_Zendikar_(TM) Frequently Asked Questions

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

Document last modified September 24, 2009



_Zendikar_ Prerelease tournaments: September 26-27, 2009

_Zendikar_ official release date: Friday, October 2, 2009

_Zendikar_ Launch Parties: October 2-4, 2009



Go to  to find an event or store near you.



The _Zendikar_ set becomes legal for sanctioned Constructed play on its
official release date.

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

-- At that time, the following card sets will be permitted in the _Zendikar_
Block Constructed format: _Zendikar_.



The _Zendikar_ set contains 249 cards (101 common, 60 uncommon, 53 rare, 15
mythic rare, 20 basic land).



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 in the set.



Items in the "Card-Specific Notes" section include full rules text for your
reference. Not all cards in the set are listed.

-----



GENERAL NOTES



***Theme: Full-Art Basic Lands***



The _Zendikar_ set features basic land cards that have been printed without a
text box. These lands appear in booster packs and in the fat pack. Full-art
basic lands function the same way as any other basic lands, since each land
with a basic land type intrinsically has the mana ability associated with that
type. (_Zendikar_ intro packs contain basic land cards with normal card
frames. The collector numbers of those cards contain the letter "a.")

-----



***Returning Keyword Ability: Kicker***

  

Kicker is an ability originally seen in the _Invasion_(TM) block. It
represents an additional cost, and may appear on any type of card that can be
cast as a spell.



Goblin Ruinblaster

2R

Creature -- Goblin Shaman

2/1

Kicker R (You may pay an additional R as you cast this spell.)

Haste

When Goblin Ruinblaster enters the battlefield, if it was kicked, destroy
target nonbasic land.



Marsh Casualties

BB

Sorcery

Kicker 3 (You may pay an additional 3 as you cast this spell.)

Creatures target player controls get -1/-1 until end of turn. If Marsh
Casualties was kicked, those creatures get -2/-2 until end of turn instead.



The official rules for the kicker ability are as follows:



702.30. Kicker



702.30a Kicker is a static ability that functions while the spell is on the
stack.  "Kicker [cost]" means "You may pay an additional [cost] as you cast
this spell."  The phrase "Kicker [cost 1] and/or [cost 2]" means the same
thing as "Kicker [cost 1], kicker [cost 2]." Paying a spell's kicker cost(s)
follows the rules for paying additional costs in rules 601.2b and 601.2e-g.



702.30b If a spell's controller declares the intention to pay any of that
spell's kicker costs, that spell has been "kicked." See rule 601.2b.



702.30c Objects with kicker have additional abilities that specify what
happens if it was kicked. These abilities are linked to the kicker abilities
printed on that object: they can refer only to those specific kicker
abilities. See rule 606, "Linked Abilities."



702.30d Objects with more than one kicker cost have abilities that each
correspond to a specific kicker cost. They contain the phrases "if it was
kicked with its [A] kicker" and "if it was kicked with its [B] kicker," where
A and B are the first and second kicker costs listed on the card,
respectively. Each of those abilities is linked to the appropriate kicker
ability.



702.30e If part of a spell's ability has its effect only if that spell was
kicked, and that part of the ability includes any targets, the spell's
controller chooses those targets only if that spell was kicked. Otherwise, the
spell is cast as if it did not have those targets. See rule 601.2c.



* You kick a spell as you cast it. You declare whether you're going to pay a
kicker cost at the same time you'd choose a spell's mode, and then you
actually pay it at the same time you pay the spell's mana cost. Kicking a
spell is always optional.



* You can pay any particular kicker cost only once. You can't pay it multiple
times to "pump up" the effect.



* Some instant and sorcery spells have an additional effect if they were
kicked. Other instant and sorcery spells have a different effect if they were
kicked. Read these cards carefully: If they include the word "instead," the
second effect replaces the first. If they don't include the word "instead,"
both the first and second effects occur. 



* Some permanents with kicker enter the battlefield with counters on them if
they were kicked. Other permanents with kicker have "enters the battlefield"
triggered abilities that check whether they were kicked. These look at whether
they were kicked when cast as a spell. If not, the ability doesn't trigger at
all. If such a permanent is put onto the battlefield as the result of a spell
or ability, there's no opportunity to kick them.



* If a permanent has a targeted "enters the battlefield" ability that triggers
if it was kicked, the target isn't chosen until the permanent enters the
battlefield and the ability triggers (as opposed to when that permanent was
cast). That means that sometimes you may wind up targeting something you don't
want to. For example, say you cast a kicked Heartstabber Mosquito, which has
the ability "When Heartstabber Mosquito enters the battlefield, if it was
kicked, destroy target creature." In response to the Heartstabber Mosquito
spell, your opponent sacrifices his or her only creature. When the Mosquito
enters the battlefield, its ability triggers, and you must choose a target for
it. If no one else controls any creatures, you must target one of your own --
possibly Heartstabber Mosquito itself.



* Kicker costs don't change a spell's mana cost or converted mana cost.



* If a kicked spell is copied, the copy is also kicked.



* Older cards with kicker were printed with abilities that had the text "if
you paid the kicker cost" or "if its kicker cost was paid." Cards that were
printed with that text have received errata in the Oracle card reference so
they now say "if it was kicked." The cards work the same way they always did;
these abilities have their effects if the player decided to pay the kicker
cost, not necessarily if the listed cost was actually paid.

-----



***Keyword Ability: Intimidate***



Intimidate is an ability that makes attacking creatures hard to block.



Bladetusk Boar

3R

Creature -- Boar

3/2

Intimidate (This creature can't be blocked except by artifact creatures and/or
creatures that share a color with it.)



The official rules for the intimidate ability are as follows:



702.11. Intimidate



702.11a Intimidate is an evasion ability.



702.11b A creature with intimidate can't be blocked except by artifact
creatures and/or creatures that share a color with it. (See rule 509, "Declare
Blockers Step.")



702.11c Multiple instances of intimidate on the same creature are redundant.



* Intimidate looks at the current colors of a creature that has it. Normally,
Bladetusk Boar can't be blocked except by artifact creatures and/or red
creatures. If it's turned blue, then it can't be blocked except by artifact
creatures and/or blue creatures.



* If an attacking creature has intimidate, what colors it is matters only as
the defending player declares blockers. Once it's blocked, changing its colors
won't change that.



* Artifact creatures can block creatures with intimidate no matter what colors
either of them are.



* A multicolored creature with intimidate can be blocked by any creature that
shares a color with it, in addition to artifact creatures. For example, a
white-blue creature with intimidate can be blocked by white creatures and/or
blue creatures, no matter what other colors they are.



* A colorless creature with intimidate can be blocked only by artifact
creatures. It can't be blocked by colorless nonartifact creatures. In fact, a
colorless nonartifact creature can't block a creature with intimidate at all.

-----



***Ability Word: Landfall***



Landfall is an ability word. It appears in italics at the beginning of an
ability that triggers whenever a land enters the battlefield under your
control. (An ability word has no rules meaning.)



Emeria Angel

2WW

Creature -- Angel

3/3

Flying

Landfall -- Whenever a land enters the battlefield under your control, you may
put a 1/1 white Bird creature token with flying onto the battlefield.



* A landfall ability triggers whenever a land enters the battlefield under
your control for any reason. It triggers whenever you play a land, as well as
whenever a spell or ability (such as Rampant Growth) causes you to put a land
onto the battlefield under your control. It will even trigger when a spell or
ability causes another player to put a land onto the battlefield under your
control (as can happen with Yavimaya Dryad's ability, for example).



* When a land enters the battlefield under your control, each landfall ability
of the permanents you control will trigger. You can put them on the stack in
any order. The last ability you put on the stack will be the first one that
resolves.

-----



***Theme: Allies***



Ally (rhymes with "shall I") is a new creature type. Allies are good at
teamwork: Nearly every Ally has an ability that triggers whenever it or
another Ally enters the battlefield under your control.



Nimana Sell-Sword

3B

Creature -- Human Warrior Ally

2/2

Whenever Nimana Sell-Sword or another Ally enters the battlefield under your
control, you may put a +1/+1 counter on Nimana Sell-Sword.



* Some Allies, such as Nimana Sell-Sword, have abilities that put +1/+1
counters on them. These abilities trigger when they enter the battlefield
themselves, so even though Nimana Sell-Sword will enter the battlefield as a
2/2 creature, it will become a 3/3 creature almost immediately. But they'll be
more vulnerable to instants and abilities while their triggered abilities wait
to resolve.



* Some Allies have abilities that, when they resolve, grant an ability to all
Allies you control. These affect only Allies you control at the time the
ability resolves.



* Some Allies have abilities that, when they resolve, do something based on
the number of Allies you control. These count the number of Allies you control
as they resolve.



* When an Ally enters the battlefield under your control, each applicable
triggered ability of the Allies you control will trigger. You can put them on
the stack in any order. The last ability you put on the stack will be the
first one that resolves.



* If more than one Ally enters the battlefield under your control at the same
time due to some spell or ability, they'll all see each other enter the
battlefield. For example, if two Nimana Sell-Swords enter the battlefield at
the same time, each one's ability will trigger twice (once for itself and once
for the other one), and they'll each wind up as 4/4 creatures.

-----



***Theme: Traps***



Trap is a new subtype that appears on instants. Although the subtype Trap has
no specific rules meaning, each Trap has an alternative cost you can pay to
cast it if a certain condition has been met.



Baloth Cage Trap

3GG

Instant -- Trap

If an opponent had an artifact enter the battlefield under his or her control
this turn, you may pay 1G rather than pay Baloth Cage Trap's mana cost.

Put a 4/4 green Beast creature token onto the battlefield.



Arrow Volley Trap

3WW

Instant -- Trap

If four or more creatures are attacking, you may pay 1W rather than pay Arrow
Volley Trap's mana cost.

Arrow Volley Trap deals 5 damage divided as you choose among any number of
target attacking creatures.



* You may ignore a Trap's alternative cost condition and simply cast it for
its normal mana cost. This is true even if its alternative cost condition has
been met.



* Casting a Trap by paying its alternative cost doesn't change its mana cost
or converted mana cost. The only difference is the cost you actually pay.



