Creatures 32
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1
Angel of Finality
Angel of Finality
Creature — Angel
3/4
Flying
When this creature enters, exile target player's graveyard.
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1
Angel of Serenity
Angel of Serenity
Creature — Angel
5/6
Flying
When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.
When this creature leaves the battlefield, return the exiled cards to their owners' hands.
- You choose up to three total targets from among other creatures on the battlefield and creature cards in graveyards. You may choose zero targets.
- You choose the targets as part of putting the "enters" trigger on the stack. Because that ability includes "you may," you choose whether to exile the targets when the ability resolves.
- If a creature targeted by the "enters" ability dies before that ability resolves, it will become an illegal target even though it may be a creature card in a graveyard when the ability resolves. It won't be exiled.
- If Angel of Serenity leaves the battlefield before its "enters" ability has resolved, its leaves-the-battlefield ability will trigger and do nothing. Then the "enters" ability will resolve and exile the targeted creatures and/or creature cards indefinitely.
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1
Arcane Artisan
Arcane Artisan
Creature — Human Wizard
0/3
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card.
When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
- If a card in exile has in its mana cost, X is considered to be 0.
- If the card copied by the token had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it’s created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
- If Arcane Artisan leaves the battlefield before its activated ability has resolved, the token that ability creates will still be exiled at the beginning of the next end step.
- If an effect such as that of Doubling Season causes Arcane Artisan’s first ability to create two tokens, its last ability will exile both of those tokens. However, if something becomes a copy of the token or creates a copy of that token later (such as Evil Twin or Cackling Counterpart), that copy won’t be exiled.
- If multiple Arcane Artisans are creating tokens, each will exile only the ones it created.
- If any of those tokens have an ability that triggers at the beginning of the end step, that ability will trigger and resolve even if the token is exiled during the end step before that ability resolves.
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1
Brago, King Eternal
Brago, King Eternal
Legendary Creature — Spirit Noble
2/4
Flying
Whenever Brago deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.
- Brago's last ability exiles and returns all the targets during the combat damage step, after combat damage is dealt. You can't target any creature that didn't survive combat.
- You may exile and return Brago using its own ability.
- If you exile an Aura with Brago's last ability, the Aura's owner chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. The Aura can't enter the battlefield enchanting a permanent that enters the battlefield at the same time. If the Aura can't legally be attached to anything, it remains exiled.
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1
Burnished Hart
Burnished Hart
Artifact Creature — Elk
2/2
, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Cloudblazer
Cloudblazer
Creature — Human Scout
2/2
Flying
When this creature enters, you gain 2 life and draw two cards.
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1
Cloudgoat Ranger
Cloudgoat Ranger
Creature — Giant Warrior Ranger
3/3
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens.
Tap three untapped Kithkin you control: This creature gets +2/+0 and gains flying until end of turn.
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1
Empyrean Eagle
Empyrean Eagle
Creature — Bird Spirit
2/3
Flying
Other creatures you control with flying get +1/+1.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to other creatures you control with flying may become lethal if Empyrean Eagle leaves the battlefield during that turn.
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1
Ethereal Valkyrie
Ethereal Valkyrie
Creature — Spirit Angel
4/4
Flying
Whenever this creature enters or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by . (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
- Because the card in exile becomes foretold, you can look at it in exile. (Most effects that have you exile a card face down don’t allow you to look at the card in exile.)
- The reduction of the foretell cost applies only to generic mana in the foretell cost. It can’t reduce requirements of specific colors of mana. For example, if you foretell a card in your hand with mana cost , its foretell cost will be .
- If the card you exile has foretell, it will have two foretell costs, the one printed on it and the one given to it by Ethereal Valkyrie. You may cast that card for either of its foretell costs.
- If you foretell a modal double-faced card, the foretell cost will be based on the mana cost of the face you cast from exile. For example, if you foretell Kolvori, God of Kinship/The Ringhart Crest, you could cast Kolvori by paying or The Ringhart Crest by paying on a future turn. If you foretell a modal double-faced card whose front face is a nonland face but whose back face is a land face, you can’t play that card as a land.
- Although the card you exile becomes foretold, you did not foretell it. An ability that triggers whenever you foretell a card will not trigger.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Evangel of Heliod
Evangel of Heliod
Creature — Human Cleric
1/3
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
- Numeric mana symbols ( , , and so on) in mana costs of permanents you control don't count toward your devotion to any color.
- Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
- Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
- If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
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Flickerwisp
Flickerwisp
Creature — Elemental
3/1
Flying
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
- The exiled card will return to the battlefield at the beginning of the end step even if Flickerwisp is no longer on the battlefield.
- If the permanent that returns to the battlefield has any abilities that trigger at the beginning of the end step, those abilities won't trigger that turn.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. Once the exiled permanent returns, it's considered a new object with no relation to the object that it was.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
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Geist-Honored Monk
Geist-Honored Monk
Creature — Human Monk
*/*
Vigilance
Geist-Honored Monk's power and toughness are each equal to the number of creatures you control.
When this creature enters, create two 1/1 white Spirit creature tokens with flying.
- The ability that defines Geist-Honored Monk's power and toughness works in all zones, not just the battlefield.
- As long as Geist-Honored Monk is on the battlefield, its second ability will count itself.
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Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
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Hero of Bretagard
Hero of Bretagard
Creature — Human Warrior
1/1
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, put that many +1/+1 counters on this creature.
As long as this creature has five or more counters on it, it has flying and is an Angel in addition to its other types.
As long as this creature has ten or more counters on it, it has indestructible and is a God in addition to its other types.
- Hero of Bretagard has recieved an update to its Oracle text. Specifically, its triggered ability doesn't care which player is exiling the cards and permanents. Cards put into exile from your hand for any reason, such as the foretell ability, cause the ability to trigger, and permanents exiled from the battlefield cause it to trigger if you controlled the spell or ability that exiled them.
- Hero of Bretagard's triggered ability will trigger when a spell or ability you control exiles any permanent, including token permanents and permanents you don't control.
- Neither the second nor the third ability of Hero of Bretagard refers to a specific kind of counter. Any counter that's on it will do.
- With ten or more counters on it, Hero of Bretagard will have flying and indestructible, and it will be an Angel and a God (and a Human and a Warrior, but those aren't as exciting).
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Inspired Sphinx
Inspired Sphinx
Creature — Sphinx
5/5
Flying
When this creature enters, draw cards equal to the number of opponents you have.
: Create a 1/1 colorless Thopter artifact creature token with flying.
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Kor Cartographer
Kor Cartographer
Creature — Kor Scout
2/2
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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Meteor Golem
Meteor Golem
Artifact Creature — Golem
3/3
When this creature enters, destroy target nonland permanent an opponent controls.
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1
Mist Raven
Mist Raven
Creature — Bird
2/2
Flying
When this creature enters, return target creature to its owner's hand.
- Mist Raven’s ability is mandatory. If Mist Raven is the only creature on the battlefield when its ability triggers, you must choose it as the target.
