Creatures 24
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1
Ageless Entity
Ageless Entity
Creature — Elemental
4/4
Whenever you gain life, put that many +1/+1 counters on this creature.
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1
Bloodthirsty Aerialist
Bloodthirsty Aerialist
Creature — Vampire Rogue
2/3
Flying
Whenever you gain life, put a +1/+1 counter on this creature.
- The ability of Bloodthirsty Aerialist triggers just once for each life-gaining event, whether it's 1 life from Impassioned Orator or 4 life from Dawning Angel. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the ability of Bloodthirsty Aerialist triggers only once.
- If Bloodthirsty Aerialist is dealt lethal damage at the same time that you gain life, it won't receive a counter from its ability in time to save it.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Bloodthirsty Aerialist's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
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1
Bloodtracker
Bloodtracker
Creature — Vampire Wizard
2/2
Flying
, Pay 2 life: Put a +1/+1 counter on this creature.
When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
- If enough -1/-1 counters are put on Bloodtracker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are three +1/+1 counters on Bloodtracker and it gets six -1/-1 counters, you'll draw three cards. That's because Bloodtracker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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1
Blossoming Bogbeast
Blossoming Bogbeast
Creature — Beast
3/3
Whenever this creature attacks, you gain 2 life. Then creatures you control gain trample and get +X/+X until end of turn, where X is the amount of life you gained this turn.
- This ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 3 life earlier in the turn, you'll gain 2 more life from Blossoming Bogbeast and creatures you control will get +5/+5.
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1
Defiant Bloodlord
Defiant Bloodlord
Creature — Vampire
4/5
Flying
Whenever you gain life, target opponent loses that much life.
- The ability triggers just once for each life-gaining event, whether it’s 1 life from Drana’s Emissary or 7 life from Nissa’s Renewal.
- A creature with lifelink dealing combat damage is a single life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, the ability will trigger twice. However, if a single creature with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won’t cause the ability to trigger, even though it causes your team’s life total to increase.
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1
Dina, Soul Steeper
Dina, Soul Steeper
Legendary Creature — Dryad Druid
1/3
Whenever you gain life, each opponent loses 1 life.
, Sacrifice another creature: Dina gets +X/+0 until end of turn, where X is the sacrificed creature's power.
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1
Epicure of Blood
Epicure of Blood
Creature — Vampire
4/4
Whenever you gain life, each opponent loses 1 life.
- The ability of Epicure of Blood triggers just once for each life-gaining event, whether it's 1 life from Impassioned Orator or 4 life from Dawning Angel. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the ability of Epicure of Blood triggers only once.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Epicure of Blood's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
- In a Two-Headed Giant game, Epicure of Blood's ability causes the opposing team to lose 1 life twice.
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1
Ezzaroot Channeler
Ezzaroot Channeler
Creature — Treefolk Druid
4/6
Reach
Creature spells you cast cost less to cast, where X is the amount of life you gained this turn.
: You gain 2 life.
- Ezzaroot Channeler’s second ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, creature spells you cast will cost less.
- To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Ezzaroot Channeler’s second ability). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- The second ability’s cost reduction can reduce only generic mana in a spell’s total cost. It can’t reduce colored mana requirements.
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1
Gluttonous Troll
Gluttonous Troll
Creature — Troll
3/3
Trample
When this creature enters, create a number of Food tokens equal to the number of opponents you have. (Food tokens are artifacts with " , , Sacrifice this token: You gain 3 life.")
, Sacrifice another nonland permanent: This creature gets +2/+2 until end of turn.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- You can sacrifice a Food token created by Gluttonous Troll's triggered ability to pay for the cost of its activated ability.
- In a multiplayer game, opponents who have left the game aren't counted by Gluttonous Troll's triggered ability.
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1
Gyome, Master Chef
Gyome, Master Chef
Legendary Creature — Troll Warlock
5/3
Trample
At the beginning of your end step, create a number of Food tokens equal to the number of nontoken creatures you had enter under your control this turn.
, Sacrifice a Food: Target creature gains indestructible until end of turn. Tap it.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- The second ability will count Gyome itself on the turn it enters the battlefield.
- You can activate the last ability even if the creature is already tapped.
- Gyome, Master Chef's second ability counts all nontoken creatures that entered the battlefield under your control this turn, even if some or all of those creatures are no longer on the battlefield, no longer creatures, or no longer under your control.
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1
Honor Troll
Honor Troll
Creature — Troll Druid
2/3
Vigilance
If you would gain life, you gain that much life plus 1 instead.
This creature gets +2/+1 as long as you have 25 or more life.
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1
Leyline Prowler
Leyline Prowler
Creature — Nightmare Beast
2/3
Deathtouch, lifelink
: Add one mana of any color.
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1
Marshland Bloodcaster
Marshland Bloodcaster
Creature — Vampire Warlock
3/5
Flying
, : Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
- If you cast a spell for another cost "rather than pay its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Draconic Intervention, those must be paid to cast the card.
- If the next spell you cast has in its mana cost, you must choose 0 as the value of X if you pay life rather than pay its mana cost.
- Marshland Bloodcaster's ability affects the next spell you cast after the ability has resolved. If you cast any spells in response to the ability, those spells are cast as normal.
- Even after the ability resolves, you may choose to not pay life rather than pay mana cost of the next spell you cast that turn. However, if you do this, you won't have the opportunity to pay life for any other spells you cast that turn (unless you activate the ability again).
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1
Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
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1
Sangromancer
Sangromancer
Creature — Vampire Shaman
3/3
Flying
Whenever a creature an opponent controls dies, you may gain 3 life.
Whenever an opponent discards a card, you may gain 3 life.
- If one or more creatures an opponent controls are put into the graveyard at the same time as Sangromancer, Sangromancer's first ability will trigger that many times.
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1
Sapling of Colfenor
Sapling of Colfenor
Legendary Creature — Treefolk Shaman
2/5
Indestructible
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.
- Lethal damage and effects that say “destroy” won’t cause Sapling of Colfenor to be put into the graveyard. However, Sapling of Colfenor could be put into the graveyard if its toughness becomes 0 or less, if it’s sacrificed, or if you control another Sapling of Colfenor (due to the “legend rule”).
- The triggered ability results in three sequential events: you gain some life (subject to effects that might alter life gain), then lose some life (subject to other effects that might alter life loss), and then put the card into your hand.
- If a creature card has “*” in its power or toughness, the ability that defines “*” works in all zones. Note that the card is in your library when Sapling of Colfenor’s ability checks the card’s power and toughness.
- If the revealed card is not a creature card, it remains on top of your library.
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1
Silversmote Ghoul
Silversmote Ghoul
Creature — Zombie Vampire
3/1
At the beginning of your end step, if you gained 3 or more life this turn, return this card from your graveyard to the battlefield tapped.
, Sacrifice this creature: Draw a card.
- Silversmote Ghoul's first ability looks at how much life you've gained in the turn, even if it wasn't on the battlefield or in your graveyard when you gained life. It doesn't care if you also lost life, even if you lost more life than you gained.
- If you haven't gained 3 life by the time your end step begins, Silversmote Ghoul's first ability won't trigger at all.
- If Silversmote Ghoul isn't in your graveyard as your end step begins, its first ability won't trigger at all.
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1
Sproutback Trudge
Sproutback Trudge
Creature — Fungus Beast
9/7
This spell costs less to cast, where X is the amount of life you gained this turn.
Trample
At the beginning of your end step, if you gained life this turn, you may cast this creature from your graveyard.
- Sproutback Trudge’s ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, Sproutback Trudge will cost .
- To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Sproutback Trudge’s first ability). Sproutback Trudge’s mana value is always 9, no matter what the total cost to cast the spell was.
- The cost reduction can reduce only generic mana in a spell’s total cost. It can’t reduce the cost to cast Sproutback Trudge beyond .