* Effects that increase or reduce the cost to cast a Trap will apply to
whichever cost you chose to pay. This is true even if the Trap's alternative
cost is 0.



* The alternative cost condition of most Traps checks for an action that has
happened in the past. For example, Baloth Cage Trap checks to see if an
opponent had an artifact enter the battlefield under his or her control this
turn. It doesn't matter if that permanent is still on the battlefield or is
still an artifact, and it doesn't matter if that opponent is still in the
game. If that action happened at some point during the turn, Baloth Cage Trap
can be cast for its alternative cost.



* If the alternative cost condition of a Trap checks to see if a number of
actions have happened involving an opponent over the course of the turn (such
as "if an opponent had three or more cards put into his or her graveyard from
anywhere this turn"), those actions may have occurred separately. In this
case, the three cards don't need to have been put into the opponent's
graveyard all at once; it's okay if they were put there for different reasons
at different times. All such actions must have involved the same single
opponent, though.



* If a Trap checks to see if multiple events have happened over the course of
a turn, it will individually count different events involving the same
physical card if that card has changed zones between events. That's because it
becomes a new object, with no relation to its previous existence, when it
changes zones. For example, if the same physical creature card entered the
battlefield, left the battlefield, then returned to the battlefield all in the
same turn and all under an opponent's control, that opponent had two creatures
enter the battlefield under his or her control that turn.



* The alternative cost condition of some Traps checks the number of creatures
that are attacking as the spell is cast. For example, Arrow Volley Trap checks
to see if four or more creatures are attacking. Once you cast a Trap like
this, it doesn't matter whether its condition remains true. For Arrow Volley
Trap and the other Traps like it, it doesn't matter how many creatures were
declared as attackers, only how many are attacking as you cast it. It doesn't
matter if all the attacking creatures are controlled by the same player. It
also doesn't matter who controls the attacking creatures, so you can cause
their alternative cost conditions to be true . . . but that means they'll
affect your own attacking creatures.

-----



***Theme: "Quests"***



"Quests" is the nickname for a set of _Zendikar_ enchantments that reward you
for certain achievements while playing the game.



Quest for the Holy Relic

W

Enchantment

Whenever you cast a creature spell, you may put a quest counter on Quest for
the Holy Relic.

Remove five quest counters from Quest for the Holy Relic and sacrifice it:
Search your library for an Equipment card, put it onto the battlefield, and
attach it to a creature you control. Then shuffle your library.



* Not all quests have the word "quest" in their names.



* Each quest has two abilities. The first ability triggers whenever a certain
condition happens and puts a quest counter on the enchantment as a result. The
second ability works only if there are a certain number of quest counters on
the enchantment.



* The second ability of each common and uncommon quest requires you to remove
a certain number of quest counters from it and sacrifice it as a cost. You can
activate this ability only if it has the appropriate number of quest counters
on it, since otherwise you couldn't remove enough of them. Also, you may
activate this ability only once, since you can sacrifice the enchantment only
once. You can't search for two Equipment cards if Quest for the Holy Relic has
ten quest counters on it, for example.



* The second ability of each rare quest doesn't require you to remove any
counters from it or sacrifice it. The counters and the enchantment will just
stay put.



* Once there are enough counters on a quest for its second ability to work,
there's usually no particular need to add more counters to it with its first
ability, though you are free to do so.

-----



***Theme: Caring about Basic Land Types***



The _Zendikar_ set contains a number of cards that refer to Plains, Islands,
Swamps, Mountains, and/or Forests, including a cycle of "fetch lands" such as
Arid Mesa.



Arid Mesa

Land

T, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or
Plains card and put it onto the battlefield. Then shuffle your library.



* If a spell or ability refers to a specific basic land type (that is, it says
"Plains," "Island," "Swamp," "Mountain," or "Forest"), it's referring to lands
with those land types, not necessarily lands with those names. For example,
you could find a Snow-Covered Mountain, a Stomping Ground, a Savannah, or a
Mistveil Plains, among other options, with Arid Mesa's ability. Of course, you
could simply find a card named Mountain or a card named Plains if you like.

-----



***Theme: Bloodthirsty Vampires***



The _Zendikar_ set contains a number of Vampires that get better if an
opponent has 10 or less life.



Guul Draz Vampire

B

Creature -- Vampire Rogue

1/1

As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1 and
has intimidate. (It can't be blocked except by artifact creatures and/or
creatures that share a color with it.)



* These creatures check each opponent's life total. As long as any one of them
has 10 or less life, the Vampire will get the bonus.



* In a Two-Headed Giant game, this checks a single opponent's share of the
opposing team's life total. (A player's share is considered to be the team's
life total divided by two, rounded up.) That means these Vampires get better
if the opposing team's life total is 20 or less.

-----





CARD-SPECIFIC NOTES



Adventuring Gear

1

Artifact -- Equipment

Landfall -- Whenever a land enters the battlefield under your control,
equipped creature gets +2/+2 until end of turn.

Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)



* The landfall ability gives +2/+2 to the creature that's equipped by
Adventuring Gear at the time that ability resolves. It doesn't matter what
creature Adventuring Gear was attached to (if any) when it triggered. That
bonus remains with that creature even if Adventuring Gear leaves the
battlefield or becomes attached to a different creature later in the turn.



* If Adventuring Gear leaves the battlefield before its landfall ability
resolves, the creature it was attached to at the time it left the battlefield
gets +2/+2. If it wasn't attached to a creature at that time, nothing gets the
bonus.

-----



Archive Trap

3UU

Instant -- Trap

If an opponent searched his or her library this turn, you may pay 0 rather
than pay Archive Trap's mana cost.

Target opponent puts the top thirteen cards of his or her library into his or
her graveyard.



* Archive Trap checks only whether an opponent searched his or her library. It
doesn't matter whether that player found a card during the search.



* A spell or ability causes a player to search his or her library only if it
specifically contains the word "search" in its text. For example, if a spell
or ability lets a player look at the top four cards of his or her library and
do something with one of those cards, that's not a search.



* If a search effect is affected by Aven Mindcensor's ability (which causes a
player to search the top four cards of his or her library instead), that still
counts as searching that library.



* The opponent you target doesn't have to be the opponent who searched his or
her library.



* If the targeted opponent has fewer than thirteen cards in his or her
library, that player puts his or her entire library into his or her graveyard.

-----



Archmage Ascension

2U

Enchantment

At the beginning of each end step, if you drew two or more cards this turn,
you may put a quest counter on Archmage Ascension.

As long as Archmage Ascension has six or more quest counters on it, if you
would draw a card, you may instead search your library for a card, put that
card into your hand, then shuffle your library.



* Archmage Ascension's first ability has an "intervening 'if' clause." It
won't trigger at all unless you've already drawn two or more cards by the time
the end step begins.



* If an effect would cause you to draw multiple cards while Archmage Ascension
has six or more quest counters on it, each individual draw may be replaced by
Archmage Ascension's effect. Process the draws one at a time. Even if you use
the reasonable shortcut of finding all of the cards at once and only
physically shuffling once, the game will consider you to have searched and
shuffled once per card.



* If a spell or ability causes you to put cards in your hand without
specifically using the word "draw," Archmage Ascension's abilities ignore it.



* If two or more replacement effects would apply to a card-drawing event, the
player who's drawing the card chooses what order to apply them. It's possible
that after applying one of them, the others will no longer be applicable
because the player would no longer draw a card. For example, if you control
more than one Archmage Ascension with six quest counters on it and you would
draw a card, each Archmage Ascension's replacement effect could apply. Once
you use one, the rest are no longer applicable.

-----



Arrow Volley Trap

3WW

Instant -- Trap

If four or more creatures are attacking, you may pay 1W rather than pay Arrow
Volley Trap's mana cost.

Arrow Volley Trap deals 5 damage divided as you choose among any number of
target attacking creatures.



* The number of targets must be at least 1 and at most 5. You divide the
damage as you cast Arrow Volley Trap, not as it resolves. Each target must be
assigned at least 1 damage.

-----



Bala Ged Thief

3B

Creature -- Human Rogue Ally

2/2

Whenever Bala Ged Thief or another Ally enters the battlefield under your
control, target player reveals a number of cards from his or her hand equal to
the number of Allies you control. You choose one of them. That player discards
that card.



* If the number of Allies you control as the ability resolves is greater than
the number of cards in the targeted player's hand, that player reveals his or
her entire hand. You choose one of the cards revealed this way and that player
discards it.

-----



Beast Hunt

3G

Sorcery

Reveal the top three cards of your library. Put all creature cards revealed
this way into your hand and the rest into your graveyard.



* If there are three or fewer cards in your library, you'll reveal all of
them.

-----



Beastmaster Ascension

2G

Enchantment

Whenever a creature you control attacks, you may put a quest counter on
Beastmaster Ascension.

As long as Beastmaster Ascension has seven or more quest counters on it,
creatures you control get +5/+5.



* If you attack with multiple creatures, Beastmaster Ascension's first ability
triggers multiple times.

-----



Blade of the Bloodchief

1

Artifact -- Equipment

Whenever a creature is put into a graveyard from the battlefield, put a +1/+1
counter on equipped creature. If equipped creature is a Vampire, put two +1/+1
counters on it instead.

Equip 1



* Blade of the Bloodchief's ability triggers regardless of who controlled the
creature and whose graveyard it was put into.



* The +1/+1 counters are put on the equipped creature, not Blade of the
Bloodchief. If Blade of the Bloodchief is moved to a different creature, the
+1/+1 counters will stay where they are.



* The creature that gets the counters is the one that's equipped by Blade of
the Bloodchief at the time the ability resolves. It doesn't matter what
creature Blade of the Bloodchief was attached to (if any) when it triggered.



* If Blade of the Bloodchief leaves the battlefield before its triggered
ability resolves, the counters are put on the creature it was attached to at
the time it left the battlefield. If it wasn't attached to a creature at that
time, nothing gets the counters.



* If the equipped creature itself is put into a graveyard, Blade of the
Bloodchief's ability will trigger. However, it won't do anything when it
resolves unless a spell or ability has caused it to become attached to another
creature by that time. (Remember that you may activate an equip ability only
as a sorcery.)



