Creatures 29
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1
Adrix and Nev, Twincasters
Adrix and Nev, Twincasters
Legendary Creature — Merfolk Wizard
2/2
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
- Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Adrix and Nev's replacement effect. For example, if an effect tells you to create a token "tapped and attacking" the additional tokens will also be tapped and attacking. Similarly, if an effect creates a token and puts counters on it (such as a Fractal token) the additional token will also get those counters.
- 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
Arashi, the Sky Asunder
Arashi, the Sky Asunder
Legendary Creature — Spirit
5/5
, : Arashi deals X damage to target creature with flying.
Channel — , Discard this card: It deals X damage to each creature with flying.
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1
Biomathematician
Biomathematician
Creature — Human Wizard
2/2
When this creature enters, create a 0/0 green and blue Fractal creature token. Put a +1/+1 counter on each Fractal you control.
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1
Champion of Wits
Champion of Wits
Creature — Snake Wizard
2/1
When this creature enters, you may draw cards equal to its power. If you do, discard two cards.
Eternalize ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
- Use Champion of Wits's power as the first ability resolves to determine if you want to use the ability and how many cards you draw if you do. If you use the ability, you discard two cards regardless of how many cards you draw. If Champion of Wits leaves the battlefield before that ability resolves, use its last known power.
- For each card with eternalize, a corresponding game play supplement token can be found in some Hour of Devastation booster packs. These supplements are not required to play with cards with eternalize; you can use the same items to represent an eternalized token as you would any other token.
- If a creature card with eternalize is put into your graveyard during your main phase, you'll have priority immediately afterward. You can activate its eternalize ability before any player can try to exile it, such as with Crook of Condemnation, if it's legal for you to do so.
- Once you've activated an eternalize ability, the card is immediately exiled. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
- The token copies exactly what was printed on the original card and nothing else, except the characteristics specifically modified by eternalize. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The token is a Zombie in addition to its other types and is black instead of its other colors. Its base power and toughness are 4/4. It has no mana cost, and thus its mana value is 0. These are copiable values of the token that other effects may copy.
- If the card copied by the token had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
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1
Coiling Oracle
Coiling Oracle
Creature — Snake Elf Druid
1/1
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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1
Crafty Cutpurse
Crafty Cutpurse
Creature — Human Pirate
2/2
Flash
When this creature enters, each token that would be created under an opponent's control this turn is created under your control instead.
- Crafty Cutpurse’s replacement effect is applied before any other replacement effects that would also modify how the token enters the battlefield. For example, if an opponent controls Anointed Procession, your Crafty Cutpurse’s effect applies before that of Anointed Procession and you won’t get twice as many tokens.
- Crafty Cutpurse won’t retroactively change the control of tokens that have already entered the battlefield.
- If a token would be created tapped and attacking, but the token’s controller isn’t an attacking player, that token is created tapped but not attacking. If a token would be created blocking a creature, but the token’s controller isn’t a defending player, that token is created but isn’t blocking.
- If the effect that creates the token also creates a delayed triggered ability, Crafty Cutpurse doesn’t change who controls that ability. For example, if your opponent activates the ability of Kiki-Jiki, Mirror Breaker, that opponent controls the delayed triggered ability. When the ability triggers, that player can’t sacrifice the token, so it remains on the battlefield.
- On the other hand, if the effect that creates the token grants a triggered ability to the token, the player who controls the token at the time the ability triggers will be the player who controls that ability. For example, if your opponent activates the second ability of Jace, Cunning Castaway, the token has the ability. If the ability triggers, you’ll control it, so you’ll have to sacrifice the token.
- If two or more players each have resolved Crafty Cutpurse’s triggered ability and a token would be created, the token’s would-be controller chooses one of the applicable Crafty Cutpurse effects to apply. Then the new would-be controller of the token repeats this process among the remaining Crafty Cutpurse effects, and so on, until there are no more possible such effects to apply. Each effect can be applied to the token only once this way.
- The above procedure means that if each player in a two-player game has resolved Crafty Cutpurse’s triggered ability and one would create a token, it really will enter the battlefield under that player’s control. The token would enter the battlefield under player A’s control, so player B’s effect affects it. Now that token would enter the battlefield under player B’s control, so player A’s effect affects it. Each replacement effect has now been used, so the token will enter the battlefield under player A’s control.
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1
Curiosity Crafter
Curiosity Crafter
Creature — Bird Wizard
3/3
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
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1
Deekah, Fractal Theorist
Deekah, Fractal Theorist
Legendary Creature — Human Wizard
3/3
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value.
: Target creature token can't be blocked this turn.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
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1
Desolation Twin
Desolation Twin
Creature — Eldrazi
10/10
When you cast this spell, create a 10/10 colorless Eldrazi creature token.
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1
Esix, Fractal Bloom
Esix, Fractal Bloom
Legendary Creature — Fractal
4/4
Flying
The first time you would create one or more tokens during each of your turns, you may instead choose a creature other than Esix and create that many tokens that are copies of that creature.
- This effect applies before anything that modifies how those tokens enter the battlefield.
- This effect can apply to any token, not just creature tokens. For example, you could replace creating a Treasure token with creating a copy of the chosen creature.
- If you choose a legendary creature, the copies will also be legendary. If this results in you controlling more than one legendary permanent with the same name, you'll put all but one of them into their owner's graveyard.
- If you choose not to apply the replacement effect, you will not get the choice to apply it again until your next turn.
- If you create one or more tokens during your turn, and then Esix comes under your control, the replacement effect won't apply to any tokens you create the rest of the turn. You'll have to wait until your next turn.
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1
Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
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1
Guardian Augmenter
Guardian Augmenter
Creature — Troll Wizard
2/2
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
- Being a commander is not a copiable characteristic; these effects do not apply to copies of a player's commander.
- These effects apply to any commanders you control, not just your own commander.
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1
Hornet Nest
Hornet Nest
Creature — Insect
0/2
Defender (This creature can't attack.)
Whenever this creature is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
- Hornet Nest’s triggered ability will trigger even if it’s dealt lethal damage. For example, if it’s dealt 7 damage, its ability will trigger and you’ll put seven Insect creature tokens onto the battlefield.
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Hornet Queen
Hornet Queen
Creature — Insect
2/2
Flying, deathtouch
When this creature enters, create four 1/1 green Insect creature tokens with flying and deathtouch.
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Hydra Broodmaster
Hydra Broodmaster
Creature — Hydra
7/7
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, create X X/X green Hydra creature tokens.
- The value of each X in Hydra Broodmaster's last ability is equal to the value chosen for X when its monstrosity ability was activated.
- Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.
- Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.
- An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves.
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Incubation Druid
Incubation Druid
Creature — Elf Druid
0/2
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
- The types of mana are white, blue, black, red, green, and colorless.
- Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says " , Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
- Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
- Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
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Kaseto, Orochi Archmage
Kaseto, Orochi Archmage
Legendary Creature — Snake Wizard
2/2
: Target creature can't be blocked this turn. If that creature is a Snake, it gets +2/+2 until end of turn.
- Once a creature has been legally blocked, activating Kaseto’s ability targeting that creature won’t cause it to become unblocked. It will give it +2/+2 if it’s a Snake, though.
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Kazandu Tuskcaller
Kazandu Tuskcaller
Creature — Human Shaman
1/1
Level up ( : Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-5
1/1
: Create a 3/3 green Elephant creature token.
LEVEL 6+
1/1
: Create two 3/3 green Elephant creature tokens.
