Creatures 28
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1
Aeronaut Admiral
Aeronaut Admiral
Creature — Human Pilot
3/1
Flying
Vehicles you control have flying.
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1
Arcanist's Owl
Arcanist's Owl
Artifact Creature — Bird
3/3
Flying
When this creature enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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1
Cataclysmic Gearhulk
Cataclysmic Gearhulk
Artifact Creature — Construct
4/5
Vigilance
When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
- First the player whose turn it is chooses permanents they control, then each other player in turn order does the same. Each player will know the choices made by players who chose before them. All of the unchosen nonland permanents are then sacrificed simultaneously.
- A permanent with more than one type may be chosen as either of the types or both. For example, an artifact creature may be chosen as the artifact, the creature, or both. Choosing the same permanent twice this way has the same result as choosing it once.
- Cataclysmic Gearhulk will be sacrificed to its own ability if you don't choose it as your artifact or your creature.
- Lands can't be chosen and won't be sacrificed, even if they have other types (such as an artifact land).
- If you don't control any permanents of one of the types, you'll still choose the permanents of the types you do control.
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1
Cyberdrive Awakener
Cyberdrive Awakener
Artifact Creature — Construct
4/4
Flying
Other artifact creatures you control have flying.
When this creature enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
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1
Drumbellower
Drumbellower
Creature — Spirit
2/1
Flying
Untap all creatures you control during each other player's untap step.
- All your creatures untap during each other player's untap step. You have no choice about what untaps.
- Other effects can prevent a creature from untapping during an untap step. You do need to look carefully, however, as many effects say that the creature doesn't untap during its controller's untap step, and this card's ability applies during other players' untap steps. If a card does say this, then Drumbellower can untap it.
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1
Emry, Lurker of the Loch
Emry, Lurker of the Loch
Legendary Creature — Merfolk Wizard
1/2
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
- You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Emry). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much Emry's cost is reduced.
- Casting the target card causes it to leave your graveyard and become a new object. You can't cast it again if it returns to your graveyard this turn.
- If Emry's last ability targets an artifact land card, you can't play it. Effects that allow you to "cast" a card don't allow you to play a land card.
- The cost reduction ability reduces only the generic mana in Emry's cost. The colored mana must still be paid.
- You must follow the normal timing permissions and restrictions for the target artifact card. Unless it has flash, you'll most likely only be able to cast it during your main phase while the stack is empty.
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1
Etherium Sculptor
Etherium Sculptor
Artifact Creature — Vedalken Artificer
1/2
Artifact spells you cast cost less to cast.
- This effect doesn't change the mana cost or mana value of an artifact spell. Rather, it reduces the total cost of the spell, which is the amount you actually pay while casting it. The total cost takes into account additional or alternative costs.
- This effect can reduce only the generic portion of the artifact spell's total cost.
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1
Foundry Inspector
Foundry Inspector
Artifact Creature — Construct
3/2
Artifact spells you cast cost less to cast.
- If an artifact spell has in its mana cost, choose the value for X first, and then reduce the cost by . For example, an artifact that costs with X chosen as 4 costs to cast if you control Foundry Inspector.
- Once a player has announced an artifact spell, no player may take actions to try to remove Foundry Inspector from the battlefield before that spell's cost is locked in.
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1
Gold Myr
Gold Myr
Artifact Creature — Myr
1/1
: Add .
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1
Hanna, Ship's Navigator
Hanna, Ship's Navigator
Legendary Creature — Human Artificer
1/2
, : Return target artifact or enchantment card from your graveyard to your hand.
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1
Indomitable Archangel
Indomitable Archangel
Creature — Angel
4/4
Flying
Metalcraft — Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.)
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1
Ironsoul Enforcer
Ironsoul Enforcer
Artifact Creature — Human Samurai
4/4
Whenever this creature or a commander you control attacks alone, return target artifact card from your graveyard to the battlefield.
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1
Kappa Cannoneer
Kappa Cannoneer
Artifact Creature — Turtle Warrior
4/4
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Ward
Whenever this creature or another artifact you control enters, put a +1/+1 counter on this creature and it can't be blocked this turn.
- If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
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1
Katsumasa, the Animator
Katsumasa, the Animator
Legendary Creature — Moonfolk Artificer
3/3
Flying
: Until end of turn, target noncreature artifact you control becomes an artifact creature and gains flying. If it's not a Vehicle, it has base power and toughness 1/1 until end of turn.
At the beginning of your upkeep, put a +1/+1 counter on each of up to three target noncreature artifacts.
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1
Kotori, Pilot Prodigy
Kotori, Pilot Prodigy
Legendary Creature — Moonfolk Pilot
2/4
Vehicles you control have crew 2.
At the beginning of combat on your turn, target artifact creature you control gains lifelink and vigilance until end of turn.
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1
Master of Etherium
Master of Etherium
Artifact Creature — Vedalken Wizard
*/*
Master of Etherium's power and toughness are each equal to the number of artifacts you control.
Other artifact creatures you control get +1/+1.
- The ability that defines Master of Etherium's power and toughness applies in all zones, not just the battlefield.
- As long as Master of Etherium is on the battlefield, its ability will count itself.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Master of Etherium may become lethal if other artifacts you control leave the battlefield during that turn, and damage dealt to other artifact creatures you control may become lethal if Master of Etherium leaves the battlefield during that turn.
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1
Myrsmith
Myrsmith
Creature — Human Artificer
2/1
Whenever you cast an artifact spell, you may pay . If you do, create a 1/1 colorless Myr artifact creature token.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- While resolving Myrsmith's ability, you can't pay more than to get more than one Myr.
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1
Raff Capashen, Ship's Mage
Raff Capashen, Ship's Mage
Legendary Creature — Human Wizard
3/3
Flash
Flying
You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
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1
Research Thief
Research Thief
Artifact Creature — Moonfolk Wizard
3/3
Flash
Flying
Whenever an artifact creature you control deals combat damage to a player, draw a card.
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1
Riddlesmith
Riddlesmith
Creature — Human Artificer
2/1
Whenever you cast an artifact spell, you may draw a card. If you do, discard a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- You draw a card and discard a card all while Riddlesmith's ability is resolving. Nothing can happen between the two, and no player may choose to take actions.