* If the equipped creature and another creature are dealt lethal damage at the
same time, the equipped creature will be put into a graveyard before it would
receive any counters.

-----



Blazing Torch

1

Artifact -- Equipment

Equipped creature can't be blocked by Vampires or Zombies.

Equipped creature has "T, Sacrifice Blazing Torch: Blazing Torch deals 2
damage to target creature or player."

Equip 1



* If a Blazing Torch controlled by one player somehow winds up equipping a
creature a different player controls, the damage ability can't be activated by
either player. Only the creature's controller may activate the ability -- but
since that player can't sacrifice Blazing Torch (a permanent he or she doesn't
control), the ability's cost can't be paid.



* The source of the damage is Blazing Torch, not the equipped creature.
However, the equipped creature's ability is what targets the creature or
player. If Blazing Torch is equipped to a red creature, for example, the
ability couldn't target a creature with protection from red. It could target a
creature with protection from artifacts, but all the damage would be
prevented.

-----



Blood Tribute

4BB

Sorcery

Kicker--Tap an untapped Vampire you control. (You may tap a Vampire you
control in addition to any other costs as you cast this spell.)

Target opponent loses half his or her life, rounded up. If Blood Tribute was
kicked, you gain life equal to the life lost this way.



* You can tap a creature that hasn't been under your control since your most
recent turn began to pay the kicker cost.

-----



Bloodchief Ascension

B

Enchantment

At the beginning of each end step, if an opponent lost 2 or more life this
turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss
of life.)

Whenever a card is put into an opponent's graveyard from anywhere, if
Bloodchief Ascension has three or more quest counters on it, you may have that
player lose 2 life. If you do, you gain 2 life.



* Bloodchief Ascension's first ability has an "intervening 'if' clause." It
won't trigger at all unless an opponent has already lost 2 or more life by the
time the end step begins.



* Bloodchief Ascension's first ability checks how much life was lost by each
opponent over the course of the entire turn, even if Bloodchief Ascension
wasn't on the battlefield the whole time.



* For the first ability to trigger, a single opponent must have lost 2 life.
Two opponents each losing 1 life won't cause it to trigger. It will trigger a
maximum of once per turn, no matter how many opponents have lost 2 or more
life.



* Bloodchief Ascension's first ability checks only whether life was lost. It
doesn't care whether life was also gained. For example, if an opponent lost 4
life and gained 6 life during the turn, that player will have a higher life
total than he or she started the turn with -- but Bloodchief Ascension's first
ability will still trigger.



* Bloodchief Ascension's second ability doesn't behave like a
leaves-the-battlefield triggered ability, since the card put into an
opponent's graveyard may come from anywhere. If a Bloodchief Ascension with
three quest counters on it and a permanent an opponent owns are destroyed at
the same time, for example, the game will not "look back in time" at the game
state, and Bloodchief Ascension's second ability won't trigger.

-----



Bloodghast

BB

Creature -- Vampire Spirit

2/1

Bloodghast can't block.

Bloodghast has haste as long as an opponent has 10 or less life.

Landfall -- Whenever a land enters the battlefield under your control, you may
return Bloodghast from your graveyard to the battlefield.



* Bloodghast's landfall ability triggers only if it's already in your
graveyard at the time a land enters the battlefield under your control.

-----



Bold Defense

2W

Instant

Kicker 3W (You may pay an additional 3W as you cast this spell.)

Creatures you control get +1/+1 until end of turn. If Bold Defense was kicked,
instead creatures you control get +2/+2 and gain first strike until end of
turn.



* Only creatures you control as Bold Defense resolves are affected.



* If a creature doesn't have first strike, granting it first strike after
combat damage has been dealt in the first combat damage step won't prevent it
from dealing combat damage. It will still assign and deal its combat damage in
the second combat damage step.

-----



Brave the Elements

W

Instant

Choose a color. White creatures you control gain protection from the chosen
color until end of turn.



* You choose a color as Brave the Elements resolves. Once the color is chosen,
it's too late for players to respond.



* Only white creatures you control at the time Brave the Elements resolves
gain the protection ability. Creatures that come under your control later in
the turn, or that turn white later in the turn, won't have it.

-----



Celestial Mantle

3WWW

Enchantment -- Aura

Enchant creature

Enchanted creature gets +3/+3.

Whenever enchanted creature deals combat damage to a player, double its
controller's life total.



* At the time the ability triggers, determine which creature Celestial Mantle
is enchanting. As the ability resolves, determine who currently controls that
creature (or, if it's no longer on the battlefield, determine who controlled
it when it left). That's the player whose life total is doubled. It doesn't
matter who controls Celestial Mantle, who controlled the creature at the time
the ability triggered, or what creature Celestial Mantle enchants at the time
the ability resolves.



* If a creature dealing combat damage at the same time as the enchanted
creature has lifelink, the life gained due to lifelink happens before
Celestial Mantle's triggered ability resolves.



* If the enchanted creature's controller has a life total below 0 (which is
possible if that player controls Platinum Angel, for example), Celestial
Mantle's triggered ability multiplies that number by two. For example, if the
player had -4 life, that player's life total becomes -8.



* If a player's life total is doubled, that player actually gains or loses the
necessary amount of life. For example, if the life total of the enchanted
creature's controller is 14 when Celestial Mantle's triggered ability
resolves, the ability causes that player to gain 14 life. Other cards that
interact with life gain or life loss will interact with this effect
accordingly.



* In a Two-Headed Giant game, Celestial Mantle's triggered ability will affect
one player's share of the team's life total. (A player's share is considered
to be the team's life total divided by two, rounded up.) The team's life total
is adjusted by the amount of life the player gains or loses as a result of
this ability. Suppose a creature enchanted by Celestial Mantle deals combat
damage to an opponent, and that creature's controller's team has 11 life. That
player's share of the life total is 6, so it's doubled to 12, for a net gain
of 6 life. The team's life total becomes 17 (11 + 6).

-----



Chandra Ablaze

4RR

Planeswalker -- Chandra

5

[+1]: Discard a card. If a red card is discarded this way, Chandra Ablaze
deals 4 damage to target creature or player.

[-2]: Each player discards his or her hand, then draws three cards.

[-7]: Cast any number of red instant and/or sorcery cards from your graveyard
without paying their mana costs.



* If you activate Chandra Ablaze's first ability, you don't discard a card
until the ability resolves. You may activate the ability even if your hand is
empty. You choose a target as you activate the ability even if you have no red
cards in hand at that time.



* As the first ability resolves, nothing happens if your hand is empty. But if
you have any cards in hand, you must discard one. If you discard a nonred
card, Chandra doesn't deal any damage.



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



* You may activate Chandra's second ability even if your hand is empty. As it
resolves, a player whose hand is empty simply draws three cards.



* You cast red instant cards and red sorcery cards from your graveyard as part
of the resolution of Chandra Ablaze's third ability. You don't choose which
ones to cast until you're actually doing so as the ability resolves. You cast
only the ones you want to, and you may cast them in any order. Timing
restrictions based on the card's type (if it's a sorcery) are ignored. Other
restrictions are not (such as "Cast [this card] only during combat"). Each
card you cast this way is put on the stack, then the ability finishes
resolving. Those spells will then resolve as normal, one at a time, in the
opposite order that they were put on the stack. They'll go back to the
graveyard as they resolve.



* If you cast a card "without paying its mana cost," you can't pay any
alternative costs. You can pay additional costs, such as kicker costs.

-----



Cobra Trap

4GG

Instant -- Trap

If a noncreature permanent under your control was destroyed this turn by a
spell or ability an opponent controlled, you may pay G rather than pay Cobra
Trap's mana cost.

Put four 1/1 green Snake creature tokens onto the battlefield.



* A spell or ability destroys a permanent only if that spell or ability
specifically contains the word "destroy" in its text. If a spell or ability an
opponent controls exiles a noncreature permanent you control, causes you to
sacrifice a noncreature permanent, removes all loyalty counters from a
planeswalker you control, or causes an ability you control to trigger (and
then that ability destroys a permanent you control), Cobra Trap's alternative
cost condition hasn't been met.

-----



Cosi's Trickster

U

Creature -- Merfolk Wizard

1/1

Whenever an opponent shuffles his or her library, you may put a +1/+1 counter
on Cosi's Trickster.



* Cosi's Trickster's ability triggers when an opponent shuffles his or her
library because that player was instructed to do so by a spell or ability that
specifically contains the word "shuffle" in its text or (in the case of a
keyword ability) in its rules.



* The cascade ability doesn't cause a player to shuffle his or her library,
even if that player revealed his or her entire library. The revealed cards are
put on the bottom of their owner's library in a random order, but they're not
"shuffled."



* If an opponent's library is empty or has just a single card in it when a
spell or ability instructs that player to shuffle his or her library, Cosi's
Trickster's ability will still trigger.

-----



Desecrated Earth

4B

Sorcery

Destroy target land. Its controller discards a card.



* If the targeted land is an illegal target by the time Desecrated Earth
resolves, the entire spell is countered. No one discards a card.

-----



Devout Lightcaster

WWW

Creature -- Kor Cleric

2/2

Protection from black

When Devout Lightcaster enters the battlefield, exile target black permanent.



* Devout Lightcaster's triggered ability isn't optional. When it enters the
battlefield, if you're the only player that controls a black permanent, you'll
have to target a black permanent you control.

-----



Eldrazi Monument

5

Artifact

Creatures you control get +1/+1, have flying, and are indestructible.

At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice
Eldrazi Monument.



* If you control any creatures as the triggered ability resolves, you must
sacrifice one. You can't choose to sacrifice Eldrazi Monument instead. You
sacrifice the Monument only if you had no creatures to sacrifice.



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

-----



Electropotence

2R

Enchantment

Whenever a creature enters the battlefield under your control, you may pay 2R.
If you do, that creature deals damage equal to its power to target creature or
player.



* You target a creature or player when the ability triggers. You decide
whether or not to pay 2R as the ability resolves.



* Once you decide to pay 2R, it's too late for anyone to respond (such as by
activating a regeneration ability the targeted creature has).