- You still need to pay the cost to cast Sproutback Trudge from your graveyard.
- You need to gain life before the end step begins for the last ability to trigger.
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1
Tivash, Gloom Summoner
Tivash, Gloom Summoner
Legendary Creature — Human Warlock
4/4
Lifelink
At the beginning of your end step, if you gained life this turn, you may pay X life, where X is the amount of life you gained this turn. If you do, create an X/X black Demon creature token with flying.
- Tivash’s ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, you may pay 4 life to create a 4/4 Demon.
- You can’t pay less life than the amount of life you gained to create a smaller but less harmful Demon.
- You need to gain life before the end step begins for the last ability to trigger.
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1
Vampire Nighthawk
Vampire Nighthawk
Creature — Vampire Shaman
2/3
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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1
Veinwitch Coven
Veinwitch Coven
Creature — Vampire Warlock
3/3
Menace
Whenever you gain life, you may pay . If you do, return target creature card from your graveyard to your hand.
- An ability that triggers "whenever you gain life" triggers just once for each life-gaining event, no matter how much life you gain.
- You may only pay once for each life gain event.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, a "whenever you gain life" ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- If you gain an amount of life "for each" of something, that life is gained as one event and the ability will trigger only once.
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1
Verdant Sun's Avatar
Verdant Sun's Avatar
Creature — Dinosaur Avatar
5/5
Whenever this creature or another creature you control enters, you gain life equal to that creature's toughness.
- The entering creature's toughness is determined as the ability of Verdant Sun's Avatar resolves. If that creature has left the battlefield, use its toughness as it last existed on the battlefield. If the creature's toughness was less than 0, your life total won't change.
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1
Willowdusk, Essence Seer
Willowdusk, Essence Seer
Legendary Creature — Dryad Druid
3/3
, : Choose another target creature. Put a number of +1/+1 counters on it equal to the amount of life you gained this turn or the amount of life you lost this turn, whichever is greater. Activate only as a sorcery.
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1
Yedora, Grave Gardener
Yedora, Grave Gardener
Legendary Creature — Treefolk Druid
5/5
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
- The face-down card has no name or colors. Its only type is land, its only subtype is Forest, and its only ability is " : Add ."
- If the face-down card has morph, you can pay its morph cost to turn it face up.
- If one of these Forests is turned face up, the effect making it a Forest land will expire. The face-up permanent will again have its printed name, type line, mana cost, abilities, and so on.
Instants 4
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1
Mortality Spear
Mortality Spear
Instant
This spell costs less to cast if you gained life this turn.
Destroy target nonland permanent.
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1
Pulse of Murasa
Pulse of Murasa
Instant
Return target creature or land card from a graveyard to its owner's hand. You gain 6 life.
- If the target card is an illegal target by the time Pulse of Murasa tries to resolve, the spell doesn’t resolve. You won’t gain 6 life.
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1
Reckless Spite
Reckless Spite
Instant
Destroy two target nonblack creatures. You lose 5 life.
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1
Suffer the Past
Suffer the Past
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
- The life that’s lost and the life that’s gained are based on the number of cards that are actually exiled, not on the value of X (in case any of the targeted cards somehow leave the graveyard in response and thus can’t be exiled this way).
- If the targeted player becomes an illegal target by the time Suffer the Past resolves but the targeted cards don’t, you still exile the cards and gain life. The player won’t be lose any life, though.
- Suffer the Past’s effect causes a single life-gain event, not a number of separate ones. This matters for cards such as Cradle of Vitality.
Sorceries 13
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1
Ancient Craving
Ancient Craving
Sorcery
You draw three cards and you lose 3 life.
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1
Cultivate
Cultivate
Sorcery
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.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
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1
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
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1
Deadly Tempest
Deadly Tempest
Sorcery
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
- Creatures that aren’t destroyed this way (perhaps because they regenerated or have indestructible) don’t count toward the life lost.
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1
Essence Pulse
Essence Pulse
Sorcery
You gain 2 life. Each creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
- This ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 3 life earlier in the turn, you will gain 2 more life from Essence Pulse and each creature will get -5/-5.
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1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Gaze of Granite
Gaze of Granite
Sorcery
Destroy each nonland permanent with mana value X or less.
- If a permanent has in its mana cost, the value of that X is 0.
- The mana value of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature's mana cost.
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1
Healing Technique
Healing 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.)
Return target card from your graveyard to your hand. You gain life equal to that card's mana value. Exile Healing Technique.
- 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.
- 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.
- 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.
- 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
Nissa's Renewal
Nissa's Renewal
Sorcery
Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.
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1
Pest Infestation
Pest Infestation
Sorcery
Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life."
- The number of Pests created is equal to twice the chosen value of X, no matter how many artifacts and enchantments were destroyed.
- If any artifacts or enchantments were chosen as targets, and all of them are illegal targets as Pest Infestation tries to resolve, it won't resolve and none of its effects will happen. No Pests will be created.
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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
Revival Experiment
Revival Experiment
Sorcery
For each permanent type, return up to one card of that type from your graveyard to the battlefield. You lose 3 life for each card returned this way. Exile Revival Experiment.
- The permanent types are artifact, creature, enchantment, land, and planeswalker. Things like “legendary” or “snow” are supertypes, not types.
- The cards you return are chosen as Revival Experiment resolves. No player can respond to those choices.
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1
Taste of Death
Taste of Death
Sorcery
Each player sacrifices three creatures of their choice. You create three Food tokens. (They're artifacts with " , , Sacrifice this token: You gain 3 life.")
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- As Taste of Death resolves, first the player whose turn it is chooses three creatures they control, then each other player in turn order does the same, knowing the choices made before them. Then all the chosen creatures are sacrificed at the same time.
- If a player controls three or fewer creatures, that player sacrifices each creature they control.
- You create three Food tokens, no matter how many creatures were actually sacrificed, even if some or all players sacrificed no creatures.
Artifacts 12
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1
Alhammarret's Archive
Alhammarret's Archive
Legendary Artifact
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
- If an effect would set your life total to a specific number that’s higher than your current life total, that effect would cause you to gain life equal to the difference. Alhammarret’s Archive will then double the amount of life that effect would cause you to gain. For example, if you have 3 life and an effect says that your life total “becomes 10,” your life total will actually become 17.
- If two or more replacement effects would apply to a card-drawing event, the player drawing the card chooses the order in which to apply them.
- Because Alhammarret’s Archive is legendary, it’s unlikely that one player will control two. However, if that happens, life gained by that player will be multiplied by four. Three Archives will multiply that life gain by eight, and so on.
- Similarly, the effects of the last abilities of multiple Archives are cumulative. If you control two, you’ll draw four times the number of cards, and so on.
- In a Two-Headed Giant game, only the controller of Alhammarret’s Archive is affected by it. If that player’s teammate gains life, Alhammarret’s Archive will have no effect, even when that life gain is applied to the team’s shared life total.
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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
Druidic Satchel
Druidic Satchel
Artifact
, : Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.
- If the revealed card is both a creature and a land (such as Dryad Arbor), you’ll put a Saproling creature token and that card onto the battlefield.
- If the card is not a land card, it will remain on top of your library.
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1
Elixir of Immortality
Elixir of Immortality
Artifact
, : You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
- As the ability resolves, you’ll shuffle Elixir of Immortality into its owner’s library directly from the battlefield, if it’s still there.
- If Elixir of Immortality is in your graveyard at the time the ability resolves, you’ll still wind up shuffling it into your library because you shuffle your entire graveyard into your library. If it’s anywhere else by that time, including in another player’s graveyard, it remains where it is and you shuffle just your graveyard into your library.
- If you gain control of another player’s Elixir of Immortality and activate it, the Elixir of Immortality will be shuffled into its owner’s library and the cards in your graveyard will be shuffled into your library. You are considered to have shuffled each affected library (even if, as a shortcut, each player physically shuffles their own library).
