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The _Magic 2010_ core 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: _Lorwyn_(TM), _Morningtide_(R),
_Shadowmoor_(R), _Eventide_(R), _Shards of Alara_(TM), _Conflux_(R),
_Alara Reborn_(TM), and _Magic 2010_.
The _Magic 2010_ core set contains 249 cards (20 basic land, 101 common,
60 uncommon, 53 rare, 15 mythic rare).
This FAQ has three sections, each of which serves a different purpose.
The first section ("M10 Rules Changes") explains rules that have changed
with this core set. The second section ("General Notes") explains some
mechanics and concepts in the set. The third 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.
-----
A number of changes have been made to make the _Magic_(TM) rules better
match player expectations. There are also some terminology changes, both
in printed card sets going forward and in the Oracle card reference
(located at <http://gatherer.wizards.com>), to make the game both
clearer and more evocative. The most important changes are listed here.
The "battlefield" is the game zone where players keep their permanents,
including creatures, lands, and planeswalkers. It used to be known as
"in play." Triggered abilities that would have said "When [this
permanent] comes into play" now say "When [this permanent] enters the
battlefield."
Awakener Druid
{2}{G}
Creature -- Human Druid
1/1
When Awakener Druid enters the battlefield, target Forest becomes a 4/5
green Treefolk creature for as long as Awakener Druid is on the
battlefield. It's still a land.
-----
"Exile" is a game zone that acts as a holding area for cards that are
put to the side. To exile a card is to move it to the exile zone. A card
might be exiled temporarily, in which case the spell or ability that's
causing it to be exiled will say how or when it can come back, or a card
might be exiled for the rest of the game. Exiling a card used to be
known as "removing it from the game."
Haunting Echoes
{3}{B}{B}
Sorcery
Exile all cards from target player's graveyard other than basic land
cards. For each card exiled this way, search that player's library for
all cards with the same name as that card and exile them. Then that
player shuffles his or her library.
-----
To "cast" a spell is to put it on the stack and pay its costs so that it
will eventually resolve and have its effects. This used to be known as
"playing" a spell.
Mesa Enchantress
{1}{W}{W}
Creature -- Human Druid
0/2
Whenever you cast an enchantment spell, you may draw a card.
Pithing Needle
{1}
Artifact
As Pithing Needle enters the battlefield, name a card.
Activated abilities of sources with the chosen name can't be activated
unless they're mana abilities.
Djinn of Wishes
{3}{U}{U}
Creature -- Djinn
4/4
Flying
Djinn of Wishes enters the battlefield with three wish counters on it.
{2}{U}{U}, Remove a wish counter from Djinn of Wishes: Reveal the top
card of your library. You may play that card without paying its mana
cost. If you don't, exile it.
-----
Some cards have abilities that trigger "at the beginning of the end
step." These abilities trigger at a point in the turn that's pretty late
-- but isn't all the way at the end. Older cards said the ability
triggered "at end of turn," which wasn't accurate.
During your turn, after your combat phase, there is a second main phase.
After that is the ending phase. The ending phase has two parts: the end
step (when players can cast spells and activate abilities) comes first,
followed by the cleanup step (when you discard down to your maximum hand
size, damage is cleared from all creatures, and "until end of turn"
effects end).
Abilities that trigger "at the beginning of the end step" trigger, not
surprisingly, when the end step begins. Players can cast spells and
activate abilities afterward. If an ability that triggers "at the
beginning of the end step" is created during an end step, it will wait
to trigger until the next end step begins.
-----
The rules for the combat phase have changed. Here's what happens in the
combat phase now:
* How first strike and double strike work hasn't changed. At the start
of the combat damage step, if at least one attacking or blocking
creature has first strike or double strike, creatures without first
strike or double strike don't assign combat damage. Instead of
proceeding to the end of combat step, a second combat damage step is
created to handle the remaining creatures. In the second combat damage
step, surviving attackers and blockers that didn't assign combat damage
in the first step, plus any creatures with double strike, assign their
combat damage. Note that players may still cast spells and activate
abilities during the first combat damage step before the second one
begins.
-----
Child of Night
{1}{B}
Creature -- Vampire
2/1
Lifelink (Damage dealt by this creature also causes you to gain that
much life.)
702.13. Lifelink
* The rules that care about lifelink function no matter where the source
of damage with lifelink is. In other words, if a spell or ability causes
a card with lifelink that's not on the battlefield to deal damage (like
Selfless Exorcist's ability does, for example), that damage will cause
its controller to gain that much life. This isn't the same as damage
dealt by a source that changed zones; see below.
