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_Magic 2010_ 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 July 1, 2009

_Magic 2010_ Prerelease tournaments: July 11-12, 2009


_Magic 2010_ official release date: July 17, 2009
_Magic 2010_ Launch Parties: July 17-19, 2009

Go to <http://locator.wizards.com> to find an event or store near you.

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.
-----

M10 RULES CHANGES

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 new edition of the _Magic_ Basic Rulebook can be downloaded at


<www.wizards.com/Magic/rules>.

In addition, the _Magic: The Gathering_(R) Comprehensive Rules have been


revised to improve its readability and organization. The most recent
version of the _Magic_ Comprehensive Rules (in English) can be
downloaded at <www.wizards.com/Magic/rules>.
-----

***New Term: Battlefield***

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.
-----

***New Term: Exile***

"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.
-----

***New Terms: Cast, Activate, Play***

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.

To "activate" an activated ability 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" an ability. Only activated abilities (not
triggered abilities or static abilities) may be activated.

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.

To "play a land" means what it always has: to put it onto the


battlefield as your one land play during your turn. This action doesn't
use the stack. To "play a card" means to play that card as a land or
cast that card as a spell, whichever is appropriate.

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.
-----

***New Term: At the Beginning of the End Step***

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.
-----

***New Rules: Combat***

The rules for the combat phase have changed. Here's what happens in the
combat phase now:

Step 1: Beginning of Combat


1) Abilities that trigger at the beginning of combat go on the stack.
2) Players can cast spells and activate abilities.

Step 2: Declare Attackers


1) The attacking player declares which creatures are attacking, which
player or planeswalker each one is attacking, taps the attacking
creatures, and pays any necessary costs.
2) Abilities that trigger when those attackers are declared go on the
stack.
3) Players can cast spells and activate abilities.

Step 3: Declare Blockers


1) The defending player declares which creatures are blocking, how
they're blocking, and pays any necessary costs.
2) For each attacking creature that's become blocked by multiple
creatures, the attacking player announces its damage assignment order
among the blocking creatures. (See below.)
3) For each each creature that's blocking multiple creatures (because
some effect allows it to do so), the defending player announces its
damage assignment order among the attacking creatures. (See below.)
4) Abilities that trigger when those blockers are declared go on the
stack.
5) Players can cast spells and activate abilities.

Step 4: Combat Damage


1) The attacking player assigns the attacking creatures' combat
damage.
2) The defending player assigns the blocking creatures' combat damage.
3) All combat damage is dealt at the same time.
4) Abilities that trigger when combat damage is dealt go on the stack.
5) Players can cast spells and activate abilities.

Step 5: End of Combat


1) Abilities that trigger at the end of combat go on the stack.
2) Players can cast spells and activate abilities.

How a creature assigns combat damage to multiple other creatures has


changed. The creature assigns its combat damage to those creatures
according to the damage assignment order announced for it. It can't
assign combat damage to one of those creatures unless each creature that
precedes that creature in its order is assigned lethal damage. When
checking for assigned lethal damage, take into account damage that's
already been dealt to that creature, as well as damage from other
creatures that's being assigned during the same combat damage step.
However, ignore any other effects that would modify how damage is dealt
(like protection abilities or prevention effects). A player may choose
to assign more than lethal damage to a creature.

* Example: The damage assignment order of an attacking Craw Wurm (a 6/4


creature) is Canyon Minotaur (a 3/3 creature) then Goblin Piker (a 2/1
creature). Craw Wurm can assign 3 damage to the Minotaur and 3 damage to
the Piker, 4 damage to the Minotaur and 2 damage to the Piker, 5 damage
to the Minotaur and 1 damage to the Piker, or 6 damage to the Minotaur.
Both blocking creatures assign their damage to the Wurm.

* Example: The damage assignment order of an attacking Craw Wurm (a 6/4


creature) is Canyon Minotaur (a 3/3 creature) then Goblin Piker (a 2/1
creature). During the declare blockers step, the defending player casts
Giant Growth targeting Canyon Minotaur, which gives it +3/+3 until end
of turn. Craw Wurm must assign its 6 damage to the Minotaur. Both
blocking creatures assign their damage to the Wurm.

* Example: The damage assignment order of an attacking Craw Wurm (a 6/4


creature) is Canyon Minotaur (a 3/3 creature) then Goblin Piker (a 2/1
creature). During the declare blockers step, the defending player casts
Mending Hands targeting Canyon Minotaur, which prevents the next 4
damage that would be dealt to it. Craw Wurm can assign 3 damage to the
Minotaur and 3 damage to the Piker, 4 damage to the Minotaur and 2
damage to the Piker, 5 damage to the Minotaur and 1 damage to the Piker,
or 6 damage to the Minotaur. Both blocking creatures assign their damage
to the Wurm.

