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CARD-SPECIFIC NOTES






Æ thersnatch

{4}{U}{U}

Instant

Gain control of target spell. You may choose new targets for it. (If that spell becomes a permanent, it enters the battlefield under your control.)

 

* Æ thersnatch can target any spell, even one without targets.

 

* If you gain control of an instant or sorcery spell, it will be put into its owners graveyard as it resolves.

 

* You may change any or none of the spells targets. If you change a target, you must choose a legal target for the spell. If you cant, you must leave the target unchanged (even if the current target is illegal). Notably, if you were originally chosen as a target opponent for a spell you gain control with Æ thersnatch, you are now an illegal target as you arent your own opponent.

 

* Combat damage dealt by a commander is tracked without regard to who controlled the commander at the time it dealt damage. For example, say a commander deals 10 combat damage to a player, leaves the battlefield, is recast, and you gain control of it with Æ thersnatch. If it deals another 11 combat damage to that same player, he or she will lose the game.

 

* If you gain control of a commander spell, the commanders owner chooses whether to put it in the command zone if it later leaves the battlefield.

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Anya, Merciless Angel

{3}{R}{W}

Legendary Creature Angel

4/4

Flying

Anya, Merciless Angel gets +3/+3 for each opponent whose life total is less than half his or her starting life total.

As long as an opponents life total is less than half his or her starting life total, Anya has indestructible.

 

* Damage dealt to Anya is tracked even if Anya has indestructible. For example, if Anya is dealt what would be lethal damage and Anya loses indestructible (perhaps because each opponents life total is too high), it will be destroyed the next time state-based actions are performed. However, the check for whether a creature dealt damage by a source with deathtouch is destroyed happens only the first time that state-based actions are performed after that damage-dealing event.

 

* If damage is dealt to Anya and to your opponents at the same time, Anya may gain indestructible and/or extra toughness before state-based actions are checked. Similarly, if damage is dealt to Anya by a source with lifelink controlled by an opponent, Anya may lose indestructible and/or toughness before state-based actions are checked.

 

* If a players starting life total is odd (Commander Vanguard? Sweet.), half that players life total will be a fraction, and thats okay. For example, if an opponents starting life total is 41, half that number is 20 ½. If that players life total is 20 or less, Anya will have indestructible.

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Arjun, the Shifting Flame

{4}{U}{R}

Legendary Creature Sphinx Wizard

5/5

Flying

Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.

 

* Arjuns triggered ability will resolve before the spell that caused it to trigger.

 

* After Arjuns ability triggers, players may cast instants and activate activated abilities. Each time you cast an instant spell in response, Arjuns ability triggers again.

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Awaken the Sky Tyrant

{3}{R}

Enchantment

When a source an opponent controls deals damage to you, sacrifice Awaken the Sky Tyrant. If you do, put a 5/5 red Dragon creature token with flying onto the battlefield.

 

* If Awaken the Sky Tyrant isnt on the battlefield as its ability resolves, you cant sacrifice it. You wont get the Dragon in that case.

 

* Awaken the Sky Tyrant will trigger once for each source an opponent controls that deals damage to you, but you can sacrifice it only once.

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Bastion Protector

{2}{W}

Creature Human Soldier

3/3

Commander creatures you control get +2/+2 and have indestructible.

 

* Bastion Protectors ability applies to any commander creature you control, whether you own it or not.

 

* Bastion Protectors ability doesnt apply to commanders that arent currently creatures.

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Blade of Selves

{2}

Artifact Equipment

Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may put a token thats a copy of that creature onto the battlefield tapped and attacking that player or a planeswalker he or she controls. Exile the tokens at end of combat.)

Equip {4}

 

* If a creature has multiple instances of myriad, each triggers separately. Youll get two tokens per opponent other than the defending player.

 

* If the tokens arent creatures (perhaps because the equipped creature was an animated land), theyll enter the battlefield but they wont be attacking. Youll still exile those tokens at end of combat.

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Bloodspore Thrinax

{2}{G}{G}

Creature Lizard

2/2

Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)

Each other creature you control enters the battlefield with an additional X +1/+1 counters on it, where X is the number of +1/+1 counters on Bloodspore Thrinax.