* If you pay 2R, the creature that entered the battlefield deals damage equal
to its current power to the targeted creature or player. If it's no longer on
the battlefield, its last known existence on the battlefield is checked to
determine its power.



* Electropotence is the source of the ability, but the creature is the source
of the damage. The ability couldn't target a creature with protection from
red, for example. It could target a creature with protection from creatures,
but all the damage would be prevented. Since damage is dealt by the creature,
lifelink, deathtouch, and wither are taken into account, even if the creature
has left the battlefield by the time it deals damage.

-----



Elemental Appeal

RRRR

Sorcery

Kicker 5 (You may pay an additional 5 as you cast this spell.)

Put a 7/1 red Elemental creature token with trample and haste onto the
battlefield. Exile it at the beginning of the next end step. If Elemental
Appeal was kicked, that creature gets +7/+0 until end of turn.



* If Elemental Appeal was kicked, it creates a 7/1 token with trample and
haste that gets +7/+0 until end of turn. It doesn't create a 14/1 token. This
matters in case something copies that token (the copy will be just 7/1), or in
case Elemental Appeal is somehow cast during an end step (in which case the
+7/+0 lasts just for that turn).

-----



Emeria, the Sky Ruin

Land

Emeria, the Sky Ruin enters the battlefield tapped.

At the beginning of your upkeep, if you control seven or more Plains, you may
return target creature card from your graveyard to the battlefield.

T: Add W to your mana pool.



* Emeria, the Sky Ruin's triggered ability has an "intervening 'if' clause."
That means (1) the ability won't trigger at all unless you control seven or
more Plains as your upkeep starts, and (2) the ability will do nothing if you
control fewer than seven Plains by the time it resolves.

-----



Eternity Vessel

6

Artifact

Eternity Vessel enters the battlefield with X charge counters on it, where X
is your life total.

Landfall -- Whenever a land enters the battlefield under your control, you may
have your life total become the number of charge counters on Eternity Vessel.



* Eternity Vessel's landfall ability cares only about how many charge counters
are on it, not what its controller's life total was as it entered the
battlefield. The number of charge counters may be changed by other spells and
abilities.



* For your life total to become the number of charge counters on Eternity
Vessel, you actually gain or lose the necessary amount of life. For example,
if your life total is 4 when Eternity Vessel's landfall ability resolves and
Eternity Vessel has 12 charge counters on it, the ability will cause you to
gain 8 life. Other cards that interact with life gain or life loss will
interact with this effect accordingly.



* In a Two-Headed Giant game, Eternity Vessel enters the battlefield with a
number of charge counters on it equal to its controller's share of the team's
life total. (A player's share is considered to be the team's life total
divided by two, rounded up.) When its landfall ability resolves, it affects
its controller's share of the team's life total, and the team's life total is
adjusted by the amount of life the player gains or loses as a result of this
ability. Suppose Eternity Vessel has 15 charge counters on it when its
landfall ability resolves, and its controller's team has 11 life. That
player's share of the life total is 6, which becomes 15, for a net gain of 9
life. The team's life total becomes 20 (11 + 9).

-----



Expedition Map

1

Artifact

2, T, Sacrifice Expedition Map: Search your library for a land card, reveal
it, and put it into your hand. Then shuffle your library.



* You may find any land card, not just a basic land card.

-----



Feast of Blood

1B

Sorcery

Cast Feast of Blood only if you control two or more Vampires.

Destroy target creature. You gain 4 life.



* Whether you control two or more Vampires is checked only as you try to move
Feast of Blood to the stack as the first step of casting it. It doesn't matter
whether you still control two or more Vampires as you finish casting Feast of
Blood (in case you somehow sacrifice one to produce mana) or as Feast of Blood
resolves.



* If the targeted creature is an illegal target by the time Feast of Blood
resolves, the entire spell is countered. You don't gain life.

-----



Felidar Sovereign

4WW

Creature -- Cat Beast

4/6

Vigilance, lifelink

At the beginning of your upkeep, if you have 40 or more life, you win the
game.



* Felidar Sovereign's triggered ability has an "intervening 'if' clause." That
means (1) the ability won't trigger at all unless you have 40 or more life as
your upkeep starts, and (2) the ability will do nothing if your life total is
less than 40 by the time it resolves.



* In a Two-Headed Giant game, Felidar Sovereign checks your share of your
team's life total. (A player's share is considered to be the team's life total
divided by two, rounded up.) Your team will need to have 79 or more life for
the ability to work.

-----



Gigantiform

3GG

Enchantment -- Aura

Kicker 4

Enchant creature

Enchanted creature is 8/8 and has trample.

When Gigantiform enters the battlefield, if it was kicked, you may search your
library for a card named Gigantiform, put it onto the battlefield, then
shuffle your library.



* If the creature targeted by the Gigantiform spell is an illegal target by
the time Gigantiform resolves, the spell is countered. It won't enter the
battlefield, so you won't get to search your library for another Gigantiform.



* Gigantiform overwrites all previous effects that set the enchanted
creature's power and toughness to specific values. Other effects that set its
power or toughness to specific values that start to apply after Gigantiform
becomes attached to it will overwrite Gigantiform.



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



* Although the Gigantiform cast as a spell targets a creature, the Gigantiform
put onto the battlefield as a result of the first one's triggered ability does
not. It may be attached to a creature with shroud, for example. However, it
may not be attached to a creature that couldn't be enchanted by it, such as a
creature with protection from green. You don't choose which creature it will
be attached to until it enters the battlefield. Once you choose which creature
to attach it to, it's too late for players to respond.

-----



Goblin Bushwhacker

R

Creature -- Goblin Warrior

1/1

Kicker R (You may pay an additional R as you cast this spell.)

When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures
you control get +1/+0 and gain haste until end of turn.



* Only creatures you control as Goblin Bushwhacker's ability resolves are
affected. This includes Goblin Bushwhacker itself, unless it already left the
battlefield by then.

-----



Gomazoa

2U

Creature -- Jellyfish

0/3

Defender, flying

T: Put Gomazoa and each creature it's blocking on top of their owners'
libraries, then those players shuffle their libraries.



* Gomazoa's ability can be activated any time its controller has priority. It
doesn't need to be blocking any creatures.



* If Gomazoa isn't blocking a creature at the time its ability resolves, only
Gomazoa is put on top of its owner's library, and only that player shuffles
his or her library.

-----



Grappling Hook

4

Artifact -- Equipment

Equipped creature has double strike.

Whenever equipped creature attacks, you may have target creature block it this
turn if able.

Equip 4



* If you control the triggered ability, you decide whether to have the
targeted creature block the attacking creature at the time the ability
resolves, not at the time blockers are declared.



* If you choose to have the targeted creature block, the creature it must
block is the one that was equipped by Grappling Hook at the time the ability
triggered. It doesn't matter if Grappling Hook leaves the battlefield or
somehow becomes attached to another creature.



* If you choose to have the targeted creature block the creature that was
equipped with Grappling Hook, but it isn't able to do so as blockers are
declared (for example, because the attacking creature has flying and the
targeted creature doesn't), the requirement to block does nothing. The
targeted creature is free to block whichever creature its controller chooses,
or block no creatures at all.



* Tapped creatures, creatures that can't block as the result of an effect,
creatures with unpaid costs to block (such as those from War Cadence), and
creatures that aren't controlled by the defending player are exempt from
effects that would require them to block. Such creatures can be targeted by
the ability, but the requirement to block does nothing.

-----



Halo Hunter

2BBB

Creature -- Demon

6/3

Intimidate (This creature can't be blocked except by artifact creatures and/or
creatures that share a color with it.)

When Halo Hunter enters the battlefield, destroy target Angel.



* Halo Hunter's triggered ability isn't optional. When it enters the
battlefield, if you're the only player that controls an Angel, you'll have to
target an Angel you control.

-----



Hellfire Mongrel

2R

Creature -- Elemental Hound

2/2

At the beginning of each opponent's upkeep, if that player has two or fewer
cards in hand, Hellfire Mongrel deals 2 damage to him or her.



* Hellfire Mongrel's triggered ability has an "intervening 'if' clause." That
means (1) the ability won't trigger at all unless the opponent whose turn it
is has two or fewer cards in hand as his or her upkeep starts, and (2) the
ability will do nothing if that player has three or more cards in hand by the
time it resolves.



* In a Two-Headed Giant game, this ability will potentially trigger twice at
the beginning of the opposing team's upkeep -- once for each player on that
team.

-----



Hellkite Charger

4RR

Creature -- Dragon

5/5

Flying, haste

Whenever Hellkite Charger attacks, you may pay 5RR. If you do, untap all
attacking creatures and after this phase, there is an additional combat phase.



* You decide whether to pay 5RR as Hellkite Charger's ability resolves.



* If you pay 5RR, the new combat phase immediately follows the current combat
phase. There is no main phase in between.



* Hellkite Charger's ability may trigger multiple times in the same turn,
since its own ability gives it multiple chances to attack. Each time it
resolves, you may create an additional combat phase.



* If two Hellkite Chargers attack at the same time, both of their abilities
trigger. If you pay 5RR for each, two new combat phases will be created.
However, all attacking creatures untap as those abilities resolve, not as the
combat phases start. Any creature that attacks in the second combat phase will
remain tapped during the third combat phase.

-----



Hideous End

1BB

Instant

Destroy target nonblack creature. Its controller loses 2 life.



* If the targeted creature is an illegal target by the time Hideous End
resolves, the entire spell is countered. No one loses life.

-----



Inferno Trap

3R

Instant -- Trap

If you've been dealt damage by two or more creatures this turn, you may pay R
rather than pay Inferno Trap's mana cost.

Inferno Trap deals 4 damage to target creature.



* Inferno Trap's alternative cost condition checks for any damage, not just
combat damage.



* The alternative cost condition doesn't check who controlled the creatures
that dealt damage to you. Damage dealt to you by your own creatures counts.



* The alternative cost condition is satisfied only if two different creatures
dealt damage to you, not if one creature dealt damage to you twice. The damage
may have been dealt to you simultaneously (as with combat damage), or at
separate times.