* Example: The damage assignment order of an attacking Enormous Baloth


(a 7/7 creature) is Zombie Goliath (a 4/3 creature) that's already been
dealt 2 damage this turn, then Palace Guard (a 1/4 creature that can
block any number of creatures), then Siege Mastodon (a 3/5 creature).
The damage assignment order of an attacking Berserkers of Blood Ridge (a
4/4 creature) is the same Palace Guard, then Warpath Ghoul (a 3/2
creature). Among other possibilities, the attacking player may have the
Baloth assign 1 damage to the Goliath, 1 damage to the Guard, and 5
damage to the Mastodon, and have the Berserkers assign 3 damage to the
Guard and 1 damage to the Ghoul. (Note that in this example, the
defending player would also have created a damage assignment order among
the Enormous Baloth and the Berserkers of Blood Ridge that the Palace
Guard is blocking.)

An important change is that combat damage no longer goes on the stack.


It's assigned, then it's immediately dealt. If you want to activate a
regeneration ability, cast a damage prevention spell, or the like, you
must now do so during the declare blockers step. Due to the damage
assignment orders that have been announced, you have a reasonable
expectation at that time about how combat damage will be assigned and
dealt.

* Only creatures that are on the battlefield (and still involved in


combat) can deal combat damage. Say you have an Unsummon in your hand
and a 2/2 creature on the battlefield that's blocking another 2/2
creature. You can cast Unsummon during the declare blockers step to
return one of those creatures to its owner's hand, in which case neither
one deals combat damage. Or you can let the creatures deal combat damage
to one another, meaning they'll both be destroyed before Unsummon can
return one of them. There's no way to both return your creature to your
hand and have it deal combat damage.

* During the declare blockers step, if a blocking creature is removed


from combat or a spell or ability causes it to stop blocking an
attacking creature, the blocking creature is removed from the attacking
creature's damage assignment order. The relative order among the
remaining blocking creatures is unchanged. (The same is true if an
attacking creature blocked by a creature that can block multiple
attackers is removed.)

* Similarly, if a spell or ability causes a creature to block an


attacking creature, or a creature enters the battlefield blocking an
attacking creature, the attacking creature's controller announces the
blocking creature's placement in the attacking creature's damage
assignment order as part of the effect. The relative order among the
other blocking creatures is unchanged.

* 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.
-----

***Revised Keyword Ability: Lifelink***


Lifelink is an ability usually seen on creatures. How it works has been
changed.

Child of Night
{1}{B}
Creature -- Vampire
2/1
Lifelink (Damage dealt by this creature also causes you to gain that
much life.)

The official rules for the lifelink ability are as follows:

702.13. Lifelink

702.13a Lifelink is a static ability. Damage dealt by a source with


lifelink causes that source's controller, or its owner if it has no
controller, to gain that much life (in addition to any other results
that damage causes). See rule 118.4.

702.13b Multiple instances of lifelink on the same object are redundant.

* Lifelink's effect applies to any damage, not just combat damage.

* If something with lifelink deals damage, all the results of that


damage happen at the same time. For example, if a creature you control
with lifelink deals 2 damage to an opponent, that opponent will lose 2
life at the same time you gain 2 life.

* Lifelink applies only to damage that's actually dealt. If a creature


with lifelink would deal 5 damage but 2 damage is prevented, for
example, that creature's controller will gain 3 life (in addition to the
other results that damage causes).

* 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.

* If a source of damage hasn't changed zones by the time that damage is


dealt, its characteristics are checked to see if it has lifelink at that
time. If the source has changed zones by then, its last existence in the
zone it was expected to be in is checked to see if it had lifelink at
that time.

* If a permanent with lifelink gains another instance of lifelink, the


extra instance of lifelink won't have any particular effect. Damage
dealt by that permanent will still cause its controller to gain that
much life, not twice that much life.
-----

***Revised Keyword Ability: Deathtouch***

Deathtouch is an ability usually seen on creatures. How it works has


been changed.
Deadly Recluse
{1}{G}
Creature -- Spider
1/2
Reach (This creature can block creatures with flying.)
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.)

The official rules for the deathtouch ability are as follows:

702.2. Deathtouch

702.2a Deathtouch is a static ability that, in part, modifies the rules


for assigning a creature's combat damage. (See rule 510, "Combat Damage
Step.") The controller of a creature with deathtouch can divide its
combat damage as he or she chooses among any number of creatures
blocking or blocked by it.

702.2b A creature that's been dealt damage by a source with deathtouch


since the last time state-based actions were checked is destroyed as a
state-based action. See rule 704.

702.2c Multiple instances of deathtouch on the same object are


redundant.

* The first part of deathtouch is an exception to the new combat damage


rules. If a creature with deathtouch blocks or is blocked by multiple
creatures, those creatures must still be put into damage assignment
order during the combat damage step (because the creature might lose
deathtouch before the combat damage step). However, if it still has
deathtouch as combat damage is assigned, it can ignore the order and its
combat damage can be divided however its controller likes among any
number of creatures blocking or blocked by it.