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Mistmeadow Witch
Mistmeadow Witch
Creature — Kithkin Wizard
1/1
: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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1
Mulldrifter
Mulldrifter
Creature — Elemental
2/2
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an evoke cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you pay the evoke cost, you can have Mulldrifter's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Mulldrifter.
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Ranar the Ever-Watchful
Ranar the Ever-Watchful
Legendary Creature — Spirit Warrior
2/3
Flying, vigilance
The first card you foretell each turn costs to foretell.
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying.
- Ranar has recieved an update to its Oracle text. Specifically, its triggered ability doesn't care which player is exiling cards and permanents. Cards put into exile from your hand for any reason, such as the foretell ability, cause the ability to trigger, and permanents exiled from the battlefield cause it to trigger if you controlled the spell or ability that exiled them.
- "The first card you foretell" refers to the first one you exile from your hand as part of the foretell special action. It doesn't refer to a foretold spell you cast from exile.
- Ranar's triggered ability triggers only once for each time you exile cards from your hand or permanents from the battlefield, no matter how many objects were exiled at the same time.
- Ranar's triggered ability will trigger when a spell or ability you control exiles any permanent, including token permanents and permanents you don't control.
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Restoration Angel
Restoration Angel
Creature — Angel
3/4
Flash
Flying
When this creature enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
- Once the exiled creature returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
- When an effect returns the exiled card "under your control," you control it indefinitely after that. If you had temporarily gained control of a creature, it won't return to its previous controller. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, a creature you took with Restoration Angel's effect is exiled.
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Sage of the Beyond
Sage of the Beyond
Creature — Spirit Giant
5/5
Flying
Spells you cast from anywhere other than your hand cost less to cast.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell 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 Sage of the Beyond). 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 cost reduction applies only to generic mana in the costs of spells you cast from anywhere other than your hand. It can't reduce requirements of a specific color of mana.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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Sea Gate Oracle
Sea Gate Oracle
Creature — Human Wizard
1/3
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
- If there’s only one card in your library as Sea Gate Oracle’s ability resolves, you’ll put it into your hand.
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Soulherder
Soulherder
Creature — Spirit
1/1
Whenever a creature is exiled from the battlefield, put a +1/+1 counter on this creature.
At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
- If any other abilities you control trigger at the beginning of your end step, you choose the targets for all of them as they’re put onto the stack, and you choose the order they’re put onto the stack. For example, this means that you could exile a creature put onto the battlefield by an unearth ability (and then unearth’s delayed triggered ability won’t exile that creature), but you can’t target a creature that will be returned to the battlefield by another ability during your end step (such as Astral Drift’s delayed triggered ability).
- Once the exiled creature returns, it’s considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners’ graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If a creature is exiled but ends up in another zone (most likely because it’s a player’s commander in the Commander variant), Soulherder’s first ability triggers.
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Stoic Farmer
Stoic Farmer
Creature — Dwarf Peasant
3/3
When this creature enters, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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Sun Titan
Sun Titan
Creature — Giant
6/6
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
- A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
- If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
- The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
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Surtland Elementalist
Surtland Elementalist
Creature — Giant Wizard
8/8
As an additional cost to cast this spell, reveal a Giant card from your hand or pay .
Whenever this creature attacks, you may cast an instant or sorcery spell from your hand without paying its mana cost.
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Thunderclap Wyvern
Thunderclap Wyvern
Creature — Drake
2/3
Flash (You may cast this spell any time you could cast an instant.)
Flying
Other creatures you control with flying get +1/+1.
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Vega, the Watcher
Vega, the Watcher
Legendary Creature — Bird Spirit
2/2
Flying
Whenever you cast a spell from anywhere other than your hand, draw a card.
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Wall of Omens
Wall of Omens
Creature — Wall
0/4
Defender
When this creature enters, draw a card.
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Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
Instants 10
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Behold the Multiverse
Behold the Multiverse
Instant
Scry 2, then draw two cards.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Cosmic Intervention
Cosmic Intervention
Instant
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- If a token permanent would be put into a graveyard, it’s exiled and then ceases to exist. It won’t return to the battlefield.
- Each permanent that is exiled instead of being put into a graveyard from the battlefield creates its own triggered ability to return itself. Those abilities all trigger at the beginning of the next end step, and you can choose the order in which those abilities will go on the stack. The cards will be returned to the battlefield one at a time as those abilities resolve.
- Once Cosmic Intervention resolves, any “When [this creature] dies” abilities of permanents you control won’t trigger for the rest of the turn because those permanents won’t be put into the graveyard.
- If you return an Aura this way, you choose what the Aura will enchant just before it enters the battlefield. An Aura returning to the battlefield this way doesn’t target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura’s qualities can’t be chosen this way. If there’s nothing legal for the Aura to enchant, it stays in exile.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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Eerie Interlude
Eerie Interlude
Instant
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
- Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
- If a creature token is exiled, it ceases to exist. It won’t be returned to the battlefield.
- If a double-faced card is exiled, it will return with its front face up.
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Ghostly Flicker
Ghostly Flicker
Instant
Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
- The two targets can have different card types. For example, you can target one artifact and one creature with Ghostly Flicker.
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Iron Verdict
Iron Verdict
Instant
Iron Verdict deals 5 damage to target tapped creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Momentary Blink
Momentary Blink
Instant
Exile target creature you control, then return it to the battlefield under its owner's control.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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Return to Dust
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
- Return to Dust can always target a second artifact or enchantment; it just won't exile it if it's not your main phase when you cast Return to Dust.
- If a spell or ability copies Return to Dust, the copy exiles only the first target artifact or enchantment. This is because the copy wasn't cast at all.
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Saw It Coming
Saw It Coming
Instant
Counter target spell.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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Synthetic Destiny
Synthetic Destiny
Instant
Exile all creatures you control. At the beginning of the next end step, reveal cards from the top of your library until you reveal that many creature cards, put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
- Creature tokens you exile this way will count toward the number of creature cards you put onto the battlefield.
- If you exile your commander as Synthetic Destiny resolves, you may not put it into the command zone until after Synthetic Destiny is finished resolving. It will still count toward the number of creature cards you put onto the battlefield.
- The cards you exile will stay in exile. They're not part of the group you shuffle into your library.
- The creature cards will enter the battlefield simultaneously.
- If the number of creatures you exile is greater than the number of creature cards remaining in your library, you'll wind up revealing your entire library, putting all creature cards revealed that way onto the battlefield, then shuffling your library.
- If you don't reveal any noncreature cards this way (perhaps because all the creature cards you needed were on top of your library), you still shuffle your library.
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Warhorn Blast
Warhorn Blast
Instant
Creatures you control get +2/+1 until end of turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorceries 8
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Cleansing Nova
Cleansing Nova
Sorcery
Choose one —
- Destroy all creatures.
- Destroy all artifacts and enchantments.