702.2. Deathtouch
* The second part of deathtouch applies to any damage, not just combat
damage.
* The rules that care about deathtouch function no matter where the
source with deathtouch is. In other words, if a spell or ability causes
a card with deathtouch that's not on the battlefield to deal damage to a
creature (like Selfless Exorcist's ability does, for example), that
creature will be destroyed. This isn't the same as damage dealt by a
source that changed zones; see below.
GENERAL NOTES
Ajani Goldmane
{2}{W}{W}
Planeswalker -- Ajani
4
[+1]: You gain 2 life.
[-1]: Put a +1/+1 counter on each creature you control. Those creatures
gain vigilance until end of turn.
[-6]: Put a white Avatar creature token onto the battlefield with "This
creature's power and toughness are each equal to your life total."
* Planeswalkers are permanents. You can cast one at the time you could
cast a sorcery. When your planeswalker spell resolves, it enters the
battlefield under your control.
* If your planeswalkers are being attacked, you can block the attackers
as normal.
The Magic 2010 set has a cycle of lands that produce two colors of mana
and enter the battlefield tapped unless you control a certain land.
Dragonskull Summit
Land
Dragonskull Summit enters the battlefield tapped unless you control a
Swamp or a Mountain.
{T}: Add {B} or {R} to your mana pool.
* These lands check for lands you control with either of the two listed
land types, not either of the two listed names. The lands they check for
don't have to be basic lands. For example, if you control Stomping
Ground (a nonbasic land with the land types Mountain and Forest),
Dragonskull Summit will enter the battlefield untapped.
* As these lands are entering the battlefield, they check for lands that
are already on the battlefield. They won't see lands that are entering
the battlefield at the same time (due to Warp World, for example).
-----
The Magic 2010 set has a cycle of artifacts that let you gain life
whenever a player casts a spell of the appropriate color.
Kraken's Eye
{2}
Artifact
Whenever a player casts a blue spell, you may gain 1 life.
* The ability triggers whenever any player, not just you, casts a spell
of the appropriate color.
CARD-SPECIFIC NOTES
Act of Treason
{2}{R}
Sorcery
Gain control of target creature until end of turn. Untap that creature.
It gains haste until end of turn. (It can attack and {T} this turn.)
* Act of Treason can target any creature, even one that's tapped or one
you already control.
-----
Ajani Goldmane
{2}{W}{W}
Planeswalker -- Ajani
4
[+1]: You gain 2 life.
[-1]: Put a +1/+1 counter on each creature you control. Those creatures
gain vigilance until end of turn.
[-6]: Put a white Avatar creature token onto the battlefield with "This
creature's power and toughness are each equal to your life total."
* The power and toughness of the Avatar created by the third ability
will change as your life total changes.
Alluring Siren
{1}{U}
Creature -- Siren
1/1
{T}: Target creature an opponent controls attacks you this turn if able.
* After the ability resolves, the targeted creature attacks you only if
it's able to do so as that turn's declare attackers step begins. If, at
that time, the creature is tapped, is affected by a spell or ability
that says it can't attack, or is affected by "summoning sickness," it
can't attack. If there's a cost associated with having that creature
attack, its controller isn't forced to pay that cost, so the creature
doesn't have to attack in that case either.
* If the targeted creature would be able to attack either you or a
planeswalker you control, it must attack you, not the planeswalker.
Armored Ascension
{3}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has
flying.
Awakener Druid
{2}{G}
Creature -- Human Druid
1/1
When Awakener Druid enters the battlefield, target Forest becomes a 4/5
green Treefolk creature for as long as Awakener Druid is on the
battlefield. It's still a land.
* Awakener Druid's ability affects a land with the land type Forest, not
necessarily a land with the name Forest.
* If Awakener Druid and the Treefolk are dealt lethal damage at the same
time, both will be destroyed. However, if Awakener Druid leaves the
battlefield before the Treefolk is dealt damage, it will immediately
revert to being just a land and thus can't be dealt damage.
-----
Baneslayer Angel
{3}{W}{W}
Creature -- Angel
5/5
Flying, first strike, lifelink, protection from Demons and from Dragons
Bogardan Hellkite
{6}{R}{R}
Creature -- Dragon
5/5
Flash (You may cast this spell any time you could cast an instant.)
Flying
When Bogardan Hellkite enters the battlefield, it deals 5 damage divided
as you choose among any number of target creatures and/or players.
Burning Inquiry
{R}
Sorcery
Each player draws three cards, then discards three cards at random.
* First the player whose turn it is draws three cards, then each other
player in turn order does so. Then the active player randomly chooses
the three cards he or she will discard, then each other player in turn
order does so. Then all the cards are discarded at the same time.
