Creatures 31
-
1
Angelic Sleuth
Angelic Sleuth
Creature — Angel Advisor
2/3
Flying
Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a Clue artifact token with " , Sacrifice this token: Draw a card.")
-
1
Aven Courier
Aven Courier
Creature — Bird Advisor
1/1
Flying
Whenever this creature attacks, choose a counter on a permanent you control. Put a counter of that kind on target permanent you control if it doesn't have a counter of that kind on it.
- You choose the target permanent to put a counter on as you put the triggered ability of Aven Courier on the stack. You choose the kind of counter from a permanent as that ability resolves.
-
1
Aven Mimeomancer
Aven Mimeomancer
Creature — Bird Wizard
3/1
Flying
At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feather counter on it.
- The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.
- If the second ability affects a creature, it doesn't cause that creature to lose any of its abilities. It just gives that creature flying as well.
- The affected creature remains 3/1 and has flying as long as it has a feather counter on it. The effect continues even if Aven Mimeomancer leaves the battlefield.
- You may put a feather counter on a creature that already has a feather counter on it. Doing so has no visible effect unless some other effect has changed the creature's power or toughness, or caused it to lose flying, since the last feather counter was put on it.
- If all feather counters on a creature are moved to a different creature, the ability doesn't follow them. The first creature stops being affected by the ability because it no longer has a feather counter on it. The second creature is not affected by the ability because Aven Mimeomancer didn't target it.
-
1
Avenging Huntbonder
Avenging Huntbonder
Creature — Human Warrior
3/3
Double strike
Whenever this creature attacks, put a double strike counter on another target attacking creature.
-
1
Bribe Taker
Bribe Taker
Creature — Rhino Warrior
6/6
Trample
When this creature enters, for each kind of counter on permanents you control, you may put your choice of a +1/+1 counter or a counter of that kind on this creature.
- Bribe Taker counts the number of different kinds of counters on permanents, not the total number of counters. For example, if a creature has two shield counters on it as Bribe Taker's triggered ability resolves, Bribe Taker's controller may put only one counter on it, either a +1/+1 counter or a shield counter.
-
1
Crystalline Giant
Crystalline Giant
Artifact Creature — Giant
3/3
At the beginning of combat on your turn, choose a kind of counter at random that this creature doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on this creature.
- You choose a kind of counter at random and put it on Crystalline Giant all while its ability is resolving. Players can't take actions between the time the choice is made and the time Crystalline Giant has the counter.
- As long as Crystalline Giant doesn't have all ten of the listed counters on it, you'll put one on it at the beginning of combat on your turn. If it has all ten kinds, the ability will trigger but you won't put any counter on it.
- If Crystalline Giant has one of the listed keywords but not because of a counter of that kind, that kind of counter is still eligible to be chosen at random.
-
1
Denry Klin, Editor in Chief
Denry Klin, Editor in Chief
Legendary Creature — Cat Advisor
2/2
Denry Klin enters with your choice of a +1/+1, first strike, or vigilance counter on it.
Whenever a nontoken creature you control enters, if Denry Klin has counters on it, put the same number of each kind of counter on that creature.
- Denry Klin, Editor in Chief was printed with a nonstandard wording, and its Oracle text has been updated for consistency. Specifically, its last ability now says "Whenever a nontoken creature enters the battlefield under your control, if Denry has counters on it, put the same number of each kind of counter on that creature." This is not a functional change.
-
1
Devoted Druid
Devoted Druid
Creature — Elf Druid
0/2
: Add .
Put a -1/-1 counter on this creature: Untap this creature.
- If you can't put -1/-1 counters on Devoted Druid (due to an effect such as that of Solemnity), you can't activate its second ability. If you can put counters on it, but that is modified by an effect (such as that of Vizier of Remedies), you can activate the ability even if paying the cost causes no counters to be put on Devoted Druid.
- You put the -1/-1 counter on Devoted Druid as a cost to activate its ability, not when it resolves. If paying the cost causes Devoted Druid to have 0 toughness, it's put into your graveyard before you can untap it and before you can even pay the cost again.
-
1
Evolution Sage
Evolution Sage
Creature — Elf Druid
3/2
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
-
1
Fathom Mage
Fathom Mage
Creature — Human Wizard
1/1
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever a +1/+1 counter is put on this creature, you may draw a card.
- If Fathom Mage enters with a +1/+1 counter on it (perhaps due to Master Biomancer), its last ability will trigger once for each +1/+1 counter it entered with.
- Fathom Mage's last ability will trigger whenever any +1/+1 counter is placed on it, not just ones due to the evolve ability.
- If multiple +1/+1 counters are placed on Fathom Mage simultaneously, its last ability will trigger once for each of those counters.
-
1
Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
-
1
Grateful Apparition
Grateful Apparition
Creature — Spirit
1/1
Flying
Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Incubation Druid
Incubation Druid
Creature — Elf Druid
0/2
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
- The types of mana are white, blue, black, red, green, and colorless.
- Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says " , Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
- Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
- Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
-
1
Jenara, Asura of War
Jenara, Asura of War
Legendary Creature — Angel
3/3
Flying
: Put a +1/+1 counter on Jenara.
-
1
Kros, Defense Contractor
Kros, Defense Contractor
Legendary Creature — Cat Advisor
2/4
At the beginning of your upkeep, put a shield counter on target creature an opponent controls.
Whenever you put one or more counters on a creature you don't control, tap that creature and goad it. It gains trample until your next turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
- Shield counters don't prevent players from sacrificing creatures.
-
1
Luminarch Aspirant
Luminarch Aspirant
Creature — Human Cleric
1/1
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
- Luminarch Aspirant can be the target of its own ability.
-
1
Park Heights Maverick
Park Heights Maverick
Creature — Human Soldier
2/2
Dethrone (Whenever this creature attacks the player with the most life or tied for the most life, put a +1/+1 counter on it.)
This creature can't be blocked by creatures with power 2 or less.
Whenever this creature deals combat damage to a player or dies, proliferate.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents, and you can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- While proliferating, if you choose a permanent or player with multiple kinds of counters, the permanent or player gets another counter of each kind, not just one kind. This change from the original proliferate rules was introduced in a previous set.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If Park Heights Maverick has a +1/+1 counter on it and is dealt lethal damage, it will die before its triggered ability resolves and you proliferate. You won't be able to add a +1/+1 counter to it in time to save it.
-
1
Perrie, the Pulverizer
Perrie, the Pulverizer
Legendary Creature — Rhino Soldier
3/3
When Perrie enters, put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever Perrie attacks, target creature you control gains trample and gets +X/+X until end of turn, where X is the number of different kinds of counters among permanents you control.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Rishkar, Peema Renegade
Rishkar, Peema Renegade
Legendary Creature — Elf Druid
2/2
When Rishkar enters, put a +1/+1 counter on each of up to two target creatures.
Each creature you control with a counter on it has " : Add ."
- Rishkar can be a target of its own triggered ability.
- You can't target the same creature twice to have one recipient get two +1/+1 counters.
- Each creature you control has Rishkar's mana ability as long as that creature has any kind of counter on it. The effect isn't limited to those with +1/+1 counters.
-
1
Roalesk, Apex Hybrid
Roalesk, Apex Hybrid
Legendary Creature — Human Mutant
4/5
Flying, trample
When Roalesk enters, put two +1/+1 counters on another target creature you control.
When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You proliferate twice all while Roalesk's last ability is resolving. Nothing can happen between the two proliferations, and no player may choose to take actions.
-
1
Scavenging Ooze
Scavenging Ooze
Creature — Ooze
2/2
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
- If the target card is an illegal target when the ability tries to resolve, it won't resolve and none of its effects will happen. No +1/+1 counter will be put on Scavenging Ooze and you won't gain life. Notably, this means that if you activate Scavenging Ooze's ability multiple times targeting the same creature card, only the first instance of the ability to resolve will have any effect.
-
1
Shield Broker
Shield Broker
Creature — Octopus Advisor
3/4
When this creature enters, put a shield counter on target noncommander creature you don't control. You gain control of that creature for as long as it has a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If the creature loses its shield counter during combat, it will be removed from combat when it changes controllers. If it hasn't already assigned combat damage by that time, it won't get to deal combat damage.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- "Shield" is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Skyboon Evangelist
Skyboon Evangelist
Creature — Bird Advisor
3/3
Flying
When this creature enters, support 6. (Put a +1/+1 counter on each of up to six other target creatures.)
Whenever a creature with a counter on it attacks one of your opponents, that creature gains flying until end of turn.
-
1
Skyship Plunderer
Skyship Plunderer
Creature — Human Pirate
2/1
Flying
Whenever this creature deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
- Skyship Plunderer's triggered ability can target any permanent or player, regardless of which player was dealt combat damage.
