your control. If you do, Bone Dancer deals no combat damage this turn. * 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. * If you’re playing Online, you’ll have a new option under the Advanced Settings tab. If you have this option selected when multiple cards are put into your graveyard at the same time, Magic Online will automatically order those cards. If you don’t have this option selected, you’ll manually choose their relative order within your graveyard. The default will be to have this option selected. ----- ***Theme: Sacrifice Buyouts*** In addition to the cards with cumulative upkeep, a number of other _Weatherlight_ creature cards have triggered abilities that tell you to sacrifice them unless you pay a cost or perform an action. Barrow Ghoul {1}{B} Creature — Zombie 4/4 At the beginning of your upkeep, sacrifice Barrow Ghoul unless you remove the top creature card in your graveyard from the game. * Some of these abilities trigger at the beginning of your upkeep, while others trigger when the creature comes into play. * When the ability resolves, you choose whether to sacrifice the creature or perform the other action. If you can’t perform the other action (in Barrow Ghoul’s case, if you don’t have any creature cards in your graveyard), then you must sacrifice the creature. * If the creature is no longer in play when the ability resolves, you may still perform the action if you want. ----- CARD-SPECIFIC NOTES Abduction {2}{U}{U} Enchantment — Aura Enchant creature When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that creature to play under its owner’s control. * Abduction can target any creature, not just a tapped one. ----- Abeyance {1}{W} Instant Until end of turn, target player can’t play instants, sorceries, or activated abilities that aren't mana abilities. Draw a card. * Abeyance won’t affect spells and abilities that are already on the stack. They’ll continue to resolve as normal. * Abeyance will prevent the targeted player from playing activated abilities from all sources, even those not in play. ----- Abyssal Gatekeeper {1}{B} Creature — Horror 1/1 When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature. * The player whose turn it is chooses a creature to sacrifice, then each other player in turn order chooses a creature to sacrifice, then all chosen creatures are sacrificed at the same time. ----- Angelic Renewal {1}{W} Enchantment Whenever a creature is put into your graveyard from play, you may sacrifice Angelic Renewal. If you do, return that creature to play. * It doesn’t matter who controlled the creature while it was in play. It only matters that it’s put into your graveyard. * If an animated permanent that’s not normally a creature is put into your graveyard from play, Angelic Renewal can return that card to play. * If a token creature is put into your graveyard from play, you can sacrifice Angelic Renewal, but nothing will be returned to play. * If multiple creatures are put into your graveyard at the same time, Angelic Renewal’s ability will trigger that many times. It can return a maximum of one of those creatures, however. * If a creature and Angelic Renewal are both put into your graveyard at the same time, Angelic Renewal’s ability will trigger. However, since you’ll be unable to sacrifice it, you won’t be able to return that creature to play. ----- Apathy {U} Enchantment — Aura Enchant creature Enchanted creature doesn’t untap during its controller’s untap step. At the beginning of the upkeep of enchanted creature’s controller, that player may discard a card at random. If he or she does, untap that creature. * The player may discard a card at random whether the enchanted creature is tapped or not. ----- Barishi {2}{G}{G} Creature — Elemental 4/3 When Barishi is put into a graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library. * The player who controlled Barishi when it left play is the player who controls the ability. It doesn’t matter whose graveyard Barishi is put into. * If Barishi isn’t in your graveyard by the time the ability resolves, you still shuffle all creature cards from your graveyard into your library. ----- Betrothed of Fire {1}{R} Enchantment — Aura Enchant creature Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn. Sacrifice enchanted creature: Creatures you control get +2/+0 until end of turn. * If you control Betrothed of Fire, but it’s attached to a creature you don’t control, no one can play the last ability. The creature’s controller can’t play it because that player doesn’t control the Aura. You can’t play it because you can’t pay the cost -- you can’t sacrifice a creature you don’t control. ----- Bogardan Firefiend {2}{R} Creature — Elemental Spirit 2/1 When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature. * The ability is mandatory. If you're the only player who controls any