* You may target any creature, not just one that dealt damage to you this
turn.

-----



Into the Roil

1U

Instant

Kicker 1U (You may pay an additional 1U as you cast this spell.)

Return target nonland permanent to its owner's hand. If Into the Roil was
kicked, draw a card.



* If the targeted permanent is an illegal target by the time Into the Roil
resolves, the entire spell is countered. You don't draw a card.

-----



Iona, Shield of Emeria

6WWW

Legendary Creature -- Angel

7/7

Flying

As Iona, Shield of Emeria enters the battlefield, choose a color.

Your opponents can't cast spells of the chosen color.



* Iona's third ability includes permanent spells (artifacts, creatures,
enchantments, and planeswalkers), not just instant and sorcery spells. It does
not include lands or abilities (such as cycling or unearth).



* Once the color is chosen, it's too late for opponents to respond by casting
spells of that color. Iona is not yet in the battlefield at the time the color
is chosen, so, for example, there's no way for an opponent to destroy it by
casting Doom Blade if the chosen color is black.

-----



Journey to Nowhere

1W

Enchantment

When Journey to Nowhere enters the battlefield, exile target creature.

When Journey to Nowhere leaves the battlefield, return the exiled card to the
battlefield under its owner's control.



* If Journey to Nowhere leaves the battlefield before its first ability has
resolved, its second ability will trigger and do nothing. Then its first
ability will resolve and exile the targeted creature forever.

-----



Kabira Evangel

2W

Creature -- Human Cleric Ally

2/3

Whenever Kabira Evangel or another Ally enters the battlefield under your
control, you may choose a color. If you do, Allies you control gain protection
from the chosen color until end of turn.



* You choose a color (or choose not to) as the triggered ability resolves.
Once the color is chosen, it's too late for players to respond.

-----



Kalitas, Bloodchief of Ghet

5BB

Legendary Creature -- Vampire Warrior

5/5

BBB, T: Destroy target creature. If that creature is put into a graveyard this
way, put a black Vampire creature token onto the battlefield. Its power is
equal to that creature's power and its toughness is equal to that creature's
toughness.



* You get the token, not the player who controlled the creature.



* If the targeted creature is indestructible or regenerates, you won't get a
Vampire token. Similarly, if the targeted creature is destroyed but a
replacement effect moves it to a different zone instead of its owner's
graveyard, you won't get a Vampire token.



* The power and toughness of the token are based on the destroyed creature's
last existence on the battlefield. The token doesn't have any of the destroyed
creature's other characteristics.

-----



Kazuul Warlord

4R

Creature -- Minotaur Warrior Ally

3/3

Whenever Kazuul Warlord or another Ally enters the battlefield under your
control, you may put a +1/+1 counter on each Ally creature you control.



* Unlike other Allies with similar abilities, Kazuul Warlord's ability lets
you put +1/+1 counters on all your Ally creatures, not just itself.

-----



Khalni Gem

4

Artifact

When Khalni Gem enters the battlefield, return two lands you control to their
owner's hand.

T: Add two mana of any one color to your mana pool.



* If you don't control any lands by the time Khalni Gem's triggered ability
resolves, nothing happens. If you control just one, you'll have to return it
to its owner's hand. Khalni Gem isn't affected in either case.

-----



Kor Hookmaster

2W

Creature -- Kor Soldier

2/2

When Kor Hookmaster enters the battlefield, tap target creature an opponent
controls. That creature doesn't untap during its controller's next untap step.



* You may target any creature an opponent controls. It's okay if it's already
tapped.



* If the targeted creature is untapped at the time its controller's next untap
step begins, this ability has no effect. It won't apply at some later time
when the targeted creature is tapped.



* If the affected creature changes controllers before its old controller's
next untap step, this ability will prevent it from being untapped during its
new controller's next untap step.

-----



Kor Outfitter

WW

Creature -- Kor Soldier

2/2

When Kor Outfitter enters the battlefield, you may attach target Equipment you
control to target creature you control.



* You may target Kor Outfitter with its ability.



* If either target is illegal by the time the ability resolves, the ability
won't do anything. If both targets are illegal, the ability is countered.

-----



Kor Skyfisher

1W

Creature -- Kor Soldier

2/3

Flying

When Kor Skyfisher enters the battlefield, return a permanent you control to
its owner's hand.



* The triggered ability doesn't target a permanent. You choose which one to
return to its owner's hand as the ability resolves. No one can respond to the
choice.



* If Kor Skyfisher is still on the battlefield as its triggered ability
resolves, you may return Kor Skyfisher itself.

-----



Lavaball Trap

6RR

Instant -- Trap

If an opponent had two or more lands enter the battlefield under his or her
control this turn, you may pay 3RR rather than pay Lavaball Trap's mana cost.

Destroy two target lands. Lavaball Trap deals 4 damage to each creature.



* You may target any two lands, not just ones that entered the battlefield
this turn.



* All creatures are dealt damage, not just ones controlled by the targeted
lands' controller(s).



* If both targeted lands are illegal targets by the time Lavaball Trap
resolves, the entire spell is countered. No creatures are dealt damage.

-----



Lorthos, the Tidemaker

5UUU

Legendary Creature -- Octopus

8/8

Whenever Lorthos, the Tidemaker attacks, you may pay 8. If you do, tap up to
eight target permanents. Those permanents don't untap during their
controllers' next untap steps.



* You may target any eight (or fewer) permanents. It's okay if any of them are
already tapped, and it's okay if any of them are controlled by someone other
than the defending player.



* If a targeted permanent is untapped at the time its controller's next untap
step begins, this ability has no effect on it. It won't apply at some later
time when the targeted permanent is tapped.



* If an affected permanent changes controllers before its old controller's
next untap step, this ability will prevent it from being untapped during its
new controller's next untap step.

-----



Lullmage Mentor

1UU

Creature -- Merfolk Wizard

2/2

Whenever a spell or ability you control counters a spell, you may put a 1/1
blue Merfolk creature token onto the battlefield.

Tap seven untapped Merfolk you control: Counter target spell.



* A spell or ability counters a spell only if it specifically contains the
word "counter" in its text. If a spell or ability you control causes all the
targets of a spell to become illegal, that spell is countered by the game
rules, not the spell or ability you control. For example, if you control
Lullmage Mentor and cast Doom Blade to destroy a creature targeted by Giant
Growth, you do not get a Merfolk token when the game rules counter Giant
Growth.



* Lullmage Mentor's second ability will cause its first ability to trigger.



* Since the second ability doesn't have a tap symbol in its cost, you can tap
creatures (including Lullmage Mentor itself) that haven't been under your
control since your most recent turn began to pay the cost.

-----



Luminarch Ascension

1W

Enchantment

At the beginning of each opponent's end step, if you didn't lose life this
turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss
of life.)

1W: Put a 4/4 white Angel creature token with flying onto the battlefield.
Activate this ability only if Luminarch Ascension has four or more quest
counters on it.



* Luminarch Ascension's first ability has an "intervening 'if' clause." It
checks whether you've lost life during the turn both as it would trigger and
as it resolves.



* Life lost during the end step after Luminarch Ascension's first ability
resolves has no bearing on it.



* Luminarch Ascension's first ability checks only whether life was lost. It
doesn't care whether life was also gained. For example, if you lost 4 life and
gained 6 life during the turn, you'll have a higher life total than you
started the turn with -- but Luminarch Ascension's first ability won't
trigger.



* Luminarch Ascension's second ability checks how many quest counters are on
it only at the time you activate the ability. Once activated, the ability will
resolve as normal even if quest counters are removed from Luminarch Ascension.



* In a Two-Headed Giant game, Luminarch Ascension's first ability will trigger
twice at the beginning of the opposing team's end step if you didn't lose life
that turn. If both abilities resolve, it will get two quest counters. (It
doesn't matter whether your teammate lost life or not.)

-----



Magosi, the Waterveil

Land

Magosi, the Waterveil enters the battlefield tapped.

T: Add U to your mana pool.

U, T: Put an eon counter on Magosi, the Waterveil. Skip your next turn.

T, Remove an eon counter from Magosi, the Waterveil and return it to its
owner's hand: Take an extra turn after this one.



* As Magosi's third ability resolves, you'll skip your next turn even if you
don't put an eon counter on Magosi (because it's left the battlefield by then,
perhaps).



* You can activate Magosi's fourth ability only if it has an eon counter on
it.



* You return Magosi to its owner's hand as part of the cost to activate its
fourth ability. If Magosi has more than one eon counter on it, you can't
activate the ability, untap it, then activate it again.



* If you somehow activate Magosi's third and fourth abilities during the same
turn, the effects will cancel each other out. The turn you skip is the next
one you would take, which is the turn created by Magosi's fourth ability. It
doesn't matter in which order the abilities resolved.



* If you take an extra turn in a Two-Headed Giant game, you entire team takes
the extra turn.

-----



Mark of Mutiny

2R

Sorcery

Gain control of target creature until end of turn. Put a +1/+1 counter on it
and untap it. That creature gains haste until end of turn.



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



* The +1/+1 counter remains on the creature after the control-changing effect
ends.

-----



Merfolk Wayfinder

2U

Creature -- Merfolk Scout

1/2

Flying

When Merfolk Wayfinder enters the battlefield, reveal the top three cards of
your library. Put all Island cards revealed this way into your hand and the
rest on the bottom of your library in any order.



* If there are three or fewer cards in your library, you'll reveal all of
them.

-----



Mindbreak Trap

2UU

Instant -- Trap

If an opponent cast three or more spells this turn, you may pay 0 rather than
pay Mindbreak Trap's mana cost.

Exile any number of target spells.



* Mindbreak Trap's alternative cost condition checks whether an opponent cast
three or more spells this turn, not whether those spells have resolved.



* If a spell is exiled, it's removed from the stack and thus will not resolve.
The spell isn't countered; it just no longer exists. This works on spells that
can't be countered, such as Terra Stomper.

-----



Mindless Null

2B

Creature -- Zombie

2/2

Mindless Null can't block unless you control a Vampire.