- Skyship Plunderer's triggered ability gives only one counter of each kind. It doesn't double the number of each kind of counter. For example, if a creature has two +1/+1 counters and a charge counter on it, it gets one +1/+1 counter and one charge counter.
- To give a counter is to put a counter on a permanent or to have a player get a counter. Effects that interact with a player getting counters or counters being placed on permanents interact with Skyship Plunderer's triggered ability.
-
1
Slippery Bogbonder
Slippery Bogbonder
Creature — Human Druid
3/3
Flash
Hexproof
When this creature enters, put a hexproof counter on target creature. Then move any number of counters from among creatures you control onto that creature.
- You may move counters from any number of other creatures you control, not just from one.
- You choose which counters to move as Slippery Bogbonder's triggered ability resolves.
- You may choose to move zero counters.
- If Slippery Bogbonder's triggered ability puts a hexproof counter on a creature an opponent controls, you can still move counters onto that creature.
- You can't move counters from the target creature to itself.
-
1
Steelbane Hydra
Steelbane Hydra
Creature — Turtle Hydra
0/0
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
-
1
Thrummingbird
Thrummingbird
Creature — Phyrexian Bird Horror
1/1
Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Vorel of the Hull Clade
Vorel of the Hull Clade
Legendary Creature — Human Merfolk
1/4
, : Double the number of each kind of counter on target artifact, creature, or land.
- The effect of Vorel's ability will essentially double the counters on the target artifact, creature, or land. For example, if a creature has three +1/+1 counters and a divinity counter on it before the ability resolves, it will have six +1/+1 counters and two divinity counters on it after the ability resolves.
-
1
Wall of Roots
Wall of Roots
Creature — Plant Wall
0/5
Defender
Put a -0/-1 counter on this creature: Add . Activate only once each turn.
- If you must sacrifice a creature to pay a casting or activation cost that also includes mana, such as that of Bubbling Cauldron's abilities, you may put a -0/-1 counter on Wall of Roots to make its toughness 0 and then sacrifice it to pay that cost.
-
1
Wickerbough Elder
Wickerbough Elder
Creature — Treefolk Shaman
4/4
This creature enters with a -1/-1 counter on it.
, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
- You must choose a target artifact or enchantment to activate Wickerbough Elder's last ability. You can't pay just to remove a -1/-1 counter from it without a legal target.
- If an effect puts Wickerbough Elder onto the battlefield with one or more +1/+1 counters, its -1/-1 counter and one of those +1/+1 counters are removed as a state-based action before you can activate its ability.
-
1
Wingspan Mentor
Wingspan Mentor
Creature — Human Wizard
1/3
When this creature enters, put a flying counter on target non-Human creature you control.
, : Put a +1/+1 counter on each creature you control with flying.
Instants 7
-
1
Bant Charm
Bant Charm
Instant
Choose one —
- Destroy target artifact.
- Put target creature on the bottom of its owner's library.
- Counter target instant spell.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
-
1
Brokers Charm
Brokers Charm
Instant
Choose one —
- Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature or planeswalker an opponent controls.
- Destroy target enchantment.
- Draw two cards.
-
1
Brokers Confluence
Brokers Confluence
Instant
Choose three. You may choose the same mode more than once.
- Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- Target creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
- Counter target activated or triggered ability.
- If you choose the first mode and also the second or third mode as you cast Brokers Confluence and all targets are illegal as it attempts to resolve, you won't get to proliferate.
-
1
Contractual Safeguard
Contractual Safeguard
Instant
Addendum — If you cast this spell during your main phase, put a shield counter on a creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
- If you cast this spell during your main phase, you may choose the shield counter for the second part of the spell.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Exotic Pets
Exotic Pets
Instant
Create two 1/1 blue Fish creature tokens with "This token can't be blocked." Then for each kind of counter among creatures you control, put a counter of that kind on either of those tokens.
-
1
Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
-
1
Storm of Forms
Storm of Forms
Instant
When you cast this spell, copy it for each kind of counter among permanents you control. You may choose new targets for the copies.
Return target nonland permanent to its owner's hand.
Sorceries 6
-
1
Damning Verdict
Damning Verdict
Sorcery
Destroy all creatures with no counters on them.
-
1
Declaration in Stone
Declaration in Stone
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word "Token." For example, if an effect creates a 1/1 Soldier creature token, that token is named "Soldier Token."
- If the target creature is an illegal target when Declaration in Stone tries to resolve, it won't resolve and none of its effects will happen. No creatures will be exiled, including those with the same name as the target.
- It's possible to have a creature and a noncreature permanent with the same name, such as two copies of the same land, one of which has become a land creature. Only creatures with that name are exiled by Declaration in Stone.
- A face-down creature, such as one cast with a megamorph ability from the Dragons of Tarkir set, has no name and can't share a name with any other creatures.
- Declaration in Stone has only one target. The other creatures with that name aren't targeted. For example, a creature with hexproof will be exiled if it has the same name as the target creature.
- If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
- You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
- Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
-
1
Planar Outburst
Planar Outburst
Sorcery
Destroy all nonland creatures.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
- A “nonland creature” is a creature that isn't also a land.
- You can cast a spell with awaken for its mana cost and get only its first effect. If you cast a spell for its awaken cost, you'll get both effects.
- If the non-awaken part of the spell requires a target, you must choose a legal target. You can't cast the spell if you can't choose a legal target for each instance of the word “target” (though you only need a legal target for the awaken ability if you're casting the spell for its awaken cost).
- If a spell with awaken has multiple targets (including the land you control), and some but not all of those targets become illegal by the time the spell tries to resolve, the spell won't affect the illegal targets in any way.
- If the non-awaken part of the spell doesn't require a target and you cast the spell for its awaken cost, then the spell won't resolve if the target land you control becomes illegal before the spell resolves (such as due to being destroyed in response to the spell being cast).
- The land will retain any other types, subtypes, or supertypes it previously had. It will also retain any mana abilities it had as a result of those subtypes. For example, a Forest that's turned into a creature this way can still be tapped for .
- Awaken doesn't give the land you control a color. As most lands are colorless, in most cases the resulting land creature will also be colorless.
-
1
Rishkar's Expertise
Rishkar's Expertise
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
- If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
- You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
- A card's mana value is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
- While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
- Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
- Effects that allow you to "cast" a card don't allow you to play a land card.
-
1
Tezzeret's Gambit
Tezzeret's Gambit
Sorcery
( can be paid with either or 2 life.)
Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- To calculate the mana value of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
- As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
- If you're at 1 life or less, you can't pay 2 life.
- Phyrexian mana is not a new color. Players can't produce Phyrexian mana.
- A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
-
1
Urban Evolution
Urban Evolution
Sorcery
Draw three cards. You may play an additional land this turn.
- Urban Evolution's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Urban Evolution resolves; Urban Evolution fully resolves first and you draw three cards, perhaps including a land you'll play later.
- The effects of multiple Urban Evolutions in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Explore.
- If you somehow manage to cast Urban Evolution when it's not your turn, you'll draw three cards when it resolves, but you won't be able to play a land that turn.
Artifacts 12
-
1
Agent's Toolkit
Agent's Toolkit
Artifact — Clue
This artifact enters with a +1/+1 counter, a flying counter, a deathtouch counter, and a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever a creature you control enters, you may move a counter from this artifact onto that creature.
, Sacrifice this artifact: Draw a card.
- The shield counter on Agent's Toolkit won't prevent its controller from sacrificing it.
- If Agent's Toolkit somehow ends up with counters on it other than the ones it entered with, those may also be moved from it by its triggered ability.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Everflowing Chalice
Everflowing Chalice
Artifact
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add for each charge counter on this artifact.
- You can cast Everflowing Chalice without kicking it at all if you wish. However, if Everflowing Chalice has no charge counters on it, activating its last ability won't produce any mana.
-
1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
-
1
Gavel of the Righteous
Gavel of the Righteous
Artifact — Equipment
At the beginning of combat on your turn, put a charge counter on this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
-
1
Midnight Clock
Midnight Clock
Artifact
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
- If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
- You can activate Midnight Clock's mana ability to pay the cost of its second ability.
- Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
- Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
-
1
Oblivion Stone
Oblivion Stone
Artifact
, : Put a fate counter on target permanent.
, , Sacrifice this artifact: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
-
1
Oracle's Vault
Oracle's Vault
Artifact
, : Exile the top card of your library. Until end of turn, you may play that card. Put a brick counter on this artifact.
: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate only if there are three or more brick counters on this artifact.
- The cards exiled by Oracle's Vault are exiled face up.
- You may play the exiled card this turn even if Oracle's Vault is no longer on the battlefield or under your control.