- The abilities a leveler grants to itself don’t overwrite any other abilities it may have. In particular, they don’t overwrite the creature’s level up ability; it always has that.
- Effects that set a leveler’s power or toughness to a specific value, including the effects from a level symbol’s ability, apply in timestamp order. The timestamp of each level symbol’s ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.
- Effects that modify a leveler’s power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
- If another creature becomes a copy of a leveler, all of the leveler’s printed abilities — including those represented by level symbols — are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.
- A creature’s level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.
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1
Managorger Hydra
Managorger Hydra
Creature — Hydra
1/1
Trample
Whenever a player casts a spell, put a +1/+1 counter on this creature.
- Managorger Hydra's last ability will resolve before the spell that caused it to trigger.
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Master Biomancer
Master Biomancer
Creature — Elf Wizard
2/4
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
- To determine how many additional +1/+1 counters a creature enters with, use Master Biomancer's power as that creature is entering.
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Plaxcaster Frogling
Plaxcaster Frogling
Creature — Frog Mutant
0/0
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
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Quandrix Cultivator
Quandrix Cultivator
Creature — Turtle Druid
3/4
When this creature enters, you may search your library for a basic Forest or Island card, put it onto the battlefield, then shuffle.
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Rampaging Baloths
Rampaging Baloths
Creature — Beast
6/6
Trample
Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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1
Reef Worm
Reef Worm
Creature — Worm
0/1
When this creature dies, create a 3/3 blue Fish creature token with "When this token dies, create a 6/6 blue Whale creature token with 'When this token dies, create a 9/9 blue Kraken creature token.'"
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Ruxa, Patient Professor
Ruxa, Patient Professor
Legendary Creature — Bear Druid
4/4
Whenever Ruxa enters or attacks, return target creature card with no abilities from your graveyard to your hand.
Creatures you control with no abilities get +1/+1.
For each creature you control with no abilities, you may have that creature assign its combat damage as though it weren't blocked.
- A creature or creature card with no abilities is one with no rules text at all. This includes true vanilla creatures (including Grizzly Bears, Runeclaw Bear, Bear Cub, and other adorable bear students), face-down creatures, many tokens, and creatures that have lost their abilities. Abilities that function only in zones other than the battlefield count. For example, a creature with cycling is not a creature with no abilities.
- Notably, neither of Ruxa's last two abilities give any creatures an ability.
- Auras and Equipment that grant abilities will use the words "gains" or "has," and they'll list a keyword ability or an ability in quotation marks. A creature with no abilities affected by such an Aura or Equipment would no longer get the +1/+1 bonus or be able to assign combat damage as though it weren't blocked. If the Aura or Equipment does not give the creature any abilities, the creature will continue to benefit from Ruxa's last two abilities.
- For each attacking creature you control with no abilities, you decide whether it will assign combat damage to the blocking creatures or if it will assign combat damage to the player or planeswalker it's attacking. You can't split damage assignment between them. You make this decision individually for each qualifying creature just before it deals combat damage.
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Spawning Kraken
Spawning Kraken
Creature — Kraken
6/6
Whenever a Kraken, Leviathan, Octopus, or Serpent you control deals combat damage to a player, create a 9/9 blue Kraken creature token.
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1
Terastodon
Terastodon
Creature — Elephant
9/9
When this creature enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
- If a targeted permanent has indestructible or regenerates, its controller won't get an Elephant token for it. Similarly, if the targeted permanent is destroyed but a replacement effect moves it to a different zone instead of its owner's graveyard, its controller won't get an Elephant token for it.
- The targeted permanents may be controlled by different players.
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Trygon Predator
Trygon Predator
Creature — Beast
2/3
Flying
Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
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Zimone, Quandrix Prodigy
Zimone, Quandrix Prodigy
Legendary Creature — Human Wizard
1/2
, : You may put a land card from your hand onto the battlefield tapped.
, : Draw a card. If you control eight or more lands, draw two cards instead.
Instants 10
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Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Biomass Mutation
Biomass Mutation
Instant
Creatures you control have base power and toughness X/X until end of turn.
- Choosing 0 as the value for X will likely cause creatures you control to become 0/0 and be put into the graveyard.
- Biomass Mutation overwrites any effects that set the power and/or toughness of a creature you control to a specific value. Effects that modify power and/or toughness but don't set them to a specific value (like the one created by Giant Growth), power/toughness changes from counters, and effects that switch a creature's power and toughness will continue to apply. For example, say you control a 1/1 creature that's getting +4/+2 from an Aura, has a +1/+1 counter on it, and is affected by an effect that switches its power and toughness. This creature is 4/6. If you cast Biomass Mutation with X equal to 4, the creature would become 7/9 (4/4, +4/+2 from the Aura, +1/+1 from the counter, then switch power and toughness).
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Commander's Insight
Commander's Insight
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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Eureka Moment
Eureka Moment
Instant
Draw two cards. You may put a land card from your hand onto the battlefield.
- Putting a land card from your hand onto the battlefield is not the same as playing a land. You may do it even if you have already played a land on your turn, or if you're casting Eureka Moment on your opponent's turn.
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Incubation // Incongruity
//
Incubation
Sorcery
- To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
- Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
- Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
- A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
- If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
- If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
- If the target creature is an illegal target by the time Incongruity tries to resolve, the spell doesn't resolve. No player creates a Frog Lizard token.
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Krosan Grip
Krosan Grip
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
- Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won't affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
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1
Perplexing Test
Perplexing Test
Instant
Choose one —
- Return all creature tokens to their owners' hands.
- Return all nontoken creatures to their owners' hands.
- A token that is returned to its owner's hand ceases to exist as a state-based action the next time a player would receive priority.
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Rapid Hybridization
Rapid Hybridization
Instant
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
- If Rapid Hybridization resolves and the creature isn't destroyed (perhaps because it has indestructible), its controller will still get the Frog Lizard token.
- If the creature is an illegal target when Rapid Hybridization tries to resolve, it won't resolve and none of its effects will happen. No Frog Lizard token will be created.
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Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
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Theoretical Duplication
Theoretical Duplication
Instant
Whenever a nontoken creature an opponent controls enters this turn, create a token that's a copy of that creature.
Sorceries 11
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Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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Ezuri's Predation
Ezuri's Predation
Sorcery
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
- Players can't cast spells or activate any abilities in between the Beasts entering the battlefield and fighting the other creatures. If the Beasts entering the battlefield cause any abilities to trigger, those abilities will be put onto the stack after Ezuri's Predation is finished resolving.
- You choose which Beast is fighting which creature an opponent controls.
- Each of the "fights" happens at the same time.
- If Ezuri's Predation creates more than one token for any given creature (due to an effect such as the one Doubling Season creates), the extra tokens won't fight any creature.
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Golden Ratio
Golden Ratio
Sorcery
Draw a card for each different power among creatures you control.
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Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
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1
Nissa's Expedition
Nissa's Expedition
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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Oversimplify
Oversimplify
Sorcery
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
- Oversimplify counts the total power of the creatures as they last existed on the battlefield, not the power of those cards in exile.
- If a commander is exiled this way, its power will be counted along with the other creatures. Once Oversimplify finishes resolving, that commander's owner may move it to the command zone.
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1
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
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1
Replication Technique
Replication Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
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Rite of Replication
Rite of Replication
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
- If the copied creature is a token, the tokens created copy the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the creature will also work.
- If the copied creature has in its mana cost, X is 0.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is itself copying something else; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the tokens enter the battlefield as whatever that creature copied.
- "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell."