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1
Sai, Master Thopterist
Sai, Master Thopterist
Legendary Creature — Human Artificer
1/4
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
, Sacrifice two artifacts: Draw a card.
- Sai's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Shimmer Myr
Shimmer Myr
Artifact Creature — Myr
2/2
Flash
You may cast artifact spells as though they had flash.
- Once you announce that you're casting a spell, players can't attempt to remove Shimmer Myr from the battlefield to make that casting illegal. Removing Shimmer My after you've cast a spell won't affect that spell.
- Shimmer Myr has no effect on artifact lands because they aren't cast as spells.
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1
Silver Myr
Silver Myr
Artifact Creature — Myr
1/1
: Add .
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1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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1
Sram, Senior Edificer
Sram, Senior Edificer
Legendary Creature — Dwarf Advisor
2/2
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
- Sram's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
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1
Teshar, Ancestor's Apostle
Teshar, Ancestor's Apostle
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary land, as the Ixalan and Rivals of Ixalan double-faced cards do.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
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1
Vedalken Engineer
Vedalken Engineer
Creature — Vedalken Artificer
1/1
: Add two mana of any one color. Spend this mana only to cast artifact spells or activate abilities of artifacts.
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1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
Instants 8
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1
Access Denied
Access Denied
Instant
Counter target spell. Create X 1/1 colorless Thopter artifact creature tokens with flying, where X is that spell's mana value.
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1
Armed and Armored
Armed and Armored
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
- You can cast Armed and Armored even if you don't control any Vehicles or Dwarves. Whatever part of the effect that can happen does, and the rest is ignored.
- The set of Vehicles affected by Armed and Armored is determined as the spell resolves. Vehicles you begin to control later in the turn won't automatically become creatures.
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1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
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1
Dispatch
Dispatch
Instant
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
- If you control three or more artifacts when Dispatch resolves, you'll tap the creature, then exile it.
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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.
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1
Reality Shift
Reality Shift
Instant
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
- There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
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1
Release to Memory
Release to Memory
Instant
Exile target opponent's graveyard. For each creature card exiled this way, create a 1/1 colorless Spirit creature token.
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1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
Sorceries 4
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Dance of the Manse
Dance of the Manse
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
- If a card in a player's graveyard has in its mana cost, that X is considered to be 0.
- If X is 6 or more, the artifacts and/or enchantments enter the battlefield as 4/4 creatures. They don't enter as noncreature permanents and then become creatures.
- An artifact creature or enchantment creature returned this way will be a 4/4 creature.
- An Equipment that's also a creature can't be attached to anything. You can activate its equip ability, but it won't become attached.
- If another effect causes one of the returned permanents to become a creature and sets its power and toughness as it does so, that creature will have that power and toughness; it won't be 4/4. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle will remain a 4/4 creature if you crew it.
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1
Organic Extinction
Organic Extinction
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Destroy all nonartifact creatures.
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1
Thoughtcast
Thoughtcast
Sorcery
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Draw two cards.
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1
Universal Surveillance
Universal Surveillance
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Draw X cards.
Artifacts 20
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1
Aerial Surveyor
Aerial Surveyor
Artifact — Vehicle
3/4
Flying
Whenever this Vehicle attacks, if defending player controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Crew 2
- Aerial Surveyor's triggered ability has an intervening "if" clause. That means (1) the ability won't trigger at all unless the defending player controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as the defending player by the time it resolves.
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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.
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1
Azorius Signet
Azorius Signet
Artifact
, : Add .
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1
Colossal Plow
Colossal Plow
Artifact — Vehicle
6/3
Whenever this Vehicle attacks, add and you gain 3 life. Until end of turn, you don't lose this mana as steps and phases end.
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Cultivator's Caravan
Cultivator's Caravan
Artifact — Vehicle
5/5
: Add one mana of any color.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- As long as Cultivator's Caravan isn't an artifact creature, its ability can be activated if it came under your control this turn.
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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.
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1
Imperial Recovery Unit
Imperial Recovery Unit
Artifact — Vehicle
3/4
Whenever this Vehicle attacks, return target creature or Vehicle card with mana value 2 or less from your graveyard to your hand.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Imposter Mech
Imposter Mech
Artifact — Vehicle
3/1
You may have this Vehicle enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types.
Crew 3
- Imposter Mech does not copy any subtypes related to a card type that it lost. For example, if Imposter Mech enters the battlefield as a copy of a 1/1 Human Soldier token, it is neither a Human nor a Soldier. It won't gain those subtypes if it is later crewed.
- If Imposter Mech enters the battlefield as a copy of a creature that was also a planeswalker, it loses both the planeswalker and creature card types. Its controller may activate any loyalty abilities it now has as normal, but it notably cannot be attacked and it does not lose loyalty counters when it is dealt damage.
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1
Mirage Mirror
Mirage Mirror
Artifact
: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
- Once Mirage Mirror's ability resolves, it no longer has that ability.
- Mirage Mirror copies the printed values of the target permanent, plus any copy effects that have been applied to it. It won't copy counters on that permanent or effects that have changed its power, toughness, types, color, or so on. Notably, it won't copy effects that made the target permanent become a creature.
- If Mirage Mirror copies a permanent that's copying something else, it will become whatever the target is copying.
- If you activate Mirage Mirror's ability multiple times in a turn in response to itself, then each time one of those abilities resolves, it will overwrite whatever Mirage Mirror is copying. Mirage Mirror will wind up as a copy of the permanent targeted by the last ability to resolve. When the turn ends, all instances of the ability will wear off at the same time.
- If an effect begins to apply to Mirage Mirror before it becomes a copy of another permanent, that effect will continue to apply. For example, if Mirage Mirror is activated twice in response to itself targeting first Rampaging Hippo then Frilled Sandwalla, the ability it has while it's a copy of Frilled Sandwalla can be activated and its effect will continue to apply while Mirage Mirror is a copy of Rampaging Hippo.
- If Mirage Mirror becomes a creature the same turn it enters the battlefield, you can't attack with it or use any of its abilities (if it gains any) unless it has haste.
- If Mirage Mirror becomes a copy of a legendary permanent you control, you'll put one of them into your graveyard.
- If Mirage Mirror becomes a copy of an Aura, it's put into its owner's graveyard unless it's somehow attached to an appropriate object or player already. If it becomes a copy of an Equipment and is attached to a creature, it'll become unattached when it becomes a non-Equipment artifact again.