- Playing a card exiled with Oracle's Vault follows the normal timing rules for playing that card. For example, if the card is a creature card, you can cast that card only during your main phase while the stack is empty.
- If the exiled card is a land card, you may play it only if you have an available land play this turn.
- If you don't play the card, it will remain exiled.
- The first ability of Oracle's Vault puts a brick counter on it even if you can't or don't play the card.
- If you cast a card “without paying its mana cost,” you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Tormenting Voice, those must be paid to cast the card.
- If the card has X in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
-
1
Power Conduit
Power Conduit
Artifact
, Remove a counter from a permanent you control: Choose one —
- Put a charge counter on target artifact.
- Put a +1/+1 counter on target creature.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Enchantments 5
-
1
Family's Favor
Family's Favor
Enchantment
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If the attacking creature loses its last shield counter at the same time it deals combat damage to a player (for example, if the attacking creature has trample and would be dealt damage by a blocker), then you will not be able to pay the cost of removing a counter when the triggered ability resolves.
- Neither the triggered ability that puts a shield counter on a target attacking creature nor the triggered ability that removes a shield counter from it are optional.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Hoofprints of the Stag
Hoofprints of the Stag
Kindred Enchantment — Elemental
Whenever you draw a card, you may put a hoofprint counter on this enchantment.
, Remove four hoofprint counters from this enchantment: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
- If a spell or ability has you draw multiple cards, Hoofprints of the Stag's ability triggers that many times.
-
1
Primal Empathy
Primal Empathy
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
- You determine whether you draw a card or put a +1/+1 counter only as Primal Empathy's triggered ability begins resolving. Players may respond to the ability to try to change which happens.
- If the greatest power among creatures on the battlefield is shared by a creature you control and a creature you don't control, you draw a card.
- If you don't control a creature with the greatest power, you choose which creature gets a +1/+1 counter while the ability is resolving. Players can't take actions in between the time you make this choice and the time that creature has a +1/+1 counter.
- If you control no creatures, you do nothing as Primal Empathy's ability resolves. If there are no creatures on the battlefield at all, you don't draw a card.
-
1
Resourceful Defense
Resourceful Defense
Enchantment
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control.
: Move any number of counters from target permanent you control to another target permanent you control.
-
1
Together Forever
Together Forever
Enchantment
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
- If a creature without counters receives enough -1/-1 counters to reduce its toughness to 0 or less, Together Forever's ability can't be activated before state-based actions put that creature into its owner's graveyard.
- Together Forever's activated ability checks whether the target creature has a counter on it as the ability is activated and as the ability resolves. If the creature loses its counters later in the turn, the delayed triggered ability will still return it to its owner's hand when it dies.
- If some, but not all, targets for a spell become illegal, the remaining targets are affected as appropriate. If all of a spell's targets become illegal, that spell doesn't resolve.
- If a spell with support has other abilities that target creatures, those abilities and the support ability can target the same creature.
- You can't put more than one +1/+1 counter on any one target using the support action.
- Support can target a creature another player controls.
Lands 38
-
1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
-
1
Bant Panorama
Bant Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
-
1
Brokers Hideout
Brokers Hideout
Land
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
-
1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
-
5
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Gavony Township
Gavony Township
Land
: Add .
, : Put a +1/+1 counter on each creature you control.
-
4
Island
Island
Basic Land — Island
( : Add .)
-
1
Karn's Bastion
Karn's Bastion
Land
: Add .
, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Littjara Mirrorlake
Littjara Mirrorlake
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Create a token that's a copy of target creature you control, except it enters with an additional +1/+1 counter on it. Activate only as a sorcery.
- The token copies exactly what is printed on the creature and nothing else (unless that creature is a token or is copying something else; see below). The token doesn't copy whether that creature is tapped or untapped, whether it has any counters on it, whether it has any Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the target creature is itself a token, the token created by Littjara Mirrorlake's ability copies the original characteristics of that token as stated by the effect that created it.
- If the target creature is copying something else, the token you create will use the copiable values of the target creature. In most cases, it will be a copy of whatever the target creature is copying. If it's copying a permanent or card with in its mana cost, X is 0.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “As [this creature] enters the battlefield” or “[This creature] enters the battlefield with” abilities of the copied creature will also work.
-
1
Llanowar Reborn
Llanowar Reborn
Land
This land enters tapped.
: Add .
Graft 1 (This land enters with a +1/+1 counter on it. Whenever a creature enters, you may move a +1/+1 counter from this land onto it.)
- The +1/+1 counter won't affect Llanowar Reborn in any way unless another effect turns it into a creature.
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Nesting Grounds
Nesting Grounds
Land
: Add .
, : Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
- You choose the two target permanents as Nesting Grounds's second ability is put onto the stack. You choose which kind of counter to move as that ability resolves.
- If either permanent becomes an illegal target, no counter is removed or put.
- To move a counter from one creature to another, the counter is removed from the first permanent and put on the second. Any abilities that care about a counter being removed from or put onto a permanent will apply.
- The two target permanents don't have to share a type, which can result in some counters on permanents that would not occur normally, such as loyalty counters on creatures or +1/+1 counters on lands. Keyword counters will grant the permanent that keyword even if it's meaningless (such as trample on an enchantment); +1/+1 counters won't affect the permanent unless it's a creature; and many named counters (such as soul counters) won't have an effect unless the recipient permanent refers to them in some way.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
5
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Seaside Citadel
Seaside Citadel
Land
This land enters tapped.
: Add , , or .
-
1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
-
1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
-
1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Vivid Creek
Vivid Creek
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
-
1
Vivid Grove
Vivid Grove
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
-
1
Vivid Meadow
Vivid Meadow
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
White 13
-
1
Angelic Sleuth
Angelic Sleuth
Creature — Angel Advisor
2/3
Flying
Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a Clue artifact token with " , Sacrifice this token: Draw a card.")
-
1
Avenging Huntbonder
Avenging Huntbonder
Creature — Human Warrior
3/3
Double strike
Whenever this creature attacks, put a double strike counter on another target attacking creature.
-
1
Contractual Safeguard
Contractual Safeguard
Instant
Addendum — If you cast this spell during your main phase, put a shield counter on a creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
- If you cast this spell during your main phase, you may choose the shield counter for the second part of the spell.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Damning Verdict
Damning Verdict
Sorcery
Destroy all creatures with no counters on them.
-
1
Declaration in Stone
Declaration in Stone
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word "Token." For example, if an effect creates a 1/1 Soldier creature token, that token is named "Soldier Token."
- If the target creature is an illegal target when Declaration in Stone tries to resolve, it won't resolve and none of its effects will happen. No creatures will be exiled, including those with the same name as the target.
- It's possible to have a creature and a noncreature permanent with the same name, such as two copies of the same land, one of which has become a land creature. Only creatures with that name are exiled by Declaration in Stone.
- A face-down creature, such as one cast with a megamorph ability from the Dragons of Tarkir set, has no name and can't share a name with any other creatures.
- Declaration in Stone has only one target. The other creatures with that name aren't targeted. For example, a creature with hexproof will be exiled if it has the same name as the target creature.
- If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
- You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
- Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
-
1
Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
-
1
Grateful Apparition
Grateful Apparition
Creature — Spirit
1/1
Flying
Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Hoofprints of the Stag
Hoofprints of the Stag
Kindred Enchantment — Elemental
Whenever you draw a card, you may put a hoofprint counter on this enchantment.
, Remove four hoofprint counters from this enchantment: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
- If a spell or ability has you draw multiple cards, Hoofprints of the Stag's ability triggers that many times.
-
1
Luminarch Aspirant
Luminarch Aspirant
Creature — Human Cleric
1/1
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
- Luminarch Aspirant can be the target of its own ability.
-
1
Planar Outburst
Planar Outburst
Sorcery
Destroy all nonland creatures.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
- A “nonland creature” is a creature that isn't also a land.
- You can cast a spell with awaken for its mana cost and get only its first effect. If you cast a spell for its awaken cost, you'll get both effects.
- If the non-awaken part of the spell requires a target, you must choose a legal target. You can't cast the spell if you can't choose a legal target for each instance of the word “target” (though you only need a legal target for the awaken ability if you're casting the spell for its awaken cost).
- If a spell with awaken has multiple targets (including the land you control), and some but not all of those targets become illegal by the time the spell tries to resolve, the spell won't affect the illegal targets in any way.
- If the non-awaken part of the spell doesn't require a target and you cast the spell for its awaken cost, then the spell won't resolve if the target land you control becomes illegal before the spell resolves (such as due to being destroyed in response to the spell being cast).
- The land will retain any other types, subtypes, or supertypes it previously had. It will also retain any mana abilities it had as a result of those subtypes. For example, a Forest that's turned into a creature this way can still be tapped for .