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If a spell's kicker cost was paid, the spell is "kicked."
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- The kicker ability doesn't let you pay a kicker cost more than once.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
-
1
Shamanic Revelation
Shamanic Revelation
Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
- After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
-
1
Spitting Image
Spitting Image
Sorcery
Create a token that's a copy of target creature.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You're casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
- A retrace card cast from your graveyard follows the normal timing rules for its card type.
- When a retrace card you cast from your graveyard resolves, fails to resolve, or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so they can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it's still in the graveyard.
- As the token is created, it checks the printed values of the creature it's copying — or, if that creature is itself a token, the original characteristics of that token as stated by the effect that put it onto the battlefield — as well as any copy effects that have been applied to it. It won't copy counters on the creature, nor will it copy other effects that have changed the creature's power, toughness, types, color, or so on.
Artifacts 7
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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
Fractal Harness
Fractal Harness
Artifact — Equipment
When this Equipment enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it and attach this Equipment to it.
Whenever equipped creature attacks, double the number of +1/+1 counters on it.
Equip
- If you put Fractal Harness onto the battlefield without casting it, or if you choose 0 as the value of X, the token you create will be 0/0. Unless something else is raising its toughness, that token will enter the battlefield and die before you could take any actions.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
-
1
Geometric Nexus
Geometric Nexus
Artifact
Whenever a player casts an instant or sorcery spell, put a number of charge counters on this artifact equal to that spell's mana value.
, , Remove all charge counters from this artifact: Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of charge counters removed this way.
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1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
-
1
Sequence Engine
Sequence Engine
Artifact
, : Exile target creature card with mana value X from a graveyard. Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it. Activate only as a sorcery.
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1
Simic Signet
Simic Signet
Artifact
, : Add .
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1
Sol Ring
Sol Ring
Artifact
: Add .
Enchantments 2
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1
Paradox Zone
Paradox Zone
Enchantment
This enchantment enters with a growth counter on it.
At the beginning of your end step, double the number of growth counters on this enchantment. Then create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of growth counters on this enchantment.
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1
Primal Empathy
Primal Empathy
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
- You determine whether you draw a card or put a +1/+1 counter only as Primal Empathy's triggered ability begins resolving. Players may respond to the ability to try to change which happens.
- If the greatest power among creatures on the battlefield is shared by a creature you control and a creature you don't control, you draw a card.
- If you don't control a creature with the greatest power, you choose which creature gets a +1/+1 counter while the ability is resolving. Players can't take actions in between the time you make this choice and the time that creature has a +1/+1 counter.
- If you control no creatures, you do nothing as Primal Empathy's ability resolves. If there are no creatures on the battlefield at all, you don't draw a card.
Lands 40
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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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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11
Forest
Forest
Basic Land — Forest
( : Add .)
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10
Island
Island
Basic Land — Island
( : Add .)
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1
Llanowar Reborn
Llanowar Reborn
Land
This land enters tapped.
: Add .
Graft 1 (This land enters with a +1/+1 counter on it. Whenever a creature enters, you may move a +1/+1 counter from this land onto it.)
- The +1/+1 counter won't affect Llanowar Reborn in any way unless another effect turns it into a creature.
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1
Lonely Sandbar
Lonely Sandbar
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Lumbering Falls
Lumbering Falls
Land
This land enters tapped.
: Add or .
: This land becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
- A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield.
- This land is colorless until the last ability gives it colors.
- When a land 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.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Lumbering Falls has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 6/6 creature that's still a land.
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1
Mosswort Bridge
Mosswort Bridge
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Novijen, Heart of Progress
Novijen, Heart of Progress
Land
: Add .
, : Put a +1/+1 counter on each creature that entered this turn.
- The second ability puts a counter on each applicable creature regardless of who controls it.
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Oran-Rief, the Vastwood
Oran-Rief, the Vastwood
Land
This land enters tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered this turn.
- Oran-Rief's last ability affects all permanents that are green creatures that entered this turn, not just the ones you control.
- Oran-Rief's last ability cares about permanents' characteristics at the time the ability resolves, not their characteristics at the time they entered. For example, if a blue creature enters, then is turned green by a spell or ability, then Oran-Rief's second ability resolves, you'll put a +1/+1 counter on that creature.
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1
Quandrix Campus
Quandrix Campus
Land
This land enters tapped.
: Add or .
, : Scry 1.
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Simic Growth Chamber
Simic Growth Chamber
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Study Hall
Study Hall
Land
: Add .
, : Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
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1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
Tranquil Thicket
Tranquil Thicket
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
Blue 13
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1
Champion of Wits
Champion of Wits
Creature — Snake Wizard
2/1
When this creature enters, you may draw cards equal to its power. If you do, discard two cards.
Eternalize ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
- Use Champion of Wits's power as the first ability resolves to determine if you want to use the ability and how many cards you draw if you do. If you use the ability, you discard two cards regardless of how many cards you draw. If Champion of Wits leaves the battlefield before that ability resolves, use its last known power.
- For each card with eternalize, a corresponding game play supplement token can be found in some Hour of Devastation booster packs. These supplements are not required to play with cards with eternalize; you can use the same items to represent an eternalized token as you would any other token.
- If a creature card with eternalize is put into your graveyard during your main phase, you'll have priority immediately afterward. You can activate its eternalize ability before any player can try to exile it, such as with Crook of Condemnation, if it's legal for you to do so.
- Once you've activated an eternalize ability, the card is immediately exiled. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
- The token copies exactly what was printed on the original card and nothing else, except the characteristics specifically modified by eternalize. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The token is a Zombie in addition to its other types and is black instead of its other colors. Its base power and toughness are 4/4. It has no mana cost, and thus its mana value is 0. These are copiable values of the token that other effects may copy.
- If the card copied by the token had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
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1
Commander's Insight
Commander's Insight
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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1
Crafty Cutpurse
Crafty Cutpurse
Creature — Human Pirate
2/2
Flash
When this creature enters, each token that would be created under an opponent's control this turn is created under your control instead.
- Crafty Cutpurse’s replacement effect is applied before any other replacement effects that would also modify how the token enters the battlefield. For example, if an opponent controls Anointed Procession, your Crafty Cutpurse’s effect applies before that of Anointed Procession and you won’t get twice as many tokens.
- Crafty Cutpurse won’t retroactively change the control of tokens that have already entered the battlefield.
- If a token would be created tapped and attacking, but the token’s controller isn’t an attacking player, that token is created tapped but not attacking. If a token would be created blocking a creature, but the token’s controller isn’t a defending player, that token is created but isn’t blocking.
- If the effect that creates the token also creates a delayed triggered ability, Crafty Cutpurse doesn’t change who controls that ability. For example, if your opponent activates the ability of Kiki-Jiki, Mirror Breaker, that opponent controls the delayed triggered ability. When the ability triggers, that player can’t sacrifice the token, so it remains on the battlefield.
- On the other hand, if the effect that creates the token grants a triggered ability to the token, the player who controls the token at the time the ability triggers will be the player who controls that ability. For example, if your opponent activates the second ability of Jace, Cunning Castaway, the token has the ability. If the ability triggers, you’ll control it, so you’ll have to sacrifice the token.
- If two or more players each have resolved Crafty Cutpurse’s triggered ability and a token would be created, the token’s would-be controller chooses one of the applicable Crafty Cutpurse effects to apply. Then the new would-be controller of the token repeats this process among the remaining Crafty Cutpurse effects, and so on, until there are no more possible such effects to apply. Each effect can be applied to the token only once this way.