- Paying the activation cost of Elixir of Immortality’s ability doesn’t cause it to leave the battlefield. If you have a way to untap it, you can activate the ability multiple times in response to itself.
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1
Loxodon Warhammer
Loxodon Warhammer
Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
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1
Paradise Plume
Paradise Plume
Artifact
As this artifact enters, choose a color.
Whenever a player casts a spell of the chosen color, you may gain 1 life.
: Add one mana of the chosen color.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- If there's somehow no color chosen for Paradise Plume, its middle ability can't trigger and its last ability produces no mana. The former doesn't trigger when colorless spells are cast and the latter doesn't produce colorless mana.
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1
Pristine Talisman
Pristine Talisman
Artifact
: Add . You gain 1 life.
- Pristine Talisman has a mana ability. Its ability doesn't use the stack and can't be responded to.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Sun Droplet
Sun Droplet
Artifact
Whenever you're dealt damage, put that many charge counters on this artifact.
At the beginning of each upkeep, you may remove a charge counter from this artifact. If you do, you gain 1 life.
- In Two-Headed Giant, triggers only once per upkeep, not once for each player.
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1
Talisman of Resilience
Talisman of Resilience
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Venser's Journal
Venser's Journal
Artifact
You have no maximum hand size.
At the beginning of your upkeep, you gain 1 life for each card in your hand.
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Venser's Journal onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Well of Lost Dreams
Well of Lost Dreams
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Enchantments 6
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1
Blight Mound
Blight Mound
Enchantment
Attacking Pests you control get +1/+0 and have menace.
Whenever a nontoken creature you control dies, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
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1
Gift of Paradise
Gift of Paradise
Enchantment — Aura
Enchant land
When this Aura enters, you gain 3 life.
Enchanted land has " : Add two mana of any one color."
- If the target land is an illegal target by the time Gift of Paradise tries to resolve, it doesn't resolve. It won't enter the battlefield, so its enters-the-battlefield ability won't trigger.
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1
Greed
Greed
Enchantment
, Pay 2 life: Draw a card.
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1
Moldervine Reclamation
Moldervine Reclamation
Enchantment
Whenever a creature you control dies, you gain 1 life and draw a card.
- If Moldervine Reclamation leaves the battlefield at the same time that one or more creatures you control die, its ability triggers for each of those creatures.
- If a creature you control dies at the same time that your life total becomes 0 or less, you lose the game before Moldervine Reclamation's ability can save you.
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1
Sanguine Bond
Sanguine Bond
Enchantment
Whenever you gain life, target opponent loses that much life.
- In a Two-Headed Giant game, life gained by your teammate won't cause Sanguine Bond's ability to trigger, even though it caused your team's life total to increase.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Sanguine Bond's ability will trigger twice and you may choose a different opponent for each trigger. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- If an ability triggers whenever an opponent loses life and causes you to gain life, such as the ability of Exquisite Blood, this will loop until either you win the game or a player takes an action to break the loop. If neither of these happen, the game ends in a draw.
- If you gain an amount of life "for each" of something, that life is gained as one event and Sanguine Bond's ability triggers only once.
- Sanguine Bond's ability triggers just once for each life-gaining event, whether it's 1 life from Soul Warden or 8 life from Tendrils of Corruption.
-
1
Trudge Garden
Trudge Garden
Enchantment
Whenever you gain life, you may pay . If you do, create a 4/4 green Fungus Beast creature token with trample.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, a "whenever you gain life" ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- You may only pay once for each life gain event.
- If you gain an amount of life "for each" of something, that life is gained as one event and the ability will trigger only once.
- An ability that triggers "whenever you gain life" triggers just once for each life-gaining event, no matter how much life you gain.
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 .)
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1
Gingerbread Cabin
Gingerbread Cabin
Land — Forest
( : Add .)
This land enters tapped unless you control three or more other Forests.
When this land enters untapped, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Scapeshift, for example).
- If another effect puts these lands onto the battlefield tapped, they enter tapped, even if you control enough lands with the appropriate basic land type.
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1
Golgari Rot Farm
Golgari Rot Farm
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
High Market
High Market
Land
: Add .
, Sacrifice a creature: You gain 1 life.
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1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
-
1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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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
Radiant Fountain
Radiant Fountain
Land
When this land enters, you gain 2 life.
: Add .
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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
Sapseep Forest
Sapseep Forest
Land — Forest
( : Add .)
This land enters tapped.
, : You gain 1 life. Activate only if you control two or more green permanents.
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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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11
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tainted Wood
Tainted Wood
Land
: Add .
: Add or . Activate only if you control a Swamp.
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1
Temple of Malady
Temple of Malady
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 .
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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
Witch's Clinic
Witch's Clinic
Land
: Add .
, : Target commander gains lifelink until end of turn.
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1
Witherbloom Campus
Witherbloom Campus
Land
This land enters tapped.
: Add or .
, : Scry 1.
Black 23
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1
Ancient Craving
Ancient Craving
Sorcery
You draw three cards and you lose 3 life.
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1
Blight Mound
Blight Mound
Enchantment
Attacking Pests you control get +1/+0 and have menace.
Whenever a nontoken creature you control dies, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
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1
Bloodthirsty Aerialist
Bloodthirsty Aerialist
Creature — Vampire Rogue
2/3
Flying
Whenever you gain life, put a +1/+1 counter on this creature.
- The ability of Bloodthirsty Aerialist triggers just once for each life-gaining event, whether it's 1 life from Impassioned Orator or 4 life from Dawning Angel. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the ability of Bloodthirsty Aerialist triggers only once.
- If Bloodthirsty Aerialist is dealt lethal damage at the same time that you gain life, it won't receive a counter from its ability in time to save it.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Bloodthirsty Aerialist's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
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1
Bloodtracker
Bloodtracker
Creature — Vampire Wizard
2/2
Flying
, Pay 2 life: Put a +1/+1 counter on this creature.
When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
- If enough -1/-1 counters are put on Bloodtracker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are three +1/+1 counters on Bloodtracker and it gets six -1/-1 counters, you'll draw three cards. That's because Bloodtracker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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1
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
-
1
Deadly Tempest
Deadly Tempest
Sorcery
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
- Creatures that aren’t destroyed this way (perhaps because they regenerated or have indestructible) don’t count toward the life lost.
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1
Defiant Bloodlord
Defiant Bloodlord
Creature — Vampire
4/5
Flying
Whenever you gain life, target opponent loses that much life.
- The ability triggers just once for each life-gaining event, whether it’s 1 life from Drana’s Emissary or 7 life from Nissa’s Renewal.
- A creature with lifelink dealing combat damage is a single life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, the ability will trigger twice. However, if a single creature with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won’t cause the ability to trigger, even though it causes your team’s life total to increase.
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1
Epicure of Blood
Epicure of Blood
Creature — Vampire
4/4
Whenever you gain life, each opponent loses 1 life.
- The ability of Epicure of Blood triggers just once for each life-gaining event, whether it's 1 life from Impassioned Orator or 4 life from Dawning Angel. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the ability of Epicure of Blood triggers only once.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Epicure of Blood's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
- In a Two-Headed Giant game, Epicure of Blood's ability causes the opposing team to lose 1 life twice.
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1
Essence Pulse
Essence Pulse
Sorcery
You gain 2 life. Each creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
- This ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 3 life earlier in the turn, you will gain 2 more life from Essence Pulse and each creature will get -5/-5.
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1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
-
1
Greed
Greed
Enchantment
, Pay 2 life: Draw a card.
-
1
Marshland Bloodcaster
Marshland Bloodcaster
Creature — Vampire Warlock
3/5
Flying
, : Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
- If you cast a spell for another cost "rather than pay its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Draconic Intervention, those must be paid to cast the card.
- If the next spell you cast has in its mana cost, you must choose 0 as the value of X if you pay life rather than pay its mana cost.