- Awaken doesn't give the land you control a color. As most lands are colorless, in most cases the resulting land creature will also be colorless.
-
1
Resourceful Defense
Resourceful Defense
Enchantment
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control.
: Move any number of counters from target permanent you control to another target permanent you control.
-
1
Skyboon Evangelist
Skyboon Evangelist
Creature — Bird Advisor
3/3
Flying
When this creature enters, support 6. (Put a +1/+1 counter on each of up to six other target creatures.)
Whenever a creature with a counter on it attacks one of your opponents, that creature gains flying until end of turn.
-
1
Together Forever
Together Forever
Enchantment
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
- If a creature without counters receives enough -1/-1 counters to reduce its toughness to 0 or less, Together Forever's ability can't be activated before state-based actions put that creature into its owner's graveyard.
- Together Forever's activated ability checks whether the target creature has a counter on it as the ability is activated and as the ability resolves. If the creature loses its counters later in the turn, the delayed triggered ability will still return it to its owner's hand when it dies.
- If some, but not all, targets for a spell become illegal, the remaining targets are affected as appropriate. If all of a spell's targets become illegal, that spell doesn't resolve.
- If a spell with support has other abilities that target creatures, those abilities and the support ability can target the same creature.
- You can't put more than one +1/+1 counter on any one target using the support action.
- Support can target a creature another player controls.
Blue 7
-
1
Aven Courier
Aven Courier
Creature — Bird Advisor
1/1
Flying
Whenever this creature attacks, choose a counter on a permanent you control. Put a counter of that kind on target permanent you control if it doesn't have a counter of that kind on it.
- You choose the target permanent to put a counter on as you put the triggered ability of Aven Courier on the stack. You choose the kind of counter from a permanent as that ability resolves.
-
1
Midnight Clock
Midnight Clock
Artifact
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
- If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
- You can activate Midnight Clock's mana ability to pay the cost of its second ability.
- Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
- Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
-
1
Shield Broker
Shield Broker
Creature — Octopus Advisor
3/4
When this creature enters, put a shield counter on target noncommander creature you don't control. You gain control of that creature for as long as it has a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If the creature loses its shield counter during combat, it will be removed from combat when it changes controllers. If it hasn't already assigned combat damage by that time, it won't get to deal combat damage.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- "Shield" is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Skyship Plunderer
Skyship Plunderer
Creature — Human Pirate
2/1
Flying
Whenever this creature deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
- Skyship Plunderer's triggered ability can target any permanent or player, regardless of which player was dealt combat damage.
- Skyship Plunderer's triggered ability gives only one counter of each kind. It doesn't double the number of each kind of counter. For example, if a creature has two +1/+1 counters and a charge counter on it, it gets one +1/+1 counter and one charge counter.
- To give a counter is to put a counter on a permanent or to have a player get a counter. Effects that interact with a player getting counters or counters being placed on permanents interact with Skyship Plunderer's triggered ability.
-
1
Storm of Forms
Storm of Forms
Instant
When you cast this spell, copy it for each kind of counter among permanents you control. You may choose new targets for the copies.
Return target nonland permanent to its owner's hand.
-
1
Thrummingbird
Thrummingbird
Creature — Phyrexian Bird Horror
1/1
Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Wingspan Mentor
Wingspan Mentor
Creature — Human Wizard
1/3
When this creature enters, put a flying counter on target non-Human creature you control.
, : Put a +1/+1 counter on each creature you control with flying.
Green 14
-
1
Bribe Taker
Bribe Taker
Creature — Rhino Warrior
6/6
Trample
When this creature enters, for each kind of counter on permanents you control, you may put your choice of a +1/+1 counter or a counter of that kind on this creature.
- Bribe Taker counts the number of different kinds of counters on permanents, not the total number of counters. For example, if a creature has two shield counters on it as Bribe Taker's triggered ability resolves, Bribe Taker's controller may put only one counter on it, either a +1/+1 counter or a shield counter.
-
1
Devoted Druid
Devoted Druid
Creature — Elf Druid
0/2
: Add .
Put a -1/-1 counter on this creature: Untap this creature.
- If you can't put -1/-1 counters on Devoted Druid (due to an effect such as that of Solemnity), you can't activate its second ability. If you can put counters on it, but that is modified by an effect (such as that of Vizier of Remedies), you can activate the ability even if paying the cost causes no counters to be put on Devoted Druid.
- You put the -1/-1 counter on Devoted Druid as a cost to activate its ability, not when it resolves. If paying the cost causes Devoted Druid to have 0 toughness, it's put into your graveyard before you can untap it and before you can even pay the cost again.
-
1
Evolution Sage
Evolution Sage
Creature — Elf Druid
3/2
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
-
1
Family's Favor
Family's Favor
Enchantment
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If the attacking creature loses its last shield counter at the same time it deals combat damage to a player (for example, if the attacking creature has trample and would be dealt damage by a blocker), then you will not be able to pay the cost of removing a counter when the triggered ability resolves.
- Neither the triggered ability that puts a shield counter on a target attacking creature nor the triggered ability that removes a shield counter from it are optional.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
-
1
Incubation Druid
Incubation Druid
Creature — Elf Druid
0/2
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
- The types of mana are white, blue, black, red, green, and colorless.
- Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says " , Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
- Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
- Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
-
1
Park Heights Maverick
Park Heights Maverick
Creature — Human Soldier
2/2
Dethrone (Whenever this creature attacks the player with the most life or tied for the most life, put a +1/+1 counter on it.)
This creature can't be blocked by creatures with power 2 or less.
Whenever this creature deals combat damage to a player or dies, proliferate.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents, and you can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- While proliferating, if you choose a permanent or player with multiple kinds of counters, the permanent or player gets another counter of each kind, not just one kind. This change from the original proliferate rules was introduced in a previous set.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If Park Heights Maverick has a +1/+1 counter on it and is dealt lethal damage, it will die before its triggered ability resolves and you proliferate. You won't be able to add a +1/+1 counter to it in time to save it.
-
1
Rishkar's Expertise
Rishkar's Expertise
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
- If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
- You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
- A card's mana value is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
- While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
- Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
- Effects that allow you to "cast" a card don't allow you to play a land card.
-
1
Rishkar, Peema Renegade
Rishkar, Peema Renegade
Legendary Creature — Elf Druid
2/2
When Rishkar enters, put a +1/+1 counter on each of up to two target creatures.
Each creature you control with a counter on it has " : Add ."
- Rishkar can be a target of its own triggered ability.
- You can't target the same creature twice to have one recipient get two +1/+1 counters.
- Each creature you control has Rishkar's mana ability as long as that creature has any kind of counter on it. The effect isn't limited to those with +1/+1 counters.
-
1
Scavenging Ooze
Scavenging Ooze
Creature — Ooze
2/2
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
- If the target card is an illegal target when the ability tries to resolve, it won't resolve and none of its effects will happen. No +1/+1 counter will be put on Scavenging Ooze and you won't gain life. Notably, this means that if you activate Scavenging Ooze's ability multiple times targeting the same creature card, only the first instance of the ability to resolve will have any effect.
-
1
Slippery Bogbonder
Slippery Bogbonder
Creature — Human Druid
3/3
Flash
Hexproof
When this creature enters, put a hexproof counter on target creature. Then move any number of counters from among creatures you control onto that creature.
- You may move counters from any number of other creatures you control, not just from one.
- You choose which counters to move as Slippery Bogbonder's triggered ability resolves.
- You may choose to move zero counters.
- If Slippery Bogbonder's triggered ability puts a hexproof counter on a creature an opponent controls, you can still move counters onto that creature.
- You can't move counters from the target creature to itself.
-
1
Steelbane Hydra
Steelbane Hydra
Creature — Turtle Hydra
0/0
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
-
1
Wall of Roots
Wall of Roots
Creature — Plant Wall
0/5
Defender
Put a -0/-1 counter on this creature: Add . Activate only once each turn.
- If you must sacrifice a creature to pay a casting or activation cost that also includes mana, such as that of Bubbling Cauldron's abilities, you may put a -0/-1 counter on Wall of Roots to make its toughness 0 and then sacrifice it to pay that cost.
-
1
Wickerbough Elder
Wickerbough Elder
Creature — Treefolk Shaman
4/4
This creature enters with a -1/-1 counter on it.
, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
- You must choose a target artifact or enchantment to activate Wickerbough Elder's last ability. You can't pay just to remove a -1/-1 counter from it without a legal target.
- If an effect puts Wickerbough Elder onto the battlefield with one or more +1/+1 counters, its -1/-1 counter and one of those +1/+1 counters are removed as a state-based action before you can activate its ability.
Multicolor 16
-
1
Agent's Toolkit
Agent's Toolkit
Artifact — Clue
This artifact enters with a +1/+1 counter, a flying counter, a deathtouch counter, and a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever a creature you control enters, you may move a counter from this artifact onto that creature.
, Sacrifice this artifact: Draw a card.
- The shield counter on Agent's Toolkit won't prevent its controller from sacrificing it.
- If Agent's Toolkit somehow ends up with counters on it other than the ones it entered with, those may also be moved from it by its triggered ability.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Ajani Unyielding
Ajani Unyielding
Legendary Planeswalker — Ajani
+2: Reveal the top three cards of your library. Put all nonland permanent cards revealed this way into your hand and the rest on the bottom of your library in any order.
−2: Exile target creature. Its controller gains life equal to its power.
−9: Put five +1/+1 counters on each creature you control and five loyalty counters on each other planeswalker you control.
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
- The amount of life gained from Ajani's second ability is equal to power of the creature as it last existed on the battlefield.
-
1
Aven Mimeomancer
Aven Mimeomancer
Creature — Bird Wizard
3/1
Flying
At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feather counter on it.
- The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.
- If the second ability affects a creature, it doesn't cause that creature to lose any of its abilities. It just gives that creature flying as well.
- The affected creature remains 3/1 and has flying as long as it has a feather counter on it. The effect continues even if Aven Mimeomancer leaves the battlefield.
- You may put a feather counter on a creature that already has a feather counter on it. Doing so has no visible effect unless some other effect has changed the creature's power or toughness, or caused it to lose flying, since the last feather counter was put on it.
- If all feather counters on a creature are moved to a different creature, the ability doesn't follow them. The first creature stops being affected by the ability because it no longer has a feather counter on it. The second creature is not affected by the ability because Aven Mimeomancer didn't target it.
-
1
Bant Charm
Bant Charm
Instant
Choose one —
- Destroy target artifact.
- Put target creature on the bottom of its owner's library.
- Counter target instant spell.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
-
1
Brokers Charm
Brokers Charm
Instant
Choose one —
- Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature or planeswalker an opponent controls.
- Destroy target enchantment.
- Draw two cards.
-
1
Brokers Confluence
Brokers Confluence
Instant
Choose three. You may choose the same mode more than once.
- Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- Target creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
- Counter target activated or triggered ability.
- If you choose the first mode and also the second or third mode as you cast Brokers Confluence and all targets are illegal as it attempts to resolve, you won't get to proliferate.
-
1
Denry Klin, Editor in Chief
Denry Klin, Editor in Chief
Legendary Creature — Cat Advisor
2/2
Denry Klin enters with your choice of a +1/+1, first strike, or vigilance counter on it.
Whenever a nontoken creature you control enters, if Denry Klin has counters on it, put the same number of each kind of counter on that creature.
- Denry Klin, Editor in Chief was printed with a nonstandard wording, and its Oracle text has been updated for consistency. Specifically, its last ability now says "Whenever a nontoken creature enters the battlefield under your control, if Denry has counters on it, put the same number of each kind of counter on that creature." This is not a functional change.
-
1
Exotic Pets
Exotic Pets
Instant
Create two 1/1 blue Fish creature tokens with "This token can't be blocked." Then for each kind of counter among creatures you control, put a counter of that kind on either of those tokens.
-
1
Fathom Mage
Fathom Mage
Creature — Human Wizard
1/1
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever a +1/+1 counter is put on this creature, you may draw a card.
- If Fathom Mage enters with a +1/+1 counter on it (perhaps due to Master Biomancer), its last ability will trigger once for each +1/+1 counter it entered with.
- Fathom Mage's last ability will trigger whenever any +1/+1 counter is placed on it, not just ones due to the evolve ability.
- If multiple +1/+1 counters are placed on Fathom Mage simultaneously, its last ability will trigger once for each of those counters.
-
1
Jenara, Asura of War
Jenara, Asura of War
Legendary Creature — Angel
3/3
Flying
: Put a +1/+1 counter on Jenara.
-
1
Kros, Defense Contractor
Kros, Defense Contractor
Legendary Creature — Cat Advisor
2/4
At the beginning of your upkeep, put a shield counter on target creature an opponent controls.
Whenever you put one or more counters on a creature you don't control, tap that creature and goad it. It gains trample until your next turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
- Shield counters don't prevent players from sacrificing creatures.
-
1
Perrie, the Pulverizer
Perrie, the Pulverizer
Legendary Creature — Rhino Soldier
3/3
When Perrie enters, put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever Perrie attacks, target creature you control gains trample and gets +X/+X until end of turn, where X is the number of different kinds of counters among permanents you control.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Primal Empathy
Primal Empathy
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
- You determine whether you draw a card or put a +1/+1 counter only as Primal Empathy's triggered ability begins resolving. Players may respond to the ability to try to change which happens.
- If the greatest power among creatures on the battlefield is shared by a creature you control and a creature you don't control, you draw a card.
- If you don't control a creature with the greatest power, you choose which creature gets a +1/+1 counter while the ability is resolving. Players can't take actions in between the time you make this choice and the time that creature has a +1/+1 counter.
- If you control no creatures, you do nothing as Primal Empathy's ability resolves. If there are no creatures on the battlefield at all, you don't draw a card.
-
1
Roalesk, Apex Hybrid
Roalesk, Apex Hybrid
Legendary Creature — Human Mutant
4/5
Flying, trample
When Roalesk enters, put two +1/+1 counters on another target creature you control.
When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You proliferate twice all while Roalesk's last ability is resolving. Nothing can happen between the two proliferations, and no player may choose to take actions.
-
1
Urban Evolution
Urban Evolution
Sorcery
Draw three cards. You may play an additional land this turn.
- Urban Evolution's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Urban Evolution resolves; Urban Evolution fully resolves first and you draw three cards, perhaps including a land you'll play later.
- The effects of multiple Urban Evolutions in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Explore.
- If you somehow manage to cast Urban Evolution when it's not your turn, you'll draw three cards when it resolves, but you won't be able to play a land that turn.
-
1
Vorel of the Hull Clade
Vorel of the Hull Clade
Legendary Creature — Human Merfolk
1/4
, : Double the number of each kind of counter on target artifact, creature, or land.
- The effect of Vorel's ability will essentially double the counters on the target artifact, creature, or land. For example, if a creature has three +1/+1 counters and a divinity counter on it before the ability resolves, it will have six +1/+1 counters and two divinity counters on it after the ability resolves.
Colorless 12
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Crystalline Giant
Crystalline Giant
Artifact Creature — Giant
3/3
At the beginning of combat on your turn, choose a kind of counter at random that this creature doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on this creature.
- You choose a kind of counter at random and put it on Crystalline Giant all while its ability is resolving. Players can't take actions between the time the choice is made and the time Crystalline Giant has the counter.
- As long as Crystalline Giant doesn't have all ten of the listed counters on it, you'll put one on it at the beginning of combat on your turn. If it has all ten kinds, the ability will trigger but you won't put any counter on it.
- If Crystalline Giant has one of the listed keywords but not because of a counter of that kind, that kind of counter is still eligible to be chosen at random.
-
1
Everflowing Chalice
Everflowing Chalice
Artifact
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add for each charge counter on this artifact.
- You can cast Everflowing Chalice without kicking it at all if you wish. However, if Everflowing Chalice has no charge counters on it, activating its last ability won't produce any mana.
-
1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
-
1
Gavel of the Righteous
Gavel of the Righteous
Artifact — Equipment
At the beginning of combat on your turn, put a charge counter on this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
-
1
Oblivion Stone
Oblivion Stone
Artifact
, : Put a fate counter on target permanent.
, , Sacrifice this artifact: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
-
1
Oracle's Vault
Oracle's Vault
Artifact
, : Exile the top card of your library. Until end of turn, you may play that card. Put a brick counter on this artifact.
: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate only if there are three or more brick counters on this artifact.
- The cards exiled by Oracle's Vault are exiled face up.
- You may play the exiled card this turn even if Oracle's Vault is no longer on the battlefield or under your control.
- Playing a card exiled with Oracle's Vault follows the normal timing rules for playing that card. For example, if the card is a creature card, you can cast that card only during your main phase while the stack is empty.
- If the exiled card is a land card, you may play it only if you have an available land play this turn.
- If you don't play the card, it will remain exiled.
- The first ability of Oracle's Vault puts a brick counter on it even if you can't or don't play the card.
- If you cast a card “without paying its mana cost,” you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Tormenting Voice, those must be paid to cast the card.
- If the card has X in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
-
1
Power Conduit
Power Conduit
Artifact
, Remove a counter from a permanent you control: Choose one —
- Put a charge counter on target artifact.
- Put a +1/+1 counter on target creature.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
-
1
Tezzeret's Gambit
Tezzeret's Gambit
Sorcery
( can be paid with either or 2 life.)
Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- To calculate the mana value of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
- As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
- If you're at 1 life or less, you can't pay 2 life.
- Phyrexian mana is not a new color. Players can't produce Phyrexian mana.
- A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
Lands 38
-
1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
-
1
Bant Panorama
Bant Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
-
1
Brokers Hideout
Brokers Hideout
Land
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
-
1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
-
5
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Gavony Township
Gavony Township
Land
: Add .
, : Put a +1/+1 counter on each creature you control.
-
4
Island
Island
Basic Land — Island
( : Add .)
-
1
Karn's Bastion
Karn's Bastion
Land
: Add .
, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Littjara Mirrorlake
Littjara Mirrorlake
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Create a token that's a copy of target creature you control, except it enters with an additional +1/+1 counter on it. Activate only as a sorcery.
- The token copies exactly what is printed on the creature and nothing else (unless that creature is a token or is copying something else; see below). The token doesn't copy whether that creature is tapped or untapped, whether it has any counters on it, whether it has any Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the target creature is itself a token, the token created by Littjara Mirrorlake's ability copies the original characteristics of that token as stated by the effect that created it.
- If the target creature is copying something else, the token you create will use the copiable values of the target creature. In most cases, it will be a copy of whatever the target creature is copying. If it's copying a permanent or card with in its mana cost, X is 0.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “As [this creature] enters the battlefield” or “[This creature] enters the battlefield with” abilities of the copied creature will also work.
-
1
Llanowar Reborn
Llanowar Reborn
Land
This land enters tapped.
: Add .
Graft 1 (This land enters with a +1/+1 counter on it. Whenever a creature enters, you may move a +1/+1 counter from this land onto it.)
- The +1/+1 counter won't affect Llanowar Reborn in any way unless another effect turns it into a creature.
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Nesting Grounds
Nesting Grounds
Land
: Add .
, : Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
- You choose the two target permanents as Nesting Grounds's second ability is put onto the stack. You choose which kind of counter to move as that ability resolves.
- If either permanent becomes an illegal target, no counter is removed or put.
- To move a counter from one creature to another, the counter is removed from the first permanent and put on the second. Any abilities that care about a counter being removed from or put onto a permanent will apply.
- The two target permanents don't have to share a type, which can result in some counters on permanents that would not occur normally, such as loyalty counters on creatures or +1/+1 counters on lands. Keyword counters will grant the permanent that keyword even if it's meaningless (such as trample on an enchantment); +1/+1 counters won't affect the permanent unless it's a creature; and many named counters (such as soul counters) won't have an effect unless the recipient permanent refers to them in some way.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
5
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Seaside Citadel
Seaside Citadel
Land
This land enters tapped.
: Add , , or .
-
1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
-
1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
-
1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Vivid Creek
Vivid Creek
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
-
1
Vivid Grove
Vivid Grove
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
-
1
Vivid Meadow
Vivid Meadow
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
2 18
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Aven Courier
Aven Courier
Creature — Bird Advisor
1/1
Flying
Whenever this creature attacks, choose a counter on a permanent you control. Put a counter of that kind on target permanent you control if it doesn't have a counter of that kind on it.
- You choose the target permanent to put a counter on as you put the triggered ability of Aven Courier on the stack. You choose the kind of counter from a permanent as that ability resolves.
-
1
Declaration in Stone
Declaration in Stone
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word "Token." For example, if an effect creates a 1/1 Soldier creature token, that token is named "Soldier Token."
- If the target creature is an illegal target when Declaration in Stone tries to resolve, it won't resolve and none of its effects will happen. No creatures will be exiled, including those with the same name as the target.
- It's possible to have a creature and a noncreature permanent with the same name, such as two copies of the same land, one of which has become a land creature. Only creatures with that name are exiled by Declaration in Stone.
- A face-down creature, such as one cast with a megamorph ability from the Dragons of Tarkir set, has no name and can't share a name with any other creatures.
- Declaration in Stone has only one target. The other creatures with that name aren't targeted. For example, a creature with hexproof will be exiled if it has the same name as the target creature.
- If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
- You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
- Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
-
1
Devoted Druid
Devoted Druid
Creature — Elf Druid
0/2
: Add .
Put a -1/-1 counter on this creature: Untap this creature.
- If you can't put -1/-1 counters on Devoted Druid (due to an effect such as that of Solemnity), you can't activate its second ability. If you can put counters on it, but that is modified by an effect (such as that of Vizier of Remedies), you can activate the ability even if paying the cost causes no counters to be put on Devoted Druid.
- You put the -1/-1 counter on Devoted Druid as a cost to activate its ability, not when it resolves. If paying the cost causes Devoted Druid to have 0 toughness, it's put into your graveyard before you can untap it and before you can even pay the cost again.
-
1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
-
1
Gavel of the Righteous
Gavel of the Righteous
Artifact — Equipment
At the beginning of combat on your turn, put a charge counter on this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
-
1
Grateful Apparition
Grateful Apparition
Creature — Spirit
1/1
Flying
Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Hoofprints of the Stag
Hoofprints of the Stag
Kindred Enchantment — Elemental
Whenever you draw a card, you may put a hoofprint counter on this enchantment.
, Remove four hoofprint counters from this enchantment: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
- If a spell or ability has you draw multiple cards, Hoofprints of the Stag's ability triggers that many times.
-
1
Incubation Druid
Incubation Druid
Creature — Elf Druid
0/2
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
- The types of mana are white, blue, black, red, green, and colorless.
- Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says " , Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
- Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
- Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
-
1
Luminarch Aspirant
Luminarch Aspirant
Creature — Human Cleric
1/1
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
- Luminarch Aspirant can be the target of its own ability.
-
1
Power Conduit
Power Conduit
Artifact
, Remove a counter from a permanent you control: Choose one —
- Put a charge counter on target artifact.
- Put a +1/+1 counter on target creature.
-
1
Scavenging Ooze
Scavenging Ooze
Creature — Ooze
2/2
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
- If the target card is an illegal target when the ability tries to resolve, it won't resolve and none of its effects will happen. No +1/+1 counter will be put on Scavenging Ooze and you won't gain life. Notably, this means that if you activate Scavenging Ooze's ability multiple times targeting the same creature card, only the first instance of the ability to resolve will have any effect.
-
1
Skyship Plunderer
Skyship Plunderer
Creature — Human Pirate
2/1
Flying
Whenever this creature deals combat damage to a player, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
- Skyship Plunderer's triggered ability can target any permanent or player, regardless of which player was dealt combat damage.
- Skyship Plunderer's triggered ability gives only one counter of each kind. It doesn't double the number of each kind of counter. For example, if a creature has two +1/+1 counters and a charge counter on it, it gets one +1/+1 counter and one charge counter.
- To give a counter is to put a counter on a permanent or to have a player get a counter. Effects that interact with a player getting counters or counters being placed on permanents interact with Skyship Plunderer's triggered ability.
-
1
Steelbane Hydra
Steelbane Hydra
Creature — Turtle Hydra
0/0
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
-
1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
-
1
Thrummingbird
Thrummingbird
Creature — Phyrexian Bird Horror
1/1
Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Together Forever
Together Forever
Enchantment
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
- If a creature without counters receives enough -1/-1 counters to reduce its toughness to 0 or less, Together Forever's ability can't be activated before state-based actions put that creature into its owner's graveyard.
- Together Forever's activated ability checks whether the target creature has a counter on it as the ability is activated and as the ability resolves. If the creature loses its counters later in the turn, the delayed triggered ability will still return it to its owner's hand when it dies.
- If some, but not all, targets for a spell become illegal, the remaining targets are affected as appropriate. If all of a spell's targets become illegal, that spell doesn't resolve.
- If a spell with support has other abilities that target creatures, those abilities and the support ability can target the same creature.
- You can't put more than one +1/+1 counter on any one target using the support action.
- Support can target a creature another player controls.
-
1
Wall of Roots
Wall of Roots
Creature — Plant Wall
0/5
Defender
Put a -0/-1 counter on this creature: Add . Activate only once each turn.
- If you must sacrifice a creature to pay a casting or activation cost that also includes mana, such as that of Bubbling Cauldron's abilities, you may put a -0/-1 counter on Wall of Roots to make its toughness 0 and then sacrifice it to pay that cost.
3 21
-
1
Agent's Toolkit
Agent's Toolkit
Artifact — Clue
This artifact enters with a +1/+1 counter, a flying counter, a deathtouch counter, and a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever a creature you control enters, you may move a counter from this artifact onto that creature.
, Sacrifice this artifact: Draw a card.
- The shield counter on Agent's Toolkit won't prevent its controller from sacrificing it.
- If Agent's Toolkit somehow ends up with counters on it other than the ones it entered with, those may also be moved from it by its triggered ability.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Angelic Sleuth
Angelic Sleuth
Creature — Angel Advisor
2/3
Flying
Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a Clue artifact token with " , Sacrifice this token: Draw a card.")
-
1
Aven Mimeomancer
Aven Mimeomancer
Creature — Bird Wizard
3/1
Flying
At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feather counter on it.
- The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.
- If the second ability affects a creature, it doesn't cause that creature to lose any of its abilities. It just gives that creature flying as well.
- The affected creature remains 3/1 and has flying as long as it has a feather counter on it. The effect continues even if Aven Mimeomancer leaves the battlefield.
- You may put a feather counter on a creature that already has a feather counter on it. Doing so has no visible effect unless some other effect has changed the creature's power or toughness, or caused it to lose flying, since the last feather counter was put on it.
- If all feather counters on a creature are moved to a different creature, the ability doesn't follow them. The first creature stops being affected by the ability because it no longer has a feather counter on it. The second creature is not affected by the ability because Aven Mimeomancer didn't target it.
-
1
Bant Charm
Bant Charm
Instant
Choose one —
- Destroy target artifact.
- Put target creature on the bottom of its owner's library.
- Counter target instant spell.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
-
1
Brokers Charm
Brokers Charm
Instant
Choose one —
- Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature or planeswalker an opponent controls.
- Destroy target enchantment.
- Draw two cards.
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Contractual Safeguard
Contractual Safeguard
Instant
Addendum — If you cast this spell during your main phase, put a shield counter on a creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
- If you cast this spell during your main phase, you may choose the shield counter for the second part of the spell.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Crystalline Giant
Crystalline Giant
Artifact Creature — Giant
3/3
At the beginning of combat on your turn, choose a kind of counter at random that this creature doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on this creature.
- You choose a kind of counter at random and put it on Crystalline Giant all while its ability is resolving. Players can't take actions between the time the choice is made and the time Crystalline Giant has the counter.
- As long as Crystalline Giant doesn't have all ten of the listed counters on it, you'll put one on it at the beginning of combat on your turn. If it has all ten kinds, the ability will trigger but you won't put any counter on it.
- If Crystalline Giant has one of the listed keywords but not because of a counter of that kind, that kind of counter is still eligible to be chosen at random.
-
1
Evolution Sage
Evolution Sage
Creature — Elf Druid
3/2
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
-
1
Exotic Pets
Exotic Pets
Instant
Create two 1/1 blue Fish creature tokens with "This token can't be blocked." Then for each kind of counter among creatures you control, put a counter of that kind on either of those tokens.
-
1
Family's Favor
Family's Favor
Enchantment
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If the attacking creature loses its last shield counter at the same time it deals combat damage to a player (for example, if the attacking creature has trample and would be dealt damage by a blocker), then you will not be able to pay the cost of removing a counter when the triggered ability resolves.
- Neither the triggered ability that puts a shield counter on a target attacking creature nor the triggered ability that removes a shield counter from it are optional.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
-
1
Jenara, Asura of War
Jenara, Asura of War
Legendary Creature — Angel
3/3
Flying
: Put a +1/+1 counter on Jenara.
-
1
Midnight Clock
Midnight Clock
Artifact
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
- If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
- You can activate Midnight Clock's mana ability to pay the cost of its second ability.
- Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
- Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
-
1
Oblivion Stone
Oblivion Stone
Artifact
, : Put a fate counter on target permanent.
, , Sacrifice this artifact: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
-
1
Park Heights Maverick
Park Heights Maverick
Creature — Human Soldier
2/2
Dethrone (Whenever this creature attacks the player with the most life or tied for the most life, put a +1/+1 counter on it.)
This creature can't be blocked by creatures with power 2 or less.
Whenever this creature deals combat damage to a player or dies, proliferate.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents, and you can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- While proliferating, if you choose a permanent or player with multiple kinds of counters, the permanent or player gets another counter of each kind, not just one kind. This change from the original proliferate rules was introduced in a previous set.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If Park Heights Maverick has a +1/+1 counter on it and is dealt lethal damage, it will die before its triggered ability resolves and you proliferate. You won't be able to add a +1/+1 counter to it in time to save it.
-
1
Primal Empathy
Primal Empathy
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
- You determine whether you draw a card or put a +1/+1 counter only as Primal Empathy's triggered ability begins resolving. Players may respond to the ability to try to change which happens.
- If the greatest power among creatures on the battlefield is shared by a creature you control and a creature you don't control, you draw a card.
- If you don't control a creature with the greatest power, you choose which creature gets a +1/+1 counter while the ability is resolving. Players can't take actions in between the time you make this choice and the time that creature has a +1/+1 counter.
- If you control no creatures, you do nothing as Primal Empathy's ability resolves. If there are no creatures on the battlefield at all, you don't draw a card.
-
1
Resourceful Defense
Resourceful Defense
Enchantment
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control.
: Move any number of counters from target permanent you control to another target permanent you control.
-
1
Rishkar, Peema Renegade
Rishkar, Peema Renegade
Legendary Creature — Elf Druid
2/2
When Rishkar enters, put a +1/+1 counter on each of up to two target creatures.
Each creature you control with a counter on it has " : Add ."
- Rishkar can be a target of its own triggered ability.
- You can't target the same creature twice to have one recipient get two +1/+1 counters.
- Each creature you control has Rishkar's mana ability as long as that creature has any kind of counter on it. The effect isn't limited to those with +1/+1 counters.
-
1
Vorel of the Hull Clade
Vorel of the Hull Clade
Legendary Creature — Human Merfolk
1/4
, : Double the number of each kind of counter on target artifact, creature, or land.
- The effect of Vorel's ability will essentially double the counters on the target artifact, creature, or land. For example, if a creature has three +1/+1 counters and a divinity counter on it before the ability resolves, it will have six +1/+1 counters and two divinity counters on it after the ability resolves.
-
1
Wingspan Mentor
Wingspan Mentor
Creature — Human Wizard
1/3
When this creature enters, put a flying counter on target non-Human creature you control.
, : Put a +1/+1 counter on each creature you control with flying.
4 10
-
1
Denry Klin, Editor in Chief
Denry Klin, Editor in Chief
Legendary Creature — Cat Advisor
2/2
Denry Klin enters with your choice of a +1/+1, first strike, or vigilance counter on it.
Whenever a nontoken creature you control enters, if Denry Klin has counters on it, put the same number of each kind of counter on that creature.
- Denry Klin, Editor in Chief was printed with a nonstandard wording, and its Oracle text has been updated for consistency. Specifically, its last ability now says "Whenever a nontoken creature enters the battlefield under your control, if Denry has counters on it, put the same number of each kind of counter on that creature." This is not a functional change.
-
1
Fathom Mage
Fathom Mage
Creature — Human Wizard
1/1
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever a +1/+1 counter is put on this creature, you may draw a card.
- If Fathom Mage enters with a +1/+1 counter on it (perhaps due to Master Biomancer), its last ability will trigger once for each +1/+1 counter it entered with.
- Fathom Mage's last ability will trigger whenever any +1/+1 counter is placed on it, not just ones due to the evolve ability.
- If multiple +1/+1 counters are placed on Fathom Mage simultaneously, its last ability will trigger once for each of those counters.
-
1
Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
-
1
Kros, Defense Contractor
Kros, Defense Contractor
Legendary Creature — Cat Advisor
2/4
At the beginning of your upkeep, put a shield counter on target creature an opponent controls.
Whenever you put one or more counters on a creature you don't control, tap that creature and goad it. It gains trample until your next turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
- Shield counters don't prevent players from sacrificing creatures.
-
1
Oracle's Vault
Oracle's Vault
Artifact
, : Exile the top card of your library. Until end of turn, you may play that card. Put a brick counter on this artifact.
: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate only if there are three or more brick counters on this artifact.
- The cards exiled by Oracle's Vault are exiled face up.
- You may play the exiled card this turn even if Oracle's Vault is no longer on the battlefield or under your control.
- Playing a card exiled with Oracle's Vault follows the normal timing rules for playing that card. For example, if the card is a creature card, you can cast that card only during your main phase while the stack is empty.
- If the exiled card is a land card, you may play it only if you have an available land play this turn.
- If you don't play the card, it will remain exiled.
- The first ability of Oracle's Vault puts a brick counter on it even if you can't or don't play the card.
- If you cast a card “without paying its mana cost,” you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Tormenting Voice, those must be paid to cast the card.
- If the card has X in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
-
1
Perrie, the Pulverizer
Perrie, the Pulverizer
Legendary Creature — Rhino Soldier
3/3
When Perrie enters, put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever Perrie attacks, target creature you control gains trample and gets +X/+X until end of turn, where X is the number of different kinds of counters among permanents you control.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Slippery Bogbonder
Slippery Bogbonder
Creature — Human Druid
3/3
Flash
Hexproof
When this creature enters, put a hexproof counter on target creature. Then move any number of counters from among creatures you control onto that creature.
- You may move counters from any number of other creatures you control, not just from one.
- You choose which counters to move as Slippery Bogbonder's triggered ability resolves.
- You may choose to move zero counters.
- If Slippery Bogbonder's triggered ability puts a hexproof counter on a creature an opponent controls, you can still move counters onto that creature.
- You can't move counters from the target creature to itself.
-
1
Storm of Forms
Storm of Forms
Instant
When you cast this spell, copy it for each kind of counter among permanents you control. You may choose new targets for the copies.
Return target nonland permanent to its owner's hand.
-
1
Tezzeret's Gambit
Tezzeret's Gambit
Sorcery
( can be paid with either or 2 life.)
Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- To calculate the mana value of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
- As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
- If you're at 1 life or less, you can't pay 2 life.
- Phyrexian mana is not a new color. Players can't produce Phyrexian mana.
- A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
-
1
Wickerbough Elder
Wickerbough Elder
Creature — Treefolk Shaman
4/4
This creature enters with a -1/-1 counter on it.
, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
- You must choose a target artifact or enchantment to activate Wickerbough Elder's last ability. You can't pay just to remove a -1/-1 counter from it without a legal target.
- If an effect puts Wickerbough Elder onto the battlefield with one or more +1/+1 counters, its -1/-1 counter and one of those +1/+1 counters are removed as a state-based action before you can activate its ability.
5 8
-
1
Avenging Huntbonder
Avenging Huntbonder
Creature — Human Warrior
3/3
Double strike
Whenever this creature attacks, put a double strike counter on another target attacking creature.
-
1
Brokers Confluence
Brokers Confluence
Instant
Choose three. You may choose the same mode more than once.
- Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- Target creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
- Counter target activated or triggered ability.
- If you choose the first mode and also the second or third mode as you cast Brokers Confluence and all targets are illegal as it attempts to resolve, you won't get to proliferate.
-
1
Damning Verdict
Damning Verdict
Sorcery
Destroy all creatures with no counters on them.
-
1
Planar Outburst
Planar Outburst
Sorcery
Destroy all nonland creatures.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
- A “nonland creature” is a creature that isn't also a land.
- You can cast a spell with awaken for its mana cost and get only its first effect. If you cast a spell for its awaken cost, you'll get both effects.
- If the non-awaken part of the spell requires a target, you must choose a legal target. You can't cast the spell if you can't choose a legal target for each instance of the word “target” (though you only need a legal target for the awaken ability if you're casting the spell for its awaken cost).
- If a spell with awaken has multiple targets (including the land you control), and some but not all of those targets become illegal by the time the spell tries to resolve, the spell won't affect the illegal targets in any way.
- If the non-awaken part of the spell doesn't require a target and you cast the spell for its awaken cost, then the spell won't resolve if the target land you control becomes illegal before the spell resolves (such as due to being destroyed in response to the spell being cast).
- The land will retain any other types, subtypes, or supertypes it previously had. It will also retain any mana abilities it had as a result of those subtypes. For example, a Forest that's turned into a creature this way can still be tapped for .
- Awaken doesn't give the land you control a color. As most lands are colorless, in most cases the resulting land creature will also be colorless.
-
1
Roalesk, Apex Hybrid
Roalesk, Apex Hybrid
Legendary Creature — Human Mutant
4/5
Flying, trample
When Roalesk enters, put two +1/+1 counters on another target creature you control.
When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- You proliferate twice all while Roalesk's last ability is resolving. Nothing can happen between the two proliferations, and no player may choose to take actions.
-
1
Shield Broker
Shield Broker
Creature — Octopus Advisor
3/4
When this creature enters, put a shield counter on target noncommander creature you don't control. You gain control of that creature for as long as it has a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If the creature loses its shield counter during combat, it will be removed from combat when it changes controllers. If it hasn't already assigned combat damage by that time, it won't get to deal combat damage.
- Shield counters don't prevent players from sacrificing creatures.
- Removing a shield counter in this way isn't the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- "Shield" is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
-
1
Skyboon Evangelist
Skyboon Evangelist
Creature — Bird Advisor
3/3
Flying
When this creature enters, support 6. (Put a +1/+1 counter on each of up to six other target creatures.)
Whenever a creature with a counter on it attacks one of your opponents, that creature gains flying until end of turn.
-
1
Urban Evolution
Urban Evolution
Sorcery
Draw three cards. You may play an additional land this turn.
- Urban Evolution's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Urban Evolution resolves; Urban Evolution fully resolves first and you draw three cards, perhaps including a land you'll play later.
- The effects of multiple Urban Evolutions in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Explore.
- If you somehow manage to cast Urban Evolution when it's not your turn, you'll draw three cards when it resolves, but you won't be able to play a land that turn.
6 3
-
1
Ajani Unyielding
Ajani Unyielding
Legendary Planeswalker — Ajani
+2: Reveal the top three cards of your library. Put all nonland permanent cards revealed this way into your hand and the rest on the bottom of your library in any order.
−2: Exile target creature. Its controller gains life equal to its power.
−9: Put five +1/+1 counters on each creature you control and five loyalty counters on each other planeswalker you control.
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
- The amount of life gained from Ajani's second ability is equal to power of the creature as it last existed on the battlefield.
-
1
Bribe Taker
Bribe Taker
Creature — Rhino Warrior
6/6
Trample
When this creature enters, for each kind of counter on permanents you control, you may put your choice of a +1/+1 counter or a counter of that kind on this creature.
- Bribe Taker counts the number of different kinds of counters on permanents, not the total number of counters. For example, if a creature has two shield counters on it as Bribe Taker's triggered ability resolves, Bribe Taker's controller may put only one counter on it, either a +1/+1 counter or a shield counter.
-
1
Rishkar's Expertise
Rishkar's Expertise
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
- If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
- You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
- A card's mana value is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
- While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
- Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
- Effects that allow you to "cast" a card don't allow you to play a land card.
Lands 38
-
1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
-
1
Bant Panorama
Bant Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
-
1
Brokers Hideout
Brokers Hideout
Land
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
-
1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
-
5
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Gavony Township
Gavony Township
Land
: Add .
, : Put a +1/+1 counter on each creature you control.
-
4
Island
Island
Basic Land — Island
( : Add .)
-
1
Karn's Bastion
Karn's Bastion
Land
: Add .
, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
- To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
-
1
Littjara Mirrorlake
Littjara Mirrorlake
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Create a token that's a copy of target creature you control, except it enters with an additional +1/+1 counter on it. Activate only as a sorcery.
- The token copies exactly what is printed on the creature and nothing else (unless that creature is a token or is copying something else; see below). The token doesn't copy whether that creature is tapped or untapped, whether it has any counters on it, whether it has any Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the target creature is itself a token, the token created by Littjara Mirrorlake's ability copies the original characteristics of that token as stated by the effect that created it.
- If the target creature is copying something else, the token you create will use the copiable values of the target creature. In most cases, it will be a copy of whatever the target creature is copying. If it's copying a permanent or card with in its mana cost, X is 0.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “As [this creature] enters the battlefield” or “[This creature] enters the battlefield with” abilities of the copied creature will also work.
-
1
Llanowar Reborn
Llanowar Reborn
Land
This land enters tapped.
: Add .
Graft 1 (This land enters with a +1/+1 counter on it. Whenever a creature enters, you may move a +1/+1 counter from this land onto it.)
- The +1/+1 counter won't affect Llanowar Reborn in any way unless another effect turns it into a creature.
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Nesting Grounds
Nesting Grounds
Land
: Add .
, : Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
- You choose the two target permanents as Nesting Grounds's second ability is put onto the stack. You choose which kind of counter to move as that ability resolves.
- If either permanent becomes an illegal target, no counter is removed or put.
- To move a counter from one creature to another, the counter is removed from the first permanent and put on the second. Any abilities that care about a counter being removed from or put onto a permanent will apply.
- The two target permanents don't have to share a type, which can result in some counters on permanents that would not occur normally, such as loyalty counters on creatures or +1/+1 counters on lands. Keyword counters will grant the permanent that keyword even if it's meaningless (such as trample on an enchantment); +1/+1 counters won't affect the permanent unless it's a creature; and many named counters (such as soul counters) won't have an effect unless the recipient permanent refers to them in some way.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
5
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Seaside Citadel
Seaside Citadel
Land
This land enters tapped.
: Add , , or .
-
1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
-
1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
-
1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Vivid Creek
Vivid Creek
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
-
1
Vivid Grove
Vivid Grove
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
-
1
Vivid Meadow
Vivid Meadow
Land
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.