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Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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Migratory Route
Migratory Route
Sorcery
Create four 1/1 white Bird creature tokens with flying.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Ravenform
Ravenform
Sorcery
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- If the target artifact or creature is an illegal target as Ravenform tries to resolve, it won't resolve and none of its effects will happen. No player will create a Bird creature token.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Spectral Deluge
Spectral Deluge
Sorcery
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Use the number of Islands you control as Spectral Deluge resolves to determine the value of X.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Storm Herd
Storm Herd
Sorcery
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
-
1
Tales of the Ancestors
Tales of the Ancestors
Sorcery
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Windfall
Windfall
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Artifacts 9
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Azorius Signet
Azorius Signet
Artifact
, : Add .
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Marble Diamond
Marble Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
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1
Replicating Ring
Replicating Ring
Snow Artifact
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with " : Add one mana of any color."
- The check of whether Replicating Ring has eight or more night counters on it happens only as part of the resolution of the triggered ability. If Replicating Ring picks up its eighth night counter at another time, you won't immediately create Replicated Rings. You'll have to wait until the next time the triggered ability resolves.
- Snow is a supertype, not a card type. It has no rules meaning or function by itself, but spells and abilities may refer to it.
- The symbol is a generic mana symbol. It represents a cost that can be paid by one mana that was produced by a snow source. That mana can be any color or colorless.
- Snow isn't a type of mana. If an effect says you may spend mana as though it were any type, you can't pay for using mana that wasn't produced by a snow source.
- Some cards have additional effects for each spent to cast them. You can cast these spells even if you don't spend any snow mana to cast them; their additional effects simply won't do anything.
- The Kaldheim set doesn't have any cards with mana costs that include , but some previous sets do. If an effect says such a spell costs less to cast, that reduction doesn't apply to any costs. This is also true for activated abilities that include in their activation costs and effects that reduce those costs.
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1
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Enchantments 5
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1
Banishing Light
Banishing Light
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to a permanent an opponent controls with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won’t be exiled.
- Auras attached to the exiled permanent will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to a permanent with shroud, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won't be exiled.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
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1
Day of the Dragons
Day of the Dragons
Enchantment
When this enchantment enters, exile all creatures you control. Then create that many 5/5 red Dragon creature tokens with flying.
When this enchantment leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control.
- Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
- Token creatures will count to determine how many Dragon tokens you create, but they won’t be returned to the battlefield when Day of the Dragons leaves the battlefield.
- If Day of the Dragons leaves the battlefield before its first ability has resolved, its second ability will trigger and you’ll sacrifice any Dragons you already control. Then its first ability will resolve and exile your creatures forever, leaving you with that many Dragon tokens.
- All of the nontoken creatures you exiled return to the battlefield when Day of the Dragons leaves the battlefield, even if some or all of the Dragon tokens had already left the battlefield.
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1
Ghostly Prison
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
- In the Two-Headed Giant format, you still only have to pay once per creature.
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1
Marshal's Anthem
Marshal's Anthem
Enchantment
Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
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1
Niko Defies Destiny
Niko Defies Destiny
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You gain 2 life for each foretold card you own in exile.
II — Add . Spend this mana only to foretell cards or cast spells that have foretell.
III — Return target card with foretell from your graveyard to your hand.
Lands 36
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1
Azorius Chancery
Azorius Chancery
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
Azorius Guildgate
Azorius Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
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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
Cryptic Caves
Cryptic Caves
Land
: Add .
, , Sacrifice this land: Draw a card. Activate only if you control five or more lands.
- Cryptic Caves can be one of the five lands you control. You don't need to control five other lands. It's okay that you'll only control four lands as you finish activating Cryptic Caves's last ability.
- If you control two Cryptic Caves and exactly three other lands, you can activate the last ability of only one of the Cryptic Caves. As soon as the cost for that ability is paid, you will no longer control enough lands to activate the ability of the second Cryptic Caves.
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1
Gates of Istfell
Gates of Istfell
Land
This land enters tapped.
: Add .
, , Sacrifice this land: You gain 2 life and draw two cards.
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1
Glacial Floodplain
Glacial Floodplain
Snow Land — Plains Island
( : Add or .)
This land enters tapped.
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12
Island
Island
Basic Land — Island
( : Add .)
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1
Meandering River
Meandering River
Land
This land enters tapped.
: Add or .
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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
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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13
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Sejiri Refuge
Sejiri Refuge
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Tranquil Cove
Tranquil Cove
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
White 24
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1
Angel of Finality
Angel of Finality
Creature — Angel
3/4
Flying
When this creature enters, exile target player's graveyard.
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1
Angel of Serenity
Angel of Serenity
Creature — Angel
5/6
Flying
When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.
When this creature leaves the battlefield, return the exiled cards to their owners' hands.
- You choose up to three total targets from among other creatures on the battlefield and creature cards in graveyards. You may choose zero targets.
- You choose the targets as part of putting the "enters" trigger on the stack. Because that ability includes "you may," you choose whether to exile the targets when the ability resolves.
- If a creature targeted by the "enters" ability dies before that ability resolves, it will become an illegal target even though it may be a creature card in a graveyard when the ability resolves. It won't be exiled.
- If Angel of Serenity leaves the battlefield before its "enters" ability has resolved, its leaves-the-battlefield ability will trigger and do nothing. Then the "enters" ability will resolve and exile the targeted creatures and/or creature cards indefinitely.
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1
Banishing Light
Banishing Light
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to a permanent an opponent controls with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won’t be exiled.
- Auras attached to the exiled permanent will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to a permanent with shroud, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won't be exiled.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
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1
Cleansing Nova
Cleansing Nova
Sorcery
Choose one —
- Destroy all creatures.
- Destroy all artifacts and enchantments.
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1
Cloudgoat Ranger
Cloudgoat Ranger
Creature — Giant Warrior Ranger
3/3
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens.
Tap three untapped Kithkin you control: This creature gets +2/+0 and gains flying until end of turn.
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1
Cosmic Intervention
Cosmic Intervention
Instant
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- If a token permanent would be put into a graveyard, it’s exiled and then ceases to exist. It won’t return to the battlefield.
- Each permanent that is exiled instead of being put into a graveyard from the battlefield creates its own triggered ability to return itself. Those abilities all trigger at the beginning of the next end step, and you can choose the order in which those abilities will go on the stack. The cards will be returned to the battlefield one at a time as those abilities resolve.
- Once Cosmic Intervention resolves, any “When [this creature] dies” abilities of permanents you control won’t trigger for the rest of the turn because those permanents won’t be put into the graveyard.
- If you return an Aura this way, you choose what the Aura will enchant just before it enters the battlefield. An Aura returning to the battlefield this way doesn’t target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura’s qualities can’t be chosen this way. If there’s nothing legal for the Aura to enchant, it stays in exile.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Eerie Interlude
Eerie Interlude
Instant
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
- Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
- If a creature token is exiled, it ceases to exist. It won’t be returned to the battlefield.