- Marshland Bloodcaster's ability affects the next spell you cast after the ability has resolved. If you cast any spells in response to the ability, those spells are cast as normal.
- Even after the ability resolves, you may choose to not pay life rather than pay mana cost of the next spell you cast that turn. However, if you do this, you won't have the opportunity to pay life for any other spells you cast that turn (unless you activate the ability again).
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1
Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
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1
Ob Nixilis Reignited
Ob Nixilis Reignited
Legendary Planeswalker — Nixilis
+1: You draw a card and you lose 1 life.
−3: Destroy target creature.
−8: Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life."
- The emblem created by Ob Nixilis Reignited's last ability is both owned and controlled by the target opponent. In a multiplayer game, if you own Ob Nixilis Reignited and use him to give one of your opponents an emblem, the emblem remains even if you leave the game.
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1
Reckless Spite
Reckless Spite
Instant
Destroy two target nonblack creatures. You lose 5 life.
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1
Sangromancer
Sangromancer
Creature — Vampire Shaman
3/3
Flying
Whenever a creature an opponent controls dies, you may gain 3 life.
Whenever an opponent discards a card, you may gain 3 life.
- If one or more creatures an opponent controls are put into the graveyard at the same time as Sangromancer, Sangromancer's first ability will trigger that many times.
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1
Sanguine Bond
Sanguine Bond
Enchantment
Whenever you gain life, target opponent loses that much life.
- In a Two-Headed Giant game, life gained by your teammate won't cause Sanguine Bond's ability to trigger, even though it caused your team's life total to increase.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Sanguine Bond's ability will trigger twice and you may choose a different opponent for each trigger. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- If an ability triggers whenever an opponent loses life and causes you to gain life, such as the ability of Exquisite Blood, this will loop until either you win the game or a player takes an action to break the loop. If neither of these happen, the game ends in a draw.
- If you gain an amount of life "for each" of something, that life is gained as one event and Sanguine Bond's ability triggers only once.
- Sanguine Bond's ability triggers just once for each life-gaining event, whether it's 1 life from Soul Warden or 8 life from Tendrils of Corruption.
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1
Silversmote Ghoul
Silversmote Ghoul
Creature — Zombie Vampire
3/1
At the beginning of your end step, if you gained 3 or more life this turn, return this card from your graveyard to the battlefield tapped.
, Sacrifice this creature: Draw a card.
- Silversmote Ghoul's first ability looks at how much life you've gained in the turn, even if it wasn't on the battlefield or in your graveyard when you gained life. It doesn't care if you also lost life, even if you lost more life than you gained.
- If you haven't gained 3 life by the time your end step begins, Silversmote Ghoul's first ability won't trigger at all.
- If Silversmote Ghoul isn't in your graveyard as your end step begins, its first ability won't trigger at all.
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1
Suffer the Past
Suffer the Past
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
- The life that’s lost and the life that’s gained are based on the number of cards that are actually exiled, not on the value of X (in case any of the targeted cards somehow leave the graveyard in response and thus can’t be exiled this way).
- If the targeted player becomes an illegal target by the time Suffer the Past resolves but the targeted cards don’t, you still exile the cards and gain life. The player won’t be lose any life, though.
- Suffer the Past’s effect causes a single life-gain event, not a number of separate ones. This matters for cards such as Cradle of Vitality.
-
1
Taste of Death
Taste of Death
Sorcery
Each player sacrifices three creatures of their choice. You create three Food tokens. (They're artifacts with " , , Sacrifice this token: You gain 3 life.")
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- As Taste of Death resolves, first the player whose turn it is chooses three creatures they control, then each other player in turn order does the same, knowing the choices made before them. Then all the chosen creatures are sacrificed at the same time.
- If a player controls three or fewer creatures, that player sacrifices each creature they control.
- You create three Food tokens, no matter how many creatures were actually sacrificed, even if some or all players sacrificed no creatures.
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1
Tivash, Gloom Summoner
Tivash, Gloom Summoner
Legendary Creature — Human Warlock
4/4
Lifelink
At the beginning of your end step, if you gained life this turn, you may pay X life, where X is the amount of life you gained this turn. If you do, create an X/X black Demon creature token with flying.
- Tivash’s ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, you may pay 4 life to create a 4/4 Demon.
- You can’t pay less life than the amount of life you gained to create a smaller but less harmful Demon.
- You need to gain life before the end step begins for the last ability to trigger.
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1
Vampire Nighthawk
Vampire Nighthawk
Creature — Vampire Shaman
2/3
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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1
Veinwitch Coven
Veinwitch Coven
Creature — Vampire Warlock
3/3
Menace
Whenever you gain life, you may pay . If you do, return target creature card from your graveyard to your hand.
- An ability that triggers "whenever you gain life" triggers just once for each life-gaining event, no matter how much life you gain.
- You may only pay once for each life gain event.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, a "whenever you gain life" ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- If you gain an amount of life "for each" of something, that life is gained as one event and the ability will trigger only once.
Green 15
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1
Ageless Entity
Ageless Entity
Creature — Elemental
4/4
Whenever you gain life, put that many +1/+1 counters on this creature.
-
1
Blossoming Bogbeast
Blossoming Bogbeast
Creature — Beast
3/3
Whenever this creature attacks, you gain 2 life. Then creatures you control gain trample and get +X/+X until end of turn, where X is the amount of life you gained this turn.
- This ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 3 life earlier in the turn, you'll gain 2 more life from Blossoming Bogbeast and creatures you control will get +5/+5.
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1
Cultivate
Cultivate
Sorcery
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.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
-
1
Ezzaroot Channeler
Ezzaroot Channeler
Creature — Treefolk Druid
4/6
Reach
Creature spells you cast cost less to cast, where X is the amount of life you gained this turn.
: You gain 2 life.
- Ezzaroot Channeler’s second ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, creature spells you cast will cost less.
- To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Ezzaroot Channeler’s second ability). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- The second ability’s cost reduction can reduce only generic mana in a spell’s total cost. It can’t reduce colored mana requirements.
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1
Gift of Paradise
Gift of Paradise
Enchantment — Aura
Enchant land
When this Aura enters, you gain 3 life.
Enchanted land has " : Add two mana of any one color."
- If the target land is an illegal target by the time Gift of Paradise tries to resolve, it doesn't resolve. It won't enter the battlefield, so its enters-the-battlefield ability won't trigger.
-
1
Healing Technique
Healing 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.)
Return target card from your graveyard to your hand. You gain life equal to that card's mana value. Exile Healing Technique.
- 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.
- 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.
- 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.
- 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
Honor Troll
Honor Troll
Creature — Troll Druid
2/3
Vigilance
If you would gain life, you gain that much life plus 1 instead.
This creature gets +2/+1 as long as you have 25 or more life.
-
1
Nissa's Renewal
Nissa's Renewal
Sorcery
Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.
-
1
Pest Infestation
Pest Infestation
Sorcery
Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life."
- The number of Pests created is equal to twice the chosen value of X, no matter how many artifacts and enchantments were destroyed.
- If any artifacts or enchantments were chosen as targets, and all of them are illegal targets as Pest Infestation tries to resolve, it won't resolve and none of its effects will happen. No Pests will be created.
-
1
Pulse of Murasa
Pulse of Murasa
Instant
Return target creature or land card from a graveyard to its owner's hand. You gain 6 life.
- If the target card is an illegal target by the time Pulse of Murasa tries to resolve, the spell doesn’t resolve. You won’t gain 6 life.
-
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.
-
1
Sproutback Trudge
Sproutback Trudge
Creature — Fungus Beast
9/7
This spell costs less to cast, where X is the amount of life you gained this turn.
Trample
At the beginning of your end step, if you gained life this turn, you may cast this creature from your graveyard.
- Sproutback Trudge’s ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, Sproutback Trudge will cost .
- To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Sproutback Trudge’s first ability). Sproutback Trudge’s mana value is always 9, no matter what the total cost to cast the spell was.