* The second part of deathtouch applies to any damage, not just combat
damage.

* A regeneration effect can save a creature that's been dealt damage by


a source with deathtouch.

* If multiple state-based actions would destroy a creature at the same


time (because it's been dealt lethal damage and been dealt damage by a
source with deathtouch), a single regeneration effect will replace all
of them and save the creature.

* If a creature is dealt damage by a source with deathtouch, it'll be


destroyed as a state-based action. That means there's no time to react
between the time the creature is dealt damage and the time it's
destroyed. If you want to put a regeneration shield on it, or sacrifice
it for some effect, or anything else, you must do so before the damage
is actually dealt.

* 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.

* If a source of damage hasn't changed zones by the time that damage is


dealt, its characteristics are checked to see if it has deathtouch at
that time. If the source has changed zones by then, its last existence
in the zone it was expected to be in is checked to see if it had
deathtouch at that time.

* If a permanent with deathtouch gains another instance of deathtouch,


the extra instance of deathtouch won't have any particular effect. If
that permanent deals damage to a creature, a single regeneration effect
will still save it.
-----

GENERAL NOTES

***Returning Card Type: Planeswalker***

Planeswalker is a relatively new card type. A planeswalker is a powerful


ally that fights by your side.

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.

* Planeswalkers are not creatures. Spells and abilities that affect


creatures won't affect them.

* If two or more planeswalkers that share a subtype (such as "Ajani")


are on the battlefield, they're all put into their owners' graveyards as
a state-based action.

* Planeswalkers have loyalty. A planeswalker enters the battlefield with


a number of loyalty counters on it equal to the number printed in its
lower right corner. Activating one of its abilities may cause it to gain
or lose loyalty counters. Damage dealt to a planeswalker causes that
many loyalty counters to be removed from it. If it has no loyalty, it's
put into its owner's graveyard as a state-based action.

* Planeswalkers each have a number of activated abilities on them. You


can activate an ability of a planeswalker you control only at the time
you could cast a sorcery and only if you haven't activated one of that
planeswalker's abilities yet that turn.

* The cost to activate a planeswalker's ability is represented by an


arrow with a number inside. Up-arrows contain positive numbers, such as
"+1"; this means "Put one loyalty counter on this planeswalker." Down-
arrows contain negative numbers, such as "-6"; this means "Remove six
loyalty counters from this planeswalker." You can't activate a
planeswalker's ability with a negative loyalty cost unless the
planeswalker has at least that many loyalty counters on it.

* Planeswalkers can't attack. However, they can be attacked. Each of


your attacking creatures can attack your opponent or a planeswalker that
player controls. You say which as you declare attackers.

* If your planeswalkers are being attacked, you can block the attackers
as normal.

* If a creature that's attacking a planeswalker isn't blocked, it'll


deal its combat damage to that planeswalker. Damage dealt to a
planeswalker causes that many loyalty counters to be removed from it.

* If a source you control would deal noncombat damage to an opponent,


you may have that source deal that damage to a planeswalker that
opponent controls instead. For example, although you can't target a
planeswalker with Lightning Bolt, you can target your opponent with
Lightning Bolt, and then as Lightning Bolt resolves, choose to have
Lightning Bolt deal its 3 damage to one of your opponent's
planeswalkers. (You can't split up that damage between different players
and/or planeswalkers.) If you have Lightning Bolt deal its damage to a
planeswalker, three loyalty counters are removed from it.
-----

***Cycle: M10 Tap Lands***

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).
-----

***Cycle: "Lucky Charms"***

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.

* If a player casts a spell of the appropriate color, the artifact's


ability triggers and is put on the stack on top of that spell. The
artifact's ability will resolve (causing you to gain 1 life) before the
spell does.
-----

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 vigilance granted to a creature by the second ability remains


until the end of the turn even if the +1/+1 counter is removed.

* The power and toughness of the Avatar created by the third ability
will change as your life total changes.

* See "Card Type: Planeswalkers" in the General Notes section above.


-----

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.

* Activating the ability during your opponent's turn after attackers


have been declared will have no effect. The same is true if you activate
the ability during your own turn.
-----

Armored Ascension
{3}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has
flying.

* This ability counts the number of Plains controlled by Armored


Ascension's controller, not the enchanted creature's controller (in case
they're different players).

* This bonus is not fixed; it changes as the number of Plains you


control changes.
-----

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.

* Awakener Druid's ability is mandatory. When it enters the battlefield,


you must target a Forest (if there is one), even if you don't control
that Forest.

* If Awakener Druid leaves the battlefield before its enters-the-


battlefield ability resolves, nothing happens to the targeted Forest
when that ability resolves. It won't become a creature.