- The above procedure means that if each player in a two-player game has resolved Crafty Cutpurse’s triggered ability and one would create a token, it really will enter the battlefield under that player’s control. The token would enter the battlefield under player A’s control, so player B’s effect affects it. Now that token would enter the battlefield under player B’s control, so player A’s effect affects it. Each replacement effect has now been used, so the token will enter the battlefield under player A’s control.
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1
Curiosity Crafter
Curiosity Crafter
Creature — Bird Wizard
3/3
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
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1
Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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1
Deekah, Fractal Theorist
Deekah, Fractal Theorist
Legendary Creature — Human Wizard
3/3
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value.
: Target creature token can't be blocked this turn.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
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1
Perplexing Test
Perplexing Test
Instant
Choose one —
- Return all creature tokens to their owners' hands.
- Return all nontoken creatures to their owners' hands.
- A token that is returned to its owner's hand ceases to exist as a state-based action the next time a player would receive priority.
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1
Rapid Hybridization
Rapid Hybridization
Instant
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
- If Rapid Hybridization resolves and the creature isn't destroyed (perhaps because it has indestructible), its controller will still get the Frog Lizard token.
- If the creature is an illegal target when Rapid Hybridization tries to resolve, it won't resolve and none of its effects will happen. No Frog Lizard token will be created.
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1
Reef Worm
Reef Worm
Creature — Worm
0/1
When this creature dies, create a 3/3 blue Fish creature token with "When this token dies, create a 6/6 blue Whale creature token with 'When this token dies, create a 9/9 blue Kraken creature token.'"
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1
Replication Technique
Replication Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
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1
Rite of Replication
Rite of Replication
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
- If the copied creature is a token, the tokens created copy the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the creature will also work.
- If the copied creature has in its mana cost, X is 0.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is itself copying something else; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the tokens enter the battlefield as whatever that creature copied.
- "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell."
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If a spell's kicker cost was paid, the spell is "kicked."
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- The kicker ability doesn't let you pay a kicker cost more than once.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
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1
Spawning Kraken
Spawning Kraken
Creature — Kraken
6/6
Whenever a Kraken, Leviathan, Octopus, or Serpent you control deals combat damage to a player, create a 9/9 blue Kraken creature token.
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1
Theoretical Duplication
Theoretical Duplication
Instant
Whenever a nontoken creature an opponent controls enters this turn, create a token that's a copy of that creature.
Green 24
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1
Arashi, the Sky Asunder
Arashi, the Sky Asunder
Legendary Creature — Spirit
5/5
, : Arashi deals X damage to target creature with flying.
Channel — , Discard this card: It deals X damage to each creature with flying.
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Ezuri's Predation
Ezuri's Predation
Sorcery
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
- Players can't cast spells or activate any abilities in between the Beasts entering the battlefield and fighting the other creatures. If the Beasts entering the battlefield cause any abilities to trigger, those abilities will be put onto the stack after Ezuri's Predation is finished resolving.
- You choose which Beast is fighting which creature an opponent controls.
- Each of the "fights" happens at the same time.
- If Ezuri's Predation creates more than one token for any given creature (due to an effect such as the one Doubling Season creates), the extra tokens won't fight any creature.
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1
Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
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1
Fractal Harness
Fractal Harness
Artifact — Equipment
When this Equipment enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it and attach this Equipment to it.
Whenever equipped creature attacks, double the number of +1/+1 counters on it.
Equip
- If you put Fractal Harness onto the battlefield without casting it, or if you choose 0 as the value of X, the token you create will be 0/0. Unless something else is raising its toughness, that token will enter the battlefield and die before you could take any actions.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
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1
Garruk, Primal Hunter
Garruk, Primal Hunter
Legendary Planeswalker — Garruk
+1: Create a 3/3 green Beast creature token.
−3: Draw cards equal to the greatest power among creatures you control.
−6: Create a 6/6 green Wurm creature token for each land you control.
- For Garruk’s second ability, the greatest power among creatures you control is determined when that ability begins resolving.
- If the greatest power among creatures you control is 0 or less, you’ll draw no cards. You won’t discard any cards this way.
- For Garruk’s third ability, the number of Wurm tokens you put onto the battlefield is determined when that ability begins resolving.
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1
Guardian Augmenter
Guardian Augmenter
Creature — Troll Wizard
2/2
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
- Being a commander is not a copiable characteristic; these effects do not apply to copies of a player's commander.
- These effects apply to any commanders you control, not just your own commander.
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1
Hornet Nest
Hornet Nest
Creature — Insect
0/2
Defender (This creature can't attack.)
Whenever this creature is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
- Hornet Nest’s triggered ability will trigger even if it’s dealt lethal damage. For example, if it’s dealt 7 damage, its ability will trigger and you’ll put seven Insect creature tokens onto the battlefield.
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1
Hornet Queen
Hornet Queen
Creature — Insect
2/2
Flying, deathtouch
When this creature enters, create four 1/1 green Insect creature tokens with flying and deathtouch.
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1
Hydra Broodmaster
Hydra Broodmaster
Creature — Hydra
7/7
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, create X X/X green Hydra creature tokens.
- The value of each X in Hydra Broodmaster's last ability is equal to the value chosen for X when its monstrosity ability was activated.
- Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.
- Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.
- An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves.
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1
Incubation Druid
Incubation Druid
Creature — Elf Druid
0/2
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
- The types of mana are white, blue, black, red, green, and colorless.
- Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says " , Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
- Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
- Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
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1
Kazandu Tuskcaller
Kazandu Tuskcaller
Creature — Human Shaman
1/1
Level up ( : Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-5
1/1
: Create a 3/3 green Elephant creature token.
LEVEL 6+
1/1
: Create two 3/3 green Elephant creature tokens.
- The abilities a leveler grants to itself don’t overwrite any other abilities it may have. In particular, they don’t overwrite the creature’s level up ability; it always has that.
- Effects that set a leveler’s power or toughness to a specific value, including the effects from a level symbol’s ability, apply in timestamp order. The timestamp of each level symbol’s ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.
- Effects that modify a leveler’s power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
- If another creature becomes a copy of a leveler, all of the leveler’s printed abilities — including those represented by level symbols — are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.
- A creature’s level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.
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1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
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1
Krosan Grip
Krosan Grip
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
- Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won't affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
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1
Managorger Hydra
Managorger Hydra
Creature — Hydra
1/1
Trample
Whenever a player casts a spell, put a +1/+1 counter on this creature.
- Managorger Hydra's last ability will resolve before the spell that caused it to trigger.
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1
Nissa's Expedition
Nissa's Expedition
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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1
Paradox Zone
Paradox Zone
Enchantment
This enchantment enters with a growth counter on it.
At the beginning of your end step, double the number of growth counters on this enchantment. Then create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of growth counters on this enchantment.
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1
Rampaging Baloths
Rampaging Baloths
Creature — Beast
6/6
Trample
Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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1
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
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1
Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
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1
Ruxa, Patient Professor
Ruxa, Patient Professor
Legendary Creature — Bear Druid
4/4
Whenever Ruxa enters or attacks, return target creature card with no abilities from your graveyard to your hand.
Creatures you control with no abilities get +1/+1.
For each creature you control with no abilities, you may have that creature assign its combat damage as though it weren't blocked.
- A creature or creature card with no abilities is one with no rules text at all. This includes true vanilla creatures (including Grizzly Bears, Runeclaw Bear, Bear Cub, and other adorable bear students), face-down creatures, many tokens, and creatures that have lost their abilities. Abilities that function only in zones other than the battlefield count. For example, a creature with cycling is not a creature with no abilities.