- If a double-faced card is exiled, it will return with its front face up.
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1
Evangel of Heliod
Evangel of Heliod
Creature — Human Cleric
1/3
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
- Numeric mana symbols ( , , and so on) in mana costs of permanents you control don't count toward your devotion to any color.
- Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
- Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
- If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
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1
Flickerwisp
Flickerwisp
Creature — Elemental
3/1
Flying
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
- The exiled card will return to the battlefield at the beginning of the end step even if Flickerwisp is no longer on the battlefield.
- If the permanent that returns to the battlefield has any abilities that trigger at the beginning of the end step, those abilities won't trigger that turn.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. Once the exiled permanent returns, it's considered a new object with no relation to the object that it was.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
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1
Geist-Honored Monk
Geist-Honored Monk
Creature — Human Monk
*/*
Vigilance
Geist-Honored Monk's power and toughness are each equal to the number of creatures you control.
When this creature enters, create two 1/1 white Spirit creature tokens with flying.
- The ability that defines Geist-Honored Monk's power and toughness works in all zones, not just the battlefield.
- As long as Geist-Honored Monk is on the battlefield, its second ability will count itself.
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1
Ghostly Prison
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
- In the Two-Headed Giant format, you still only have to pay once per creature.
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1
Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
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1
Hero of Bretagard
Hero of Bretagard
Creature — Human Warrior
1/1
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, put that many +1/+1 counters on this creature.
As long as this creature has five or more counters on it, it has flying and is an Angel in addition to its other types.
As long as this creature has ten or more counters on it, it has indestructible and is a God in addition to its other types.
- Hero of Bretagard has recieved an update to its Oracle text. Specifically, its triggered ability doesn't care which player is exiling the cards and permanents. Cards put into exile from your hand for any reason, such as the foretell ability, cause the ability to trigger, and permanents exiled from the battlefield cause it to trigger if you controlled the spell or ability that exiled them.
- Hero of Bretagard's triggered ability will trigger when a spell or ability you control exiles any permanent, including token permanents and permanents you don't control.
- Neither the second nor the third ability of Hero of Bretagard refers to a specific kind of counter. Any counter that's on it will do.
- With ten or more counters on it, Hero of Bretagard will have flying and indestructible, and it will be an Angel and a God (and a Human and a Warrior, but those aren't as exciting).
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1
Iron Verdict
Iron Verdict
Instant
Iron Verdict deals 5 damage to target tapped creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Kor Cartographer
Kor Cartographer
Creature — Kor Scout
2/2
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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1
Marshal's Anthem
Marshal's Anthem
Enchantment
Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
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1
Momentary Blink
Momentary Blink
Instant
Exile target creature you control, then return it to the battlefield under its owner's control.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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1
Restoration Angel
Restoration Angel
Creature — Angel
3/4
Flash
Flying
When this creature enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
- Once the exiled creature returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
- When an effect returns the exiled card "under your control," you control it indefinitely after that. If you had temporarily gained control of a creature, it won't return to its previous controller. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, a creature you took with Restoration Angel's effect is exiled.
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1
Return to Dust
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
- Return to Dust can always target a second artifact or enchantment; it just won't exile it if it's not your main phase when you cast Return to Dust.
- If a spell or ability copies Return to Dust, the copy exiles only the first target artifact or enchantment. This is because the copy wasn't cast at all.
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1
Stoic Farmer
Stoic Farmer
Creature — Dwarf Peasant
3/3
When this creature enters, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Storm Herd
Storm Herd
Sorcery
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
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1
Sun Titan
Sun Titan
Creature — Giant
6/6
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
- A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
- If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
- The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
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1
Wall of Omens
Wall of Omens
Creature — Wall
0/4
Defender
When this creature enters, draw a card.
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1
Warhorn Blast
Warhorn Blast
Instant
Creatures you control get +2/+1 until end of turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Blue 18
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1
Arcane Artisan
Arcane Artisan
Creature — Human Wizard
0/3
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card.
When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
- If a card in exile has in its mana cost, X is considered to be 0.
- If the card copied by the token had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it’s created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
- If Arcane Artisan leaves the battlefield before its activated ability has resolved, the token that ability creates will still be exiled at the beginning of the next end step.
- If an effect such as that of Doubling Season causes Arcane Artisan’s first ability to create two tokens, its last ability will exile both of those tokens. However, if something becomes a copy of the token or creates a copy of that token later (such as Evil Twin or Cackling Counterpart), that copy won’t be exiled.
- If multiple Arcane Artisans are creating tokens, each will exile only the ones it created.
- If any of those tokens have an ability that triggers at the beginning of the end step, that ability will trigger and resolve even if the token is exiled during the end step before that ability resolves.
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1
Behold the Multiverse
Behold the Multiverse
Instant
Scry 2, then draw two cards.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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1
Day of the Dragons
Day of the Dragons
Enchantment
When this enchantment enters, exile all creatures you control. Then create that many 5/5 red Dragon creature tokens with flying.
When this enchantment leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control.
- Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
- Token creatures will count to determine how many Dragon tokens you create, but they won’t be returned to the battlefield when Day of the Dragons leaves the battlefield.
- If Day of the Dragons leaves the battlefield before its first ability has resolved, its second ability will trigger and you’ll sacrifice any Dragons you already control. Then its first ability will resolve and exile your creatures forever, leaving you with that many Dragon tokens.
- All of the nontoken creatures you exiled return to the battlefield when Day of the Dragons leaves the battlefield, even if some or all of the Dragon tokens had already left the battlefield.
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1
Ghostly Flicker
Ghostly Flicker
Instant
Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
- The two targets can have different card types. For example, you can target one artifact and one creature with Ghostly Flicker.
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1
Inspired Sphinx
Inspired Sphinx
Creature — Sphinx
5/5
Flying
When this creature enters, draw cards equal to the number of opponents you have.
: Create a 1/1 colorless Thopter artifact creature token with flying.
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1
Mist Raven
Mist Raven
Creature — Bird
2/2
Flying
When this creature enters, return target creature to its owner's hand.
- Mist Raven’s ability is mandatory. If Mist Raven is the only creature on the battlefield when its ability triggers, you must choose it as the target.
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1
Mulldrifter
Mulldrifter
Creature — Elemental
2/2
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an evoke cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you pay the evoke cost, you can have Mulldrifter's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Mulldrifter.
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1
Ravenform
Ravenform
Sorcery
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- If the target artifact or creature is an illegal target as Ravenform tries to resolve, it won't resolve and none of its effects will happen. No player will create a Bird creature token.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Sage of the Beyond
Sage of the Beyond
Creature — Spirit Giant
5/5
Flying
Spells you cast from anywhere other than your hand cost less to cast.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell 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 Sage of the Beyond). 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 cost reduction applies only to generic mana in the costs of spells you cast from anywhere other than your hand. It can't reduce requirements of a specific color of mana.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Saw It Coming
Saw It Coming
Instant
Counter target spell.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Sea Gate Oracle
Sea Gate Oracle
Creature — Human Wizard
1/3
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
- If there’s only one card in your library as Sea Gate Oracle’s ability resolves, you’ll put it into your hand.