* Each player must discard three cards, even a player that (for some
reason) didn't actually draw three cards.
-----
Burst of Speed
{R}
Sorcery
Creatures you control gain haste until end of turn. (They can attack and
{T} even if they just came under your control.)
Capricious Efreet
{4}{R}{R}
Creature -- Efreet
6/4
At the beginning of your upkeep, choose target nonland permanent you
control and up to two target nonland permanents you don't control.
Destroy one of them at random.
* You may target zero, one, or two nonland permanents you don't control.
* You target between one and three permanents as you put the ability on
the stack. You don't randomly choose which one will be destroyed until
the ability resolves. If one of those permanents has become an illegal
target by then, you randomly choose between the remaining ones.
* Captain of the Watch grants +1/+1 and vigilance to all other Soldier
creatures you control, not just the ones its ability puts onto the
battlefield.
-----
Celestial Purge
{1}{W}
Instant
Exile target black or red permanent.
* Lands are colorless (even if their frames have some colored elements
to them). You can't target a Swamp, a Mountain, or any other land with
Celestial Purge (unless some other effect has turned that land black or
red).
-----
Cemetery Reaper
{1}{B}{B}
Creature -- Zombie
2/2
Other Zombie creatures you control get +1/+1.
{2}{B}, {T}: Exile target creature card from a graveyard. Put a 2/2
black Zombie creature token onto the battlefield.
Chandra Nalaar
{3}{R}{R}
Planeswalker -- Chandra
6
[+1]: Chandra Nalaar deals 1 damage to target player.
[-X]: Chandra Nalaar deals X damage to target creature.
[-8]: Chandra Nalaar deals 10 damage to target player and each creature
he or she controls.
Clone
{3}{U}
Creature -- Shapeshifter
0/0
You may have Clone enter the battlefield as a copy of any creature on
the battlefield.
* If the chosen creature has {X} in its mana cost (such as Protean
Hydra), X is considered to be zero.
* You can choose not to copy anything. In that case, Clone enters the
battlefield as a 0/0 creature, and is probably put into the graveyard
immediately.
-----
Coat of Arms
{5}
Artifact
Each creature gets +1/+1 for each other creature on the battlefield that
shares at least one creature type with it. (For example, if two Goblin
Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
Consume Spirit
{X}{1}{B}
Sorcery
Spend only black mana on X.
Consume Spirit deals X damage to target creature or player and you gain
X life.
* The amount of life you gain is equal to the number chosen for X, not
the amount of damage Consume Spirit deals (in case some of it is
prevented).
Convincing Mirage
{1}{U}
Enchantment -- Aura
Enchant land
As Convincing Mirage enters the battlefield, choose a basic land type.
Enchanted land is the chosen type.
* The affected land loses its existing land types and any abilities
printed on it. It becomes the chosen basic land type and now has the
ability to tap to add one mana of the appropriate color to your mana
pool. Convincing Mirage's ability doesn't change the affected land's
name or whether it's legendary or basic.
-----
Darksteel Colossus
{11}
Artifact Creature -- Golem
11/11
Trample
Darksteel Colossus is indestructible.
If Darksteel Colossus would be put into a graveyard from anywhere,
reveal Darksteel Colossus and shuffle it into its owner's library
instead.
* Lethal damage, damage from a source with deathtouch, 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 or if its toughness is 0 or less. (In these cases, of course,
Darksteel Colossus would be shuffled into its owner's library instead of
being put into its owner's graveyard.)
-----
Disorient
{3}{U}
Instant
Target creature gets -7/-0 until end of turn.
Divine Verdict
{3}{W}
Instant
Destroy target attacking or blocking creature.
Djinn of Wishes
{3}{U}{U}
Creature -- Djinn
4/4
Flying
Djinn of Wishes enters the battlefield with three wish counters on it.
{2}{U}{U}, Remove a wish counter from Djinn of Wishes: Reveal the top
card of your library. You may play that card without paying its mana
cost. If you don't, exile it.
* If the revealed card is a land, you can play it only if it's your turn
and you haven't yet played a land this turn.
* If you play a card "without paying its mana cost," you can't pay any
alternative costs. You can pay additional costs, such as conspire costs
and kicker costs.
-----
Dragon Whelp
{2}{R}{R}
Creature -- Dragon
2/3
Flying
{R}: Dragon Whelp gets +1/+0 until end of turn. If this ability has been
activated four or more times this turn, sacrifice Dragon Whelp at the
beginning of the next end step.