 

* If Bloodspore Thrinax enters the battlefield at the same time as other creatures you control, those creatures wont get additional +1/+1 counters from Bloodspore Thrinaxs last ability. Those creatures also cant be devoured by Bloodspore Thrinax.

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Centaur Vinecrasher

{3}{G}

Creature Plant Centaur

1/1

Trample

Centaur Vinecrasher enters the battlefield with a number of +1/+1 counters on it equal to the number of land cards in all graveyards.

Whenever a land card is put into a graveyard from anywhere, you may pay {G}{G}. If you do, return Centaur Vinecrasher from your graveyard to your hand.

 

* If Centaur Vinecrasher and a land card are put into your graveyard at the same time, Centaur Vinecrashers last ability will trigger.

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Command Beacon

Land

{T}: Add {1} to your mana pool.

{T}, Sacrifice Command Beacon: Put your commander into your hand from the command zone.

 

* If you cast a commander from your hand, the additional cost based on the number of times youve cast it from your command zone (sometimes referred to as the commander tax) doesnt apply.

 

* If your commander isnt in the command zone (or youre not playing Commander) as the last ability resolves, nothing happens.

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Corpse Augur

{3}{B}

Creature Zombie Wizard

4/2

When Corpse Augur dies, you draw X cards and you lose X life, where X is the number of creature cards in target players graveyard.

 

* You choose the target player as the ability goes on the stack, but you determine the value of X as that ability resolves. If you target yourself and Corpse Augur is still in the graveyard, its ability will count itself.

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Dawnbreak Reclaimer

{4}{W}{W}

Creature Angel

5/5

Flying

At the beginning of your end step, choose a creature card in an opponents graveyard, then that player chooses a creature card in your graveyard. You may return those cards to the battlefield under their owners control.

 

* If any opponent has a creature card in his or her graveyard as Dawnbreak Reclaimers ability resolves, then you must choose one of those cards. You cant choose a different opponent with no creature cards in his or her graveyard to avoid returning one of those cards.

 

* If there are no creature cards in any opponents graveyard as Dawnbreak Reclaimers ability resolves, youll still have the option to return a creature card from your graveyard to the battlefield. You choose which opponent will choose a creature card in your graveyard.

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Daxos the Returned

{1}{W}{B}

Legendary Creature Zombie Soldier

2/2

Whenever you cast an enchantment spell, you get an experience counter.

{1}{W}{B}: Put a white and black Spirit enchantment creature token onto the battlefield. It has This creatures power and toughness are each equal to the number of experience counters you have.

 

* The power and toughness of the tokens will change as the number of experience counters you have does.

 

* The ability that defines the tokens power and toughness is part of the tokens copiable values. Copies of the token will also have that ability.

 

* Putting an enchantment creature token onto the battlefield wont cause Daxoss first ability to trigger. On the other hand, constellation abilities trigger whenever an enchantment enters the battlefield under your control, so those abilities will trigger.

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Daxoss Torment

{3}{B}

Enchantment

Constellation Whenever Daxoss Torment or another enchantment enters the battlefield under your control, Daxoss Torment becomes a 5/5 Demon creature with flying and haste in addition to its other types until end of turn.

 

* Although Daxoss Torment will become a creature after it enters the battlefield, it doesnt enter as a creature. Abilities that trigger whenever a creature enters the battlefield wont trigger.

 

* If the triggered ability resolves while Daxoss Torment is already a creature, that ability will override any effects that set its power or toughness to a specific value. Effects that modify power or toughness without directly setting them to a specific value will continue to apply.

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Deadly Tempest

{4}{B}{B}

Sorcery

Destroy all creatures. Each player loses life equal to the number of creatures he or she controlled that were destroyed this way.

 

* Creatures that arent destroyed this way (perhaps because they regenerated or have indestructible) dont count toward the life lost.

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Dread Summons

{X}{B}{B}

Sorcery

Each player puts the top X cards of his or her library into his or her graveyard. For each creature card put into a graveyard this way, you put a 2/2 black Zombie creature token onto the battlefield tapped.