* Whether you control a Vampire matters only at the time you declare blockers.
Once Mindless Null blocks a creature, that won't change, even if all the
Vampires you control leave the battlefield.

-----



Mire Blight

B

Enchantment -- Aura

Enchant creature

When enchanted creature is dealt damage, destroy it.



* Mire Blight's ability triggers when the enchanted creature is dealt any kind
of damage, not just combat damage.



* If Mire Blight's ability triggers, the creature it was enchanting at that
time is the one that will be destroyed when the ability resolves. It doesn't
matter if Mire Blight leaves the battlefield or somehow becomes attached to
another creature by that time.

-----



Murasa Pyromancer

4RR

Creature -- Human Shaman Ally

3/2

Whenever Murasa Pyromancer or another Ally enters the battlefield under your
control, you may have Murasa Pyromancer deal damage to target creature equal
to the number of Allies you control.



* You target a creature when the ability triggers. You decide whether to have
Murasa Pyromancer deal damage to that creature as the ability resolves.

-----



Narrow Escape

2W

Instant

Return target permanent you control to its owner's hand. You gain 4 life.



* If the targeted permanent is an illegal target by the time Narrow Escape
resolves, the entire spell is countered. You won't gain life.

-----



Needlebite Trap

5BB

Instant -- Trap

If an opponent gained life this turn, you may pay B rather than pay Needlebite
Trap's mana cost.

Target player loses 5 life and you gain 5 life.



* Needlebite Trap's alternative cost condition checks only whether life was
gained. It doesn't care whether life was also lost. For example, if an
opponent gained 4 life and lost 6 life during the turn, that player will have
a lower life total than he or she started the turn with -- but you can still
cast Needlebite Trap by paying B.

-----



Nissa Revane

2GG

Planeswalker -- Nissa

2

[+1]: Search your library for a card named Nissa's Chosen and put it onto the
battlefield. Then shuffle your library.

[+1]: You gain 2 life for each Elf you control.

[-7]: Search your library for any number of Elf creature cards and put them
onto the battlefield. Then shuffle your library.



* You may activate Nissa's first ability even if you know you have no cards
named Nissa's Chosen in your library. You must still shuffle your library in
that situation.



* You may activate Nissa's second ability even if you control no Elves.

-----



Obsidian Fireheart

1RRR

Creature -- Elemental

4/4

1RR: Put a blaze counter on target land without a blaze counter on it. For as
long as that land has a blaze counter on it, it has "At the beginning of your
upkeep, this land deals 1 damage to you." (The land continues to burn after
Obsidian Fireheart has left the battlefield.)



* As the reminder text indicates, whether the targeted land has the triggered
ability that's been granted to it depends only on whether it has a blaze
counter on it, not on whether Obsidian Fireheart is still on the battlefield.



* The ability gained by the land triggers at the beginning of the upkeep of
the land's controller, not the beginning of the upkeep of Obsidian Fireheart's
controller. The player who controls the land at the time the ability triggers
is the one who's dealt damage.



* A land with a blaze counter on it is an illegal target for this ability. You
may activate the ability targeting a land, then activate the ability in
response to itself targeting the same land. Although the first ability to
resolve will put a blaze counter on that land, the second ability to resolve
will be countered.



* If all blaze counters on a land are moved to a different land, the triggered
ability doesn't follow them. The first land no longer has the ability because
it no longer has a blaze counter on it. The second land doesn't have the
ability because Obsidian Fireheart didn't target it.



* If a land ends up with more than one blaze counter on it (thanks to Doubling
Season or Gilder Bairn, for example), the ability still only causes it to deal
1 damage to its controller each turn.

-----



Oracle of Mul Daya

3G

Creature -- Elf Shaman

2/2

You may play an additional land on each of your turns.

Play with the top card of your library revealed.

You may play the top card of your library if it's a land card.



* As you play a land, announce whether it's your normal land play for the turn
or you're playing it as the result of Oracle of Mul Daya's first ability (or
another such effect that exists).



* If you control more than one Oracle of Mul Daya, the effects of their first
abilities are cumulative. If you control two, for example, you can play three
lands on your turn.



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



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



* Oracle of Mul Daya doesn't change the times when you can play a land card
from the top of your library. You can play a land only during your main phase
when you have priority and the stack is empty. Doing so counts as one of your
land plays for the turn (either your normal one, the additional one Oracle of
Mul Daya grants you, or an additional one from some other effect).



* If you play your first land of the turn from the top of your library, and
the new top card is another land card, you can play that one too.



* Oracle of Mul Daya doesn't allow you to activate the activated abilities
(such as cycling) of a land card on top of your library.

-----



Oran-Rief, the Vastwood

Land

Oran-Rief, the Vastwood enters the battlefield tapped.

T: Add G to your mana pool.

T: Put a +1/+1 counter on each green creature that entered the battlefield
this turn.



* Oran-Rief's third ability cares about permanents' characteristics at the
time the ability resolves, not their characteristics at the time they entered
the battlefield. For example, if a blue creature enters the battlefield, then
is turned green by a spell or ability, then Oran-Rief's second ability
resolves, you'll put a +1/+1 counter on that creature.



* Oran-Rief's second ability affects all permanents that are green creatures
that entered the battlefield this turn, not just the ones you control.

-----



Paralyzing Grasp

2U

Enchantment -- Aura

Enchant creature

Enchanted creature doesn't untap during its controller's untap step.



* Paralyzing Grasp may target, and may enchant, an untapped creature. If it
does, it will have no effect unless that creature becomes tapped somehow.

-----



Predatory Urge

3G

Enchantment -- Aura

Enchant creature

Enchanted creature has "T: This creature deals damage equal to its power to
target creature. That creature deals damage equal to its power to this
creature."



* The controller of the enchanted creature may activate the ability, not the
controller of Predatory Urge.



* If the enchanted creature's ability is activated, that creature is the one
that will deal and be dealt damage when the ability resolves. It doesn't
matter if Predatory Urge leaves the battlefield or somehow becomes attached to
another creature by that time.



* If the targeted creature leaves the battlefield (or otherwise becomes an
illegal target) before the ability resolves, the ability is countered. The
enchanted creature isn't dealt damage.



* On the other hand, if the enchanted creature leaves the battlefield before
the ability resolves, the ability continues to resolve. The enchanted creature
deals damage to the targeted creature equal to the power the enchanted
creature had as it last existed on the battlefield.



* You may have the enchanted creature target itself with its own ability. If
you do, it will deal damage to itself equal to its power, then immediately do
it again.

-----



Punishing Fire

1R

Instant

Punishing Fire deals 2 damage to target creature or player.

Whenever an opponent gains life, you may pay R. If you do, return Punishing
Fire from your graveyard to your hand.



* Punishing Fire's triggered ability triggers only if it's already in your
graveyard at the time an opponent gains life. For example, you can cast it in
response to a spell or ability that will cause an opponent to gain life. In
that case, Punishing Fire will resolve first, so it will be in the graveyard
by the time the opponent gains life. However, if you wait until an opponent
actually gains life and then cast Punishing Fire, you won't be able to return
it to your hand at that time.



* You choose whether to pay R as the triggered ability resolves.



* If Punishing Fire has left your graveyard by the time its triggered ability
resolves, you may still pay R, but you won't return it to your hand. This is
true even if Punishing Fire has left your graveyard and returned to it by the
time its triggered ability resolves.

-----



Pyromancer Ascension

1R

Enchantment

Whenever you cast an instant or sorcery spell that has the same name as a card
in your graveyard, you may put a quest counter on Pyromancer Ascension.

Whenever you cast an instant or sorcery spell while Pyromancer Ascension has
two or more quest counters on it, you may copy that spell. You may choose new
targets for the copy.



* If either of Pyromancer Ascension's abilities triggers, it will go on the
stack on top of the spell that caused it to trigger. The ability will resolve
first. If it's Pyromancer Ascension's second ability that triggered, the copy
it creates will also resolve before the original spell. The copy is created
even if the original spell has been countered.



* If Pyromancer Ascension's first ability triggers, you'll put a quest counter
on it even if the card in your graveyard leaves your graveyard by the time the
ability resolves.



* If you cast an instant or sorcery spell from your graveyard (due to an
ability such as retrace, for example), Pyromancer Ascension's first ability
won't trigger unless another card with the same name is in your graveyard.



* The second ability triggers only if Pyromancer Ascension already has two
quest counters on it at the time you cast an instant or sorcery spell. This
means a spell can't both cause the second counter to be put on Pyromancer
Ascension and become copied.



* If you copy a spell, the copy will have the same targets as the spell it's
copying unless you choose new ones. You may change any number of the targets,
including all of them or none of them.



* You may copy an instant or sorcery spell that has no targets.



* If the original spell was kicked, the copy is kicked too. Other decisions
made for the original spell, such as the value of X or the mode, are also
copied.

-----



Quest for Pure Flame

R

Enchantment

Whenever a source you control deals damage to an opponent, you may put a quest
counter on Quest for Pure Flame.

Remove four quest counters from Quest for Pure Flame and sacrifice it: If any
source you control would deal damage to a creature or player this turn, it
deals double that damage to that creature or player instead.



* Both of Quest for Pure Flame's abilities interact with any kind of damage,
not just combat damage.



* The source of combat damage is the creature that dealt it.



* If a spell causes damage to be dealt, that spell will always identify the
source of the damage. In most cases, the source is the spell itself. For
example, Lightning Bolt says "Lightning Bolt deals 3 damage to target creature
or player."



* If an ability causes damage to be dealt, that ability will always identify
the source of the damage. The ability itself is never the source. However, the
source of the ability is often the source of the damage. For example, Prodigal
Pyromancer's ability says "Prodigal Pyromancer deals 1 damage to target
creature or player."



* If the source of the damage is a permanent, Quest for Pure Flame checks
whether you control that permanent at the time that damage is dealt. If the
permanent has left the battlefield by then, its last known information is
used. If the source of the damage is a spell, whether you control it is
obvious. If the source of the damage is a card in some other zone (such as a
cycled Jund Sojourner), Quest for Pure Flame checks whether you're the card's
owner, rather than whether you're its controller.