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1
Mobilizer Mech
Mobilizer Mech
Artifact — Vehicle
3/4
Flying
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Parhelion II
Parhelion II
Legendary Artifact — Vehicle
5/5
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- You choose which players or planeswalkers the two tokens are attacking. They don't have to be attacking the same player or planeswalker that Parhelion II is attacking, and they can each be attacking different players and/or planeswalkers.
- Although the tokens are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
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1
Peacewalker Colossus
Peacewalker Colossus
Artifact — Vehicle
6/6
: Another target Vehicle you control becomes an artifact creature until end of turn.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
-
1
Prodigy's Prototype
Prodigy's Prototype
Artifact — Vehicle
3/4
Whenever one or more Vehicles you control attack, create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
-
1
Raiders' Karve
Raiders' Karve
Artifact — Vehicle
4/4
Whenever this Vehicle attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
-
1
Shorikai, Genesis Engine
Shorikai, Genesis Engine
Legendary Artifact — Vehicle
8/8
, : Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Shorikai, Genesis Engine can be your commander.
-
1
Skysovereign, Consul Flagship
Skysovereign, Consul Flagship
Legendary Artifact — Vehicle
6/5
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
-
1
Smuggler's Copter
Smuggler's Copter
Artifact — Vehicle
3/3
Flying
Whenever this Vehicle attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Surgehacker Mech
Surgehacker Mech
Artifact — Vehicle
5/5
Menace
When this Vehicle enters, it deals damage equal to twice the number of Vehicles you control to target creature or planeswalker an opponent controls.
Crew 4
-
1
Weatherlight
Weatherlight
Legendary Artifact — Vehicle
4/5
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
Enchantments 2
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1
Swift Reconfiguration
Swift Reconfiguration
Enchantment — Aura
Flash
Enchant creature or Vehicle
Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
- The permanent keeps all of its abilities. Notably, if Swift Reconfiguration enchants a Vehicle, that Vehicle gains crew 5 in addition to any crew abilities it already had.
- If the enchanted permanent was attacking or blocking (or being attacked if it's a planeswalker) when Swift Reconfiguration becomes attached to it, that permanent is removed from combat.
- If Swift Reconfiguration becomes attached to a creature that is also a planeswalker, that permanent loses its planeswalker type. Its controller may still activate its loyalty abilities as normal, but it can't be attacked and damage dealt to it doesn't remove loyalty counters.
- If Swift Reconfiguration becomes attached to a creature that is also an Equipment, that permanent becomes a Vehicle and loses the Equipment subtype. If it is attached to a creature, it becomes unattached from that creature.
-
1
Thopter Spy Network
Thopter Spy Network
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
- Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.
- The last ability will trigger, at most, once per combat damage step per player. However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step.
Lands 37
-
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.
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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.
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15
Island
Island
Basic Land — Island
( : Add .)
-
15
Plains
Plains
Basic Land — Plains
( : Add .)
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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.
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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
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
-
1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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1
Temple of Enlightenment
Temple of Enlightenment
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.
White 19
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1
Aerial Surveyor
Aerial Surveyor
Artifact — Vehicle
3/4
Flying
Whenever this Vehicle attacks, if defending player controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Crew 2
- Aerial Surveyor's triggered ability has an intervening "if" clause. That means (1) the ability won't trigger at all unless the defending player controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as the defending player by the time it resolves.
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1
Aeronaut Admiral
Aeronaut Admiral
Creature — Human Pilot
3/1
Flying
Vehicles you control have flying.
-
1
Armed and Armored
Armed and Armored
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
- You can cast Armed and Armored even if you don't control any Vehicles or Dwarves. Whatever part of the effect that can happen does, and the rest is ignored.
- The set of Vehicles affected by Armed and Armored is determined as the spell resolves. Vehicles you begin to control later in the turn won't automatically become creatures.
-
1
Cataclysmic Gearhulk
Cataclysmic Gearhulk
Artifact Creature — Construct
4/5
Vigilance
When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
- First the player whose turn it is chooses permanents they control, then each other player in turn order does the same. Each player will know the choices made by players who chose before them. All of the unchosen nonland permanents are then sacrificed simultaneously.
- A permanent with more than one type may be chosen as either of the types or both. For example, an artifact creature may be chosen as the artifact, the creature, or both. Choosing the same permanent twice this way has the same result as choosing it once.
- Cataclysmic Gearhulk will be sacrificed to its own ability if you don't choose it as your artifact or your creature.
- Lands can't be chosen and won't be sacrificed, even if they have other types (such as an artifact land).
- If you don't control any permanents of one of the types, you'll still choose the permanents of the types you do control.
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1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
-
1
Dispatch
Dispatch
Instant
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
- If you control three or more artifacts when Dispatch resolves, you'll tap the creature, then exile it.
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1
Drumbellower
Drumbellower
Creature — Spirit
2/1
Flying
Untap all creatures you control during each other player's untap step.
- All your creatures untap during each other player's untap step. You have no choice about what untaps.
- Other effects can prevent a creature from untapping during an untap step. You do need to look carefully, however, as many effects say that the creature doesn't untap during its controller's untap step, and this card's ability applies during other players' untap steps. If a card does say this, then Drumbellower can untap it.
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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.
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1
Imperial Recovery Unit
Imperial Recovery Unit
Artifact — Vehicle
3/4
Whenever this Vehicle attacks, return target creature or Vehicle card with mana value 2 or less from your graveyard to your hand.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Indomitable Archangel
Indomitable Archangel
Creature — Angel
4/4
Flying
Metalcraft — Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.)
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1
Ironsoul Enforcer
Ironsoul Enforcer
Artifact Creature — Human Samurai
4/4
Whenever this creature or a commander you control attacks alone, return target artifact card from your graveyard to the battlefield.
-
1
Myrsmith
Myrsmith
Creature — Human Artificer
2/1
Whenever you cast an artifact spell, you may pay . If you do, create a 1/1 colorless Myr artifact creature token.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- While resolving Myrsmith's ability, you can't pay more than to get more than one Myr.
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1
Organic Extinction
Organic Extinction
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Destroy all nonartifact creatures.