 

* If a creature card has an ability that replaces going to the graveyard with moving somewhere else instead, that card wont count toward the number of Zombies you get. Conversely, creature cards with a triggered ability that removes them from the graveyard when theyre put there from anywhere (or your library) will count toward that number.

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Dream Pillager

{5}{R}{R}

Creature Dragon

4/4

Flying

Whenever Dream Pillager deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast nonland cards exiled this way.

 

* The cards are exiled face up.

 

* Casting a card this way follows the normal rules for casting the card. You must pay its costs, and you must follow all applicable timing rules. For example, if one of the cards is a creature card, you can cast that card only during your main phase while the stack is empty.

 

* If you cast an instant or sorcery card this way, it will go to your graveyard after it resolves or is countered. It wont return to exile.

 

* Any cards you dont cast will remain exiled.

 

* Exiling all the cards from your library this way wont cause you to lose the game. Youll lose only if you attempt to draw a card from an empty library.

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Ezuris Predation

{5}{G}{G}{G}

Sorcery

For each creature your opponents control, put a 4/4 green Beast creature token onto the battlefield. Each of those Beasts fights a different one of those creatures.

 

* Players cant cast spells or activate any abilities in between the Beasts entering the battlefield and fighting the other creatures. If the Beasts entering the battlefield cause any abilities to trigger, those abilities will be put onto the stack after Ezuris Predation is finished resolving.

 

* You choose which Beast is fighting which creature an opponent controls.

 

* Each of the fights happens at the same time.

 

* If Ezuris Predation creates more than one token for any given creature (due to an effect such as the one Doubling Season creates), the extra tokens wont fight any creature.

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Fiery Confluence

{2}{R}{R}

Sorcery

Choose three. You may choose the same mode more than once.

Fiery Confluence deals 1 damage to each creature.

Fiery Confluence deals 2 damage to each opponent.

Destroy target artifact.

 

* If the first or second modes are chosen multiple times, each of those modes represents a separate damage-dealing event. For example, if your opponent casts Fiery Confluence choosing the second mode three times, and you control Guardian Seraph (a creature with the ability If a source an opponent controls would deal damage to you, prevent 1 of that damage), youll be dealt a total of 3 damage.

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Gigantoplasm

{3}{U}

Creature Shapeshifter

0/0

You may have Gigantoplasm enter the battlefield as a copy of any creature on the battlefield except it gains {X}: This creature has base power and toughness X/X.

 

* The activated ability Gigantoplasm gives itself becomes part of its copiable values. Unless the ability is overwritten by another copy effect, a creature thats a copy of Gigantoplasm will have that ability.

 

* Gigantoplasm copies exactly what was printed on the original creature and nothing more (unless that creature is copying something else or is a token; see below). It doesnt copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, etc.

 

* If Gigantoplasm isnt a creature (perhaps because it copied a land that had temporarily become a creature), you can still activate the ability {X}: This creature has base power and toughness X/X. However, this ability wont have any effect, and it wont turn Gigantoplasm into a creature.

 

* The activated ability overwrites all previous effects that set Gigantoplasms base power and/or toughness to specific values. Other effects that set its base power and/or toughness that start to apply after the ability resolves (including ones created by subsequent activations of the ability) will overwrite the effect of the ability.

 

* Effects that modify Gigantoplasms power and/or toughness, such as the effect of Giant Growth or Glorious Anthem, will apply to Gigantoplasm no matter when they started applying. The same is true for counters that affect its power and/or toughness and effects that switch its power and toughness.

 

* If the chosen creature has {X} in its mana cost, X is 0. The ability that Gigantoplasm gives itself doesnt affect an {X} in its mana cost.

 

* If the chosen creature is copying something else (for example, if the chosen creature is another Gigantoplasm), then Gigantoplasm enters the battlefield as whatever the chosen creature was copying (plus any abilities it gained as part of the copy process, if applicable).

 

* If the chosen creature is a token, Gigantoplasm copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. Gigantoplasm isnt a token, even if its copying one.