* If the targeted Forest entered the battlefield this turn, it will be


affected by "summoning sickness" once it becomes a Treefolk. You won't
be able to attack with it or use its activated abilities that have {T}
in the cost (including its mana ability).

* 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

* "Protection from Demons and from Dragons" means the following:


-- Baneslayer Angel can't be blocked by creatures with the creature type
Demon or the creature type Dragon.
-- Baneslayer Angel can't be targeted by abilities from sources with the
creature type Demon or the creature type Dragon.
-- All damage that would be dealt to Baneslayer Angel by sources with
the creature type Demon or the creature type Dragon is prevented.
-- Baneslayer Angel can't be enchanted by Auras or equipped by artifacts
that have somehow gotten the creature type Demon or the creature type
Dragon.
-----

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.

* The number of targets chosen for the enters-the-battlefield ability


must be at least 1 and at most 5. You divide the damage as you put the
ability on the stack, not as it resolves. Each target must be assigned
at least 1 damage.
-----

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.)

* Burst of Speed affects only creatures you control at the time it


resolves. It won't affect creatures that come under your control later
in the turn.
-----

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.

* If Capricious Efreet is the only nonland permanent you control when


its ability triggers, you'll have to target it.

* 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.

* If one of the targets is indestructible, it can be chosen at random


but nothing will happen to it if it is.

* As the ability resolves, there is no time to react between the time a


permanent is chosen at random and the time it's destroyed. If you want
to put a regeneration shield on one of those permanents, or sacrifice it
for some effect, or anything else, you must do so before the ability
resolves (and before you know which one of the permanents will be chosen
at random).
-----

Captain of the Watch


{4}{W}{W}
Creature -- Human Soldier
3/3
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, put three 1/1 white
Soldier creature tokens onto the battlefield.

* 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.

* Cemetery Reaper grants +1/+1 to all other Zombie creatures you


control, not just the ones its ability puts onto the battlefield.

* The creature card in a graveyard is exiled as part of the activated


ability's effect, not as a cost. If that card has left the graveyard by
the time the ability would resolve, the ability is countered and you
don't get a Zombie token.
-----

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.

* To activate the second ability, you choose a value of X equal to or


less than the number of loyalty counters on Chandra Nalaar. You may
choose 0. You can't choose a negative number.

* See "Card Type: Planeswalkers" in the General Notes section above.


-----

Clone
{3}{U}
Creature -- Shapeshifter
0/0
You may have Clone enter the battlefield as a copy of any creature on
the battlefield.

* Clone doesn't copy whether the original creature is tapped or


untapped. It also doesn't copy any counters on that creature, any Auras
attached to that creature, or any effects that are currently affecting
that creature -- you get exactly what's printed on the chosen card and
nothing more (unless that card is copying something else; see below). So
if you copy a Forest that's been turned into a creature by Awakener
Druid, for example, you get a normal, nonanimated Forest.

* If the chosen creature has {X} in its mana cost (such as Protean
Hydra), X is considered to be zero.

* If the chosen creature is copying something else (for example, if the


chosen creature is another Clone), then your Clone enters the
battlefield as whatever the chosen creature copied.

* If the chosen creature is a token, your Clone copies the original


characteristics of that token as stated by the effect that put it onto
the battlefield. Your Clone is not a token.

* Any enters-the-battlefield abilities of the copied creature will


trigger when Clone 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.

* 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.)

* Sharing multiple creature types doesn't give an additional bonus. Coat


of Arms counts creatures, not creature types.
-----

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).

* If the targeted creature or player is an illegal target by the time


Consume Spirit would resolve, the entire spell is countered. You won't
gain any life.
-----

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.

* A creature with power 0 or less assigns no combat damage. (It doesn't


assign a negative amount of combat damage.)
-----

Divine Verdict
{3}{W}
Instant
Destroy target attacking or blocking creature.

* An "attacking creature" is one that has been declared as an attacker


this combat, or one that was put onto the battlefield attacking this
combat. Unless that creature leaves combat, it continues to be an
attacking creature through the end of combat step, even if the player it
was attacking has left the game, or the planeswalker it was attacking
has left combat.

* A "blocking creature" is one that has been declared as a blocker this


combat, or one that was put onto the battlefield blocking this combat.
Unless that creature leaves combat, it continues to be a blocking
creature through the end of combat step, even if the creature or
creatures it was blocking are no longer on the battlefield or have
otherwise left combat.
-----

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.

* You play the revealed card as part of the resolution of Djinn of


Wishes's ability. Timing restrictions based on the card's type (such as
creature or sorcery) are ignored. Other play restrictions are not (such
as "Cast [this card] only during combat").
* If the revealed card is a spell, you may cast it only if you can
choose legal targets for it. If you cast it, it's put on the stack, then
Djinn of Wishes's ability finishes resolving. The spell will then
resolve as normal, after players get a chance to cast spells and
activate abilities.

* 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.