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1
Parhelion II
Parhelion II
Legendary Artifact — Vehicle
5/5
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- You choose which players or planeswalkers the two tokens are attacking. They don't have to be attacking the same player or planeswalker that Parhelion II is attacking, and they can each be attacking different players and/or planeswalkers.
- Although the tokens are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
-
1
Release to Memory
Release to Memory
Instant
Exile target opponent's graveyard. For each creature card exiled this way, create a 1/1 colorless Spirit creature token.
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1
Sram, Senior Edificer
Sram, Senior Edificer
Legendary Creature — Dwarf Advisor
2/2
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
- Sram's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
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1
Swift Reconfiguration
Swift Reconfiguration
Enchantment — Aura
Flash
Enchant creature or Vehicle
Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
- The permanent keeps all of its abilities. Notably, if Swift Reconfiguration enchants a Vehicle, that Vehicle gains crew 5 in addition to any crew abilities it already had.
- If the enchanted permanent was attacking or blocking (or being attacked if it's a planeswalker) when Swift Reconfiguration becomes attached to it, that permanent is removed from combat.
- If Swift Reconfiguration becomes attached to a creature that is also a planeswalker, that permanent loses its planeswalker type. Its controller may still activate its loyalty abilities as normal, but it can't be attacked and damage dealt to it doesn't remove loyalty counters.
- If Swift Reconfiguration becomes attached to a creature that is also an Equipment, that permanent becomes a Vehicle and loses the Equipment subtype. If it is attached to a creature, it becomes unattached from that creature.
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1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
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1
Teshar, Ancestor's Apostle
Teshar, Ancestor's Apostle
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary land, as the Ixalan and Rivals of Ixalan double-faced cards do.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
Blue 19
-
1
Access Denied
Access Denied
Instant
Counter target spell. Create X 1/1 colorless Thopter artifact creature tokens with flying, where X is that spell's mana value.
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1
Cyberdrive Awakener
Cyberdrive Awakener
Artifact Creature — Construct
4/4
Flying
Other artifact creatures you control have flying.
When this creature enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
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1
Emry, Lurker of the Loch
Emry, Lurker of the Loch
Legendary Creature — Merfolk Wizard
1/2
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
- You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Emry). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much Emry's cost is reduced.
- Casting the target card causes it to leave your graveyard and become a new object. You can't cast it again if it returns to your graveyard this turn.
- If Emry's last ability targets an artifact land card, you can't play it. Effects that allow you to "cast" a card don't allow you to play a land card.
- The cost reduction ability reduces only the generic mana in Emry's cost. The colored mana must still be paid.
- You must follow the normal timing permissions and restrictions for the target artifact card. Unless it has flash, you'll most likely only be able to cast it during your main phase while the stack is empty.
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1
Etherium Sculptor
Etherium Sculptor
Artifact Creature — Vedalken Artificer
1/2
Artifact spells you cast cost less to cast.
- This effect doesn't change the mana cost or mana value of an artifact spell. Rather, it reduces the total cost of the spell, which is the amount you actually pay while casting it. The total cost takes into account additional or alternative costs.
- This effect can reduce only the generic portion of the artifact spell's total cost.
-
1
Imposter Mech
Imposter Mech
Artifact — Vehicle
3/1
You may have this Vehicle enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types.
Crew 3
- Imposter Mech does not copy any subtypes related to a card type that it lost. For example, if Imposter Mech enters the battlefield as a copy of a 1/1 Human Soldier token, it is neither a Human nor a Soldier. It won't gain those subtypes if it is later crewed.
- If Imposter Mech enters the battlefield as a copy of a creature that was also a planeswalker, it loses both the planeswalker and creature card types. Its controller may activate any loyalty abilities it now has as normal, but it notably cannot be attacked and it does not lose loyalty counters when it is dealt damage.
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1
Jace, Architect of Thought
Jace, Architect of Thought
Legendary Planeswalker — Jace
+1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
−2: Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
−8: For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.
- Jace's first ability creates a delayed triggered ability that triggers whenever a creature an opponent controls attacks. It doesn't matter which player or planeswalker that creature is attacking.
- You pick one of your opponents when Jace's second ability resolves. The ability doesn't target that opponent. All players may see the revealed cards and offer opinions. You (not your opponent) choose which pile is put into your hand and which pile is put on the bottom of your library.
- Piles can be empty. If one of the piles is empty, you choose to put all the revealed cards in your hand or on the bottom of your library.
- When resolving Jace's third ability, you search each player's library (including yours) and exile the nonland cards before casting any of them.
- For each library, the search is complete only when you explicitly say it is. For example, you can look through one player's library, set that library down, look at another player's library, choose a nonland card in the first library, then choose a nonland card in the second library. Don't reveal any cards from those libraries to any other player until you exile them.
- You cast the cards by putting them on the stack one at a time, choosing modes, targets, and so on. The last card you cast will be the first one to resolve.
- When casting a card this way, ignore timing restrictions based on the card's type. Other timing restrictions, such as “Cast [this card] only during combat,” must be followed.
- If you can't cast a card, perhaps because there are no legal targets available, or if you choose not to cast one, it will remain exiled. Jace's ability won't allow you to cast it later.
- If you cast a card “without paying its mana cost,” you can't pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
- If a card has in its mana cost, you must choose 0 as its value.
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1
Kappa Cannoneer
Kappa Cannoneer
Artifact Creature — Turtle Warrior
4/4
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Ward
Whenever this creature or another artifact you control enters, put a +1/+1 counter on this creature and it can't be blocked this turn.
- If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
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1
Katsumasa, the Animator
Katsumasa, the Animator
Legendary Creature — Moonfolk Artificer
3/3
Flying
: Until end of turn, target noncreature artifact you control becomes an artifact creature and gains flying. If it's not a Vehicle, it has base power and toughness 1/1 until end of turn.
At the beginning of your upkeep, put a +1/+1 counter on each of up to three target noncreature artifacts.
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1
Master of Etherium
Master of Etherium
Artifact Creature — Vedalken Wizard
*/*
Master of Etherium's power and toughness are each equal to the number of artifacts you control.
Other artifact creatures you control get +1/+1.
- The ability that defines Master of Etherium's power and toughness applies in all zones, not just the battlefield.