 

* Any enters-the-battlefield abilities of the copied creature will trigger when Gigantoplasm enters the battlefield. Any as [this creature] enters the battlefield or [this creature] enters the battlefield with abilities of the chosen creature will also work.

 

* If Gigantoplasm somehow enters the battlefield at the same time as another creature, it cant become a copy of that creature. You may only choose a creature thats already on the battlefield.

 

* You can choose not to copy anything. In that case, Gigantoplasm enters the battlefield as a 0/0 Shapeshifter creature, and is probably put into the graveyard immediately.

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Grasp of Fate

{1}{W}{W}

Enchantment

When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners control.)

 

* If Grasp of Fate leaves the battlefield before its triggered ability resolves, no nonland permanents will be exiled.

 

* Auras attached to exiled nonland permanents will be put into their owners graveyards. Equipment attached to exiled creatures will become unattached and remain on the battlefield. Any counters on exiled nonland permanents will cease to exist.

 

* If a token is exiled, it ceases to exist. It wont be returned to the battlefield.

 

* The exiled cards return to the battlefield immediately after Grasp of Fate leaves the battlefield. Nothing happens between the two events, including state-based actions.

 

* In a multiplayer game, if Grasp of Fates owner leaves the game, the exiled cards will return to the battlefield. Because the one-shot effect that returns the cards isnt an ability that goes on the stack, it wont cease to exist along with the leaving players spells and abilities on the stack.

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Great Oak Guardian

{5}{G}

Creature Treefolk

4/5

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

Reach

When Great Oak Guardian enters the battlefield, creatures target player controls get +2/+2 until end of turn. Untap them.

 

* Great Oak Guardians last ability targets only the player, not any creatures. Creatures with shroud that player controls will be affected, for example.

 

* Any creatures controlled by the player that are already untapped will just get +2/+2 until end of turn.

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Herald of the Host

{3}{W}{W}

Creature Angel

4/4

Flying, vigilance

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may put a token thats a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker he or she controls. Exile the tokens at end of combat.)

 

* The copies created by the myriad ability enter the battlefield tapped even though theyll have vigilance.

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Illusory Ambusher

{4}{U}

Creature Cat Illusion

4/1

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

Whenever Illusory Ambusher is dealt damage, draw that many cards.

 

* Creatures may be dealt damage greater than their toughness. If a source deals 5 damage to Illusory Ambusher, youll draw five cards.

 

* If Illusory Ambusher blocks a creature with trample, that creatures controller can assign any amount of damage from 1 to that creatures power to Illusory Ambusher. Excess damage doesnt have to be assigned to the defending player.

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Kalemnes Captain

{3}{W}{W}

Creature Giant Soldier

5/5

Vigilance

{5}{W}{W}: Monstrosity 3. (If this creature isnt monstrous, put three +1/+1 counters on it and it becomes monstrous.)

When Kalemnes Captain becomes monstrous, exile all artifacts and enchantments.

 

* Once a creature becomes monstrous, it cant become monstrous again. If Kalemnes Captain is already monstrous, the activated ability wont do anything.

 

* Monstrous isnt an ability that the creature has. Its just something true about that creature. If the creature stops being a creature or loses its abilities, it continues to be monstrous.

 

* An ability that triggers when a creature becomes monstrous wont trigger if that creature isnt on the battlefield when its monstrosity ability resolves.

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Karlov of the Ghost Council

{W}{B}

Legendary Creature Spirit Advisor

2/2

Whenever you gain life, put two +1/+1 counters on Karlov of the Ghost Council.

{W}{B}, Remove six +1/+1 counters from Karlov of the Ghost Council: Exile target creature.

 

* The ability triggers just once for each life-gaining event, whether its 1 life from an attacking creature with lifelink or 4 life from Faiths Fetters.

 

* A creature with lifelink dealing combat damage is a single life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, the ability will trigger twice. However, if a single creature with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.

 

* In a Two-Headed Giant game, life gained by your teammate wont cause the ability to trigger, even though it causes your teams life total to increase.

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Kaseto, Orochi Archmage

{1}{G}{U}

Legendary Creature Snake Wizard

2/2

{G}{U}: Target creature cant be blocked this turn. If that creature is a Snake, it gets +2/+2 until end of turn.