- Notably, neither of Ruxa's last two abilities give any creatures an ability.
- Auras and Equipment that grant abilities will use the words "gains" or "has," and they'll list a keyword ability or an ability in quotation marks. A creature with no abilities affected by such an Aura or Equipment would no longer get the +1/+1 bonus or be able to assign combat damage as though it weren't blocked. If the Aura or Equipment does not give the creature any abilities, the creature will continue to benefit from Ruxa's last two abilities.
- For each attacking creature you control with no abilities, you decide whether it will assign combat damage to the blocking creatures or if it will assign combat damage to the player or planeswalker it's attacking. You can't split damage assignment between them. You make this decision individually for each qualifying creature just before it deals combat damage.
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1
Sequence Engine
Sequence Engine
Artifact
, : Exile target creature card with mana value X from a graveyard. Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it. Activate only as a sorcery.
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1
Shamanic Revelation
Shamanic Revelation
Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
- After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
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1
Terastodon
Terastodon
Creature — Elephant
9/9
When this creature enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
- If a targeted permanent has indestructible or regenerates, its controller won't get an Elephant token for it. Similarly, if the targeted permanent is destroyed but a replacement effect moves it to a different zone instead of its owner's graveyard, its controller won't get an Elephant token for it.
- The targeted permanents may be controlled by different players.
Multicolor 15
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1
Adrix and Nev, Twincasters
Adrix and Nev, Twincasters
Legendary Creature — Merfolk Wizard
2/2
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
- Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Adrix and Nev's replacement effect. For example, if an effect tells you to create a token "tapped and attacking" the additional tokens will also be tapped and attacking. Similarly, if an effect creates a token and puts counters on it (such as a Fractal token) the additional token will also get those counters.
- 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
Biomathematician
Biomathematician
Creature — Human Wizard
2/2
When this creature enters, create a 0/0 green and blue Fractal creature token. Put a +1/+1 counter on each Fractal you control.
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1
Coiling Oracle
Coiling Oracle
Creature — Snake Elf Druid
1/1
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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1
Esix, Fractal Bloom
Esix, Fractal Bloom
Legendary Creature — Fractal
4/4
Flying
The first time you would create one or more tokens during each of your turns, you may instead choose a creature other than Esix and create that many tokens that are copies of that creature.
- This effect applies before anything that modifies how those tokens enter the battlefield.
- This effect can apply to any token, not just creature tokens. For example, you could replace creating a Treasure token with creating a copy of the chosen creature.
- If you choose a legendary creature, the copies will also be legendary. If this results in you controlling more than one legendary permanent with the same name, you'll put all but one of them into their owner's graveyard.
- If you choose not to apply the replacement effect, you will not get the choice to apply it again until your next turn.
- If you create one or more tokens during your turn, and then Esix comes under your control, the replacement effect won't apply to any tokens you create the rest of the turn. You'll have to wait until your next turn.
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1
Eureka Moment
Eureka Moment
Instant
Draw two cards. You may put a land card from your hand onto the battlefield.
- Putting a land card from your hand onto the battlefield is not the same as playing a land. You may do it even if you have already played a land on your turn, or if you're casting Eureka Moment on your opponent's turn.
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1
Golden Ratio
Golden Ratio
Sorcery
Draw a card for each different power among creatures you control.
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1
Incubation // Incongruity
//
Incubation
Sorcery
- To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
- Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
- Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
- A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
- If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
- If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
- If the target creature is an illegal target by the time Incongruity tries to resolve, the spell doesn't resolve. No player creates a Frog Lizard token.
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1
Kaseto, Orochi Archmage
Kaseto, Orochi Archmage
Legendary Creature — Snake Wizard
2/2
: Target creature can't be blocked this turn. If that creature is a Snake, it gets +2/+2 until end of turn.
- Once a creature has been legally blocked, activating Kaseto’s ability targeting that creature won’t cause it to become unblocked. It will give it +2/+2 if it’s a Snake, though.
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1
Master Biomancer
Master Biomancer
Creature — Elf Wizard
2/4
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
- To determine how many additional +1/+1 counters a creature enters with, use Master Biomancer's power as that creature is entering.
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1
Oversimplify
Oversimplify
Sorcery
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
- Oversimplify counts the total power of the creatures as they last existed on the battlefield, not the power of those cards in exile.
- If a commander is exiled this way, its power will be counted along with the other creatures. Once Oversimplify finishes resolving, that commander's owner may move it to the command zone.
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1
Plaxcaster Frogling
Plaxcaster Frogling
Creature — Frog Mutant
0/0
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
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1
Primal Empathy
Primal Empathy
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
- You determine whether you draw a card or put a +1/+1 counter only as Primal Empathy's triggered ability begins resolving. Players may respond to the ability to try to change which happens.
- If the greatest power among creatures on the battlefield is shared by a creature you control and a creature you don't control, you draw a card.
- If you don't control a creature with the greatest power, you choose which creature gets a +1/+1 counter while the ability is resolving. Players can't take actions in between the time you make this choice and the time that creature has a +1/+1 counter.
- If you control no creatures, you do nothing as Primal Empathy's ability resolves. If there are no creatures on the battlefield at all, you don't draw a card.
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1
Quandrix Cultivator
Quandrix Cultivator
Creature — Turtle Druid
3/4
When this creature enters, you may search your library for a basic Forest or Island card, put it onto the battlefield, then shuffle.
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1
Trygon Predator
Trygon Predator
Creature — Beast
2/3
Flying
Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
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1
Zimone, Quandrix Prodigy
Zimone, Quandrix Prodigy
Legendary Creature — Human Wizard
1/2
, : You may put a land card from your hand onto the battlefield tapped.
, : Draw a card. If you control eight or more lands, draw two cards instead.
Colorless 8
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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
Biomass Mutation
Biomass Mutation
Instant
Creatures you control have base power and toughness X/X until end of turn.
- Choosing 0 as the value for X will likely cause creatures you control to become 0/0 and be put into the graveyard.
- Biomass Mutation overwrites any effects that set the power and/or toughness of a creature you control to a specific value. Effects that modify power and/or toughness but don't set them to a specific value (like the one created by Giant Growth), power/toughness changes from counters, and effects that switch a creature's power and toughness will continue to apply. For example, say you control a 1/1 creature that's getting +4/+2 from an Aura, has a +1/+1 counter on it, and is affected by an effect that switches its power and toughness. This creature is 4/6. If you cast Biomass Mutation with X equal to 4, the creature would become 7/9 (4/4, +4/+2 from the Aura, +1/+1 from the counter, then switch power and toughness).
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1
Desolation Twin
Desolation Twin
Creature — Eldrazi
10/10
When you cast this spell, create a 10/10 colorless Eldrazi creature token.
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1
Geometric Nexus
Geometric Nexus
Artifact
Whenever a player casts an instant or sorcery spell, put a number of charge counters on this artifact equal to that spell's mana value.
, , Remove all charge counters from this artifact: Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of charge counters removed this way.
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1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
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1
Simic Signet
Simic Signet
Artifact
, : Add .
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Spitting Image
Spitting Image
Sorcery
Create a token that's a copy of target creature.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You're casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
- A retrace card cast from your graveyard follows the normal timing rules for its card type.
- When a retrace card you cast from your graveyard resolves, fails to resolve, or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so they can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it's still in the graveyard.