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1
Spectral Deluge
Spectral Deluge
Sorcery
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Use the number of Islands you control as Spectral Deluge resolves to determine the value of X.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Surtland Elementalist
Surtland Elementalist
Creature — Giant Wizard
8/8
As an additional cost to cast this spell, reveal a Giant card from your hand or pay .
Whenever this creature attacks, you may cast an instant or sorcery spell from your hand without paying its mana cost.
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1
Synthetic Destiny
Synthetic Destiny
Instant
Exile all creatures you control. At the beginning of the next end step, reveal cards from the top of your library until you reveal that many creature cards, put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
- Creature tokens you exile this way will count toward the number of creature cards you put onto the battlefield.
- If you exile your commander as Synthetic Destiny resolves, you may not put it into the command zone until after Synthetic Destiny is finished resolving. It will still count toward the number of creature cards you put onto the battlefield.
- The cards you exile will stay in exile. They're not part of the group you shuffle into your library.
- The creature cards will enter the battlefield simultaneously.
- If the number of creatures you exile is greater than the number of creature cards remaining in your library, you'll wind up revealing your entire library, putting all creature cards revealed that way onto the battlefield, then shuffling your library.
- If you don't reveal any noncreature cards this way (perhaps because all the creature cards you needed were on top of your library), you still shuffle your library.
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1
Tales of the Ancestors
Tales of the Ancestors
Sorcery
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
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1
Windfall
Windfall
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Multicolor 10
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1
Brago, King Eternal
Brago, King Eternal
Legendary Creature — Spirit Noble
2/4
Flying
Whenever Brago deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.
- Brago's last ability exiles and returns all the targets during the combat damage step, after combat damage is dealt. You can't target any creature that didn't survive combat.
- You may exile and return Brago using its own ability.
- If you exile an Aura with Brago's last ability, the Aura's owner chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. The Aura can't enter the battlefield enchanting a permanent that enters the battlefield at the same time. If the Aura can't legally be attached to anything, it remains exiled.
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1
Cloudblazer
Cloudblazer
Creature — Human Scout
2/2
Flying
When this creature enters, you gain 2 life and draw two cards.
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1
Empyrean Eagle
Empyrean Eagle
Creature — Bird Spirit
2/3
Flying
Other creatures you control with flying get +1/+1.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to other creatures you control with flying may become lethal if Empyrean Eagle leaves the battlefield during that turn.
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1
Ethereal Valkyrie
Ethereal Valkyrie
Creature — Spirit Angel
4/4
Flying
Whenever this creature enters or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by . (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
- Because the card in exile becomes foretold, you can look at it in exile. (Most effects that have you exile a card face down don’t allow you to look at the card in exile.)
- The reduction of the foretell cost applies only to generic mana in the foretell cost. It can’t reduce requirements of specific colors of mana. For example, if you foretell a card in your hand with mana cost , its foretell cost will be .
- If the card you exile has foretell, it will have two foretell costs, the one printed on it and the one given to it by Ethereal Valkyrie. You may cast that card for either of its foretell costs.
- If you foretell a modal double-faced card, the foretell cost will be based on the mana cost of the face you cast from exile. For example, if you foretell Kolvori, God of Kinship/The Ringhart Crest, you could cast Kolvori by paying or The Ringhart Crest by paying on a future turn. If you foretell a modal double-faced card whose front face is a nonland face but whose back face is a land face, you can’t play that card as a land.
- Although the card you exile becomes foretold, you did not foretell it. An ability that triggers whenever you foretell a card will not trigger.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Migratory Route
Migratory Route
Sorcery
Create four 1/1 white Bird creature tokens with flying.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Niko Defies Destiny
Niko Defies Destiny
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You gain 2 life for each foretold card you own in exile.
II — Add . Spend this mana only to foretell cards or cast spells that have foretell.
III — Return target card with foretell from your graveyard to your hand.
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1
Ranar the Ever-Watchful
Ranar the Ever-Watchful
Legendary Creature — Spirit Warrior
2/3
Flying, vigilance
The first card you foretell each turn costs to foretell.
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying.
- Ranar has recieved an update to its Oracle text. Specifically, its triggered ability doesn't care which player is exiling cards and permanents. Cards put into exile from your hand for any reason, such as the foretell ability, cause the ability to trigger, and permanents exiled from the battlefield cause it to trigger if you controlled the spell or ability that exiled them.
- "The first card you foretell" refers to the first one you exile from your hand as part of the foretell special action. It doesn't refer to a foretold spell you cast from exile.
- Ranar's triggered ability triggers only once for each time you exile cards from your hand or permanents from the battlefield, no matter how many objects were exiled at the same time.
- Ranar's triggered ability will trigger when a spell or ability you control exiles any permanent, including token permanents and permanents you don't control.
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1
Soulherder
Soulherder
Creature — Spirit
1/1
Whenever a creature is exiled from the battlefield, put a +1/+1 counter on this creature.
At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
- If any other abilities you control trigger at the beginning of your end step, you choose the targets for all of them as they’re put onto the stack, and you choose the order they’re put onto the stack. For example, this means that you could exile a creature put onto the battlefield by an unearth ability (and then unearth’s delayed triggered ability won’t exile that creature), but you can’t target a creature that will be returned to the battlefield by another ability during your end step (such as Astral Drift’s delayed triggered ability).
- Once the exiled creature returns, it’s considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners’ graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If a creature is exiled but ends up in another zone (most likely because it’s a player’s commander in the Commander variant), Soulherder’s first ability triggers.
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1
Thunderclap Wyvern
Thunderclap Wyvern
Creature — Drake
2/3
Flash (You may cast this spell any time you could cast an instant.)
Flying
Other creatures you control with flying get +1/+1.
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1
Vega, the Watcher
Vega, the Watcher
Legendary Creature — Bird Spirit
2/2
Flying
Whenever you cast a spell from anywhere other than your hand, draw a card.
Colorless 12
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Azorius Signet
Azorius Signet
Artifact
, : Add .
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1
Burnished Hart
Burnished Hart
Artifact Creature — Elk
2/2
, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Marble Diamond
Marble Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Meteor Golem
Meteor Golem
Artifact Creature — Golem
3/3
When this creature enters, destroy target nonland permanent an opponent controls.
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1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
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1
Mistmeadow Witch
Mistmeadow Witch
Creature — Kithkin Wizard
1/1
: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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1
Replicating Ring
Replicating Ring
Snow Artifact
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with " : Add one mana of any color."
- The check of whether Replicating Ring has eight or more night counters on it happens only as part of the resolution of the triggered ability. If Replicating Ring picks up its eighth night counter at another time, you won't immediately create Replicated Rings. You'll have to wait until the next time the triggered ability resolves.