* Dragon Whelp has received errata. Its updated wording is listed here.
Elvish Archdruid
{1}{G}{G}
Creature -- Elf Druid
2/2
Other Elf creatures you control get +1/+1.
{T}: Add {G} to your mana pool for each Elf you control.
* Elvish Archdruid's first ability affects only other Elves you control.
However, Elvish Archdruid's second ability counts all Elves you control
-- including itself.
-----
Entangling Vines
{3}{G}
Enchantment -- Aura
Enchant tapped creature
Enchanted creature doesn't untap during its controller's untap step.
* Entangling Vines can enchant only a creature that's tapped. If at any
time the enchanted creature is untapped, Entangling Vines is put into
its owner's graveyard as a state-based action.
Fireball
{X}{R}
Sorcery
Fireball deals X damage divided evenly, rounded down, among any number
of target creatures and/or players.
Fireball costs {1} more to cast for each target beyond the first.
* You can target more than X creatures. However, if the number of legal
targets at the time Fireball resolves is greater than X, none of them
will be dealt any damage.
-----
Firebreathing
{R}
Enchantment -- Aura
Enchant creature
{R}: Enchanted creature gets +1/+0 until end of turn.
Fog
{G}
Instant
Prevent all combat damage that would be dealt this turn.
* Fog has no effect on damage that's already been dealt. See "New Rules:
Combat" in the General Notes section above.
-----
Garruk Wildspeaker
{2}{G}{G}
Planeswalker -- Garruk
3
[+1]: Untap two target lands.
[-1]: Put a 3/3 green Beast creature token onto the battlefield.
[-4]: Creatures you control get +3/+3 and gain trample until end of
turn.
* The first ability can target any two lands. They don't have to be
tapped.
* The third ability affects only creatures you control at the time it
resolves. It won't affect creatures that come under your control later
in the turn.
Glorious Charge
{1}{W}
Instant
Creatures you control get +1/+1 until end of turn.
Goblin Artillery
{1}{R}{R}
Creature -- Goblin Warrior
1/3
{T}: Goblin Artillery deals 2 damage to target creature or player and 3
damage to you.
* Although the reminder text doesn't say so, Great Sable Stag also can't
be equipped by blue or black Equipment.
-----
Guardian Seraph
{2}{W}{W}
Creature -- Angel
3/4
Flying
If a source an opponent controls would deal damage to you, prevent 1 of
that damage.
* Spells and permanents have controllers, but cards that aren't on the
stack or the battlefield don't. If a source without a controller (such
as a cycled Jund Sojourner, for example) would deal damage to you, 1 of
that damage is prevented if an opponent owns that source.
Harm's Way
{W}
Instant
The next 2 damage that a source of your choice would deal to you or a
permanent you control this turn is dealt to target creature or player
instead.
* As you cast Harm's Way, you target the creature or player that the
redirected damage will be dealt to. As Harm's Way resolves, you choose a
source of damage. You never choose the original recipient of the damage;
Harm's Way will apply to whatever the chosen source tries to deal damage
to, as long as it's you or a permanent you control.
* Harm's Way can affect damage that would be dealt to a planeswalker you
control (as well as damage that would be dealt to you, or to a creature
you control).
Haunting Echoes
{3}{B}{B}
Sorcery
Exile all cards from target player's graveyard other than basic land
cards. For each card exiled this way, search that player's library for
all cards with the same name as that card and exile them. Then that
player shuffles his or her library.
* While you're searching the player's library, you don't have to find
all the cards with the same name as an exiled card if you don't want to.
You can leave any number of them in that player's library.
-----
Hive Mind
{5}{U}
Enchantment
Whenever a player casts an instant or sorcery spell, each other player
copies that spell. Each of those players may choose new targets for his
or her copy.
* Hive Mind's effect is mandatory. Each other player must copy the spell
whether they want to or not.
* Hive Mind will copy any instant or sorcery spell, not just one with
targets.
* The copies that Hive Mind's ability creates are created on the stack,
so they're not "cast." Abilities that trigger when a player casts a
spell (like Hive Mind's ability itself) won't trigger.
* Each copy will have the same targets as the spell it's copying unless
its controller chooses new ones. That player may change any number of
the targets, including all of them or none of them. If, for one of the
targets, the player can't choose a new legal target, then it remains
unchanged (even if the current target is illegal).
* If the spell that's copied is modal (that is, it says "Choose one --"
or the like), the copy will have the same mode. A player can't choose a
different one.
Ice Cage
{1}{U}
Enchantment -- Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities
can't be activated.
When enchanted creature becomes the target of a spell or ability,
destroy Ice Cage.