- As the token is created, it checks the printed values of the creature it's copying — or, if that creature is itself a token, the original characteristics of that token as stated by the effect that put it onto the battlefield — as well as any copy effects that have been applied to it. It won't copy counters on the creature, nor will it copy other effects that have changed the creature's power, toughness, types, color, or so on.
Lands 40
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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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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11
Forest
Forest
Basic Land — Forest
( : Add .)
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10
Island
Island
Basic Land — Island
( : Add .)
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1
Llanowar Reborn
Llanowar Reborn
Land
This land enters tapped.
: Add .
Graft 1 (This land enters with a +1/+1 counter on it. Whenever a creature enters, you may move a +1/+1 counter from this land onto it.)
- The +1/+1 counter won't affect Llanowar Reborn in any way unless another effect turns it into a creature.
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1
Lonely Sandbar
Lonely Sandbar
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Lumbering Falls
Lumbering Falls
Land
This land enters tapped.
: Add or .
: This land becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
- A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield.
- This land is colorless until the last ability gives it colors.
- When a land 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.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Lumbering Falls has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 6/6 creature that's still a land.
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1
Mosswort Bridge
Mosswort Bridge
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Novijen, Heart of Progress
Novijen, Heart of Progress
Land
: Add .
, : Put a +1/+1 counter on each creature that entered this turn.
- The second ability puts a counter on each applicable creature regardless of who controls it.
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Oran-Rief, the Vastwood
Oran-Rief, the Vastwood
Land
This land enters tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered this turn.
- Oran-Rief's last ability affects all permanents that are green creatures that entered this turn, not just the ones you control.
- Oran-Rief's last ability cares about permanents' characteristics at the time the ability resolves, not their characteristics at the time they entered. For example, if a blue creature enters, then is turned green by a spell or ability, then Oran-Rief's second ability resolves, you'll put a +1/+1 counter on that creature.
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1
Quandrix Campus
Quandrix Campus
Land
This land enters tapped.
: Add or .
, : Scry 1.
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Simic Growth Chamber
Simic Growth Chamber
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Study Hall
Study Hall
Land
: Add .
, : Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
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1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
Tranquil Thicket
Tranquil Thicket
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
1 2
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1
Rapid Hybridization
Rapid Hybridization
Instant
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
- If Rapid Hybridization resolves and the creature isn't destroyed (perhaps because it has indestructible), its controller will still get the Frog Lizard token.
- If the creature is an illegal target when Rapid Hybridization tries to resolve, it won't resolve and none of its effects will happen. No Frog Lizard token will be created.
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1
Sol Ring
Sol Ring
Artifact
: Add .
2 11
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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
Biomass Mutation
Biomass Mutation
Instant
Creatures you control have base power and toughness X/X until end of turn.
- Choosing 0 as the value for X will likely cause creatures you control to become 0/0 and be put into the graveyard.
- Biomass Mutation overwrites any effects that set the power and/or toughness of a creature you control to a specific value. Effects that modify power and/or toughness but don't set them to a specific value (like the one created by Giant Growth), power/toughness changes from counters, and effects that switch a creature's power and toughness will continue to apply. For example, say you control a 1/1 creature that's getting +4/+2 from an Aura, has a +1/+1 counter on it, and is affected by an effect that switches its power and toughness. This creature is 4/6. If you cast Biomass Mutation with X equal to 4, the creature would become 7/9 (4/4, +4/+2 from the Aura, +1/+1 from the counter, then switch power and toughness).
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1
Coiling Oracle
Coiling Oracle
Creature — Snake Elf Druid
1/1
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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1
Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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1
Geometric Nexus
Geometric Nexus
Artifact
Whenever a player casts an instant or sorcery spell, put a number of charge counters on this artifact equal to that spell's mana value.
, , Remove all charge counters from this artifact: Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of charge counters removed this way.
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1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
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1
Incubation Druid
Incubation Druid
Creature — Elf Druid
0/2
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
- The types of mana are white, blue, black, red, green, and colorless.
- Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says " , Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
- Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
- Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
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1
Kazandu Tuskcaller
Kazandu Tuskcaller
Creature — Human Shaman
1/1
Level up ( : Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-5
1/1
: Create a 3/3 green Elephant creature token.
LEVEL 6+
1/1
: Create two 3/3 green Elephant creature tokens.
- The abilities a leveler grants to itself don’t overwrite any other abilities it may have. In particular, they don’t overwrite the creature’s level up ability; it always has that.
- Effects that set a leveler’s power or toughness to a specific value, including the effects from a level symbol’s ability, apply in timestamp order. The timestamp of each level symbol’s ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.
- Effects that modify a leveler’s power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
- If another creature becomes a copy of a leveler, all of the leveler’s printed abilities — including those represented by level symbols — are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.
- A creature’s level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.
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1
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
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1
Simic Signet
Simic Signet
Artifact
, : Add .
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1
Zimone, Quandrix Prodigy
Zimone, Quandrix Prodigy
Legendary Creature — Human Wizard
1/2
, : You may put a land card from your hand onto the battlefield tapped.
, : Draw a card. If you control eight or more lands, draw two cards instead.
3 17
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Biomathematician
Biomathematician
Creature — Human Wizard
2/2
When this creature enters, create a 0/0 green and blue Fractal creature token. Put a +1/+1 counter on each Fractal you control.
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1
Champion of Wits
Champion of Wits
Creature — Snake Wizard
2/1
When this creature enters, you may draw cards equal to its power. If you do, discard two cards.
Eternalize ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
- Use Champion of Wits's power as the first ability resolves to determine if you want to use the ability and how many cards you draw if you do. If you use the ability, you discard two cards regardless of how many cards you draw. If Champion of Wits leaves the battlefield before that ability resolves, use its last known power.
- For each card with eternalize, a corresponding game play supplement token can be found in some Hour of Devastation booster packs. These supplements are not required to play with cards with eternalize; you can use the same items to represent an eternalized token as you would any other token.
- If a creature card with eternalize is put into your graveyard during your main phase, you'll have priority immediately afterward. You can activate its eternalize ability before any player can try to exile it, such as with Crook of Condemnation, if it's legal for you to do so.
- Once you've activated an eternalize ability, the card is immediately exiled. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
- The token copies exactly what was printed on the original card and nothing else, except the characteristics specifically modified by eternalize. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The token is a Zombie in addition to its other types and is black instead of its other colors. Its base power and toughness are 4/4. It has no mana cost, and thus its mana value is 0. These are copiable values of the token that other effects may copy.
- If the card copied by the token had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
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1
Commander's Insight
Commander's Insight
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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1
Fractal Harness
Fractal Harness
Artifact — Equipment
When this Equipment enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it and attach this Equipment to it.
Whenever equipped creature attacks, double the number of +1/+1 counters on it.
Equip
- If you put Fractal Harness onto the battlefield without casting it, or if you choose 0 as the value of X, the token you create will be 0/0. Unless something else is raising its toughness, that token will enter the battlefield and die before you could take any actions.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
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1
Golden Ratio
Golden Ratio
Sorcery
Draw a card for each different power among creatures you control.
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1
Guardian Augmenter
Guardian Augmenter
Creature — Troll Wizard
2/2
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
- Being a commander is not a copiable characteristic; these effects do not apply to copies of a player's commander.
- These effects apply to any commanders you control, not just your own commander.
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1
Hornet Nest
Hornet Nest
Creature — Insect
0/2
Defender (This creature can't attack.)
Whenever this creature is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
- Hornet Nest’s triggered ability will trigger even if it’s dealt lethal damage. For example, if it’s dealt 7 damage, its ability will trigger and you’ll put seven Insect creature tokens onto the battlefield.