* The first three times Dragon Whelp's ability is activated in a turn


will do nothing other than give it +1/+0 until end of turn. Any
subsequent activations will also cause its delayed triggered ability to
trigger. That means if you activate Dragon Whelp's ability five times,
for example, two different delayed triggered abilities will trigger at
the beginning of the next end step and cause you to sacrifice Dragon
Whelp.

* If the fourth (or more) time Dragon Whelp's ability is activated


during the same turn happens to be during that turn's end step, the
delayed triggered ability won't trigger until the beginning of the next
turn's end step. You'll have to sacrifice Dragon Whelp at that time.
-----

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.

* If Entangling Vines is cast as a spell, it can target only a tapped


creature. If the creature has become untapped by the time Entangling
Vines would resolve, it's countered and put into its owner's graveyard
from the stack.
-----

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.

* If, for example, X is 5 and you choose three target creatures,


Fireball has a total cost of {7}{R} (even though its mana cost is just
{5}{R}). If those creatures are all still legal targets as Fireball
resolves, it deals 1 damage to each of them.

* Fireball's damage is divided as Fireball resolves, not as it's cast,


because there are no choices involved. The division involves only
targets that are still legal at that time.

* 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.

* This ability can be activated by Firebreathing's controller, not the


enchanted creature's controller (in case they're different players).

* The ability affects whichever creature is enchanted by Firebreathing


at the time the ability resolves. The bonus remains even if
Firebreathing stops enchanting that creature.
-----

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.

* See "Card Type: Planeswalkers" in the General Notes section above.


-----

Glorious Charge
{1}{W}
Instant
Creatures you control get +1/+1 until end of turn.

* Glorious Charge affects only creatures you control at the time it


resolves. It won't affect creatures that come under your control later
in the turn. It won't affect permanents that become creatures later in
the 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.

* If the targeted creature or player is an illegal target by the time


Goblin Artillery's ability would resolve, the entire ability is
countered. You won't be dealt any damage.
-----

Great Sable Stag


{1}{G}{G}
Creature -- Elk
3/3
Great Sable Stag can't be countered.
Protection from blue and from black (This creature can't be blocked,
targeted, dealt damage, or enchanted by anything blue or black.)

* Great Sable Stag 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 Great Sable Stag won't do anything. Any other
effects those spells have will work as normal.

* 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.

* This ability prevents 1 damage from each source an opponent controls


each time that source would deal damage to you. It prevents 1 of any
damage, not just combat 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.

* The effects from multiple Guardian Seraphs are cumulative.


-----

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).

* If the chosen source would deal just 1 damage to you or a permanent


you control, Harm's Way's effect will redirect that damage and still
have a "shield" left for another 1 damage from that source later in the
turn.

* If the chosen source would simultaneously deal damage to multiple


permanents you control (like Pyroclasm could) or to you and at least one
permanent you control (like Earthquake could), Harm's Way will redirect
just 2 of that damage. It won't redirect the next 2 damage that would be
dealt to each recipient. You choose which 2 damage is redirected. If you
like, you can choose to redirect 1 damage that would be dealt by the
chosen source to each of two different recipients.

* After Harm's Way resolves, it no longer checks to see if the targeted


creature or player is a legal target. However, if that creature or
player can't be dealt damage at the time the chosen source would deal
damage (perhaps because the creature is no longer on the battlefield or
is no longer a creature, or because the player is no longer in the
game), the damage can't be redirected. It's dealt to the original
recipient.
* Harm's Way has no effect on damage that's already been dealt. See "New
Rules: Combat" in the General Notes section above.
-----

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.

* If a player casts an instant or sorcery spell, Hive Mind's ability


triggers and is put on the stack on top of that spell. Hive Mind's
ability will resolve first. When it does, it creates a number of copies
of that spell equal to the number of players in the game minus one.
First the player whose turn it is (or, if that's the player who cast the
original spell, the player to that player's left) puts his or her copy
on the stack, choosing new targets for it if he or she likes. Then each
other player in turn order does the same. The last copy put on the stack
will be the first one that resolves. (Note that the very last thing to
happen is that the original spell resolves.)

* 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.

* If the spell that's copied has an X whose value was determined as it


was cast (like Earthquake does), the copy has the same value of X.
* A copy's controller 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.

* If a copy says that it affects "you," it affects the controller of the


copy, not the controller of the original spell. Similarly, if a copy
says that it affects an "opponent," it affects an opponent of the copy's
controller, not an opponent of the original spell's controller.
-----

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.

* If the enchanted creature becomes the target of a spell or ability,


Ice Cage's ability triggers and is put on the stack on top of that spell
or ability. Ice Cage's ability will resolve (causing Ice Cage to be
destroyed) first.
-----

Ignite Disorder
{1}{R}
Instant
Ignite Disorder deals 3 damage divided as you choose among any number of
target white and/or blue creatures.