Ignite Disorder
{1}{R}
Instant
Ignite Disorder deals 3 damage divided as you choose among any number of
target white and/or blue creatures.
Illusionary Servant
{1}{U}{U}
Creature -- Illusion
3/4
Flying
When Illusionary Servant becomes the target of a spell or ability,
sacrifice it.
Indestructibility
{3}{W}
Enchantment -- Aura
Enchant permanent
Enchanted permanent is indestructible. (Effects that say "destroy" don't
destroy that permanent. An indestructible creature can't be destroyed by
damage.)
* Lethal damage, damage from a source with deathtouch, and effects that
say "destroy" won't cause an indestructible permanent to be put into the
graveyard. However, an indestructible permanent 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 permanent with the
same name is on the battlefield, if it's a planeswalker and another
planeswalker with the same subtype is on the battlefield, if it's a
creature with toughness 0 or less, or if it's an Aura that's either
unattached or attached to something illegal.
Inferno Elemental
{4}{R}{R}
Creature -- Elemental
4/4
Whenever Inferno Elemental blocks or becomes blocked by a creature,
Inferno Elemental deals 3 damage to that creature.
Jace Beleren
{1}{U}{U}
Planeswalker -- Jace
3
[+2]: Each player draws a card.
[-1]: Target player draws a card.
[-10]: Target player puts the top twenty cards of his or her library
into his or her graveyard.
* If there are fewer than twenty cards in the targeted player's library,
that player puts all the cards from his or her library into his or her
graveyard.
-----
Jackal Familiar
{R}
Creature -- Hound
2/2
Jackal Familiar can't attack or block alone.
* "Can't block alone" has a similar meaning. Note that the other
blocker(s) doesn't have to block the same attacker as Jackal Familiar.
* An effect may put Jackal Familiar onto the battlefield attacking even
if no other creatures are attacking. That's because it wasn't declared
as an attacker in this case. Similarly, an effect may put Jackal
Familiar onto the battlefield blocking even if no other creatures are
blocking.
-----
Jump
{U}
Instant
Target creature gains flying until end of turn.
Lifelink
{W}
Enchantment -- Aura
Enchant creature
Enchanted creature has lifelink. (Damage dealt by the creature also
causes its controller to gain that much life.)
Lightwielder Paladin
{3}{W}{W}
Creature -- Human Knight
4/4
First strike (This creature deals combat damage before creatures without
first strike.)
Whenever Lightwielder Paladin deals combat damage to a player, you may
exile target black or red permanent that player controls.
* Lands are colorless (even if their frames have some colored elements
to them). You can't target a Swamp, a Mountain, or any other land with
Lightwielder Paladin's ability (unless some other effect has turned that
land black or red).
-----
Lurking Predators
{4}{G}{G}
Enchantment
Whenever an opponent casts a spell, reveal the top card of your library.
If it's a creature card, put it onto the battlefield. Otherwise, you may
put that card on the bottom of your library.
* You must put the revealed card onto the battlefield if it's a creature
card. If it's not a creature card and you don't put it on the bottom of
your library, it stops being revealed and simply remains on top of your
library.
-----
Magebane Armor
{3}
Artifact -- Equipment
Equipped creature gets +2/+4 and loses flying.
Prevent all noncombat damage that would be dealt to equipped creature.
Equip {2} ({2}: Attach to target creature you control. Equip only as a
sorcery.)
* Magebane Armor can equip a creature that doesn't have flying. The
"lose flying" effect just won't do anything in that case.
* Magebane Armor causes the equipped creature to lose flying at the time
it became equipped. Any ability that grants that creature flying that
starts to work later (such as a Jump that resolves later, or a
Levitation that comes under your control later) will work normally.
Manabarbs
{3}{R}
Enchantment
Whenever a player taps a land for mana, Manabarbs deals 1 damage to
that player.
* This ability is not a mana ability. It goes on the stack and can be
responded to.
* The ability will trigger each time a land is tapped for mana. Each
ability is separate.
* If any lands are tapped for mana while a player is casting a spell or
activating an ability, Manabarbs's ability will trigger that many times
and wait. When the player finishes casting that spell or activating that
ability, it's put on the stack, then Manabarbs's triggered abilities are
put on the stack on top of it. The Manabarbs abilities will resolve
first.
* On the other hand, a player can tap lands for mana, let the Manabarbs
triggered abilities be put on the stack, and then respond to those
abilities by casting an instant or activating an ability using that
mana. In that case, the spell or ability will resolve first.
-----
* The Wolves are tapped as part of the activated ability's effect, not
as a cost.