creatures, you must target one of your own creatures with the ability. ----- Bösium Strip {3} Artifact {3}, {T}: Until end of turn, if the top card in your graveyard is an instant or sorcery card, you may play that card. If a card played this way would be put into a graveyard this turn, remove it from the game instead. * Cards played as a result of Bosium Strip’s ability follow all the rules for playing spells. Their full costs must be paid. All the normal timing restrictions must be followed. (For example, you can’t play a sorcery card this way during your opponent’s turn.) The only difference is that the card is being played from your graveyard rather than your hand. * Once Bösium Strip’s ability resolves, it is true for the remainder of the turn. You may play multiple cards from your graveyard this way. * If the top card in your graveyard has flashback, you may play it by using Bösium Strip’s ability or by using the flashback ability. * A card played with Bosium Strip is removed from the game if it would be put into a graveyard from the stack for any reason -- if it resolved, or if it was countered. If a different replacement effect would also affect where that spell would go, the spell’s controller chooses which replacement effect to apply. ----- Briar Shield {G} Enchantment — Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn. * When you play Briar Shield’s activated ability, Briar Shield is put into the graveyard as a cost. The +1/+1 effect immediately ends, but the +3/+3 effect won’t begin until the ability resolves. The enchanted creature gets no bonus while Briar Shield’s ability is on the stack. If its toughness is 0 during this time, it’ll be put into the graveyard. ----- Chimeric Sphere {3} Artifact {2}: Until end of turn, Chimeric Sphere becomes a 2/1 Construct artifact creature with flying. {2}: Until end of turn, Chimeric Sphere becomes a 3/2 Construct artifact creature without flying. * If the first ability is played and resolves, then the second ability is played and resolves, Chimeric Sphere will be a 3/2 creature. It won’t have flying. ----- Choking Vines {X}{G} Instant Play Choking Vines only during the declare blockers step. X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on unblockable creatures.) * Choking Vines isn't particularly effective against creatures with trample. Since the creature with trample has no blocker to assign damage to, all the damage will be assigned to the defending player. * You may target a blocked creature with Choking Vines. Choking Vines will deal 1 damage to it, and have no other effect on it. * If a previously unblocked creature becomes blocked as a result of Choking Vines, any “When this creature becomes blocked” abilities that creature has will trigger. Any “When this creature becomes blocked by a creature” abilities that creature has won’t trigger. ----- Circling Vultures {B} Creature — Bird 3/2 Flying You may discard Circling Vultures any time you could play an instant. At the beginning of your upkeep, sacrifice Circling Vultures unless you remove the top creature card in your graveyard from the game. * Circling Vultures’s discard ability is a static ability, not an activated ability. Although it acts like an activated ability that says “Discard Circling Vultures: Nothing happens,” it is not one and cards like Pithing Needle or Abeyance won’t prevent you from being able to discard it. ----- Debt of Loyalty {1}{W}{W} Instant Regenerate target creature. You gain control of that creature if it regenerates this way this turn. * Playing Debt of Loyalty puts a regeneration shield on a creature. If, later in the turn, that creature would be destroyed, instead it regenerates and you gain control of it. Note that it will be tapped when you gain control of it. The control change has no duration; you’ll retain control of that creature until the game ends or until some other effect causes it to change control. * If you play Debt of Loyalty but nothing happens to the targeted creature for the rest of the turn that would cause it to be destroyed, Debt of Loyalty has no visible effect. The regeneration shield wears off at the end of the turn. If the creature regenerates during a later turn, you won’t gain control of it. * If a creature has two regeneration shields on it -- one from a Debt of Loyalty you played and one from another effect -- and it would be destroyed, its controller chooses which regeneration shield to use. If that player chooses to use the Debt of Loyalty shield, you’ll gain control of the creature. If the player chooses to use the other shield, you won’t gain control of the creature, but the Debt of Loyalty shield will remain on that creature for the rest of the turn (in case it would be destroyed again). * You may play Debt of Loyalty targeting a creature you already control. If you do, and that creature would be destroyed