 

* Once a creature has been legally blocked, activating Kasetos ability targeting that creature wont cause it to become unblocked. It will give it +2/+2 if its a Snake, though.

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Mazirek, Kraul Death Priest

{3}{B}{G}

Legendary Creature Insect Shaman

2/2

Flying

Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.

 

* If a permanent is sacrificed to pay a cost of a spell or ability, Mazireks ability will resolve before that spell or ability. Conversely, if a permanent is sacrificed during the resolution of a spell or ability, that spell or ability will finish resolving before Mazireks ability is put onto the stack.

 

* Mazirek itself doesnt allow any player to sacrifice any permanents. Its ability triggers whenever a player sacrifices a permanent because some other spell, ability, or cost instructed the player to do so.

 

* A legendary creature that dies because of the legend rule isnt sacrificed. The same is true for a planeswalker that is affected by the planeswalker uniqueness rule.

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Meren of Clan Nel Toth

{2}{B}{G}

Legendary Creature Human Shaman

3/4

Whenever another creature you control dies, you get an experience counter.

At the beginning of your end step, choose target creature card in your graveyard. If that cards converted mana cost is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.

 

* If Meren of Clan Nel Toth leaves the battlefield at the same time as other creatures you control die, its first ability will trigger for each of those creatures.

 

* You cant choose to put the creature card into your hand if its converted mana cost is less than or equal to the number of experience counters you have as the last ability resolves.

 

* If a creature card in your graveyard has {X} in its mana cost, X is 0.

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Meteor Blast

{X}{R}{R}{R}

Sorcery

Meteor Blast deals 4 damage to each of X target creatures and/or players.

 

* Meteor Blast cant target the same creature or player more than once.

 

* Meteor Blast cant deal damage to both a player and a planeswalker he or she controls this way. Meteor Blast also cant deal damage to more than one planeswalker controlled by the same player this way.

 

* If some but not all of Meteor Blasts targets have become illegal by the time it tries to resolve, it will deal damage to the remaining legal targets. Illegal targets wont be affected.

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Mirror Match

{4}{U}{U}

Instant

Cast Mirror Match only during the declare blockers step.

For each creature attacking you or a planeswalker you control, put a token thats a copy of that creature onto the battlefield blocking that creature. Exile those tokens at end of combat.

 

* A token created by Mirror Match will be blocking the creature its copying even if that creature cant be blocked or has an ability that would stop the token creature from blocking it (such as menace or protection). This is also true even if the token creature has an ability that would stop it from being declared as a blocker.

 

* Although the tokens enter the battlefield blocking, they were never declared as blockers. Abilities that trigger whenever a creature blocks wont trigger. If there are any costs to have a creature block, those costs wont apply to the tokens.

 

* If the tokens arent creatures (perhaps because the attacking creature was an animated land), theyll enter the battlefield but they wont be blocking. Attacking creatures that werent otherwise blocked will remain unblocked.

 

* The delayed triggered ability that exiles the tokens will trigger at end of combat no matter what happens to the original creature.

 

* If Mirror Match creates more than one token for any given attacking creature (due to an effect such as the one Doubling Season creates), each of those tokens will enter the battlefield blocking the creature its a copy of. All of those tokens will be exiled by the delayed triggered ability.

 

* Each token copies exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesnt copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.

 

* If the copied creature has {X} in its mana cost, X is 0.

 

* If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied.

 

* If the copied creature is a token, the token created by Mirror Match copies the original characteristics of that token as stated by the effect that put the token onto the battlefield.

 

* Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any as [this permanent] enters the battlefield or [this permanent] enters the battlefield with abilities of the copied creature will also work.

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Mizzix of the Izmagnus

{2}{U}{R}

Legendary Creature Goblin Wizard

2/2

Whenever you cast an instant or sorcery spell with converted mana cost greater than the number of experience counters you have, you get an experience counter.

Instant and sorcery spells you cast cost {1} less to cast for each experience counter you have.