* When the first ability resolves, you may put just one quest counter on Quest
for Pure Flame. It doesn't matter how much damage the source dealt.



* The first ability will trigger multiple times if multiple sources you
control deal damage to a single opponent at once, or if a single source you
control deals damage to multiple opponents at once.



* The second ability affects all sources you control that would deal damage to
a creature or player at any point in the rest of the turn.



* 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 controlled by a player who has activated Quest for
Pure Fire's second ability would deal 5 damage to a player who has cast
Mending Hands targeting him or herself. The player who would be dealt damage
can either (a) prevent 4 damage first and then let Quest for Pure Fire's
effect double the remaining 1 damage, taking 2 damage, or (b) double the
damage to 10 and then prevent 4 damage, taking 6 damage.



* Combat damage that a source you control would deal to a planeswalker is not
doubled. However, if a source you control would deal noncombat damage to that
player, and that player chooses to apply Quest for Pure Fire's replacement
effect before applying the planeswalker redirection effect, the damage will be
doubled before you choose whether to deal it to a planeswalker that player
controls. (If your opponents always apply the planeswalker redirection effect
first, Quest for Pure Fire's effect will never double damage that a source you
control would deal to a planeswalker.)



* If a spell or ability divides damage among multiple recipients (such as
Arrow Volley Trap does), the damage is divided before Quest for Pure Fire's
effect doubles it. The same is true for combat damage.



* If you activate the second ability of more than one Quest for Pure Flame in
the same turn, the effects are cumulative. Two such effects will cause damage
from sources you control to be multiplied by four; three such effects will
cause damage from sources you control to be multiplied by eight.

-----



Quest for the Gemblades

1G

Enchantment

Whenever a creature you control deals combat damage to a creature, you may put
a quest counter on Quest for the Gemblades.

Remove a quest counter from Quest for the Gemblades and sacrifice it: Put four
+1/+1 counters on target creature.



* When the first ability resolves, you may put just one quest counter on Quest
for the Gemblades. It doesn't matter how much damage the source dealt.



* The first ability will trigger multiple times if a creature you control
deals combat damage to multiple creatures, and/or if multiple creatures you
control each deal combat damage to a single creature.



* If there are no counters on Quest for the Gemblade yet, and simultaneously a
creature you control deals combat damage to a creature and a creature you
control is dealt lethal combat damage, the first ability will trigger too late
for you to be able to activate the second ability and save your creature.

-----



Quest for the Gravelord

B

Enchantment

Whenever a creature is put into a graveyard from the battlefield, you may put
a quest counter on Quest for the Gravelord.

Remove three quest counters from Quest for the Gravelord and sacrifice it: Put
a 5/5 black Zombie Giant creature token onto the battlefield.



* Quest for the Gravelord's first ability triggers regardless of who
controlled the creature and whose graveyard it was put into.

-----



Quest for the Holy Relic

W

Enchantment

Whenever you cast a creature spell, you may put a quest counter on Quest for
the Holy Relic.

Remove five quest counters from Quest for the Holy Relic and sacrifice it:
Search your library for an Equipment card, put it onto the battlefield, and
attach it to a creature you control. Then shuffle your library.



* If you cast a creature spell, Quest for the Holy Relic's triggered ability
triggers and goes on the stack on top of it. The triggered ability will
resolve before the spell does.



* The activated ability doesn't target the creature the Equipment will be
attached to. It may be attached to a creature with shroud, for example. You
don't choose which creature it will be attached to until you actually attach
it. Once you choose which creature to attach it to, it's too late for players
to respond.



* You may activate Quest for the Holy Relic's activated ability even if you
control no creatures, or you control no creatures that can be equipped. In
that case, you'll simply put the Equipment card you find onto the battlefield
without attaching it to anything.

-----



Rite of Replication

2UU

Sorcery

Kicker 5 (You may pay an additional 5 as you cast this spell.)

Put a token onto the battlefield that's a copy of target creature. If Rite of
Replication was kicked, put five of those tokens onto the battlefield instead.



* If the targeted creature is an illegal target by the time Rite of
Replication resolves, the entire spell is countered. You won't get any tokens.



* As the token or tokens are created, they check the printed values of the
creature they're copying -- or, if that creature is itself a token, the
original characteristics of that token as stated by the effect that put it
onto the battlefield -- 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, or so on.



* The tokens see each other enter the battlefield. If they have a triggered
ability that triggers when a creature enters the battlefield, they'll all
trigger for one another.

-----



Roil Elemental

3UUU

Creature -- Elemental

3/2

Flying

Landfall -- Whenever a land enters the battlefield under your control, you may
gain control of target creature for as long as you control Roil Elemental.



* If Roil Elemental leaves the battlefield, you no longer control it, so all
of its control-change effects end.



* If Roil Elemental ceases to be under your control before its ability
resolves, you won't gain control of the targeted creature at all.



* You may target a creature you already control with Roil Elemental's ability.
This will usually have no visible effect, but it will overwrite any previous
control-change effects. For example, if you gain control of Roil Elemental
until the end of the turn (with Mark of Mutiny, perhaps), then its landfall
ability triggers and you target Roil Elemental itself, you'll gain control of
it indefinitely (since its control-change effect will last for as long as you
control it).

-----



Ruinous Minotaur

1RR

Creature -- Minotaur Warrior

5/2

Whenever Ruinous Minotaur deals damage to an opponent, sacrifice a land.



* Ruinous Minotaur's ability triggers when it deals any kind of damage to an
opponent, not just combat damage.



* You sacrifice a land, not the opponent who was dealt damage.

-----



Runeflare Trap

4RR

Instant -- Trap

If an opponent drew three or more cards this turn, you may pay R rather than
pay Runeflare Trap's mana cost.

Runeflare Trap deals damage to target player equal to the number of cards in
that player's hand.



* The player you target with Runeflare Trap doesn't have to be the opponent
that drew three or more cards this turn.

-----



Savage Silhouette

2G

Enchantment -- Aura

Enchant creature

Enchanted creature gets +2/+2 and has "1G: Regenerate this creature."



* The controller of the enchanted creature may activate the regeneration
ability, not the controller of Savage Silhouette.

-----



Scute Mob

G

Creature -- Insect

1/1

At the beginning of your upkeep, if you control five or more lands, put four
+1/+1 counters on Scute Mob.



* Scute Mob's ability has an "intervening 'if' clause." That means (1) the
ability won't trigger at all unless you control five or more lands as your
upkeep starts, and (2) the ability will do nothing if you control fewer than
five lands by the time it resolves.

-----



Slaughter Cry

2R

Instant

Target creature gets +3/+0 and gains first strike until end of turn.



* If a creature doesn't have first strike, granting it first strike after
combat damage has been dealt in the first combat damage step won't prevent it
from dealing combat damage. It will still assign and deal its combat damage in
the second combat damage step.

-----



Sorin Markov

3BBB

Planeswalker -- Sorin

4

[+2]: Sorin Markov deals 2 damage to target creature or player and you gain 2
life.

[-3]: Target opponent's life total becomes 10.

[-7]: You control target player's next turn.



* If the targeted creature or player is an illegal target by the time Sorin's
first ability resolves, the entire ability is countered. You won't gain life.



* For a player's life total to become 10, what actually happens is that the
player gains or loses the appropriate amount of life. For example, if the
targeted opponent's life total is 4 when this ability resolves, it will cause
that player to gain 6 life; alternately, if the targeted player's life total
is 17 when this ability resolves, it will cause that player to lose 7 life.
Other cards that interact with life gain or life loss will interact with this
effect accordingly.



* In a Two-Headed Giant game, Sorin's second ability causes the targeted
opponent's share of his or her team's life total (which is considered to be
that team's life total divided by two, rounded up) to become 10. That team's
life total is adjusted by the amount of life that player gains or loses as a
result of this. For example, if that team's life total is 15, the targeted
player's share of the life total would go from 8 to 10, and that team's life
total would end up at 17.



* Sorin's third ability allows you to control another player's turn. This
effect applies to the next turn that the affected player actually takes. The
entire turn is controlled; the effect doesn't end until the beginning of the
next turn.



* While controlling another player's turn, you can see all cards that player
can see. This includes cards in that player's hand, face-down cards that
player controls, and any cards in that player's library that an effect lets
him or her look at.



* The player whose turn is being controlled is still the active player.



* While controlling another player's turn, you also continue to make your own
choices and decisions.



* While controlling another player's turn, you make all choices and decisions
that player is allowed to make or is told to make during that turn. For
example:

-- You choose which lands the other player plays.

-- You choose which spells the other player casts, and make all decisions as
those spells are cast and as they resolve. For example, you choose the value
of X for that player's Earthquake, the target for that player's Lightning
Bolt, what mana that player spends to cast Day of Judgment, and what card that
player gets with Diabolic Tutor.

-- You choose which activated abilities the other player activates, and make
all decisions as those abilities are activated and as they resolve. For
example, you can have your opponent sacrifice his or her creatures to his or
her Vampire Aristocrat or have your opponent's Caller of Gales give one of
your creatures flying.

-- You make all decisions for the other player's triggered abilities,
including what they target and any decisions made when they resolve.

-- You choose which creatures controlled by the other player attack, who or
what they attack, and how they assign their combat damage.

-- You make any choices and decisions that player would make for any other
reason. For example, you could cast Fact or Fiction, choose that player to
divide the revealed cards into piles, and thus divide those cards into piles
yourself.



* You can't make the affected player concede. That player may choose to
concede at any time, even while you're controlling his or her turn.



* You can't make any illegal decisions or illegal choices -- you can't do
anything that player couldn't do. You can't make choices or decisions for that
player that aren't called for by the game rules or by any cards, permanents,
spells, abilities, and so on. If an effect causes another player to make
decisions that the affected player would normally make (such as Master
Warcraft does), that effect takes precedence. (In other words, if the affected
player wouldn't make a decision, you wouldn't make that decision on his or her
behalf.) You also can't make any choices or decisions for the player that
would be called for by the tournament rules (such as whether to take an
intentional draw or whether to call a judge).



* You can use only the affected player's resources (cards, mana, and so on) to
pay costs for that player; you can't use your own. Similarly, you can use the
affected player's resources only to pay that player's costs; you can't spend
them on your costs.