later in the turn, it will regenerate and you’ll gain control of it (though gaining control of a creature you already control usually has no visible effect). * An indestructible creature never needs to regenerate, so Debt of Loyalty will have no effect on it. ----- Desperate Gambit {R} Instant Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage. * The chosen source may be a permanent, a spell on the stack, anything referred to by something on the stack (such as a Prodigal Pyromancer that’s left play while its ability is still on the stack), or a creature that’s left play while its combat damage is still on the stack. * The coin is flipped when Desperate Gambit resolves, not when the damage would be dealt. You’ll know in advance what will happen the next time that source would deal damage. ----- Disrupt {U} Instant Counter target instant or sorcery spell unless its controller pays {1}. Draw a card. * You draw a card regardless of whether the targeted spell was countered or {1} was paid. ----- Doomsday {B}{B}{B} Sorcery Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. * If your graveyard and library combined contain five or more cards, you must choose five cards from among them. You can’t choose to find fewer than that. * If your graveyard and library combined contain fewer than five cards, all of those cards will wind up in your library. ----- Empyrial Armor {1}{W}{W} Enchantment — Aura Enchant creature Enchanted creature gets +X/+X, where X is the number of cards in your hand. * The value of X is recalculated constantly, so this card's bonus varies as the number of cards in your hand varies. ----- Ertai’s Familiar {1}{U} Creature — Illusion 2/2 Phasing When Ertai’s Familiar phases out or leaves play, put the top three cards of your library into your graveyard. {U}: Until your next upkeep, Ertai’s Familiar can’t phase out. * Playing the activated ability will prevent Ertai’s Familiar from phasing out for any reason, not just due to its own phasing ability. ----- Fatal Blow {B} Instant Destroy target creature that was dealt damage this turn. It can’t be regenerated. * Fatal Blow can’t target a creature that hasn’t been dealt damage this turn. * Fatal Blow cares whether the creature had been dealt damage during the turn, not whether there is still damage on it. If the creature had regenerated, causing all damage to clear, Fatal Blow can still target and destroy it. ----- Firestorm {R} Instant As an additional cost to play Firestorm, discard X cards. Firestorm deals X damage to each of X target creatures and/or players. * For example, if you discard four cards, you must target four different creatures and/or players. Firestorm will deal 4 damage to each of them. * The value of X can’t exceed the number of cards in your hand or the number of available legal targets, whichever is smaller. X can be 0. * The same creature or player can’t be targeted more than once. ----- Flux {2}{U} Sorcery Each player discards any number of cards, then draws that many cards. Draw a card. * Each player chooses how many cards he or she would like to discard. That number may be 0. ----- Fungus Elemental {3}{G} Creature — Fungus Elemental 3/3 {G}, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn. * This ability can be played during a turn in which Fungus Elemental has phased in. ----- Gaea’s Blessing {1}{G} Sorcery Target player shuffles up to three target cards from his or her graveyard into his or her library. Draw a card. When Gaea’s Blessing is put into your graveyard from your library, shuffle your graveyard into your library. * You must target a player. You may target zero, one, two, or three cards in that player’s graveyard. ----- Gemstone Mine Land Gemstone Mine comes into play with three mining counters on it. {T}, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it. * If the last mining counter is removed from Gemstone Mine in some way other than activating its ability (such as with Chisei, Heart of Oceans), Gemstone Mine won't be sacrificed but its ability can no longer be played. ----- Goblin Grenadiers {3}{R} Creature — Goblin 2/2 Whenever Goblin Grenadiers attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature and target land. * Both a creature and a land must be targeted when the ability triggers. If there aren’t enough legal targets, the ability doesn’t go on the stack and Goblin Grenadiers can’t be sacrificed this way. * A permanent that’s both a land and a creature may be chosen as both of this ability’s targets. ----- Goblin Vandal {R} Creature — Goblin 1/1 Whenever Goblin Vandal attacks and isn't blocked, you may pay {R}. If you do, destroy target artifact defending player controls and Goblin Vandal deals no combat damage this turn. * If the defending player controls no artifacts that you can target, the ability doesn’t go on the stack and you can’t pay {R}. ----- Heart of Bogardan {2}{R}{R} Enchantment Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Heart of Bogardan’s cumulative upkeep isn’t paid, it deals X damage to target player and each creature he or she controls, where X is twice the number of age counters on Heart of Bogardan minus two. * In other words, if you sacrifice Heart of Bogardan rather than pay its cumulative upkeep, X is equal to the amount of mana last spent to pay its cumulative upkeep. ----- Jabari’s Banner {2} Artifact {1}, {T}: Target creature gains flanking until end of turn. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) * Giving a creature flanking after blockers have been declared won’t have any effect. Specifically: -- If you give flanking to an attacking creature after blockers have been declared, it’s too late for flanking to trigger. -- If you give flanking to a creature that’s blocking an attacking creature with flanking, it’s too late to prevent the blocking creature from getting -1/-1, even if the attacker’s flanking ability hasn’t resolved yet. ----- Lava Storm {3}{R}{R} Instant Choose one — Lava Storm deals 2 damage to each attacking creature; or Lava Storm deals 2 damage to each blocking creature. * Lava Storm may be played at any time, but it will have no effect unless there are attacking or blocking creatures in play (which exist only during certain steps of the combat phase). ----- Liege of the Hollows {2}{G}{G} Creature — Spirit 3/4 When Liege of the Hollows is put into a graveyard from play, each player may pay any amount of mana. Then each player puts into play a number of 1/1 green Squirrel creature tokens equal to the amount of mana he or she paid this way. * The player whose turn it is pays any amount of mana he or she wants, then each other player in turn order does the same, then all the Squirrel tokens are put into play at the same time. ----- Llanowar Behemoth {3}{G}{G} Creature — Elemental 4/4 Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn. * Since the activated ability doesn't have a tap symbol in its cost, you can tap a creature (including Llanowar Behemoth itself) that hasn't been under your control since your most recent turn began to pay the cost. ----- Llanowar Druid {1}{G} Creature — Elf Druid 1/2 {T}, Sacrifice Llanowar Druid: Untap all Forests. * Llanowar Druid’s ability untaps all Forests in play, not just the ones you control. ----- Llanowar Sentinel {2}{G} Creature — Elf 2/3 When Llanowar Sentinel comes into play, you may pay {1}{G}. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library. * Llanowar Sentinels can "chain": If you put a second Llanowar Sentinel into play as a result of this ability, that creature's comes-into-play ability triggers and allows you to search for yet another Llanowar Sentinel. ----- Lotus Vale Land If Lotus Vale would come into play, sacrifice two untapped lands instead. If you do, put Lotus Vale into play. If you don’t, put it into its owner’s graveyard. {T}: Add three mana of any one color to your mana pool. * If you don’t sacrifice the lands, Lotus Vale never comes into play -- it goes directly to your graveyard. ----- Mana Web {3} Artifact Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that can produce any type of mana that land could produce. * When a land an opponent controls is tapped for mana, this card checks which types of mana (white, blue, black, red, green, or colorless) that land could produce using any of its mana abilities, not merely the one the player just used. Then it checks which lands that player controls have abilities that could produce any of those types of mana. Then it taps those lands. * The lands that are tapped by Mana Web’s ability don’t produce mana as a result. * The opponent can tap his or her lands for mana in response to Mana Web’s ability triggering. ----- Maraxus of Keld {4}{R}{R} Legendary Creature — Human Warrior */* Maraxus of Keld’s power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control. * A permanent that’s more than one of these types (such as an artifact creature) counts only once. ----- Master of Arms {2}{W} Creature — Human Soldier 2/2 First strike {1}{W}: Tap target creature blocking Master of Arms. Prevent all combat damage that creature would deal this turn. * Master of Arms has received errata so that its functionality is much closer to how it worked at the time it was printed. (When _Weatherlight_ was released, tapped blockers didn’t deal combat damage.) ----- Mistmoon Griffin {3}{W} Creature — Griffin 2/2 Flying When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then return the top creature card from your graveyard to play. * If you control Mistmoon Griffin when it goes to the graveyard, you remove the Griffin from the game and return the top creature card from your graveyard to play. It doesn’t matter whose graveyard the Griffin goes to. * If Mistmoon Griffin