 

* You finish casting a spell, including paying its costs, before Mizzixs first ability triggers. The ability that gives you the experience counter will resolve before the spell that caused it to trigger.

 

* Mizzixs last ability doesnt change the mana cost or converted mana cost of any spell. It changes only the total cost you pay.

 

* Mizzixs last ability cant reduce the amount of colored mana you pay for a spell. It reduces only the generic component of that cost.

 

* If there are additional costs to cast a spell, or if the cost to cast a spell is increased by an effect (such as the one created by Thalia, Guardian of Thrabens ability), apply those increases before applying cost reductions.

 

* The cost reduction can apply to alternative costs such as flashback costs.

 

* If an instant or sorcery spell you cast has {X} in its mana cost, you choose the value of X before calculating the spells total cost. For example, if that spells mana cost is {X}{R} and you have one experience counter, you could choose 5 as the value of X and pay {4}{R} to cast the spell.

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Mizzixs Mastery

{3}{R}

Sorcery

Exile target card thats an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzixs Mastery.

Overload {5}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of target with each.)

 

* If Mizzixs Mastery exiled multiple cards, you may cast the copies in any order. The last copy you cast will be the first one to resolve.

 

* If you dont cast one of the copies (perhaps because there are no legal targets available or you dont want to), the copy will cease to exist.

 

* Mizzixs Mastery is still on the stack as it resolves. If you pay the overload cost, Mizzixs Mastery wont be copied.

 

* The copies are created and cast during the resolution of Mizzixs Mastery. You cant wait to cast them later in the turn. Timing restrictions based on the copys type are ignored. Other restrictions (such as Cast [this name] only during combat) are not.

 

* If you cast a spell without paying its mana cost, you cant pay any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.

 

* If the copy has {X} in its mana cost, you must choose 0 as the value of X.

 

* The cards remain exiled no matter what happens to the copies.

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Oreskos Explorer

{1}{W}

Creature Cat Scout

2/2

When Oreskos Explorer enters the battlefield, search your library for up to X Plains cards, where X is the number of players who control more lands than you. Reveal those cards, put them into your hand, then shuffle your library.

 

* The value of X is determined as Oreskos Explorers triggered ability resolves.

 

* If no player controls more lands than you do, youll still search and shuffle your library, although you cant find any cards.

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Pathbreaker Ibex

{4}{G}{G}

Creature Goat

3/3

Whenever Pathbreaker Ibex attacks, creatures you control gain trample and get +X/+X until end of turn, where X is the greatest power among creatures you control.

 

* The value of X is calculated as Pathbreaker Ibexs ability resolves. Notably, if you attack with two Pathbreaker Ibex (and control no other creatures), the first ability to resolve will give those Ibex +3/+3. The second ability will then give them +6/+6.

 

* In some unusual cases, the greatest power among creatures you control may be negative. This is bad for you. For example, if the greatest power among creatures you control when the ability resolves is -2, creatures you control will get -2/-2 until end of turn.

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Righteous Confluence

{3}{W}{W}

Sorcery

Choose three. You may choose the same mode more than once.

Put a 2/2 white Knight creature token with vigilance onto the battlefield.

Exile target enchantment.

You gain 5 life.

 

* If the third mode is chosen multiple times, each of those modes represents a separate life-gaining event. For example, if the third mode is chosen three times, and you control Karlov of the Ghost Council (a creature with the ability Whenever you gain life, put two +1/+1 counters on Karlov of the Ghost Council.), Karlovs ability will trigger three times, for a total of six +1/+1 counters.

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Rite of the Raging Storm

{3}{R}{R}

Enchantment

Creatures named Lightning Rager cant attack you or planeswalkers you control.

At the beginning of each players upkeep, that player puts a 5/1 red Elemental creature token named Lightning Rager onto the battlefield. It has trample, haste, and At the beginning of the end step, sacrifice this creature.

 

* If Rite of the Raging Storm leaves the battlefield before attackers are declared, creatures named Lightning Rager can attack you or planeswalkers you control.

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Scourge of Nel Toth

{5}{B}{B}

Creature Zombie Dragon

6/6

Flying

You may cast Scourge of Nel Toth from your graveyard by paying {B}{B} and sacrificing two creatures rather than paying its mana cost.