* Only the control of the turn changes. You don't control any of the other
player's permanents, spells, or abilities.



* Controlling a player's turn won't let you look at that player's sideboard
under any circumstances. During a tournament, if you have that player cast a
card such as Glittering Wish that lets that player choose a card with certain
characteristics from outside the game, no card can be chosen.



* If the player affected by Sorin's third ability skips his or her next turn,
the ability will wait. You'll control the next turn the affected player
actually takes.



* Multiple turn-controlling effects that affect the same player overwrite each
other. The last one to be created is the one that works.



* In a Two-Headed Giant game, Sorin's third ability causes you to control the
affected player's team's turn.



* You could gain control of your own turn using Sorin's third ability, but
unless you do so to overwrite someone else's turn-controlling effect, this
doesn't do anything.

-----



Sphinx of Jwar Isle

4UU

Creature -- Sphinx

5/5

Flying, shroud

You may look at the top card of your library. (You may do this at any time.)



* Essentially, Sphinx of Jwar Isle lets you play with the top card of your
library revealed only to you. Knowing what that card is becomes part of the
information you have access to, just like you can look at the cards in your
hand. You may look at the top card of your library whenever you want, even if
you don't have priority. This action doesn't use the stack.



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

-----



Sphinx of Lost Truths

3UU

Creature -- Sphinx

3/5

Kicker 1U (You may pay an additional 1U as you cast this spell.)

Flying

When Sphinx of Lost Truths enters the battlefield, draw three cards. Then if
it wasn't kicked, discard three cards.



* Sphinx of Lost Truths behaves differently than other cards with kicker. Its
enters-the-battlefield ability always triggers, and it checks whether it
*wasn't* kicked. The two possible results are as follows:

-- When an unkicked Sphinx of Lost Truths enters the battlefield, you draw
three cards, then discard three cards.

-- When a kicked Sphinx of Lost Truths enters the battlefield, you draw three
cards.

-----



Spreading Seas

1U

Enchantment -- Aura

Enchant land

When Spreading Seas enters the battlefield, draw a card.

Enchanted land is an Island.



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

-----



Summoner's Bane

2UU

Instant

Counter target creature spell. Put a 2/2 blue Illusion creature token onto the
battlefield.



* If the targeted spell is an illegal target by the time Summoner's Bane
resolves, the entire spell is countered. You won't get a creature token.



* You get the token creature, not the controller of the creature spell.

-----



Summoning Trap

4GG

Instant -- Trap

If a creature spell you cast this turn was countered by a spell or ability an
opponent controlled, you may pay 0 rather than pay Summoning Trap's mana cost.

Look at the top seven cards of your library. You may put a creature card from
among them onto the battlefield. Put the rest on the bottom of your library in
any order.



* If there are seven or fewer cards in your library, you'll look at all of
them.

-----



Tajuru Archer

2G

Creature -- Elf Archer Ally

1/2

Whenever Tajuru Archer or another Ally enters the battlefield under your
control, you may have Tajuru Archer deal damage to target creature with flying
equal to the number of Allies you control.



* You target a creature when the ability triggers. You decide whether to have
Tajuru Archer deal damage to that creature as the ability resolves.

-----



Tanglesap

1G

Instant

Prevent all combat damage that would be dealt this turn by creatures without
trample.



* Tanglesap prevents combat damage that would be dealt by all creatures
without trample, regardless of whether they're attacking or blocking.



* Creatures are checked to see whether they have trample at the time they'd
deal combat damage, not at the time Tanglesap resolves.

-----



Tempest Owl

1U

Creature -- Bird

1/2

Kicker 4U (You may pay an additional 4U as you cast this spell.)

Flying

When Tempest Owl enters the battlefield, if it was kicked, tap up to three
target permanents.



* If Tempest Owl was kicked, you may target zero, one, two, or three
permanents. They don't have to be untapped.

-----



Terra Stomper

3GGG

Creature -- Beast

8/8

Terra Stomper can't be countered.

Trample



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

-----



Turntimber Basilisk

1GG

Creature -- Basilisk

2/1

Deathtouch (Creatures dealt damage by this creature are destroyed. You can
divide this creature's combat damage among any of the creatures blocking or
blocked by it.)

Landfall -- Whenever a land enters the battlefield under your control, you may
have target creature block Turntimber Basilisk this turn if able.



* You decide whether to have the targeted creature block Turntimber Basilisk
this turn if able at the time the landfall ability resolves, not at the time
Turntimber Basilisk attacks.



* Deciding to have the targeted creature block doesn't force you to attack
with Turntimber Basilisk that turn. If Turntimber Basilisk doesn't attack, the
targeted creature is free to block whichever creature its controller chooses,
or block no creatures at all.



* If you choose to have the targeted creature block but that creature isn't
able to block Turntimber Basilisk (for example, because the targeted creature
can block only creatures with flying), the requirement to block does nothing.
The targeted creature is free to block whichever creature its controller
chooses, or block no creatures at all.



* Tapped creatures, creatures that can't block as the result of an effect,
creatures with unpaid costs to block (such as those from War Cadence), and
creatures that aren't controlled by the defending player are exempt from
effects that would require them to block. Such creatures can be targeted by
Turntimber Basilisk's landfall ability, but the requirement to block does
nothing.



* If Turntimber Basilisk's landfall ability triggers multiple times during the
same turn, you can have multiple creatures block it that turn if able.

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Unstable Footing

R

Instant

Kicker 3R (You may pay an additional 3R as you cast this spell.)

Damage can't be prevented this turn. If Unstable Footing was kicked, it deals
5 damage to target player.



* Unstable Footing's effect causes damage from all sources to be
unpreventable, not just damage from Unstable Footing itself.



* If damage can't be prevented, damage prevention shields don't have any
effect. If a prevention effect has an additional effect, the additional effect
will still work (if possible). Spells that create prevention effects can still
be cast, and abilities that create prevention effects can still be activated.



* If damage can't be prevented, static abilities that prevent damage
(including protection abilities) don't do so. If they have additional effects
that don't depend on the amount of damage prevented, those additional effects
will still work. Such effects are applied only once per source of damage.



* Effects that replace or redirect damage without using the word "prevent" are
not affected by Unstable Footing.



* If a creature is dealt lethal damage, it can still regenerate. If it does,
the damage marked on it will be removed from it.



* If Unstable Footing is kicked and the targeted player is an illegal target
by the time it resolves, the entire spell is countered. Damage can still be
prevented.

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Valakut, the Molten Pinnacle

Land

Valakut, the Molten Pinnacle enters the battlefield tapped.

Whenever a Mountain enters the battlefield under your control, if you control
at least five other Mountains, you may have Valakut, the Molten Pinnacle deal
3 damage to target creature or player.

T: Add R to your mana pool.



* Valakut, the Molten Pinnacle's triggered ability has an "intervening 'if'
clause." That means (1) the ability won't trigger at all unless, at the time a
Mountain enters the battlefield under your control, you control five or more
Mountains other than that new one, and (2) the ability will do nothing if you
control fewer than five Mountains other than that new one by the time it
resolves.



* If a Mountain you control leaves the battlefield between the time Valakut's
second ability triggers and the time it resolves, be aware if that was the
Mountain that caused Valakut's ability to trigger or not. If it was, Valakut's
count isn't affected; if it wasn't, Valakut's count goes down by one.



* If multiple Mountains enter the battlefield under your control at the same
time, Valakut's second ability could trigger that many times. Each ability
takes into consideration the other Mountains that entered the battlefield at
the same time as the one that caused it to trigger.



* You target a creature or player when the ability triggers. You decide
whether to have Valakut deal damage to that creature or player as the ability
resolves.

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Vampire Hexmage

BB

Creature -- Vampire Shaman

2/1

First strike

Sacrifice Vampire Hexmage: Remove all counters from target permanent.



* Any permanent can be targeted by the second ability, not just one with
counters on it.



* If all loyalty counters are removed from a planeswalker, that planeswalker
is put into its owner's graveyard as a state-based action.

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Vampire Lacerator

B

Creature -- Vampire Warrior

2/2

At the beginning of your upkeep, you lose 1 life unless an opponent has 10 or
less life.



* Whether an opponent has 10 or less life is checked only as the ability
resolves.

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Warren Instigator

RR

Creature -- Goblin Berserker

1/1

Double strike

Whenever Warren Instigator deals damage to an opponent, you may put a Goblin
creature card from your hand onto the battlefield.



* Warren Instigator's ability triggers when it deals any kind of damage to an
opponent, not just combat damage.



* If Warren Instigator attacks an opponent and isn't blocked, its double
strike ability will cause it to deal combat damage to that opponent twice,
once during each combat damage step. Its triggered ability will thus trigger
twice: Warren Instigator deals first-strike combat damage, its ability
triggers and resolves, it deals regular combat damage, and its ability
triggers and resolves again.

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Whiplash Trap

3UU

Instant -- Trap

If an opponent had two or more creatures enter the battlefield under his or
her control this turn, you may pay U rather than pay Whiplash Trap's mana
cost.

Return two target creatures to their owners' hands.



* You must target two creatures as you cast Whiplash Trap. If you can't
(because just one creature is on the battlefield, perhaps), you can't cast the
spell.



* You can target any two creatures, not just ones that entered the battlefield
this turn.

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Windborne Charge

2WW

Sorcery

Two target creatures you control each get +2/+2 and gain flying until end of
turn.



* You must target two creatures you control as you cast Windborne Charge. If
you can't (because you control just one creature, perhaps), you can't cast the
spell.

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World Queller

3WW

Creature -- Avatar

4/4

At the beginning of your upkeep, you may choose a card type. If you do, each
player sacrifices a permanent of that type.



* You may choose any card type, including instant or sorcery. Choosing instant
or sorcery will result in no permanents being sacrificed, though, since no
permanents have those card types.



* You don't choose a card type until the ability resolves. Once you choose a
type, it's too late for players to respond.



* First you choose which permanent you'll sacrifice (if you control any of the
chosen type), then each other player in turn order does the same, then all
chosen permanents are sacrificed at the same time.

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