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1
Kaseto, Orochi Archmage
Kaseto, Orochi Archmage
Legendary Creature — Snake Wizard
2/2
: Target creature can't be blocked this turn. If that creature is a Snake, it gets +2/+2 until end of turn.
- Once a creature has been legally blocked, activating Kaseto’s ability targeting that creature won’t cause it to become unblocked. It will give it +2/+2 if it’s a Snake, though.
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1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
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1
Krosan Grip
Krosan Grip
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
- Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won't affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
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1
Managorger Hydra
Managorger Hydra
Creature — Hydra
1/1
Trample
Whenever a player casts a spell, put a +1/+1 counter on this creature.
- Managorger Hydra's last ability will resolve before the spell that caused it to trigger.
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1
Plaxcaster Frogling
Plaxcaster Frogling
Creature — Frog Mutant
0/0
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
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1
Primal Empathy
Primal Empathy
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
- You determine whether you draw a card or put a +1/+1 counter only as Primal Empathy's triggered ability begins resolving. Players may respond to the ability to try to change which happens.
- If the greatest power among creatures on the battlefield is shared by a creature you control and a creature you don't control, you draw a card.
- If you don't control a creature with the greatest power, you choose which creature gets a +1/+1 counter while the ability is resolving. Players can't take actions in between the time you make this choice and the time that creature has a +1/+1 counter.
- If you control no creatures, you do nothing as Primal Empathy's ability resolves. If there are no creatures on the battlefield at all, you don't draw a card.
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1
Sequence Engine
Sequence Engine
Artifact
, : Exile target creature card with mana value X from a graveyard. Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it. Activate only as a sorcery.
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1
Theoretical Duplication
Theoretical Duplication
Instant
Whenever a nontoken creature an opponent controls enters this turn, create a token that's a copy of that creature.
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1
Trygon Predator
Trygon Predator
Creature — Beast
2/3
Flying
Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
4 11
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1
Adrix and Nev, Twincasters
Adrix and Nev, Twincasters
Legendary Creature — Merfolk Wizard
2/2
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
- Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Adrix and Nev's replacement effect. For example, if an effect tells you to create a token "tapped and attacking" the additional tokens will also be tapped and attacking. Similarly, if an effect creates a token and puts counters on it (such as a Fractal token) the additional token will also get those counters.
- 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
Crafty Cutpurse
Crafty Cutpurse
Creature — Human Pirate
2/2
Flash
When this creature enters, each token that would be created under an opponent's control this turn is created under your control instead.
- Crafty Cutpurse’s replacement effect is applied before any other replacement effects that would also modify how the token enters the battlefield. For example, if an opponent controls Anointed Procession, your Crafty Cutpurse’s effect applies before that of Anointed Procession and you won’t get twice as many tokens.
- Crafty Cutpurse won’t retroactively change the control of tokens that have already entered the battlefield.
- If a token would be created tapped and attacking, but the token’s controller isn’t an attacking player, that token is created tapped but not attacking. If a token would be created blocking a creature, but the token’s controller isn’t a defending player, that token is created but isn’t blocking.
- If the effect that creates the token also creates a delayed triggered ability, Crafty Cutpurse doesn’t change who controls that ability. For example, if your opponent activates the ability of Kiki-Jiki, Mirror Breaker, that opponent controls the delayed triggered ability. When the ability triggers, that player can’t sacrifice the token, so it remains on the battlefield.
- On the other hand, if the effect that creates the token grants a triggered ability to the token, the player who controls the token at the time the ability triggers will be the player who controls that ability. For example, if your opponent activates the second ability of Jace, Cunning Castaway, the token has the ability. If the ability triggers, you’ll control it, so you’ll have to sacrifice the token.
- If two or more players each have resolved Crafty Cutpurse’s triggered ability and a token would be created, the token’s would-be controller chooses one of the applicable Crafty Cutpurse effects to apply. Then the new would-be controller of the token repeats this process among the remaining Crafty Cutpurse effects, and so on, until there are no more possible such effects to apply. Each effect can be applied to the token only once this way.
- The above procedure means that if each player in a two-player game has resolved Crafty Cutpurse’s triggered ability and one would create a token, it really will enter the battlefield under that player’s control. The token would enter the battlefield under player A’s control, so player B’s effect affects it. Now that token would enter the battlefield under player B’s control, so player A’s effect affects it. Each replacement effect has now been used, so the token will enter the battlefield under player A’s control.
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1
Curiosity Crafter
Curiosity Crafter
Creature — Bird Wizard
3/3
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
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1
Eureka Moment
Eureka Moment
Instant
Draw two cards. You may put a land card from your hand onto the battlefield.
- Putting a land card from your hand onto the battlefield is not the same as playing a land. You may do it even if you have already played a land on your turn, or if you're casting Eureka Moment on your opponent's turn.
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1
Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
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1
Incubation // Incongruity
//
Incubation
Sorcery
- To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
- Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
- Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
- A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
- If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
- If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
- If the target creature is an illegal target by the time Incongruity tries to resolve, the spell doesn't resolve. No player creates a Frog Lizard token.
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1
Master Biomancer
Master Biomancer
Creature — Elf Wizard
2/4
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
- To determine how many additional +1/+1 counters a creature enters with, use Master Biomancer's power as that creature is entering.
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1
Quandrix Cultivator
Quandrix Cultivator
Creature — Turtle Druid
3/4
When this creature enters, you may search your library for a basic Forest or Island card, put it onto the battlefield, then shuffle.
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1
Reef Worm
Reef Worm
Creature — Worm
0/1
When this creature dies, create a 3/3 blue Fish creature token with "When this token dies, create a 6/6 blue Whale creature token with 'When this token dies, create a 9/9 blue Kraken creature token.'"
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1
Rite of Replication
Rite of Replication
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
- If the copied creature is a token, the tokens created copy the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the creature will also work.
- If the copied creature has in its mana cost, X is 0.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is itself copying something else; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the tokens enter the battlefield as whatever that creature copied.
- "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell."
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If a spell's kicker cost was paid, the spell is "kicked."
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- The kicker ability doesn't let you pay a kicker cost more than once.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
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1
Ruxa, Patient Professor
Ruxa, Patient Professor
Legendary Creature — Bear Druid
4/4
Whenever Ruxa enters or attacks, return target creature card with no abilities from your graveyard to your hand.
Creatures you control with no abilities get +1/+1.
For each creature you control with no abilities, you may have that creature assign its combat damage as though it weren't blocked.
- A creature or creature card with no abilities is one with no rules text at all. This includes true vanilla creatures (including Grizzly Bears, Runeclaw Bear, Bear Cub, and other adorable bear students), face-down creatures, many tokens, and creatures that have lost their abilities. Abilities that function only in zones other than the battlefield count. For example, a creature with cycling is not a creature with no abilities.
- Notably, neither of Ruxa's last two abilities give any creatures an ability.
- Auras and Equipment that grant abilities will use the words "gains" or "has," and they'll list a keyword ability or an ability in quotation marks. A creature with no abilities affected by such an Aura or Equipment would no longer get the +1/+1 bonus or be able to assign combat damage as though it weren't blocked. If the Aura or Equipment does not give the creature any abilities, the creature will continue to benefit from Ruxa's last two abilities.
- For each attacking creature you control with no abilities, you decide whether it will assign combat damage to the blocking creatures or if it will assign combat damage to the player or planeswalker it's attacking. You can't split damage assignment between them. You make this decision individually for each qualifying creature just before it deals combat damage.