* The number of targets chosen for Ignite Disorder must be at least 1


and at most 3. You divide the damage as you cast the spell, not as it
resolves. Each target must be assigned at least 1 damage.
-----

Illusionary Servant
{1}{U}{U}
Creature -- Illusion
3/4
Flying
When Illusionary Servant becomes the target of a spell or ability,
sacrifice it.

* If Illusionary Servant becomes the target of a spell or ability,


Illusionary Servant's ability triggers and is put on the stack on top of
that spell or ability. Illusionary Servant's ability will resolve
(causing it to be sacrificed) first. Unless the spell or ability has
another target, it will then be countered when it tries to resolve for
having no legal targets.
-----

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.

* If an effect would simultaneously destroy Indestructibility and the


creature it's enchanting, only Indestructibility is destroyed.

* If a creature enchanted by Indestructibility is dealt lethal damage,


the creature isn't destroyed, but the damage remains marked on the
creature. If Indestructibility stops enchanting that creature later in
the turn, the creature will stop being indestructible and will be
destroyed.
-----

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.

* Inferno Elemental's ability will trigger for each creature it blocks


or becomes blocked by.

* Inferno Elemental's ability resolves during the declare blockers step,


before even first strike damage is assigned. If the damage dealt to
another creature this way is lethal damage, that creature will be
destroyed before it can deal its combat damage.

* The 3 damage that Inferno Elemental deals as a result of its ability


is not combat damage. Inferno Elemental will still deal its combat
damage as normal (unless all the creatures that blocked or were blocked
by it have left the battlefield by the time the combat damage step
begins).
-----

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 attack alone" means Jackal Familiar can't be declared as an


attacker during the declare attackers step unless at least one other
creature is also declared as an attacker at that time (either by you or
your Two-Headed Giant teammate).

* "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.

* Once Jackal Familiar has been legally declared as an attacking or


blocking creature, how many other creatures it's attacking or blocking
with no longer matters. For example, if Jackal Familiar and Canyon
Minotaur both attack, then Canyon Minotaur leaves the battlefield,
Jackal Familiar continues to attack even though it's now attacking
alone.

* 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.

* To work as an evasion ability, an attacking creature must already have


flying when the declare blockers step begins. Once a creature has become
blocked, giving it flying won't change that.
-----

Lifelink
{W}
Enchantment -- Aura
Enchant creature
Enchanted creature has lifelink. (Damage dealt by the creature also
causes its controller to gain that much life.)

* The controller of the enchanted creature, not the controller of


Lifelink, gains the life (in case they're different players).
-----

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.

* If an opponent casts a spell, this ability triggers and is put on the


stack on top of that spell. This ability will resolve (meaning that a
revealed creature card will enter the battlefield) before the spell
resolves.

* 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.

* Combat damage is the damage that's dealt automatically by attacking


and blocking creatures, even if it's redirected (by Harm's Way,
perhaps). Noncombat damage is any other damage (generally, it's damage
dealt as the result of a spell or ability).
-----

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.
-----

Master of the Wild Hunt


{2}{G}{G}
Creature -- Human Shaman
3/3
At the beginning of your upkeep, put a 2/2 green Wolf creature token
onto the battlefield.
{T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this
way deals damage equal to its power to target creature. That creature
deals damage equal to its power divided as its controller chooses among
any number of those Wolves.

* The Wolves are tapped as part of the activated ability's effect, not
as a cost.

* If the targeted creature is an illegal target by the time the


activated ability would resolve, the entire ability is countered.
Nothing else happens. (For example, the Wolves aren't tapped.)

* 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.

* Only a Wolf creature tapped as part of the ability's effect can be


dealt damage by the targeted creature.

* The targeted creature's controller doesn't divide that creature's


damage as the ability is activated (since the Wolves that will receive
that damage aren't targeted), so that player does so as the ability
resolves. Each Wolf chosen by that player must be dealt at least 1
damage. There is no time to react between the time a Wolf is chosen, the
time damage is dealt to it, and the time it's destroyed for having been
dealt lethal damage. If you want to put a regeneration shield on one of
those Wolves, or target it with a damage-prevention spell, or anything
else, you must do so before the ability resolves (and before you know
which Wolves will be chosen and how much damage will be dealt to them).
-----

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.

* To have any effect, Merfolk Sovereign's activated ability must be


activated before the declare blockers step begins. Once a creature has
become blocked, making it unblockable won't change that.
-----

Mesa Enchantress
{1}{W}{W}
Creature -- Human Druid
0/2
Whenever you cast an enchantment spell, you may draw a card.

* If you cast an enchantment spell, Mesa Enchantress's ability triggers


and is put on the stack on top of that spell. Mesa Enchantress's ability
will resolve before the spell does.
-----

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.