- The cost reduction can reduce only generic mana in a spell’s total cost. It can’t reduce the cost to cast Sproutback Trudge beyond .
- You still need to pay the cost to cast Sproutback Trudge from your graveyard.
- You need to gain life before the end step begins for the last ability to trigger.
-
1
Trudge Garden
Trudge Garden
Enchantment
Whenever you gain life, you may pay . If you do, create a 4/4 green Fungus Beast creature token with trample.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, a "whenever you gain life" ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- You may only pay once for each life gain event.
- If you gain an amount of life "for each" of something, that life is gained as one event and the ability will trigger only once.
- An ability that triggers "whenever you gain life" triggers just once for each life-gaining event, no matter how much life you gain.
-
1
Verdant Sun's Avatar
Verdant Sun's Avatar
Creature — Dinosaur Avatar
5/5
Whenever this creature or another creature you control enters, you gain life equal to that creature's toughness.
- The entering creature's toughness is determined as the ability of Verdant Sun's Avatar resolves. If that creature has left the battlefield, use its toughness as it last existed on the battlefield. If the creature's toughness was less than 0, your life total won't change.
-
1
Yedora, Grave Gardener
Yedora, Grave Gardener
Legendary Creature — Treefolk Druid
5/5
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
- The face-down card has no name or colors. Its only type is land, its only subtype is Forest, and its only ability is " : Add ."
- If the face-down card has morph, you can pay its morph cost to turn it face up.
- If one of these Forests is turned face up, the effect making it a Forest land will expire. The face-up permanent will again have its printed name, type line, mana cost, abilities, and so on.
Multicolor 9
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1
Dina, Soul Steeper
Dina, Soul Steeper
Legendary Creature — Dryad Druid
1/3
Whenever you gain life, each opponent loses 1 life.
, Sacrifice another creature: Dina gets +X/+0 until end of turn, where X is the sacrificed creature's power.
-
1
Gaze of Granite
Gaze of Granite
Sorcery
Destroy each nonland permanent with mana value X or less.
- If a permanent has in its mana cost, the value of that X is 0.
- The mana value of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature's mana cost.
-
1
Gluttonous Troll
Gluttonous Troll
Creature — Troll
3/3
Trample
When this creature enters, create a number of Food tokens equal to the number of opponents you have. (Food tokens are artifacts with " , , Sacrifice this token: You gain 3 life.")
, Sacrifice another nonland permanent: This creature gets +2/+2 until end of turn.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- You can sacrifice a Food token created by Gluttonous Troll's triggered ability to pay for the cost of its activated ability.
- In a multiplayer game, opponents who have left the game aren't counted by Gluttonous Troll's triggered ability.
-
1
Gyome, Master Chef
Gyome, Master Chef
Legendary Creature — Troll Warlock
5/3
Trample
At the beginning of your end step, create a number of Food tokens equal to the number of nontoken creatures you had enter under your control this turn.
, Sacrifice a Food: Target creature gains indestructible until end of turn. Tap it.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- The second ability will count Gyome itself on the turn it enters the battlefield.
- You can activate the last ability even if the creature is already tapped.
- Gyome, Master Chef's second ability counts all nontoken creatures that entered the battlefield under your control this turn, even if some or all of those creatures are no longer on the battlefield, no longer creatures, or no longer under your control.
-
1
Leyline Prowler
Leyline Prowler
Creature — Nightmare Beast
2/3
Deathtouch, lifelink
: Add one mana of any color.
-
1
Moldervine Reclamation
Moldervine Reclamation
Enchantment
Whenever a creature you control dies, you gain 1 life and draw a card.
- If Moldervine Reclamation leaves the battlefield at the same time that one or more creatures you control die, its ability triggers for each of those creatures.
- If a creature you control dies at the same time that your life total becomes 0 or less, you lose the game before Moldervine Reclamation's ability can save you.
-
1
Mortality Spear
Mortality Spear
Instant
This spell costs less to cast if you gained life this turn.
Destroy target nonland permanent.
-
1
Revival Experiment
Revival Experiment
Sorcery
For each permanent type, return up to one card of that type from your graveyard to the battlefield. You lose 3 life for each card returned this way. Exile Revival Experiment.
- The permanent types are artifact, creature, enchantment, land, and planeswalker. Things like “legendary” or “snow” are supertypes, not types.
- The cards you return are chosen as Revival Experiment resolves. No player can respond to those choices.
-
1
Willowdusk, Essence Seer
Willowdusk, Essence Seer
Legendary Creature — Dryad Druid
3/3
, : Choose another target creature. Put a number of +1/+1 counters on it equal to the amount of life you gained this turn or the amount of life you lost this turn, whichever is greater. Activate only as a sorcery.
Colorless 13
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1
Alhammarret's Archive
Alhammarret's Archive
Legendary Artifact
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
- If an effect would set your life total to a specific number that’s higher than your current life total, that effect would cause you to gain life equal to the difference. Alhammarret’s Archive will then double the amount of life that effect would cause you to gain. For example, if you have 3 life and an effect says that your life total “becomes 10,” your life total will actually become 17.
- If two or more replacement effects would apply to a card-drawing event, the player drawing the card chooses the order in which to apply them.
- Because Alhammarret’s Archive is legendary, it’s unlikely that one player will control two. However, if that happens, life gained by that player will be multiplied by four. Three Archives will multiply that life gain by eight, and so on.
- Similarly, the effects of the last abilities of multiple Archives are cumulative. If you control two, you’ll draw four times the number of cards, and so on.
- In a Two-Headed Giant game, only the controller of Alhammarret’s Archive is affected by it. If that player’s teammate gains life, Alhammarret’s Archive will have no effect, even when that life gain is applied to the team’s shared life total.
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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
Druidic Satchel
Druidic Satchel
Artifact
, : Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.
- If the revealed card is both a creature and a land (such as Dryad Arbor), you’ll put a Saproling creature token and that card onto the battlefield.
- If the card is not a land card, it will remain on top of your library.
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1
Elixir of Immortality
Elixir of Immortality
Artifact
, : You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
- As the ability resolves, you’ll shuffle Elixir of Immortality into its owner’s library directly from the battlefield, if it’s still there.
- If Elixir of Immortality is in your graveyard at the time the ability resolves, you’ll still wind up shuffling it into your library because you shuffle your entire graveyard into your library. If it’s anywhere else by that time, including in another player’s graveyard, it remains where it is and you shuffle just your graveyard into your library.
- If you gain control of another player’s Elixir of Immortality and activate it, the Elixir of Immortality will be shuffled into its owner’s library and the cards in your graveyard will be shuffled into your library. You are considered to have shuffled each affected library (even if, as a shortcut, each player physically shuffles their own library).
- Paying the activation cost of Elixir of Immortality’s ability doesn’t cause it to leave the battlefield. If you have a way to untap it, you can activate the ability multiple times in response to itself.
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1
Loxodon Warhammer
Loxodon Warhammer
Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
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1
Paradise Plume
Paradise Plume
Artifact
As this artifact enters, choose a color.
Whenever a player casts a spell of the chosen color, you may gain 1 life.
: Add one mana of the chosen color.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- If there's somehow no color chosen for Paradise Plume, its middle ability can't trigger and its last ability produces no mana. The former doesn't trigger when colorless spells are cast and the latter doesn't produce colorless mana.
-
1
Pristine Talisman
Pristine Talisman
Artifact
: Add . You gain 1 life.
- Pristine Talisman has a mana ability. Its ability doesn't use the stack and can't be responded to.
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1
Sapling of Colfenor
Sapling of Colfenor
Legendary Creature — Treefolk Shaman
2/5
Indestructible
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.
- Lethal damage and effects that say “destroy” won’t cause Sapling of Colfenor to be put into the graveyard. However, Sapling of Colfenor could be put into the graveyard if its toughness becomes 0 or less, if it’s sacrificed, or if you control another Sapling of Colfenor (due to the “legend rule”).