is removed from the graveyard before the ability resolves, you still return the top creature card from your graveyard to play. ----- Mwonvuli Ooze {G} Creature — Ooze 1+*/1+* Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Mwonvuli Ooze’s power and toughness are each equal to 1 plus twice the number of age counters on it. * If you choose not to pay Mwonvuli Ooze’s cumulative upkeep, it will still get an age counter before being sacrificed. Its power and toughness will momentarily increase before being put into the graveyard, which might matter to certain other cards (such as Proper Burial). ----- Noble Benefactor {2}{U} Creature — Human Cleric 2/2 When Noble Benefactor is put into a graveyard from play, each player may search his or her library for a card and put that card into his or her hand. Then each player who searched his or her library this way shuffles it. * The player whose turn it is searches his or her library (or chooses not to), then each other player in turn order does the same. Then the player whose turn it is shuffles his or her library (if that player searched), then each other player in turn order does the same. ----- Null Rod {2} Artifact Activated abilities of artifacts can’t be played. * This includes mana abilities. * This covers only artifacts that are in play. ----- Odylic Wraith {3}{B} Creature — Wraith 2/2 Swampwalk Whenever Odylic Wraith deals damage to a player, that player discards a card. * Odylic Wraith’s ability triggers when it deals any kind of damage to a player, not just when it deals combat damage. ----- Peacekeeper {2}{W} Creature — Human 1/1 At the beginning of your upkeep, sacrifice Peacekeeper unless you pay {1}{W}. Creatures can’t attack. * Peacekeeper’s ability doesn’t cause the combat phase or the declare attackers step to be skipped. ----- Psychic Vortex {2}{U}{U} Enchantment Cumulative upkeep—Draw a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the end of your turn, sacrifice a land and discard your hand. * Psychic Vortex’s cumulative upkeep ability has you draw cards as a cost. If you choose to do so, and some or all of those draws are replaced by replacement effects, you are still considered to have paid the cumulative upkeep cost. * You may choose to draw cards to pay the cumulative upkeep cost even if the number of cards you’d have to draw exceeds the number of cards in your library. If enough of those draws are replaced by replacement effects so you don’t actually attempt to draw a card with an empty library, everything’s fine. However, if you do attempt to draw a card with an empty library this way, Psychic Vortex will remain in play but you’ll lose the game as a state- based effect as soon as the cumulative upkeep ability finishes resolving. ----- Revered Unicorn {1}{W} Creature — Unicorn 2/3 Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Revered Unicorn leaves play, its controller gains life equal to the number of age counters on it. * Revered Unicorn’s leaves-play ability triggers no matter how it leaves play, not just when you don’t pay its cumulative upkeep. * If you choose not to pay Revered Unicorn’s cumulative upkeep, it will still get an age counter before being sacrificed, which impacts the amount of life you gain. ----- Sawtooth Ogre {2}{R}{R} Creature — Ogre 3/3 Whenever Sawtooth Ogre blocks or becomes blocked by a creature, Sawtooth Ogre deals 1 damage to that creature at end of combat. * If Sawtooth Ogre isn’t in play by the time its “at end of combat” delayed triggered ability resolves, it’ll still deal damage to the creature. ----- Scorched Ruins Land If Scorched Ruins would come into play, sacrifice two untapped lands instead. If you do, put Scorched Ruins into play. If you don’t, put it into its owner’s graveyard. {T}: Add {4} to your mana pool. * If you don’t sacrifice the lands, Scorched Ruins never comes into play -- it goes directly to your graveyard. ----- Serenity {1}{W} Enchantment At the beginning of your upkeep, destroy all artifacts and enchantments. They can’t be regenerated. * Serenity’s triggered ability destroys itself too. ----- Serrated Biskelion {3} Artifact Creature — Construct 2/2 {T}: Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature. * If Serrated Biskelion leaves play before its ability resolves, you’ll still put a -1/-1 counter on the targeted creature. If the target leaves play or otherwise becomes an illegal target before the ability resolves, the ability is countered and you won’t put a -1/-1 counter on Serrated Biskelion. ----- Sylvan Hierophant {1}{G} Creature — Human Cleric 1/2 When Sylvan Hierophant is put into a graveyard from play, remove Sylvan Hierophant from the game, then return another target creature card from your graveyard to your hand. * If you control Sylvan Hierophant when it goes to the graveyard, you remove the Hierophant from the game and return a creature card from your graveyard to your hand. It doesn’t matter whose graveyard the Hierophant goes to. * If Sylvan Hierophant is removed from the graveyard before the ability resolves, you still return the targeted creature card from your graveyard to your hand. ----- Tariff {1}{W} Sorcery Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature’s mana cost. If two creatures a player controls are tied for highest cost, that player chooses one. * First the active player identifies the creature he or she controls with the highest mana cost (and chooses one if there’s a tie) and chooses whether to sacrifice it or pay mana. Then each other player in turn order does the same. All creatures sacrificed this way are sacrificed at the same time. * Although Tariff checks the converted mana cost of the creatures in play, you need to pay the creature’s actual mana cost (including color) to keep it in play. ----- Teferi’s Veil {1}{U} Enchantment Whenever a creature you control attacks, it phases out at end of combat. * The “at end of combat” ability triggers after combat damage resolves. Creatures dealt lethal damage in combat won't be saved this way. ----- Thran Forge {3} Artifact {2}: Until end of turn, target nonartifact creature gets +1/+0 and becomes an artifact in addition to its other types. * If Thran Forge’s ability is played targeting a creature, then it’s played again in response targeting the same creature, the second instance will resolve. The first instance will then be countered for having an illegal target, since the target is no longer a nonartifact creature. ----- Thran Tome {4} Artifact {5}, {T}: Reveal the top three cards of your library. Target opponent chooses one of those cards. Put that card into your graveyard, then draw two cards. * After the opponent chooses which card to put into your graveyard, you draw two cards regardless of how many were actually revealed or how many you have left in your library. ----- Tolarian Entrancer {1}{U} Creature — Human Wizard 1/1 Whenever Tolarian Entrancer becomes blocked by a creature, gain control of that creature at end of combat. * The control change has no duration; you’ll retain control of that creature until the game ends or until some other effect causes it to change control. It doesn’t matter if Tolarian Entrancer leaves play, or if Tolarian Entrancer has already left play by the time the “at end of combat” ability triggers. ----- Tolarian Serpent {5}{U}{U} Creature — Serpent 7/7 At the beginning of your upkeep, put the top seven cards of your library into your graveyard. * If your library contains fewer than seven cards, they’re all put into your graveyard. ----- Urborg Stalker {3}{B} Creature — Horror 2/4 At the beginning of each player’s upkeep, if that player controls a nonblack, nonland permanent, Urborg Stalker deals 1 damage to that player. * Urborg Stalker’s ability will trigger at the beginning of your upkeep as well. * This ability checks whether the player controls any nonblack, nonland permanents twice: once when it would trigger, and once when it resolves. If all the player’s nonland permanents are black at the time the ability would trigger, it doesn't trigger at all. If all the player’s nonland permanents are black at the time the ability would resolve, it’s countered. ----- Veteran Explorer {G} Creature — Human Soldier 1/1 When Veteran Explorer is put into a graveyard from play, each player may search his or her library for up to two basic land cards and put them into play. Then each player who searched his or her library this way shuffles it. * The player whose turn it is searches his or her library (or chooses not to), then each other player in turn order does the same. Then the player whose turn it is shuffles his or her library (if that player searched), then each other player in turn order does the same. ----- Wave of Terror {2}{B} Enchantment Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can’t be regenerated. * This destroys creatures with converted mana cost exactly equal to the appropriate number, not equal to or less than that number. * If you don’t pay the cumulative upkeep, you’ll sacrifice Wave of Terror before your draw step begins. It won’t destroy any creatures that turn. ----- Well of Knowledge {3} Artifact {2}: Draw a card. Any player may play this ability but only during his or her draw step. * Each player may play the ability multiple times during his or her draw step. ----- Winding Canyons Land {T}: Add {1} to your mana pool. {2}, {T}: Until end of turn, you may play creature cards as though they had flash. * The ability isn’t limited to creature cards in your hand. If an effect allows you to play creature cards from some other zone, then Winding Canyons will allow you to do so as though they had flash. ----- All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. (c)2007 Wizards.