- Snow is a supertype, not a card type. It has no rules meaning or function by itself, but spells and abilities may refer to it.
- The symbol is a generic mana symbol. It represents a cost that can be paid by one mana that was produced by a snow source. That mana can be any color or colorless.
- Snow isn't a type of mana. If an effect says you may spend mana as though it were any type, you can't pay for using mana that wasn't produced by a snow source.
- Some cards have additional effects for each spent to cast them. You can cast these spells even if you don't spend any snow mana to cast them; their additional effects simply won't do anything.
- The Kaldheim set doesn't have any cards with mana costs that include , but some previous sets do. If an effect says such a spell costs less to cast, that reduction doesn't apply to any costs. This is also true for activated abilities that include in their activation costs and effects that reduce those costs.
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1
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Lands 36
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1
Azorius Chancery
Azorius Chancery
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
Azorius Guildgate
Azorius Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
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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
Cryptic Caves
Cryptic Caves
Land
: Add .
, , Sacrifice this land: Draw a card. Activate only if you control five or more lands.
- Cryptic Caves can be one of the five lands you control. You don't need to control five other lands. It's okay that you'll only control four lands as you finish activating Cryptic Caves's last ability.
- If you control two Cryptic Caves and exactly three other lands, you can activate the last ability of only one of the Cryptic Caves. As soon as the cost for that ability is paid, you will no longer control enough lands to activate the ability of the second Cryptic Caves.
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1
Gates of Istfell
Gates of Istfell
Land
This land enters tapped.
: Add .
, , Sacrifice this land: You gain 2 life and draw two cards.
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1
Glacial Floodplain
Glacial Floodplain
Snow Land — Plains Island
( : Add or .)
This land enters tapped.
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12
Island
Island
Basic Land — Island
( : Add .)
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1
Meandering River
Meandering River
Land
This land enters tapped.
: Add or .
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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
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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13
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Sejiri Refuge
Sejiri Refuge
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Tranquil Cove
Tranquil Cove
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
2 10
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Azorius Signet
Azorius Signet
Artifact
, : Add .
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1
Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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1
Marble Diamond
Marble Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
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1
Mistmeadow Witch
Mistmeadow Witch
Creature — Kithkin Wizard
1/1
: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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1
Momentary Blink
Momentary Blink
Instant
Exile target creature you control, then return it to the battlefield under its owner's control.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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1
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
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1
Wall of Omens
Wall of Omens
Creature — Wall
0/4
Defender
When this creature enters, draw a card.
3 19
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1
Arcane Artisan
Arcane Artisan
Creature — Human Wizard
0/3
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card.
When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
- If a card in exile has in its mana cost, X is considered to be 0.
- If the card copied by the token had any “when [this permanent] enters the battlefield” abilities, then the token also has those abilities and will trigger them when it’s created. Similarly, any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities that the token has copied will also work.
- If Arcane Artisan leaves the battlefield before its activated ability has resolved, the token that ability creates will still be exiled at the beginning of the next end step.
- If an effect such as that of Doubling Season causes Arcane Artisan’s first ability to create two tokens, its last ability will exile both of those tokens. However, if something becomes a copy of the token or creates a copy of that token later (such as Evil Twin or Cackling Counterpart), that copy won’t be exiled.
- If multiple Arcane Artisans are creating tokens, each will exile only the ones it created.
- If any of those tokens have an ability that triggers at the beginning of the end step, that ability will trigger and resolve even if the token is exiled during the end step before that ability resolves.
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1
Banishing Light
Banishing Light
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to a permanent an opponent controls with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won’t be exiled.
- Auras attached to the exiled permanent will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to a permanent with shroud, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in exile for the rest of the game.
- If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won't be exiled.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
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1
Burnished Hart
Burnished Hart
Artifact Creature — Elk
2/2
, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Eerie Interlude
Eerie Interlude
Instant
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
- Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
- If a creature token is exiled, it ceases to exist. It won’t be returned to the battlefield.
- If a double-faced card is exiled, it will return with its front face up.
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1
Empyrean Eagle
Empyrean Eagle
Creature — Bird Spirit
2/3
Flying
Other creatures you control with flying get +1/+1.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to other creatures you control with flying may become lethal if Empyrean Eagle leaves the battlefield during that turn.
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1
Flickerwisp
Flickerwisp
Creature — Elemental
3/1
Flying
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
- The exiled card will return to the battlefield at the beginning of the end step even if Flickerwisp is no longer on the battlefield.
- If the permanent that returns to the battlefield has any abilities that trigger at the beginning of the end step, those abilities won't trigger that turn.
- Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. Once the exiled permanent returns, it's considered a new object with no relation to the object that it was.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
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1
Ghostly Flicker
Ghostly Flicker
Instant
Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
- The two targets can have different card types. For example, you can target one artifact and one creature with Ghostly Flicker.
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1
Ghostly Prison
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
- In the Two-Headed Giant format, you still only have to pay once per creature.
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1
Hero of Bretagard
Hero of Bretagard
Creature — Human Warrior
1/1
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, put that many +1/+1 counters on this creature.
As long as this creature has five or more counters on it, it has flying and is an Angel in addition to its other types.
As long as this creature has ten or more counters on it, it has indestructible and is a God in addition to its other types.
- Hero of Bretagard has recieved an update to its Oracle text. Specifically, its triggered ability doesn't care which player is exiling the cards and permanents. Cards put into exile from your hand for any reason, such as the foretell ability, cause the ability to trigger, and permanents exiled from the battlefield cause it to trigger if you controlled the spell or ability that exiled them.
- Hero of Bretagard's triggered ability will trigger when a spell or ability you control exiles any permanent, including token permanents and permanents you don't control.
- Neither the second nor the third ability of Hero of Bretagard refers to a specific kind of counter. Any counter that's on it will do.
- With ten or more counters on it, Hero of Bretagard will have flying and indestructible, and it will be an Angel and a God (and a Human and a Warrior, but those aren't as exciting).
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1
Iron Verdict
Iron Verdict
Instant
Iron Verdict deals 5 damage to target tapped creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Niko Defies Destiny
Niko Defies Destiny
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You gain 2 life for each foretold card you own in exile.
II — Add . Spend this mana only to foretell cards or cast spells that have foretell.
III — Return target card with foretell from your graveyard to your hand.
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1
Ravenform
Ravenform
Sorcery
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- If the target artifact or creature is an illegal target as Ravenform tries to resolve, it won't resolve and none of its effects will happen. No player will create a Bird creature token.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Replicating Ring
Replicating Ring
Snow Artifact
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with " : Add one mana of any color."
- The check of whether Replicating Ring has eight or more night counters on it happens only as part of the resolution of the triggered ability. If Replicating Ring picks up its eighth night counter at another time, you won't immediately create Replicated Rings. You'll have to wait until the next time the triggered ability resolves.
- Snow is a supertype, not a card type. It has no rules meaning or function by itself, but spells and abilities may refer to it.