- The triggered ability results in three sequential events: you gain some life (subject to effects that might alter life gain), then lose some life (subject to other effects that might alter life loss), and then put the card into your hand.
- If a creature card has “*” in its power or toughness, the ability that defines “*” works in all zones. Note that the card is in your library when Sapling of Colfenor’s ability checks the card’s power and toughness.
- If the revealed card is not a creature card, it remains on top of your library.
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1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Sun Droplet
Sun Droplet
Artifact
Whenever you're dealt damage, put that many charge counters on this artifact.
At the beginning of each upkeep, you may remove a charge counter from this artifact. If you do, you gain 1 life.
- In Two-Headed Giant, triggers only once per upkeep, not once for each player.
-
1
Talisman of Resilience
Talisman of Resilience
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Venser's Journal
Venser's Journal
Artifact
You have no maximum hand size.
At the beginning of your upkeep, you gain 1 life for each card in your hand.
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Venser's Journal onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
-
1
Well of Lost Dreams
Well of Lost Dreams
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
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.
-
11
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Gingerbread Cabin
Gingerbread Cabin
Land — Forest
( : Add .)
This land enters tapped unless you control three or more other Forests.
When this land enters untapped, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Scapeshift, for example).
- If another effect puts these lands onto the battlefield tapped, they enter tapped, even if you control enough lands with the appropriate basic land type.
-
1
Golgari Rot Farm
Golgari Rot Farm
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
High Market
High Market
Land
: Add .
, Sacrifice a creature: You gain 1 life.
-
1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
-
1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Radiant Fountain
Radiant Fountain
Land
When this land enters, you gain 2 life.
: Add .
-
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.
-
1
Sapseep Forest
Sapseep Forest
Land — Forest
( : Add .)
This land enters tapped.
, : You gain 1 life. Activate only if you control two or more green permanents.
-
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.
-
11
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
1
Tainted Wood
Tainted Wood
Land
: Add .
: Add or . Activate only if you control a Swamp.
-
1
Temple of Malady
Temple of Malady
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 .
-
1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
-
1
Witch's Clinic
Witch's Clinic
Land
: Add .
, : Target commander gains lifelink until end of turn.
-
1
Witherbloom Campus
Witherbloom Campus
Land
This land enters tapped.
: Add or .
, : Scry 1.
1 4
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1
Elixir of Immortality
Elixir of Immortality
Artifact
, : You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
- As the ability resolves, you’ll shuffle Elixir of Immortality into its owner’s library directly from the battlefield, if it’s still there.
- If Elixir of Immortality is in your graveyard at the time the ability resolves, you’ll still wind up shuffling it into your library because you shuffle your entire graveyard into your library. If it’s anywhere else by that time, including in another player’s graveyard, it remains where it is and you shuffle just your graveyard into your library.
- If you gain control of another player’s Elixir of Immortality and activate it, the Elixir of Immortality will be shuffled into its owner’s library and the cards in your graveyard will be shuffled into your library. You are considered to have shuffled each affected library (even if, as a shortcut, each player physically shuffles their own library).
- Paying the activation cost of Elixir of Immortality’s ability doesn’t cause it to leave the battlefield. If you have a way to untap it, you can activate the ability multiple times in response to itself.
-
1
Pest Infestation
Pest Infestation
Sorcery
Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life."
- The number of Pests created is equal to twice the chosen value of X, no matter how many artifacts and enchantments were destroyed.
- If any artifacts or enchantments were chosen as targets, and all of them are illegal targets as Pest Infestation tries to resolve, it won't resolve and none of its effects will happen. No Pests will be created.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Suffer the Past
Suffer the Past
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
- The life that’s lost and the life that’s gained are based on the number of cards that are actually exiled, not on the value of X (in case any of the targeted cards somehow leave the graveyard in response and thus can’t be exiled this way).
- If the targeted player becomes an illegal target by the time Suffer the Past resolves but the targeted cards don’t, you still exile the cards and gain life. The player won’t be lose any life, though.
- Suffer the Past’s effect causes a single life-gain event, not a number of separate ones. This matters for cards such as Cradle of Vitality.
2 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.
-
1
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
-
1
Dina, Soul Steeper
Dina, Soul Steeper
Legendary Creature — Dryad Druid
1/3
Whenever you gain life, each opponent loses 1 life.
, Sacrifice another creature: Dina gets +X/+0 until end of turn, where X is the sacrificed creature's power.
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1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
-
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.
-
1
Sun Droplet
Sun Droplet
Artifact
Whenever you're dealt damage, put that many charge counters on this artifact.
At the beginning of each upkeep, you may remove a charge counter from this artifact. If you do, you gain 1 life.
- In Two-Headed Giant, triggers only once per upkeep, not once for each player.
-
1
Talisman of Resilience
Talisman of Resilience
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
3 17
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1
Blight Mound
Blight Mound
Enchantment
Attacking Pests you control get +1/+0 and have menace.
Whenever a nontoken creature you control dies, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
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1
Bloodthirsty Aerialist
Bloodthirsty Aerialist
Creature — Vampire Rogue
2/3
Flying
Whenever you gain life, put a +1/+1 counter on this creature.
- The ability of Bloodthirsty Aerialist triggers just once for each life-gaining event, whether it's 1 life from Impassioned Orator or 4 life from Dawning Angel. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the ability of Bloodthirsty Aerialist triggers only once.
- If Bloodthirsty Aerialist is dealt lethal damage at the same time that you gain life, it won't receive a counter from its ability in time to save it.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Bloodthirsty Aerialist's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
-
1
Cultivate
Cultivate
Sorcery
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.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
-
1
Druidic Satchel
Druidic Satchel
Artifact
, : Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.
- If the revealed card is both a creature and a land (such as Dryad Arbor), you’ll put a Saproling creature token and that card onto the battlefield.
- If the card is not a land card, it will remain on top of your library.
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1
Gaze of Granite
Gaze of Granite
Sorcery
Destroy each nonland permanent with mana value X or less.
- If a permanent has in its mana cost, the value of that X is 0.
- The mana value of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature's mana cost.
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1
Gift of Paradise
Gift of Paradise
Enchantment — Aura
Enchant land
When this Aura enters, you gain 3 life.
Enchanted land has " : Add two mana of any one color."
- If the target land is an illegal target by the time Gift of Paradise tries to resolve, it doesn't resolve. It won't enter the battlefield, so its enters-the-battlefield ability won't trigger.
-
1
Honor Troll
Honor Troll
Creature — Troll Druid
2/3
Vigilance
If you would gain life, you gain that much life plus 1 instead.
This creature gets +2/+1 as long as you have 25 or more life.
-
1
Leyline Prowler
Leyline Prowler
Creature — Nightmare Beast
2/3
Deathtouch, lifelink
: Add one mana of any color.
-
1
Loxodon Warhammer
Loxodon Warhammer
Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
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1
Pristine Talisman
Pristine Talisman
Artifact
: Add . You gain 1 life.
- Pristine Talisman has a mana ability. Its ability doesn't use the stack and can't be responded to.
-
1
Pulse of Murasa
Pulse of Murasa
Instant
Return target creature or land card from a graveyard to its owner's hand. You gain 6 life.
- If the target card is an illegal target by the time Pulse of Murasa tries to resolve, the spell doesn’t resolve. You won’t gain 6 life.
-
1
Reckless Spite
Reckless Spite
Instant
Destroy two target nonblack creatures. You lose 5 life.
-
1
Silversmote Ghoul
Silversmote Ghoul
Creature — Zombie Vampire
3/1
At the beginning of your end step, if you gained 3 or more life this turn, return this card from your graveyard to the battlefield tapped.
, Sacrifice this creature: Draw a card.