* The Wolves deal their damage first. This may be important if the
damage causes the targeted creature's power to be reduced (if it's
Protean Hydra, for example). However . . .
* Creatures aren't destroyed for having been dealt lethal damage until a
spell or ability has finished resolving. If the targeted creature is
dealt lethal damage by the tapped Wolves, it will still get to deal
damage to those Wolves before being destroyed.
Merfolk Sovereign
{1}{U}{U}
Creature -- Merfolk
2/2
Other Merfolk creatures you control get +1/+1.
{T}: Target Merfolk creature is unblockable this turn.
Mesa Enchantress
{1}{W}{W}
Creature -- Human Druid
0/2
Whenever you cast an enchantment spell, you may draw a card.
Mirror of Fate
{5}
Artifact
{T}, Sacrifice Mirror of Fate: Choose up to seven face-up exiled cards
you own. Exile all the cards from your library, then put the chosen
cards on top of your library.
* You don't choose the exiled cards until Mirror of Fate's ability
resolves. It doesn't matter how they wound up in the exile zone.
* Exiled cards are face up by default; they're face down only if the
effect that exiled them said so. For example, the cards from your
library that Mirror of Fate exiles are exiled face up.
* You choose the order that the chosen cards are put on top of your
library. You don't have to show anyone else that order.
-----
Mold Adder
{G}
Creature -- Fungus Snake
1/1
Whenever an opponent casts a blue or black spell, you may put a +1/+1
counter on Mold Adder.
Nightmare
{5}{B}
Creature -- Nightmare Horse
*/*
Flying
Nightmare's power and toughness are each equal to the number of Swamps
you control.
* An Aura put onto the battlefield this way can't enchant an artifact or
enchantment that's also being put onto the battlefield with Open the
Vaults.
* Any abilities that trigger during the resolution of Open the Vaults
will wait to be put onto the stack until Open the Vaults finishes
resolving. The player whose turn it is will put all of his or her
triggered abilities on the stack in any order, then each other player in
turn order will do the same. (The last ability put on the stack will be
the first one that resolves.)
-----
Overrun
{2}{G}{G}{G}
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn. (If
a creature you control would deal enough damage to its blockers to
destroy them, you may have it deal the rest of its damage to defending
player or planeswalker.)
Pithing Needle
{1}
Artifact
As Pithing Needle enters the battlefield, name a card.
Activated abilities of sources with the chosen name can't be activated
unless they're mana abilities.
* Pithing Needle affects cards regardless of what zone they're in. This
includes cards in hand, cards in the graveyard, and exiled cards, as
well as cards on the battlefield. Pithing Needle also affects tokens on
the battlefield and copies of spells on the stack.
* You can name any card, even if that card doesn't normally have an
activated ability. You can't name a token unless that token has the same
name as a card.
* If you name a card that has both a mana ability and another activated
ability, the mana ability can be activated but the other ability can't
be activated.
Platinum Angel
{7}
Artifact Creature -- Angel
4/4
Flying
You can't lose the game and your opponents can't win the game.
* No game effect can cause you to lose the game or cause any opponent to
win the game while you control Platinum Angel. It doesn't matter whether
you have 0 or less life, you're forced to draw a card while your library
is empty, you have ten or more poison counters, you're dealt combat
damage by Phage the Untouchable, your opponent has Mortal Combat with
twenty or more creature cards in his or her graveyard, or so on. You
keep playing.
* Other circumstances can still cause you to lose the game, however. You
will lose a game if you concede, if you're penalized with a Game Loss or
a Match Loss during a sanctioned tournament due to a DCI rules
infraction, or if your _Magic Online_(R) game clock runs out of time.
* Effects that say the game is a draw, such as the _Legends_(TM) card
Divine Intervention, are not affected by Platinum Angel. They'll still
work.
Polymorph
{3}{U}
Sorcery
Destroy target creature. It can't be regenerated. Its controller reveals
cards from the top of his or her library until he or she reveals a
creature card. The player puts that card onto the battlefield, then
shuffles all other cards revealed this way into his or her library.
* If there are no creature cards in the player's library, all the cards
in that library are revealed, then the library is shuffled. (The
targeted creature remains destroyed.)
-----
Ponder
{U}
Sorcery
Look at the top three cards of your library, then put them back in any
order. You may shuffle your library.
Draw a card.
* If you choose to shuffle your library, that includes the three cards
you just looked at and put back on top of it.
-----
Prized Unicorn
{3}{G}
Creature -- Unicorn
2/2
All creatures able to block Prized Unicorn do so.
Protean Hydra
{X}{G}
Creature -- Hydra
0/0
Protean Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Protean Hydra, prevent that damage and
remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1
counters on it at the beginning of the next end step.
* If multiple +1/+1 counters are removed from Protean Hydra at once, its
last ability will trigger that many times.
* If any +1/+1 counters are removed from Protean Hydra during the end
step, its last ability will trigger and set up a delayed triggered
ability that will trigger at the beginning of the next end step (which
is near the end of the following turn).
-----
Relentless Rats
{1}{B}{B}
Creature -- Rat
2/2
Relentless Rats gets +1/+1 for each other creature on the battlefield
named Relentless Rats.
A deck can have any number of cards named Relentless Rats.
Righteousness
{W}
Instant
Target blocking creature gets +7/+7 until end of turn.
* Rise from the Grave doesn't overwrite any previous colors or types.
Rather, it adds another color and another subtype.
Safe Passage
{2}{W}
Instant
Prevent all damage that would be dealt to you and creatures you control
this turn.
* Safe Passage prevents all damage, not just combat damage, that would
be dealt to you and creatures you control this turn.
* Safe Passage has no effect on damage that's already been dealt. See
"New Rules: Combat" in the General Notes section above.
-----
Sanguine Bond
{3}{B}{B}
Enchantment
Whenever you gain life, target opponent loses that much life.
Siege-Gang Commander
{3}{R}{R}
Creature -- Goblin
2/2
When Siege-Gang Commander enters the battlefield, put three 1/1 red
Goblin creature tokens onto the battlefield.
{1}{R}, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to
target creature or player.
Silence
{W}
Instant
Your opponents can't cast spells this turn. (Spells cast before this
resolves are unaffected.)
* Silence won't affect spells that your opponents cast before you cast
Silence. (In other words, it can't be used as a retroactive Cancel.)
Silence also won't stop your opponents from casting spells after you
cast Silence but before Silence resolves.
* The only thing Silence does is prevent your opponents from casting
spells. They can still activate abilities, including abilities of cards
in their hands (like cycling). Their triggered abilities work as normal,
they can still play lands, and so on.
-----
Sleep
{2}{U}{U}
Sorcery
Tap all creatures target player controls. Those creatures don't untap
during that player's next untap step.
* The second part of Sleep's effect affects all creatures the targeted
player controls as Sleep resolves, not just the ones that Sleep actually
caused to become tapped.
* Unlike Wall of Frost, Sleep tracks both the player and the creatures.
If one of the creatures controlled by the targeted player as Sleep
resolves changes controllers, the creature will untap as normal during
its new controller's next untap step.
-----
Solemn Offering
{2}{W}
Sorcery
Destroy target artifact or enchantment. You gain 4 life.
* If the targeted permanent is an illegal target by the time Solemn
Offering would resolve, the entire spell is countered. You won't gain
any life.
-----
Soul Warden
{W}
Creature -- Human Cleric
1/1
Whenever another creature enters the battlefield, you gain 1 life.
* If Soul Warden and another creature enter the battlefield at the same
time, Soul Warden's ability will trigger.
Spellbook
{0}
Artifact
You have no maximum hand size.
* Spellbook's ability means that during your cleanup step, you won't
have to discard any cards regardless of how many are in your hand.
That's the only time your maximum hand size is checked. (A player's
maximum hand size is normally seven.)
Sphinx Ambassador
{5}{U}{U}
Creature -- Sphinx
5/5
Flying
Whenever Sphinx Ambassador deals combat damage to a player, search that
player's library for a card, then that player names a card. If you
searched for a creature card that isn't the named card, you may put it
onto the battlefield under your control. Then that player shuffles his
or her library.
* You may search for any card, not just a creature card. Of course, if
you choose a noncreature card, you won't be able to put it onto the
battlefield no matter what card the player names.
* Once you've chosen a card during your search, you must clearly
indicate which card you've chosen (preferably without showing the front
of that card to the player!). Then the player names a card.
* After the player names a card, check if the card you chose has that
name. If it doesn't, but it's a creature card, you may put it onto the
battlefield. If you don't want to put that card onto the battlefield,
it's not a creature card, or it does have the name the player said, it
simply stays in that player's library without ever being revealed. The
player then shuffles his or her library, including that card.
-----
Stone Giant
{2}{R}{R}
Creature -- Giant
3/4
{T}: Target creature you control with toughness less than Stone Giant's
power gains flying until end of turn. Destroy that creature at the
beginning of the next end step.
Tendrils of Corruption
{3}{B}
Instant
Tendrils of Corruption deals X damage to target creature and you gain X
life, where X is the number of Swamps you control.
* The amount of life you gain is equal to the number of Swamps you
control, not the amount of damage Tendrils of Corruption deals (in case
some of it is prevented).
Tome Scour
{U}
Sorcery
Target player puts the top five cards of his or her library into his or
her graveyard.
* If there are fewer than five cards in the targeted player's library,
that player puts all the cards from his or her library into his or her
graveyard.
-----
Trumpet Blast
{2}{R}
Instant
Attacking creatures get +2/+0 until end of turn.
* Even though Trumpet Blast affects only attacking creatures, the bonus
will remain for the rest of the turn.
Twincast
{U}{U}
Instant
Copy target instant or sorcery spell. You may choose new targets for the
copy.
* Twincast can target (and copy) any instant or sorcery spell, not just
one with targets. It doesn't matter who controls it.
* 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. If, for one of the targets, you can't
choose a new legal target, then it remains unchanged (even if the
current target is illegal).
* If the spell Twincast copies is modal (that is, it says "Choose one
--" or the like), the copy will have the same mode. You can't choose a
different one.
* You can't choose to pay any additional costs for the copy. However,
effects based on any additional costs that were paid for the original
spell are copied as though those same costs were paid for the copy too.
Vampire Aristocrat
{2}{B}
Creature -- Vampire Rogue
2/2
Sacrifice a creature: Vampire Aristocrat gets +2/+2 until end of turn.
* You can sacrifice Vampire Aristocrat to activate its own ability, but
it won't be around to get the bonus.
Vampire Nocturnus
{1}{B}{B}{B}
Creature -- Vampire
3/3
Play with the top card of your library revealed.
As long as the top card of your library is black, Vampire Nocturnus and
other Vampire creatures you control get +2/+1 and have flying.
* 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).
Wall of Frost
{1}{U}{U}
Creature -- Wall
0/7
Defender (This creature can't attack.)
Whenever Wall of Frost blocks a creature, that creature doesn't untap
during its controller's next untap step.
* Unlike Sleep, Wall of Frost's triggered ability tracks the creature,
but not its controller. If the creature changes controllers before its
first controller's next untap step has come around, then it won't untap
during its new controller's next untap step.
-----
Warp World
{5}{R}{R}{R}
Sorcery
Each player shuffles all permanents he or she owns into his or her
library, then reveals that many cards from the top of his or her
library. Each player puts all artifact, creature, and land cards
revealed this way onto the battlefield, then does the same for
enchantment cards, then puts all cards revealed this way that weren't
put onto the battlefield on the bottom of his or her library.
* Any abilities that trigger during the resolution of Warp World (such
as a creature's enters-the-battlefield ability) will wait to be put onto
the stack until Warp World finishes resolving. The player whose turn it
is will put all of his or her triggered abilities on the stack in any
order, then each other player in turn order will do the same. (The last
ability put on the stack will be the first one that resolves.)
* Tokens are permanents but not cards. They'll count toward the number
of permanents shuffled into your library, so you'll get a card back for
each token you owned. But the tokens themselves should be ignored while
you're revealing *cards* from your library. In practice, you shouldn't
actually shuffle them into your library since they'll cease to exist as
soon as Warp World finishes resolving. Note that a token's owner is the
player under whose control it first entered the battlefield; this is a
change from previous rules.
-----
Xathrid Demon
{3}{B}{B}{B}
Creature -- Demon
7/7
Flying, trample
At the beginning of your upkeep, sacrifice a creature other than Xathrid
Demon, then each opponent loses life equal to the sacrificed creature's
power. If you can't sacrifice a creature, tap Xathrid Demon and you lose
7 life.
* When the ability resolves, if you control any other creatures, you
must sacrifice one of them. You lose life only if no creature can be
sacrificed.
* If you have two Xathrid Demons, both abilities will trigger at the
beginning of your upkeep. When the first Demon's ability resolves, you
can sacrifice the second Demon to satisfy the requirement ("Sacrifice a
creature other than Xathrid Demon" really means "Sacrifice a creature
other than this creature"). When the second Demon's ability resolves,
you must sacrifice another creature. If you can't (because the first
Demon has somehow left the battlefield and you control no other
creatures), you lose 7 life, regardless of whether the second Demon is
still on the battlefield at this time.
-----
Yawning Fissure
{4}{R}
Sorcery
Each opponent sacrifices a land.
* First the opponent whose turn it is -- or, more likely, the first
opponent to left of the player whose turn it is -- chooses and announces
which land he or she will sacrifice, then each other opponent in turn
order does the same, then all lands are sacrificed at the same time.
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