* If an opponent casts a blue or black spell, Mold Adder's ability


triggers and is put on the stack on top of that spell. Mold Adder's
ability will resolve before the spell does.
* If an opponent casts a spell that's both blue and black, Mold Adder's
ability triggers only once.
-----

Nightmare
{5}{B}
Creature -- Nightmare Horse
*/*
Flying
Nightmare's power and toughness are each equal to the number of Swamps
you control.

* Nightmare's power and toughness changes as the number of Swamps you


control changes.
-----

Open the Vaults


{4}{W}{W}
Sorcery
Return all artifact and enchantment cards from all graveyards to the
battlefield under their owners' control. (Auras with nothing to enchant
remain in graveyards.)

* If multiple players have Auras in their graveyards, the player whose


turn it is announces what his or her Auras will enchant, then each other
player in turn order does the same, then all artifacts and enchantments
(including both Auras and non-Auras) enter the battlefield at the same
time.

* 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.

* If an Aura can be returned to the battlefield with Open the Vaults, it


must be, even if its owner doesn't like what it would enchant.

* 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.)

* Overrun affects only creatures you control at the time it resolves. It


won't affect creatures that come under your control later in the turn.
-----

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.

* Triggered abilities and static abilities of the named card work


normally.

* Once Pithing Needle has left the battlefield, activated abilities of


sources with the chosen name can be activated again.
-----

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.

* If you control Platinum Angel in a Two-Headed Giant game, your team


can't lose the game and the opposing team can't win the game.
-----

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 the targeted creature is an illegal target by the time Polymorph


would resolve, the entire spell is countered. Nothing else happens.

* If the targeted creature is indestructible, it's still a legal target


-- it just isn't destroyed. The rest of Polymorph's effect happens as
normal.

* 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.

* Prized Unicorn doesn't give a creature the ability to block it. It


just forces those creatures that are already able to block it to do so.
For example, it can't force a creature that's tapped or affected by a
spell or ability that says it can't block to block it. If there's a cost
associated with having a creature block, its controller isn't forced to
pay that cost, so the creature doesn't have to block Prized Unicorn in
that case either.

* If a creature the defending player controls can't block Prized


Unicorn, it can block any attacking creature, or not block at all.

* If two Prized Unicorns are attacking, each creature the defending


player controls can block either one of them. (The defending player
chooses.) A creature that can block multiple creatures, like Palace
Guard, must block both of them.
-----

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.

* All damage that would be dealt to Protean Hydra is prevented, even if


it doesn't have that many +1/+1 counters on it. This is true even if
Protean Hydra has no +1/+1 counters on it at all (and is able to remain
on the battlefield because some other effect is boosting its toughness).
If the amount of damage that would be dealt to Protean Hydra is greater
than the number of +1/+1 counters on it, all the +1/+1 counters on
Protean Hydra are removed from it.

* If unpreventable damage is dealt to Protean Hydra, the Hydra's second


ability will try to prevent it and fail (meaning that damage has its
normal results), and it will also remove that many +1/+1 counters from
Protean Hydra.

* Protean Hydra's last ability triggers whenever a +1/+1 counter is


removed from it for any reason, not just when a +1/+1 counter is removed
by its second ability.

* If multiple +1/+1 counters are removed from Protean Hydra at once, its
last ability will trigger that many times.

* If a -1/-1 counter is put on Protean Hydra while it has +1/+1 counters


on it, that -1/-1 counter and a +1/+1 counter will be removed from it as
a state-based action. This will cause Protean Hydra's last ability to
trigger.

* 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.

* Relentless Rats's last ability overrides the normal limit of four of


an individual card in a Constructed deck.
-----

Righteousness
{W}
Instant
Target blocking creature gets +7/+7 until end of turn.

* A "blocking creature" is one that has been declared as a blocker this


combat, or one that was put onto the battlefield blocking this combat.
Unless that creature leaves combat, it continues to be a blocking
creature through the end of combat step, even if the creature or
creatures it was blocking are no longer on the battlefield or have
otherwise left combat.
-----

Rise from the Grave


{4}{B}
Sorcery
Put target creature card in a graveyard onto the battlefield under your
control. That creature is a black Zombie in addition to its other colors
and types.

* Rise from the Grave doesn't overwrite any previous colors or types.
Rather, it adds another color and another subtype.

* If the targeted creature is normally colorless, it will simply become


black. It won't be both black and colorless.

* A later effect that changes the affected creature's colors will


overwrite that part of Rise from the Grave effect; the creature will be
just the new color. The same is true about an effect that changes the
affected creature's types or subtypes.
-----

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 will affect creatures that weren't on the battlefield at


the time it resolved.

* Safe Passage doesn't prevent damage that would be dealt to


planeswalkers you control. Although it can't prevent combat damage that
would be dealt to your planeswalkers, it can still prevent noncombat
damage that your opponent would want to redirect from you to one of your
planeswalkers. Just apply Safe Passage's prevention effect to that
damage first, and there won't be any damage to redirect.