- As long as Master of Etherium is on the battlefield, its ability will count itself.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Master of Etherium may become lethal if other artifacts you control leave the battlefield during that turn, and damage dealt to other artifact creatures you control may become lethal if Master of Etherium leaves the battlefield during that turn.
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1
Mobilizer Mech
Mobilizer Mech
Artifact — Vehicle
3/4
Flying
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Reality Shift
Reality Shift
Instant
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
- There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
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1
Research Thief
Research Thief
Artifact Creature — Moonfolk Wizard
3/3
Flash
Flying
Whenever an artifact creature you control deals combat damage to a player, draw a card.
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1
Riddlesmith
Riddlesmith
Creature — Human Artificer
2/1
Whenever you cast an artifact spell, you may draw a card. If you do, discard a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- You draw a card and discard a card all while Riddlesmith's ability is resolving. Nothing can happen between the two, and no player may choose to take actions.
-
1
Sai, Master Thopterist
Sai, Master Thopterist
Legendary Creature — Human Artificer
1/4
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
, Sacrifice two artifacts: Draw a card.
- Sai's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
-
1
Thopter Spy Network
Thopter Spy Network
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
- Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.
- The last ability will trigger, at most, once per combat damage step per player. However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step.
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1
Thoughtcast
Thoughtcast
Sorcery
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Draw two cards.
-
1
Universal Surveillance
Universal Surveillance
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Draw X cards.
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1
Vedalken Engineer
Vedalken Engineer
Creature — Vedalken Artificer
1/1
: Add two mana of any one color. Spend this mana only to cast artifact spells or activate abilities of artifacts.
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1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
Multicolor 6
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1
Dance of the Manse
Dance of the Manse
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
- If a card in a player's graveyard has in its mana cost, that X is considered to be 0.
- If X is 6 or more, the artifacts and/or enchantments enter the battlefield as 4/4 creatures. They don't enter as noncreature permanents and then become creatures.
- An artifact creature or enchantment creature returned this way will be a 4/4 creature.
- An Equipment that's also a creature can't be attached to anything. You can activate its equip ability, but it won't become attached.
- If another effect causes one of the returned permanents to become a creature and sets its power and toughness as it does so, that creature will have that power and toughness; it won't be 4/4. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle will remain a 4/4 creature if you crew it.
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1
Hanna, Ship's Navigator
Hanna, Ship's Navigator
Legendary Creature — Human Artificer
1/2
, : Return target artifact or enchantment card from your graveyard to your hand.
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1
Kotori, Pilot Prodigy
Kotori, Pilot Prodigy
Legendary Creature — Moonfolk Pilot
2/4
Vehicles you control have crew 2.
At the beginning of combat on your turn, target artifact creature you control gains lifelink and vigilance until end of turn.
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1
Prodigy's Prototype
Prodigy's Prototype
Artifact — Vehicle
3/4
Whenever one or more Vehicles you control attack, create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Raff Capashen, Ship's Mage
Raff Capashen, Ship's Mage
Legendary Creature — Human Wizard
3/3
Flash
Flying
You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
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1
Shorikai, Genesis Engine
Shorikai, Genesis Engine
Legendary Artifact — Vehicle
8/8
, : Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Shorikai, Genesis Engine can be your commander.
Colorless 19
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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.
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1
Arcanist's Owl
Arcanist's Owl
Artifact Creature — Bird
3/3
Flying
When this creature enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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1
Azorius Signet
Azorius Signet
Artifact
, : Add .
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1
Colossal Plow
Colossal Plow
Artifact — Vehicle
6/3
Whenever this Vehicle attacks, add and you gain 3 life. Until end of turn, you don't lose this mana as steps and phases end.
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Cultivator's Caravan
Cultivator's Caravan
Artifact — Vehicle
5/5
: Add one mana of any color.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- As long as Cultivator's Caravan isn't an artifact creature, its ability can be activated if it came under your control this turn.
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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.
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1
Foundry Inspector
Foundry Inspector
Artifact Creature — Construct
3/2
Artifact spells you cast cost less to cast.
- If an artifact spell has in its mana cost, choose the value for X first, and then reduce the cost by . For example, an artifact that costs with X chosen as 4 costs to cast if you control Foundry Inspector.
- Once a player has announced an artifact spell, no player may take actions to try to remove Foundry Inspector from the battlefield before that spell's cost is locked in.
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1
Gold Myr
Gold Myr
Artifact Creature — Myr
1/1
: Add .
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1
Mirage Mirror
Mirage Mirror
Artifact
: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
- Once Mirage Mirror's ability resolves, it no longer has that ability.
- Mirage Mirror copies the printed values of the target permanent, plus any copy effects that have been applied to it. It won't copy counters on that permanent or effects that have changed its power, toughness, types, color, or so on. Notably, it won't copy effects that made the target permanent become a creature.
- If Mirage Mirror copies a permanent that's copying something else, it will become whatever the target is copying.
- If you activate Mirage Mirror's ability multiple times in a turn in response to itself, then each time one of those abilities resolves, it will overwrite whatever Mirage Mirror is copying. Mirage Mirror will wind up as a copy of the permanent targeted by the last ability to resolve. When the turn ends, all instances of the ability will wear off at the same time.
- If an effect begins to apply to Mirage Mirror before it becomes a copy of another permanent, that effect will continue to apply. For example, if Mirage Mirror is activated twice in response to itself targeting first Rampaging Hippo then Frilled Sandwalla, the ability it has while it's a copy of Frilled Sandwalla can be activated and its effect will continue to apply while Mirage Mirror is a copy of Rampaging Hippo.
- If Mirage Mirror becomes a creature the same turn it enters the battlefield, you can't attack with it or use any of its abilities (if it gains any) unless it has haste.
- If Mirage Mirror becomes a copy of a legendary permanent you control, you'll put one of them into your graveyard.
- If Mirage Mirror becomes a copy of an Aura, it's put into its owner's graveyard unless it's somehow attached to an appropriate object or player already. If it becomes a copy of an Equipment and is attached to a creature, it'll become unattached when it becomes a non-Equipment artifact again.
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1
Peacewalker Colossus
Peacewalker Colossus
Artifact — Vehicle
6/6
: Another target Vehicle you control becomes an artifact creature until end of turn.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
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1
Raiders' Karve
Raiders' Karve
Artifact — Vehicle
4/4
Whenever this Vehicle attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Shimmer Myr
Shimmer Myr
Artifact Creature — Myr
2/2
Flash
You may cast artifact spells as though they had flash.