 

* Casting Scourge of Nel Toth from your graveyard by paying the alternative cost doesnt change when you can cast it. You can cast it only at the normal time you could cast a creature spell.

 

* If you cast Scourge of Nel Toth from your graveyard, it is a spell and can be countered.

 

* As soon as you start to cast Scourge of Nel Toth from your graveyard, it moves to the stack. At that point, its too late for an opponent to prevent you from casting it by removing it from your graveyard. Its also too late for players to try to destroy the creatures you sacrifice to pay for the spell.

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Scytheclaw

{5}

Artifact Equipment

Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)

Equipped creature gets +1/+1.

Whenever equipped creature deals combat damage to a player, that player loses half his or her life, rounded up.

Equip {3}

 

* Scytheclaws triggered ability triggers and resolves after combat damage is dealt. For example, if the Germ token deals 1 combat damage to a player with 10 life, combat damage will reduce that players life total to 9. Then Scytheclaws ability will cause the player to lose 5 life, leaving the player at 4.

 

* Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.

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Seal of the Guildpact

{5}

Artifact

As Seal of the Guildpact enters the battlefield, choose two colors.

Each spell you cast costs {1} less to cast for each of the chosen colors it is.

 

* You must choose two different colors.

 

* Seal of the Guildpacts last ability doesnt change the mana cost or converted mana cost of any spell. It changes only the total cost you pay.

 

* Seal of the Guildpacts last ability cant reduce the amount of colored mana you pay for a spell. It reduces only the generic component of that cost.

 

* If there are additional costs to cast a spell, or if the cost to cast a spell is increased by an effect (such as the one created by Thalia, Guardian of Thrabens ability), apply those increases before applying cost reductions.

 

* The cost reduction can apply to alternative costs such as evoke costs.

 

* If a spell you cast has {X} in its mana cost, you choose the value of X before calculating the spells total cost. For example, if that spells mana cost is {X}{R}{G} and youve chosen red and green, you could choose 5 as the value of X and pay {3}{R}{G} to cast the spell.

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Skullwinder

{2}{G}

Creature Snake

1/3

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

When Skullwinder enters the battlefield, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from his or her graveyard to his or her hand.

 

* Skullwinders enters-the-battlefield ability targets only the card in your graveyard. If that card is an illegal target as the ability tries to resolve, the ability will be countered and none of its effects will happen. No cards will be returned to any players hand.

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Synthetic Destiny

{4}{U}{U}

Instant

Exile all creatures you control. At the beginning of the next end step, reveal cards from the top of your library until you reveal that many creature cards, put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.

 

* Creature tokens you exile this way will count toward the number of creature cards you put onto the battlefield.

 

* If you put your commander in the command zone instead of exiling it, it will still count toward the number of creature cards you put onto the battlefield.

 

* The cards you exile will stay in exile. Theyre not part of the group you shuffle into your library.

 

* The creature cards will enter the battlefield simultaneously.

 

* If the number of creatures you exile is greater than the number of creature cards remaining in your library, you'll wind up revealing your entire library, putting all creature cards revealed that way onto the battlefield, then shuffling your library.

 

* If you dont reveal any noncreature cards this way (perhaps because all the creature cards you needed were on top of your library), you still shuffle your library.

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Thief of Blood

{4}{B}{B}

Creature Vampire

1/1

Flying

As Thief of Blood enters the battlefield, remove all counters from all permanents. Thief of Blood enters the battlefield with a +1/+1 counter on it for each counter removed this way.

 

* Experience counters arent removed from players this way, but loyalty counters are removed from planeswalkers.

 

* If more than one Thief of Blood enters the battlefield at the same time, you can apply the replacement effect of any of them. That one will enter with additional +1/+1 counters due to its own ability and the others will not.

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Verdant Confluence

{4}{G}{G}

Sorcery

Choose three. You may choose the same mode more than once.

Put two +1/+1 counters on target creature.

Return target permanent card from your graveyard to your hand.

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

 

* A permanent card is an artifact, creature, enchantment, land, or planeswalker card.

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