5 10
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1
Arashi, the Sky Asunder
Arashi, the Sky Asunder
Legendary Creature — Spirit
5/5
, : Arashi deals X damage to target creature with flying.
Channel — , Discard this card: It deals X damage to each creature with flying.
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1
Deekah, Fractal Theorist
Deekah, Fractal Theorist
Legendary Creature — Human Wizard
3/3
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value.
: Target creature token can't be blocked this turn.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
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1
Garruk, Primal Hunter
Garruk, Primal Hunter
Legendary Planeswalker — Garruk
+1: Create a 3/3 green Beast creature token.
−3: Draw cards equal to the greatest power among creatures you control.
−6: Create a 6/6 green Wurm creature token for each land you control.
- For Garruk’s second ability, the greatest power among creatures you control is determined when that ability begins resolving.
- If the greatest power among creatures you control is 0 or less, you’ll draw no cards. You won’t discard any cards this way.
- For Garruk’s third ability, the number of Wurm tokens you put onto the battlefield is determined when that ability begins resolving.
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1
Nissa's Expedition
Nissa's Expedition
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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1
Oversimplify
Oversimplify
Sorcery
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
- Oversimplify counts the total power of the creatures as they last existed on the battlefield, not the power of those cards in exile.
- If a commander is exiled this way, its power will be counted along with the other creatures. Once Oversimplify finishes resolving, that commander's owner may move it to the command zone.
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1
Paradox Zone
Paradox Zone
Enchantment
This enchantment enters with a growth counter on it.
At the beginning of your end step, double the number of growth counters on this enchantment. Then create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of growth counters on this enchantment.
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1
Perplexing Test
Perplexing Test
Instant
Choose one —
- Return all creature tokens to their owners' hands.
- Return all nontoken creatures to their owners' hands.
- A token that is returned to its owner's hand ceases to exist as a state-based action the next time a player would receive priority.
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1
Replication Technique
Replication Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
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1
Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
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1
Shamanic Revelation
Shamanic Revelation
Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
- After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
6 5
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1
Esix, Fractal Bloom
Esix, Fractal Bloom
Legendary Creature — Fractal
4/4
Flying
The first time you would create one or more tokens during each of your turns, you may instead choose a creature other than Esix and create that many tokens that are copies of that creature.
- This effect applies before anything that modifies how those tokens enter the battlefield.
- This effect can apply to any token, not just creature tokens. For example, you could replace creating a Treasure token with creating a copy of the chosen creature.
- If you choose a legendary creature, the copies will also be legendary. If this results in you controlling more than one legendary permanent with the same name, you'll put all but one of them into their owner's graveyard.
- If you choose not to apply the replacement effect, you will not get the choice to apply it again until your next turn.
- If you create one or more tokens during your turn, and then Esix comes under your control, the replacement effect won't apply to any tokens you create the rest of the turn. You'll have to wait until your next turn.
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1
Hydra Broodmaster
Hydra Broodmaster
Creature — Hydra
7/7
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, create X X/X green Hydra creature tokens.
- The value of each X in Hydra Broodmaster's last ability is equal to the value chosen for X when its monstrosity ability was activated.
- Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.
- Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.
- An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves.
-
1
Rampaging Baloths
Rampaging Baloths
Creature — Beast
6/6
Trample
Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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1
Spawning Kraken
Spawning Kraken
Creature — Kraken
6/6
Whenever a Kraken, Leviathan, Octopus, or Serpent you control deals combat damage to a player, create a 9/9 blue Kraken creature token.
-
1
Spitting Image
Spitting Image
Sorcery
Create a token that's a copy of target creature.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You're casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
- A retrace card cast from your graveyard follows the normal timing rules for its card type.
- When a retrace card you cast from your graveyard resolves, fails to resolve, or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so they can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it's still in the graveyard.
- As the token is created, it checks the printed values of the creature it's copying — or, if that creature is itself a token, the original characteristics of that token as stated by the effect that put it onto the battlefield — as well as any copy effects that have been applied to it. It won't copy counters on the creature, nor will it copy other effects that have changed the creature's power, toughness, types, color, or so on.
7+ 4
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1
Desolation Twin
Desolation Twin
Creature — Eldrazi
10/10
When you cast this spell, create a 10/10 colorless Eldrazi creature token.
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1
Ezuri's Predation
Ezuri's Predation
Sorcery
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
- Players can't cast spells or activate any abilities in between the Beasts entering the battlefield and fighting the other creatures. If the Beasts entering the battlefield cause any abilities to trigger, those abilities will be put onto the stack after Ezuri's Predation is finished resolving.
- You choose which Beast is fighting which creature an opponent controls.
- Each of the "fights" happens at the same time.
- If Ezuri's Predation creates more than one token for any given creature (due to an effect such as the one Doubling Season creates), the extra tokens won't fight any creature.
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1
Hornet Queen
Hornet Queen
Creature — Insect
2/2
Flying, deathtouch
When this creature enters, create four 1/1 green Insect creature tokens with flying and deathtouch.
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1
Terastodon
Terastodon
Creature — Elephant
9/9
When this creature enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
- If a targeted permanent has indestructible or regenerates, its controller won't get an Elephant token for it. Similarly, if the targeted permanent is destroyed but a replacement effect moves it to a different zone instead of its owner's graveyard, its controller won't get an Elephant token for it.
- The targeted permanents may be controlled by different players.
Lands 40
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
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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11
Forest
Forest
Basic Land — Forest
( : Add .)
-
10
Island
Island
Basic Land — Island
( : Add .)
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1
Llanowar Reborn
Llanowar Reborn
Land
This land enters tapped.
: Add .
Graft 1 (This land enters with a +1/+1 counter on it. Whenever a creature enters, you may move a +1/+1 counter from this land onto it.)
- The +1/+1 counter won't affect Llanowar Reborn in any way unless another effect turns it into a creature.
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1
Lonely Sandbar
Lonely Sandbar
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Lumbering Falls
Lumbering Falls
Land
This land enters tapped.
: Add or .
: This land becomes a 3/3 green and blue Elemental creature with hexproof until end of turn. It's still a land.
- A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature nor when it entered the battlefield.
- This land is colorless until the last ability gives it colors.
- When a land 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.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of a spell with awaken), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Lumbering Falls has been made a 0/0 creature with three +1/+1 counters on it, activating its last ability will turn it into a 6/6 creature that's still a land.
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1
Mosswort Bridge
Mosswort Bridge
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Novijen, Heart of Progress
Novijen, Heart of Progress
Land
: Add .
, : Put a +1/+1 counter on each creature that entered this turn.
- The second ability puts a counter on each applicable creature regardless of who controls it.
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Oran-Rief, the Vastwood
Oran-Rief, the Vastwood
Land
This land enters tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered this turn.
- Oran-Rief's last ability affects all permanents that are green creatures that entered this turn, not just the ones you control.
- Oran-Rief's last ability cares about permanents' characteristics at the time the ability resolves, not their characteristics at the time they entered. For example, if a blue creature enters, then is turned green by a spell or ability, then Oran-Rief's second ability resolves, you'll put a +1/+1 counter on that creature.
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1
Quandrix Campus
Quandrix Campus
Land
This land enters tapped.
: Add or .
, : Scry 1.
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Simic Growth Chamber
Simic Growth Chamber
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Study Hall
Study Hall
Land
: Add .
, : Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
-
1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
Tranquil Thicket
Tranquil Thicket
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.