- Silversmote Ghoul's first ability looks at how much life you've gained in the turn, even if it wasn't on the battlefield or in your graveyard when you gained life. It doesn't care if you also lost life, even if you lost more life than you gained.
- If you haven't gained 3 life by the time your end step begins, Silversmote Ghoul's first ability won't trigger at all.
- If Silversmote Ghoul isn't in your graveyard as your end step begins, its first ability won't trigger at all.
-
1
Trudge Garden
Trudge Garden
Enchantment
Whenever you gain life, you may pay . If you do, create a 4/4 green Fungus Beast creature token with trample.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, a "whenever you gain life" ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- You may only pay once for each life gain event.
- If you gain an amount of life "for each" of something, that life is gained as one event and the ability will trigger only once.
- An ability that triggers "whenever you gain life" triggers just once for each life-gaining event, no matter how much life you gain.
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1
Vampire Nighthawk
Vampire Nighthawk
Creature — Vampire Shaman
2/3
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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1
Veinwitch Coven
Veinwitch Coven
Creature — Vampire Warlock
3/3
Menace
Whenever you gain life, you may pay . If you do, return target creature card from your graveyard to your hand.
- An ability that triggers "whenever you gain life" triggers just once for each life-gaining event, no matter how much life you gain.
- You may only pay once for each life gain event.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, a "whenever you gain life" ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- If you gain an amount of life "for each" of something, that life is gained as one event and the ability will trigger only once.
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1
Willowdusk, Essence Seer
Willowdusk, Essence Seer
Legendary Creature — Dryad Druid
3/3
, : Choose another target creature. Put a number of +1/+1 counters on it equal to the amount of life you gained this turn or the amount of life you lost this turn, whichever is greater. Activate only as a sorcery.
4 11
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1
Ancient Craving
Ancient Craving
Sorcery
You draw three cards and you lose 3 life.
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1
Bloodtracker
Bloodtracker
Creature — Vampire Wizard
2/2
Flying
, Pay 2 life: Put a +1/+1 counter on this creature.
When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
- If enough -1/-1 counters are put on Bloodtracker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are three +1/+1 counters on Bloodtracker and it gets six -1/-1 counters, you'll draw three cards. That's because Bloodtracker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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1
Essence Pulse
Essence Pulse
Sorcery
You gain 2 life. Each creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
- This ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 3 life earlier in the turn, you will gain 2 more life from Essence Pulse and each creature will get -5/-5.
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1
Gluttonous Troll
Gluttonous Troll
Creature — Troll
3/3
Trample
When this creature enters, create a number of Food tokens equal to the number of opponents you have. (Food tokens are artifacts with " , , Sacrifice this token: You gain 3 life.")
, Sacrifice another nonland permanent: This creature gets +2/+2 until end of turn.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- You can sacrifice a Food token created by Gluttonous Troll's triggered ability to pay for the cost of its activated ability.
- In a multiplayer game, opponents who have left the game aren't counted by Gluttonous Troll's triggered ability.
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1
Greed
Greed
Enchantment
, Pay 2 life: Draw a card.
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1
Gyome, Master Chef
Gyome, Master Chef
Legendary Creature — Troll Warlock
5/3
Trample
At the beginning of your end step, create a number of Food tokens equal to the number of nontoken creatures you had enter under your control this turn.
, Sacrifice a Food: Target creature gains indestructible until end of turn. Tap it.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- The second ability will count Gyome itself on the turn it enters the battlefield.
- You can activate the last ability even if the creature is already tapped.
- Gyome, Master Chef's second ability counts all nontoken creatures that entered the battlefield under your control this turn, even if some or all of those creatures are no longer on the battlefield, no longer creatures, or no longer under your control.
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1
Healing Technique
Healing 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.)
Return target card from your graveyard to your hand. You gain life equal to that card's mana value. Exile Healing Technique.
- 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.
- 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.
- 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.
- 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
Mortality Spear
Mortality Spear
Instant
This spell costs less to cast if you gained life this turn.
Destroy target nonland permanent.
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1
Paradise Plume
Paradise Plume
Artifact
As this artifact enters, choose a color.
Whenever a player casts a spell of the chosen color, you may gain 1 life.
: Add one mana of the chosen color.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- If there's somehow no color chosen for Paradise Plume, its middle ability can't trigger and its last ability produces no mana. The former doesn't trigger when colorless spells are cast and the latter doesn't produce colorless mana.
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1
Sangromancer
Sangromancer
Creature — Vampire Shaman
3/3
Flying
Whenever a creature an opponent controls dies, you may gain 3 life.
Whenever an opponent discards a card, you may gain 3 life.
- If one or more creatures an opponent controls are put into the graveyard at the same time as Sangromancer, Sangromancer's first ability will trigger that many times.
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1
Well of Lost Dreams
Well of Lost Dreams
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
5 12
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1
Ageless Entity
Ageless Entity
Creature — Elemental
4/4
Whenever you gain life, put that many +1/+1 counters on this creature.
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1
Alhammarret's Archive
Alhammarret's Archive
Legendary Artifact
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
- If an effect would set your life total to a specific number that’s higher than your current life total, that effect would cause you to gain life equal to the difference. Alhammarret’s Archive will then double the amount of life that effect would cause you to gain. For example, if you have 3 life and an effect says that your life total “becomes 10,” your life total will actually become 17.
- If two or more replacement effects would apply to a card-drawing event, the player drawing the card chooses the order in which to apply them.
- Because Alhammarret’s Archive is legendary, it’s unlikely that one player will control two. However, if that happens, life gained by that player will be multiplied by four. Three Archives will multiply that life gain by eight, and so on.
- Similarly, the effects of the last abilities of multiple Archives are cumulative. If you control two, you’ll draw four times the number of cards, and so on.
- In a Two-Headed Giant game, only the controller of Alhammarret’s Archive is affected by it. If that player’s teammate gains life, Alhammarret’s Archive will have no effect, even when that life gain is applied to the team’s shared life total.
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1
Blossoming Bogbeast
Blossoming Bogbeast
Creature — Beast
3/3
Whenever this creature attacks, you gain 2 life. Then creatures you control gain trample and get +X/+X until end of turn, where X is the amount of life you gained this turn.
- This ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 3 life earlier in the turn, you'll gain 2 more life from Blossoming Bogbeast and creatures you control will get +5/+5.
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1
Epicure of Blood
Epicure of Blood
Creature — Vampire
4/4
Whenever you gain life, each opponent loses 1 life.
- The ability of Epicure of Blood triggers just once for each life-gaining event, whether it's 1 life from Impassioned Orator or 4 life from Dawning Angel. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the ability of Epicure of Blood triggers only once.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Epicure of Blood's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
- In a Two-Headed Giant game, Epicure of Blood's ability causes the opposing team to lose 1 life twice.
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1
Marshland Bloodcaster
Marshland Bloodcaster
Creature — Vampire Warlock
3/5
Flying
, : Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
- If you cast a spell for another cost "rather than pay its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Draconic Intervention, those must be paid to cast the card.
- If the next spell you cast has in its mana cost, you must choose 0 as the value of X if you pay life rather than pay its mana cost.
- Marshland Bloodcaster's ability affects the next spell you cast after the ability has resolved. If you cast any spells in response to the ability, those spells are cast as normal.
- Even after the ability resolves, you may choose to not pay life rather than pay mana cost of the next spell you cast that turn. However, if you do this, you won't have the opportunity to pay life for any other spells you cast that turn (unless you activate the ability again).
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1
Moldervine Reclamation
Moldervine Reclamation
Enchantment
Whenever a creature you control dies, you gain 1 life and draw a card.
- If Moldervine Reclamation leaves the battlefield at the same time that one or more creatures you control die, its ability triggers for each of those creatures.
- If a creature you control dies at the same time that your life total becomes 0 or less, you lose the game before Moldervine Reclamation's ability can save you.
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1
Ob Nixilis Reignited
Ob Nixilis Reignited
Legendary Planeswalker — Nixilis
+1: You draw a card and you lose 1 life.