- The symbol is a generic mana symbol. It represents a cost that can be paid by one mana that was produced by a snow source. That mana can be any color or colorless.
- Snow isn't a type of mana. If an effect says you may spend mana as though it were any type, you can't pay for using mana that wasn't produced by a snow source.
- Some cards have additional effects for each spent to cast them. You can cast these spells even if you don't spend any snow mana to cast them; their additional effects simply won't do anything.
- The Kaldheim set doesn't have any cards with mana costs that include , but some previous sets do. If an effect says such a spell costs less to cast, that reduction doesn't apply to any costs. This is also true for activated abilities that include in their activation costs and effects that reduce those costs.
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1
Saw It Coming
Saw It Coming
Instant
Counter target spell.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Sea Gate Oracle
Sea Gate Oracle
Creature — Human Wizard
1/3
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
- If there’s only one card in your library as Sea Gate Oracle’s ability resolves, you’ll put it into your hand.
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1
Soulherder
Soulherder
Creature — Spirit
1/1
Whenever a creature is exiled from the battlefield, put a +1/+1 counter on this creature.
At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
- If any other abilities you control trigger at the beginning of your end step, you choose the targets for all of them as they’re put onto the stack, and you choose the order they’re put onto the stack. For example, this means that you could exile a creature put onto the battlefield by an unearth ability (and then unearth’s delayed triggered ability won’t exile that creature), but you can’t target a creature that will be returned to the battlefield by another ability during your end step (such as Astral Drift’s delayed triggered ability).
- Once the exiled creature returns, it’s considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners’ graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
- If a creature is exiled but ends up in another zone (most likely because it’s a player’s commander in the Commander variant), Soulherder’s first ability triggers.
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1
Vega, the Watcher
Vega, the Watcher
Legendary Creature — Bird Spirit
2/2
Flying
Whenever you cast a spell from anywhere other than your hand, draw a card.
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1
Windfall
Windfall
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
4 15
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1
Angel of Finality
Angel of Finality
Creature — Angel
3/4
Flying
When this creature enters, exile target player's graveyard.
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1
Behold the Multiverse
Behold the Multiverse
Instant
Scry 2, then draw two cards.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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1
Brago, King Eternal
Brago, King Eternal
Legendary Creature — Spirit Noble
2/4
Flying
Whenever Brago deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.
- Brago's last ability exiles and returns all the targets during the combat damage step, after combat damage is dealt. You can't target any creature that didn't survive combat.
- You may exile and return Brago using its own ability.
- If you exile an Aura with Brago's last ability, the Aura's owner chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. The Aura can't enter the battlefield enchanting a permanent that enters the battlefield at the same time. If the Aura can't legally be attached to anything, it remains exiled.
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1
Cosmic Intervention
Cosmic Intervention
Instant
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- If a token permanent would be put into a graveyard, it’s exiled and then ceases to exist. It won’t return to the battlefield.
- Each permanent that is exiled instead of being put into a graveyard from the battlefield creates its own triggered ability to return itself. Those abilities all trigger at the beginning of the next end step, and you can choose the order in which those abilities will go on the stack. The cards will be returned to the battlefield one at a time as those abilities resolve.
- Once Cosmic Intervention resolves, any “When [this creature] dies” abilities of permanents you control won’t trigger for the rest of the turn because those permanents won’t be put into the graveyard.
- If you return an Aura this way, you choose what the Aura will enchant just before it enters the battlefield. An Aura returning to the battlefield this way doesn’t target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura’s qualities can’t be chosen this way. If there’s nothing legal for the Aura to enchant, it stays in exile.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
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1
Kor Cartographer
Kor Cartographer
Creature — Kor Scout
2/2
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
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1
Marshal's Anthem
Marshal's Anthem
Enchantment
Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
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1
Mist Raven
Mist Raven
Creature — Bird
2/2
Flying
When this creature enters, return target creature to its owner's hand.
- Mist Raven’s ability is mandatory. If Mist Raven is the only creature on the battlefield when its ability triggers, you must choose it as the target.
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1
Ranar the Ever-Watchful
Ranar the Ever-Watchful
Legendary Creature — Spirit Warrior
2/3
Flying, vigilance
The first card you foretell each turn costs to foretell.
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying.
- Ranar has recieved an update to its Oracle text. Specifically, its triggered ability doesn't care which player is exiling cards and permanents. Cards put into exile from your hand for any reason, such as the foretell ability, cause the ability to trigger, and permanents exiled from the battlefield cause it to trigger if you controlled the spell or ability that exiled them.
- "The first card you foretell" refers to the first one you exile from your hand as part of the foretell special action. It doesn't refer to a foretold spell you cast from exile.
- Ranar's triggered ability triggers only once for each time you exile cards from your hand or permanents from the battlefield, no matter how many objects were exiled at the same time.
- Ranar's triggered ability will trigger when a spell or ability you control exiles any permanent, including token permanents and permanents you don't control.
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1
Restoration Angel
Restoration Angel
Creature — Angel
3/4
Flash
Flying
When this creature enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
- Once the exiled creature returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
- If a token is exiled this way, it will cease to exist and won't return to the battlefield.
- When an effect returns the exiled card "under your control," you control it indefinitely after that. If you had temporarily gained control of a creature, it won't return to its previous controller. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, a creature you took with Restoration Angel's effect is exiled.
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1
Return to Dust
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
- Return to Dust can always target a second artifact or enchantment; it just won't exile it if it's not your main phase when you cast Return to Dust.
- If a spell or ability copies Return to Dust, the copy exiles only the first target artifact or enchantment. This is because the copy wasn't cast at all.
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1
Stoic Farmer
Stoic Farmer
Creature — Dwarf Peasant
3/3
When this creature enters, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Tales of the Ancestors
Tales of the Ancestors
Sorcery
Each player with fewer cards in hand than the player with the most cards in hand draws cards equal to the difference.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Thunderclap Wyvern
Thunderclap Wyvern
Creature — Drake
2/3
Flash (You may cast this spell any time you could cast an instant.)
Flying
Other creatures you control with flying get +1/+1.
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1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
5 7
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1
Cleansing Nova
Cleansing Nova
Sorcery
Choose one —
- Destroy all creatures.
- Destroy all artifacts and enchantments.
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1
Cloudblazer
Cloudblazer
Creature — Human Scout
2/2
Flying
When this creature enters, you gain 2 life and draw two cards.
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1
Cloudgoat Ranger
Cloudgoat Ranger
Creature — Giant Warrior Ranger
3/3
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens.
Tap three untapped Kithkin you control: This creature gets +2/+0 and gains flying until end of turn.
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1
Geist-Honored Monk
Geist-Honored Monk
Creature — Human Monk
*/*
Vigilance
Geist-Honored Monk's power and toughness are each equal to the number of creatures you control.
When this creature enters, create two 1/1 white Spirit creature tokens with flying.