- Once you announce that you're casting a spell, players can't attempt to remove Shimmer Myr from the battlefield to make that casting illegal. Removing Shimmer My after you've cast a spell won't affect that spell.
- Shimmer Myr has no effect on artifact lands because they aren't cast as spells.
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1
Silver Myr
Silver Myr
Artifact Creature — Myr
1/1
: Add .
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1
Skysovereign, Consul Flagship
Skysovereign, Consul Flagship
Legendary Artifact — Vehicle
6/5
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
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1
Smuggler's Copter
Smuggler's Copter
Artifact — Vehicle
3/3
Flying
Whenever this Vehicle attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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1
Surgehacker Mech
Surgehacker Mech
Artifact — Vehicle
5/5
Menace
When this Vehicle enters, it deals damage equal to twice the number of Vehicles you control to target creature or planeswalker an opponent controls.
Crew 4
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1
Weatherlight
Weatherlight
Legendary Artifact — Vehicle
4/5
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
Lands 37
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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.
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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.
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15
Island
Island
Basic Land — Island
( : Add .)
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15
Plains
Plains
Basic Land — Plains
( : Add .)
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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.
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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.
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1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
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1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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1
Temple of Enlightenment
Temple of Enlightenment
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 4
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1
Dispatch
Dispatch
Instant
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
- If you control three or more artifacts when Dispatch resolves, you'll tap the creature, then exile it.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swift Reconfiguration
Swift Reconfiguration
Enchantment — Aura
Flash
Enchant creature or Vehicle
Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
- The permanent keeps all of its abilities. Notably, if Swift Reconfiguration enchants a Vehicle, that Vehicle gains crew 5 in addition to any crew abilities it already had.
- If the enchanted permanent was attacking or blocking (or being attacked if it's a planeswalker) when Swift Reconfiguration becomes attached to it, that permanent is removed from combat.
- If Swift Reconfiguration becomes attached to a creature that is also a planeswalker, that permanent loses its planeswalker type. Its controller may still activate its loyalty abilities as normal, but it can't be attacked and damage dealt to it doesn't remove loyalty counters.
- If Swift Reconfiguration becomes attached to a creature that is also an Equipment, that permanent becomes a Vehicle and loses the Equipment subtype. If it is attached to a creature, it becomes unattached from that creature.
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1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
2 17
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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.
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1
Armed and Armored
Armed and Armored
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
- You can cast Armed and Armored even if you don't control any Vehicles or Dwarves. Whatever part of the effect that can happen does, and the rest is ignored.
- The set of Vehicles affected by Armed and Armored is determined as the spell resolves. Vehicles you begin to control later in the turn won't automatically become creatures.
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1
Azorius Signet
Azorius Signet
Artifact
, : Add .
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1
Colossal Plow
Colossal Plow
Artifact — Vehicle
6/3
Whenever this Vehicle attacks, add and you gain 3 life. Until end of turn, you don't lose this mana as steps and phases end.
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Dance of the Manse
Dance of the Manse
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
- If a card in a player's graveyard has in its mana cost, that X is considered to be 0.
- If X is 6 or more, the artifacts and/or enchantments enter the battlefield as 4/4 creatures. They don't enter as noncreature permanents and then become creatures.
- An artifact creature or enchantment creature returned this way will be a 4/4 creature.
- An Equipment that's also a creature can't be attached to anything. You can activate its equip ability, but it won't become attached.
- If another effect causes one of the returned permanents to become a creature and sets its power and toughness as it does so, that creature will have that power and toughness; it won't be 4/4. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle will remain a 4/4 creature if you crew it.
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1
Etherium Sculptor
Etherium Sculptor
Artifact Creature — Vedalken Artificer
1/2
Artifact spells you cast cost less to cast.
- This effect doesn't change the mana cost or mana value of an artifact spell. Rather, it reduces the total cost of the spell, which is the amount you actually pay while casting it. The total cost takes into account additional or alternative costs.
- This effect can reduce only the generic portion of the artifact spell's total cost.
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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.
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1
Gold Myr
Gold Myr
Artifact Creature — Myr
1/1
: Add .
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1
Imposter Mech
Imposter Mech
Artifact — Vehicle
3/1
You may have this Vehicle enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types.
Crew 3
- Imposter Mech does not copy any subtypes related to a card type that it lost. For example, if Imposter Mech enters the battlefield as a copy of a 1/1 Human Soldier token, it is neither a Human nor a Soldier. It won't gain those subtypes if it is later crewed.
- If Imposter Mech enters the battlefield as a copy of a creature that was also a planeswalker, it loses both the planeswalker and creature card types. Its controller may activate any loyalty abilities it now has as normal, but it notably cannot be attacked and it does not lose loyalty counters when it is dealt damage.
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1
Mobilizer Mech
Mobilizer Mech
Artifact — Vehicle
3/4
Flying
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Myrsmith
Myrsmith
Creature — Human Artificer
2/1
Whenever you cast an artifact spell, you may pay . If you do, create a 1/1 colorless Myr artifact creature token.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- While resolving Myrsmith's ability, you can't pay more than to get more than one Myr.
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1
Reality Shift
Reality Shift
Instant
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
- There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
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1
Riddlesmith
Riddlesmith
Creature — Human Artificer
2/1
Whenever you cast an artifact spell, you may draw a card. If you do, discard a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- You draw a card and discard a card all while Riddlesmith's ability is resolving. Nothing can happen between the two, and no player may choose to take actions.
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1
Silver Myr
Silver Myr
Artifact Creature — Myr
1/1
: Add .
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1
Smuggler's Copter
Smuggler's Copter
Artifact — Vehicle
3/3
Flying
Whenever this Vehicle attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
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1
Sram, Senior Edificer
Sram, Senior Edificer
Legendary Creature — Dwarf Advisor
2/2
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
- Sram's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
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1
Vedalken Engineer
Vedalken Engineer
Creature — Vedalken Artificer
1/1
: Add two mana of any one color. Spend this mana only to cast artifact spells or activate abilities of artifacts.