−3: Destroy target creature.
−8: Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life."
- The emblem created by Ob Nixilis Reignited's last ability is both owned and controlled by the target opponent. In a multiplayer game, if you own Ob Nixilis Reignited and use him to give one of your opponents an emblem, the emblem remains even if you leave the game.
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1
Sanguine Bond
Sanguine Bond
Enchantment
Whenever you gain life, target opponent loses that much life.
- In a Two-Headed Giant game, life gained by your teammate won't cause Sanguine Bond's ability to trigger, even though it caused your team's life total to increase.
- Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Sanguine Bond's ability will trigger twice and you may choose a different opponent for each trigger. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- If an ability triggers whenever an opponent loses life and causes you to gain life, such as the ability of Exquisite Blood, this will loop until either you win the game or a player takes an action to break the loop. If neither of these happen, the game ends in a draw.
- If you gain an amount of life "for each" of something, that life is gained as one event and Sanguine Bond's ability triggers only once.
- Sanguine Bond's ability triggers just once for each life-gaining event, whether it's 1 life from Soul Warden or 8 life from Tendrils of Corruption.
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1
Sapling of Colfenor
Sapling of Colfenor
Legendary Creature — Treefolk Shaman
2/5
Indestructible
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.
- Lethal damage and effects that say “destroy” won’t cause Sapling of Colfenor to be put into the graveyard. However, Sapling of Colfenor could be put into the graveyard if its toughness becomes 0 or less, if it’s sacrificed, or if you control another Sapling of Colfenor (due to the “legend rule”).
- The triggered ability results in three sequential events: you gain some life (subject to effects that might alter life gain), then lose some life (subject to other effects that might alter life loss), and then put the card into your hand.
- If a creature card has “*” in its power or toughness, the ability that defines “*” works in all zones. Note that the card is in your library when Sapling of Colfenor’s ability checks the card’s power and toughness.
- If the revealed card is not a creature card, it remains on top of your library.
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1
Tivash, Gloom Summoner
Tivash, Gloom Summoner
Legendary Creature — Human Warlock
4/4
Lifelink
At the beginning of your end step, if you gained life this turn, you may pay X life, where X is the amount of life you gained this turn. If you do, create an X/X black Demon creature token with flying.
- Tivash’s ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, you may pay 4 life to create a 4/4 Demon.
- You can’t pay less life than the amount of life you gained to create a smaller but less harmful Demon.
- You need to gain life before the end step begins for the last ability to trigger.
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1
Venser's Journal
Venser's Journal
Artifact
You have no maximum hand size.
At the beginning of your upkeep, you gain 1 life for each card in your hand.
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Venser's Journal onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Yedora, Grave Gardener
Yedora, Grave Gardener
Legendary Creature — Treefolk Druid
5/5
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
- The face-down card has no name or colors. Its only type is land, its only subtype is Forest, and its only ability is " : Add ."
- If the face-down card has morph, you can pay its morph cost to turn it face up.
- If one of these Forests is turned face up, the effect making it a Forest land will expire. The face-up permanent will again have its printed name, type line, mana cost, abilities, and so on.
6 6
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1
Deadly Tempest
Deadly Tempest
Sorcery
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
- Creatures that aren’t destroyed this way (perhaps because they regenerated or have indestructible) don’t count toward the life lost.
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1
Ezzaroot Channeler
Ezzaroot Channeler
Creature — Treefolk Druid
4/6
Reach
Creature spells you cast cost less to cast, where X is the amount of life you gained this turn.
: You gain 2 life.
- Ezzaroot Channeler’s second ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, creature spells you cast will cost less.
- To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Ezzaroot Channeler’s second ability). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- The second ability’s cost reduction can reduce only generic mana in a spell’s total cost. It can’t reduce colored mana requirements.
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1
Nissa's Renewal
Nissa's Renewal
Sorcery
Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle. You gain 7 life.
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1
Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
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1
Revival Experiment
Revival Experiment
Sorcery
For each permanent type, return up to one card of that type from your graveyard to the battlefield. You lose 3 life for each card returned this way. Exile Revival Experiment.
- The permanent types are artifact, creature, enchantment, land, and planeswalker. Things like “legendary” or “snow” are supertypes, not types.
- The cards you return are chosen as Revival Experiment resolves. No player can respond to those choices.
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1
Taste of Death
Taste of Death
Sorcery
Each player sacrifices three creatures of their choice. You create three Food tokens. (They're artifacts with " , , Sacrifice this token: You gain 3 life.")
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- As Taste of Death resolves, first the player whose turn it is chooses three creatures they control, then each other player in turn order does the same, knowing the choices made before them. Then all the chosen creatures are sacrificed at the same time.
- If a player controls three or fewer creatures, that player sacrifices each creature they control.
- You create three Food tokens, no matter how many creatures were actually sacrificed, even if some or all players sacrificed no creatures.
7+ 3
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1
Defiant Bloodlord
Defiant Bloodlord
Creature — Vampire
4/5
Flying
Whenever you gain life, target opponent loses that much life.
- The ability triggers just once for each life-gaining event, whether it’s 1 life from Drana’s Emissary or 7 life from Nissa’s Renewal.
- A creature with lifelink dealing combat damage is a single life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, the ability will trigger twice. However, if a single creature with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
- In a Two-Headed Giant game, life gained by your teammate won’t cause the ability to trigger, even though it causes your team’s life total to increase.
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1
Sproutback Trudge
Sproutback Trudge
Creature — Fungus Beast
9/7
This spell costs less to cast, where X is the amount of life you gained this turn.
Trample
At the beginning of your end step, if you gained life this turn, you may cast this creature from your graveyard.
- Sproutback Trudge’s ability counts the total amount of life gained without considering any life you lost during that turn. For example, if you lost 3 life and gained 4 life earlier in the turn, Sproutback Trudge will cost .
- To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Sproutback Trudge’s first ability). Sproutback Trudge’s mana value is always 9, no matter what the total cost to cast the spell was.
- The cost reduction can reduce only generic mana in a spell’s total cost. It can’t reduce the cost to cast Sproutback Trudge beyond .
- You still need to pay the cost to cast Sproutback Trudge from your graveyard.
- You need to gain life before the end step begins for the last ability to trigger.
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1
Verdant Sun's Avatar
Verdant Sun's Avatar
Creature — Dinosaur Avatar
5/5
Whenever this creature or another creature you control enters, you gain life equal to that creature's toughness.
- The entering creature's toughness is determined as the ability of Verdant Sun's Avatar resolves. If that creature has left the battlefield, use its toughness as it last existed on the battlefield. If the creature's toughness was less than 0, your life total won't change.
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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1
Gingerbread Cabin
Gingerbread Cabin
Land — Forest
( : Add .)
This land enters tapped unless you control three or more other Forests.
When this land enters untapped, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Scapeshift, for example).
- If another effect puts these lands onto the battlefield tapped, they enter tapped, even if you control enough lands with the appropriate basic land type.
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1
Golgari Rot Farm
Golgari Rot Farm
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
High Market
High Market
Land
: Add .
, Sacrifice a creature: You gain 1 life.
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1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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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
Radiant Fountain
Radiant Fountain
Land
When this land enters, you gain 2 life.
: Add .
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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
Sapseep Forest
Sapseep Forest
Land — Forest
( : Add .)
This land enters tapped.
, : You gain 1 life. Activate only if you control two or more green permanents.
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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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11
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tainted Wood
Tainted Wood
Land
: Add .
: Add or . Activate only if you control a Swamp.
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1
Temple of Malady
Temple of Malady
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 .
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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
Witch's Clinic
Witch's Clinic
Land
: Add .
, : Target commander gains lifelink until end of turn.
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1
Witherbloom Campus
Witherbloom Campus
Land
This land enters tapped.
: Add or .
, : Scry 1.