- The ability that defines Geist-Honored Monk's power and toughness works in all zones, not just the battlefield.
- As long as Geist-Honored Monk is on the battlefield, its second ability will count itself.
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1
Migratory Route
Migratory Route
Sorcery
Create four 1/1 white Bird creature tokens with flying.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Mulldrifter
Mulldrifter
Creature — Elemental
2/2
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an evoke cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- If you pay the evoke cost, you can have Mulldrifter's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Mulldrifter.
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1
Warhorn Blast
Warhorn Blast
Instant
Creatures you control get +2/+1 until end of turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
6 5
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1
Ethereal Valkyrie
Ethereal Valkyrie
Creature — Spirit Angel
4/4
Flying
Whenever this creature enters or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by . (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
- Because the card in exile becomes foretold, you can look at it in exile. (Most effects that have you exile a card face down don’t allow you to look at the card in exile.)
- The reduction of the foretell cost applies only to generic mana in the foretell cost. It can’t reduce requirements of specific colors of mana. For example, if you foretell a card in your hand with mana cost , its foretell cost will be .
- If the card you exile has foretell, it will have two foretell costs, the one printed on it and the one given to it by Ethereal Valkyrie. You may cast that card for either of its foretell costs.
- If you foretell a modal double-faced card, the foretell cost will be based on the mana cost of the face you cast from exile. For example, if you foretell Kolvori, God of Kinship/The Ringhart Crest, you could cast Kolvori by paying or The Ringhart Crest by paying on a future turn. If you foretell a modal double-faced card whose front face is a nonland face but whose back face is a land face, you can’t play that card as a land.
- Although the card you exile becomes foretold, you did not foretell it. An ability that triggers whenever you foretell a card will not trigger.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Evangel of Heliod
Evangel of Heliod
Creature — Human Cleric
1/3
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
- Numeric mana symbols ( , , and so on) in mana costs of permanents you control don't count toward your devotion to any color.
- Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
- Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
- If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
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1
Spectral Deluge
Spectral Deluge
Sorcery
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Use the number of Islands you control as Spectral Deluge resolves to determine the value of X.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
- If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Sun Titan
Sun Titan
Creature — Giant
6/6
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
- A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
- If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
- The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
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1
Synthetic Destiny
Synthetic Destiny
Instant
Exile all creatures you control. At the beginning of the next end step, reveal cards from the top of your library until you reveal that many creature cards, put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
- Creature tokens you exile this way will count toward the number of creature cards you put onto the battlefield.
- If you exile your commander as Synthetic Destiny resolves, you may not put it into the command zone until after Synthetic Destiny is finished resolving. It will still count toward the number of creature cards you put onto the battlefield.
- The cards you exile will stay in exile. They're not part of the group you shuffle into your library.
- The creature cards will enter the battlefield simultaneously.
- If the number of creatures you exile is greater than the number of creature cards remaining in your library, you'll wind up revealing your entire library, putting all creature cards revealed that way onto the battlefield, then shuffling your library.
- If you don't reveal any noncreature cards this way (perhaps because all the creature cards you needed were on top of your library), you still shuffle your library.
7+ 7
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1
Angel of Serenity
Angel of Serenity
Creature — Angel
5/6
Flying
When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.
When this creature leaves the battlefield, return the exiled cards to their owners' hands.
- You choose up to three total targets from among other creatures on the battlefield and creature cards in graveyards. You may choose zero targets.
- You choose the targets as part of putting the "enters" trigger on the stack. Because that ability includes "you may," you choose whether to exile the targets when the ability resolves.
- If a creature targeted by the "enters" ability dies before that ability resolves, it will become an illegal target even though it may be a creature card in a graveyard when the ability resolves. It won't be exiled.
- If Angel of Serenity leaves the battlefield before its "enters" ability has resolved, its leaves-the-battlefield ability will trigger and do nothing. Then the "enters" ability will resolve and exile the targeted creatures and/or creature cards indefinitely.
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1
Day of the Dragons
Day of the Dragons
Enchantment
When this enchantment enters, exile all creatures you control. Then create that many 5/5 red Dragon creature tokens with flying.
When this enchantment leaves the battlefield, sacrifice all Dragons you control. Then return the exiled cards to the battlefield under your control.
- Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
- Token creatures will count to determine how many Dragon tokens you create, but they won’t be returned to the battlefield when Day of the Dragons leaves the battlefield.
- If Day of the Dragons leaves the battlefield before its first ability has resolved, its second ability will trigger and you’ll sacrifice any Dragons you already control. Then its first ability will resolve and exile your creatures forever, leaving you with that many Dragon tokens.
- All of the nontoken creatures you exiled return to the battlefield when Day of the Dragons leaves the battlefield, even if some or all of the Dragon tokens had already left the battlefield.
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1
Inspired Sphinx
Inspired Sphinx
Creature — Sphinx
5/5
Flying
When this creature enters, draw cards equal to the number of opponents you have.
: Create a 1/1 colorless Thopter artifact creature token with flying.
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1
Meteor Golem
Meteor Golem
Artifact Creature — Golem
3/3
When this creature enters, destroy target nonland permanent an opponent controls.
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1
Sage of the Beyond
Sage of the Beyond
Creature — Spirit Giant
5/5
Flying
Spells you cast from anywhere other than your hand cost less to cast.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell 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 Sage of the Beyond). 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 cost reduction applies only to generic mana in the costs of spells you cast from anywhere other than your hand. It can't reduce requirements of a specific color of mana.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Storm Herd
Storm Herd
Sorcery
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
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1
Surtland Elementalist
Surtland Elementalist
Creature — Giant Wizard
8/8
As an additional cost to cast this spell, reveal a Giant card from your hand or pay .
Whenever this creature attacks, you may cast an instant or sorcery spell from your hand without paying its mana cost.
Lands 36
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1
Azorius Chancery
Azorius Chancery
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
Azorius Guildgate
Azorius Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
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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
Cryptic Caves
Cryptic Caves
Land
: Add .
, , Sacrifice this land: Draw a card. Activate only if you control five or more lands.
- Cryptic Caves can be one of the five lands you control. You don't need to control five other lands. It's okay that you'll only control four lands as you finish activating Cryptic Caves's last ability.
- If you control two Cryptic Caves and exactly three other lands, you can activate the last ability of only one of the Cryptic Caves. As soon as the cost for that ability is paid, you will no longer control enough lands to activate the ability of the second Cryptic Caves.
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1
Gates of Istfell
Gates of Istfell
Land
This land enters tapped.
: Add .
, , Sacrifice this land: You gain 2 life and draw two cards.
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1
Glacial Floodplain
Glacial Floodplain
Snow Land — Plains Island
( : Add or .)
This land enters tapped.
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12
Island
Island
Basic Land — Island
( : Add .)
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1
Meandering River
Meandering River
Land
This land enters tapped.
: Add or .
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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
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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13
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Sejiri Refuge
Sejiri Refuge
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Tranquil Cove
Tranquil Cove
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .