_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.
-----

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