* 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.

* Sanguine Blood's ability triggers just once for each life-gaining


event, whether it's 1 life from Soul Warden or 8 life from Tendrils of
Corruption.
-----

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.

* You can sacrifice any Goblin you control to activate Siege-Gang


Commander's activated ability, not just the ones its triggered ability
puts onto the battlefield. You can even sacrifice Siege-Gang Commander
itself.

* If you sacrifice an attacking or blocking Goblin during the declare


blockers step, it won't deal combat damage. If you wait until the combat
damage step, but that Goblin has been dealt lethal damage, it'll be
destroyed before you get a chance to sacrifice it. See "New Rules:
Combat" in the General Notes section above.
-----

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.

* The life gain is mandatory.


-----

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.)

* If multiple effects modify your hand size, apply them in timestamp


order. For example, if you put Null Profusion (an enchantment that says
your maximum hand size is two) onto the battlefield and then put
Spellbook onto the battlefield, you'll have no maximum hand size.
However, if those permanents entered the battlefield in the opposite
order, your maximum hand size would be two.
-----

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.

* To work as an evasion ability, an attacking creature must already have


flying when the declare blockers step begins. Once a creature has become
blocked, giving it flying won't change that.

* If Stone Giant's ability is activated during a turn's end step, the


delayed triggered ability won't trigger until the beginning of the next
turn's end step. The targeted creature will be destroyed at that time.

* When the delayed triggered ability resolves, the targeted creature is


destroyed, even if it's no longer a creature, no longer under your
control, or no longer has toughness less than Stone Giant's power at
that time.

* If Stone Giant's power and/or toughness change so that its toughness


is less than its power, you can have the ability target Stone Giant
itself.
-----

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).

* If the targeted creature is an illegal target by the time Tendrils of


Corruption would resolve, the entire spell is countered. You won't gain
any life.
-----

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.

* An "attacking creature" is one that has been declared as an attacker


this combat, or one that was put onto the battlefield attacking this
combat. Unless that creature leaves combat, it continues to be an
attacking creature through the end of combat step, even if the player it
was attacking has left the game, or the planeswalker it was attacking
has left combat.

* Even though Trumpet Blast affects only attacking creatures, the bonus
will remain for the rest of the turn.

* If Trumpet Blast is cast before attackers are declared or after combat


ends, it won't do anything.
-----

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.

* When Twincast resolves, it creates a copy of a spell. That copy is


created on the stack, so it's not "cast." Abilities that trigger when a
player casts a spell won't trigger. The copy will then resolve like a
normal spell, after players get a chance to cast spells and activate
abilities.

* 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.

* If the spell Twincast copies has an X whose value was determined as it


was cast (like Earthquake does), the copy has the same value of X.

* 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.

* If the copy says that it affects "you," it affects the controller of


the copy, not the controller of the original spell. Similarly, if the
copy says that it affects an "opponent," it affects an opponent of the
copy's controller, not an opponent of the original spell's controller.
-----
Undead Slayer
{2}{W}
Creature -- Human Cleric
2/2
{W}, {T}: Exile target Skeleton, Vampire, or Zombie.

* Undead Slayer's ability must target a permanent (not a card in the


graveyard) with at least one of the listed creature types.
-----

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.

* If you sacrifice an attacking or blocking creature during the declare


blockers step, it won't deal combat damage. If you wait until the combat
damage step, but that creature has been dealt lethal damage, it'll be
destroyed before you get a chance to sacrifice it. See "New Rules:
Combat" in the General Notes section above.
-----

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).

* To work as an evasion ability, an attacking creature must already have


flying when the declare blockers step begins. Once a creature has become
blocked, giving it flying won't change that.
-----

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.

* Taking it slowly, here's what happens when Warp World resolves:


1) Each player counts the number of permanents he or she owns.
2) Each player shuffles those permanents into his or her library.
3) Each player reveals cards from the top of his or her library equal to
the number that player counted.
4) Each player puts all artifact, land, and creature cards revealed this
way onto the battlefield. All of these cards enter the battlefield at
the same time.
5) Each player puts all enchantment cards revealed this way onto the
battlefield. An Aura put onto the battlefield this way can enchant an
artifact, land, or creature that was already put onto the battlefield,
but can't enchant an enchantment that's being put onto the battlefield
at the same time as it. If multiple players have Auras to put onto the
battlefield, the player whose turn it is announces what his or her Auras
will enchant, then each other player in turn order does the same, then
all enchantments (both Auras and non-Auras) enter the battlefield at the
same time.
6) Each player puts all of his or her other revealed cards (instants,
sorceries, planeswalkers, and Auras that can't enchant anything) on the
bottom of his or her library in any order.

* 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.
-----

All trademarks are property of Wizards of the Coast LLC in the U.S.A.
and other countries. (c)2009 Wizards.

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