3 17
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1
Aerial Surveyor
Aerial Surveyor
Artifact — Vehicle
3/4
Flying
Whenever this Vehicle attacks, if defending player controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Crew 2
- Aerial Surveyor's triggered ability has an intervening "if" clause. That means (1) the ability won't trigger at all unless the defending player controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as the defending player by the time it resolves.
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1
Cultivator's Caravan
Cultivator's Caravan
Artifact — Vehicle
5/5
: Add one mana of any color.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- As long as Cultivator's Caravan isn't an artifact creature, its ability can be activated if it came under your control this turn.
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1
Drumbellower
Drumbellower
Creature — Spirit
2/1
Flying
Untap all creatures you control during each other player's untap step.
- All your creatures untap during each other player's untap step. You have no choice about what untaps.
- Other effects can prevent a creature from untapping during an untap step. You do need to look carefully, however, as many effects say that the creature doesn't untap during its controller's untap step, and this card's ability applies during other players' untap steps. If a card does say this, then Drumbellower can untap it.
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1
Emry, Lurker of the Loch
Emry, Lurker of the Loch
Legendary Creature — Merfolk Wizard
1/2
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
- You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Emry). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much Emry's cost is reduced.
- Casting the target card causes it to leave your graveyard and become a new object. You can't cast it again if it returns to your graveyard this turn.
- If Emry's last ability targets an artifact land card, you can't play it. Effects that allow you to "cast" a card don't allow you to play a land card.
- The cost reduction ability reduces only the generic mana in Emry's cost. The colored mana must still be paid.
- You must follow the normal timing permissions and restrictions for the target artifact card. Unless it has flash, you'll most likely only be able to cast it during your main phase while the stack is empty.
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1
Foundry Inspector
Foundry Inspector
Artifact Creature — Construct
3/2
Artifact spells you cast cost less to cast.
- If an artifact spell has in its mana cost, choose the value for X first, and then reduce the cost by . For example, an artifact that costs with X chosen as 4 costs to cast if you control Foundry Inspector.
- Once a player has announced an artifact spell, no player may take actions to try to remove Foundry Inspector from the battlefield before that spell's cost is locked in.
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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.
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1
Hanna, Ship's Navigator
Hanna, Ship's Navigator
Legendary Creature — Human Artificer
1/2
, : Return target artifact or enchantment card from your graveyard to your hand.
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1
Imperial Recovery Unit
Imperial Recovery Unit
Artifact — Vehicle
3/4
Whenever this Vehicle attacks, return target creature or Vehicle card with mana value 2 or less from your graveyard to your hand.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Kotori, Pilot Prodigy
Kotori, Pilot Prodigy
Legendary Creature — Moonfolk Pilot
2/4
Vehicles you control have crew 2.
At the beginning of combat on your turn, target artifact creature you control gains lifelink and vigilance until end of turn.
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1
Master of Etherium
Master of Etherium
Artifact Creature — Vedalken Wizard
*/*
Master of Etherium's power and toughness are each equal to the number of artifacts you control.
Other artifact creatures you control get +1/+1.
- The ability that defines Master of Etherium's power and toughness applies in all zones, not just the battlefield.
- As long as Master of Etherium is on the battlefield, its ability will count itself.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Master of Etherium may become lethal if other artifacts you control leave the battlefield during that turn, and damage dealt to other artifact creatures you control may become lethal if Master of Etherium leaves the battlefield during that turn.
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1
Mirage Mirror
Mirage Mirror
Artifact
: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
- Once Mirage Mirror's ability resolves, it no longer has that ability.
- Mirage Mirror copies the printed values of the target permanent, plus any copy effects that have been applied to it. It won't copy counters on that permanent or effects that have changed its power, toughness, types, color, or so on. Notably, it won't copy effects that made the target permanent become a creature.
- If Mirage Mirror copies a permanent that's copying something else, it will become whatever the target is copying.
- If you activate Mirage Mirror's ability multiple times in a turn in response to itself, then each time one of those abilities resolves, it will overwrite whatever Mirage Mirror is copying. Mirage Mirror will wind up as a copy of the permanent targeted by the last ability to resolve. When the turn ends, all instances of the ability will wear off at the same time.
- If an effect begins to apply to Mirage Mirror before it becomes a copy of another permanent, that effect will continue to apply. For example, if Mirage Mirror is activated twice in response to itself targeting first Rampaging Hippo then Frilled Sandwalla, the ability it has while it's a copy of Frilled Sandwalla can be activated and its effect will continue to apply while Mirage Mirror is a copy of Rampaging Hippo.
- If Mirage Mirror becomes a creature the same turn it enters the battlefield, you can't attack with it or use any of its abilities (if it gains any) unless it has haste.
- If Mirage Mirror becomes a copy of a legendary permanent you control, you'll put one of them into your graveyard.
- If Mirage Mirror becomes a copy of an Aura, it's put into its owner's graveyard unless it's somehow attached to an appropriate object or player already. If it becomes a copy of an Equipment and is attached to a creature, it'll become unattached when it becomes a non-Equipment artifact again.
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1
Peacewalker Colossus
Peacewalker Colossus
Artifact — Vehicle
6/6
: Another target Vehicle you control becomes an artifact creature until end of turn.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
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1
Prodigy's Prototype
Prodigy's Prototype
Artifact — Vehicle
3/4
Whenever one or more Vehicles you control attack, create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Raiders' Karve
Raiders' Karve
Artifact — Vehicle
4/4
Whenever this Vehicle attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Sai, Master Thopterist
Sai, Master Thopterist
Legendary Creature — Human Artificer
1/4
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
, Sacrifice two artifacts: Draw a card.
- Sai's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Shimmer Myr
Shimmer Myr
Artifact Creature — Myr
2/2
Flash
You may cast artifact spells as though they had flash.
- Once you announce that you're casting a spell, players can't attempt to remove Shimmer Myr from the battlefield to make that casting illegal. Removing Shimmer My after you've cast a spell won't affect that spell.
- Shimmer Myr has no effect on artifact lands because they aren't cast as spells.
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1
Universal Surveillance
Universal Surveillance
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Draw X cards.
4 15
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1
Aeronaut Admiral
Aeronaut Admiral
Creature — Human Pilot
3/1
Flying
Vehicles you control have flying.
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1
Arcanist's Owl
Arcanist's Owl
Artifact Creature — Bird
3/3
Flying
When this creature enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
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1
Indomitable Archangel
Indomitable Archangel
Creature — Angel
4/4
Flying
Metalcraft — Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.)
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1
Jace, Architect of Thought
Jace, Architect of Thought
Legendary Planeswalker — Jace
+1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
−2: Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
−8: For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.
- Jace's first ability creates a delayed triggered ability that triggers whenever a creature an opponent controls attacks. It doesn't matter which player or planeswalker that creature is attacking.
- You pick one of your opponents when Jace's second ability resolves. The ability doesn't target that opponent. All players may see the revealed cards and offer opinions. You (not your opponent) choose which pile is put into your hand and which pile is put on the bottom of your library.
- Piles can be empty. If one of the piles is empty, you choose to put all the revealed cards in your hand or on the bottom of your library.
- When resolving Jace's third ability, you search each player's library (including yours) and exile the nonland cards before casting any of them.
- For each library, the search is complete only when you explicitly say it is. For example, you can look through one player's library, set that library down, look at another player's library, choose a nonland card in the first library, then choose a nonland card in the second library. Don't reveal any cards from those libraries to any other player until you exile them.
- You cast the cards by putting them on the stack one at a time, choosing modes, targets, and so on. The last card you cast will be the first one to resolve.
- When casting a card this way, ignore timing restrictions based on the card's type. Other timing restrictions, such as “Cast [this card] only during combat,” must be followed.
- If you can't cast a card, perhaps because there are no legal targets available, or if you choose not to cast one, it will remain exiled. Jace's ability won't allow you to cast it later.
- If you cast a card “without paying its mana cost,” you can't pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
- If a card has in its mana cost, you must choose 0 as its value.
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1
Katsumasa, the Animator
Katsumasa, the Animator
Legendary Creature — Moonfolk Artificer
3/3
Flying
: Until end of turn, target noncreature artifact you control becomes an artifact creature and gains flying. If it's not a Vehicle, it has base power and toughness 1/1 until end of turn.
At the beginning of your upkeep, put a +1/+1 counter on each of up to three target noncreature artifacts.
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1
Raff Capashen, Ship's Mage
Raff Capashen, Ship's Mage
Legendary Creature — Human Wizard
3/3
Flash
Flying
You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
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1
Release to Memory
Release to Memory
Instant
Exile target opponent's graveyard. For each creature card exiled this way, create a 1/1 colorless Spirit creature token.
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1
Shorikai, Genesis Engine
Shorikai, Genesis Engine
Legendary Artifact — Vehicle
8/8
, : Draw two cards, then discard a card. Create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 8 (Tap any number of creatures you control with total power 8 or more: This Vehicle becomes an artifact creature until end of turn.)
Shorikai, Genesis Engine can be your commander.
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1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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1
Surgehacker Mech
Surgehacker Mech
Artifact — Vehicle
5/5
Menace
When this Vehicle enters, it deals damage equal to twice the number of Vehicles you control to target creature or planeswalker an opponent controls.
Crew 4
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1
Teshar, Ancestor's Apostle
Teshar, Ancestor's Apostle
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary land, as the Ixalan and Rivals of Ixalan double-faced cards do.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
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1
Thopter Spy Network
Thopter Spy Network
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
- Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.
- The last ability will trigger, at most, once per combat damage step per player. However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step.
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1
Weatherlight
Weatherlight
Legendary Artifact — Vehicle
4/5
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
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1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
5 6
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1
Access Denied
Access Denied
Instant
Counter target spell. Create X 1/1 colorless Thopter artifact creature tokens with flying, where X is that spell's mana value.
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1
Cataclysmic Gearhulk
Cataclysmic Gearhulk
Artifact Creature — Construct
4/5
Vigilance
When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
- First the player whose turn it is chooses permanents they control, then each other player in turn order does the same. Each player will know the choices made by players who chose before them. All of the unchosen nonland permanents are then sacrificed simultaneously.
- A permanent with more than one type may be chosen as either of the types or both. For example, an artifact creature may be chosen as the artifact, the creature, or both. Choosing the same permanent twice this way has the same result as choosing it once.
- Cataclysmic Gearhulk will be sacrificed to its own ability if you don't choose it as your artifact or your creature.
- Lands can't be chosen and won't be sacrificed, even if they have other types (such as an artifact land).
- If you don't control any permanents of one of the types, you'll still choose the permanents of the types you do control.
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1
Ironsoul Enforcer
Ironsoul Enforcer
Artifact Creature — Human Samurai
4/4
Whenever this creature or a commander you control attacks alone, return target artifact card from your graveyard to the battlefield.
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1
Research Thief
Research Thief
Artifact Creature — Moonfolk Wizard
3/3
Flash
Flying
Whenever an artifact creature you control deals combat damage to a player, draw a card.
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1
Skysovereign, Consul Flagship
Skysovereign, Consul Flagship
Legendary Artifact — Vehicle
6/5
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
- Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
- If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
- Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
- Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
- Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
- You may tap more creatures than necessary to activate a crew ability.
- Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
- Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
- You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
- For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
- When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
- If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
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1
Thoughtcast
Thoughtcast
Sorcery
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Draw two cards.
6 2
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1
Cyberdrive Awakener
Cyberdrive Awakener
Artifact Creature — Construct
4/4
Flying
Other artifact creatures you control have flying.
When this creature enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
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1
Kappa Cannoneer
Kappa Cannoneer
Artifact Creature — Turtle Warrior
4/4
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Ward
Whenever this creature or another artifact you control enters, put a +1/+1 counter on this creature and it can't be blocked this turn.
- If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
7+ 2
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1
Organic Extinction
Organic Extinction
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Destroy all nonartifact creatures.
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1
Parhelion II
Parhelion II
Legendary Artifact — Vehicle
5/5
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- You choose which players or planeswalkers the two tokens are attacking. They don't have to be attacking the same player or planeswalker that Parhelion II is attacking, and they can each be attacking different players and/or planeswalkers.
- Although the tokens are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
Lands 37
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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.
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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.
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15
Island
Island
Basic Land — Island
( : Add .)
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15
Plains
Plains
Basic Land — Plains
( : Add .)
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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.
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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.
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1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
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1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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1
Temple of Enlightenment
Temple of Enlightenment
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.