Creatures 39
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Archipelagore
Archipelagore
Creature — Leviathan
7/7
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
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1
Auspicious Starrix
Auspicious Starrix
Creature — Elk Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
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1
Beast Whisperer
Beast Whisperer
Creature — Elf Druid
2/3
Whenever you cast a creature spell, draw a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Boneyard Lurker
Boneyard Lurker
Creature — Nightmare Beast
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, return target permanent card from your graveyard to your hand.
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1
Boneyard Mycodrax
Boneyard Mycodrax
Creature — Fungus
*/*
Boneyard Mycodrax's power and toughness are each equal to the number of other creature cards in your graveyard.
Scavenge ( , Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
- The ability that defines Boneyard Mycodrax’s power and toughness works in all zones, not just on the battlefield.
- The number of counters given by Boneyard Mycodrax’s scavenge ability is its power as it last existed in your graveyard before exiling it. Players can’t change how many counters it gives out after you’ve activated the ability by changing what’s in your graveyard.
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1
Capricopian
Capricopian
Creature — Goat Hydra
0/0
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature, then you may reselect which player this creature is attacking. Only the player this creature is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)
- Reselecting which player a creature is attacking ignores all requirements, restrictions, and costs associated with attacking.
- Reselecting which player a creature is attacking doesn’t cause “whenever this creature attacks” abilities to trigger.
- If you reselect which player an attacking creature is attacking, that creature is still considered to have attacked the player as declared, but it is now attacking the new player.
- The player Capricopian is attacking can’t reselect it to attack a planeswalker instead. If Capricopian is attacking a planeswalker, no player may activate its last ability.
- The player Capricopian becomes attacking may activate its ability, perhaps sending Capricopian right back towards its original destination.
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Cavern Whisperer
Cavern Whisperer
Creature — Nightmare
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Menace (This creature can't be blocked except by two or more creatures.)
Whenever this creature mutates, each opponent discards a card.
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1
Cazur, Ruthless Stalker
Cazur, Ruthless Stalker
Legendary Creature — Human Warrior
3/3
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.)
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
- "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
- Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
- The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Haldan and Pako are your commanders, your deck may contain cards with blue, red, and/or green in their color identity, but not cards with white or black.
- Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
- A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
- The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
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Chittering Harvester
Chittering Harvester
Creature — Nightmare
4/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, each opponent sacrifices a creature of their choice.
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Cold-Eyed Selkie
Cold-Eyed Selkie
Creature — Merfolk Rogue
1/1
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
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Dreamtail Heron
Dreamtail Heron
Creature — Elemental Bird
3/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, draw a card.
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Fertilid
Fertilid
Creature — Elemental
0/0
This creature enters with two +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
- Although the targeted player doesn't need to find a basic land card if they don't want to, that player must shuffle their library.
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Genesis Hydra
Genesis Hydra
Creature — Plant Hydra
0/0
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
This creature enters with X +1/+1 counters on it.
- Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra.
- If you have fewer than X cards in your library, you reveal all of them.
- If a card in a player's library has in its mana cost, X is considered to be 0.
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
- If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
- If "the rest" is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
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Glowstone Recluse
Glowstone Recluse
Creature — Spider
2/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach
Whenever this creature mutates, put two +1/+1 counters on it.
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Heroes' Bane
Heroes' Bane
Creature — Hydra
0/0
This creature enters with four +1/+1 counters on it.
: Put X +1/+1 counters on this creature, where X is its power.
- The value of X is calculated only once, as Heroes' Bane's last ability resolves.
- If Heroes' Bane's power is less than 0 when its second ability resolves, X is considered to be 0.
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Hungering Hydra
Hungering Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
This creature can't be blocked by more than one creature.
Whenever this creature is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
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Illusory Ambusher
Illusory Ambusher
Creature — Cat Illusion
4/1
Flash (You may cast this spell any time you could cast an instant.)
Whenever this creature is dealt damage, draw that many cards.
- Creatures may be dealt damage greater than their toughness. For example, if a source deals 5 damage to Illusory Ambusher, you'll draw five cards.
- If Illusory Ambusher blocks a creature with trample, that creature's controller can assign any amount of damage from 1 to that creature's power to Illusory Ambusher. Excess damage doesn't have to be assigned to the defending player.
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Insatiable Hemophage
Insatiable Hemophage
Creature — Nightmare
3/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch
Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
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Masked Admirers
Masked Admirers
Creature — Elf Shaman
3/2
When this creature enters, draw a card.
Whenever you cast a creature spell, you may pay . If you do, return this card from your graveyard to your hand.
- The second triggered ability triggers only if Masked Admirers is in your graveyard when you cast a creature spell.
- Masked Admirers will return to your hand before the creature spell you cast resolves.
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Migratory Greathorn
Migratory Greathorn
Creature — Beast
3/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Mindleecher
Mindleecher
Creature — Nightmare
5/5
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, exile the top card of each opponent's library face down. You may look at and play those cards for as long as they remain exiled.
- You may look at and play those cards even if Mindleecher leaves the battlefield. If another player gains control of Mindleecher, that player can’t look at or play the cards, and you still can.
- You can play lands this way only if you have remaining land plays available for the turn.
- You pay the costs for the exiled cards if you cast them. You may pay alternative costs such as mutate rather than a card’s mana cost.
- Mindleecher doesn’t change when you can cast the exiled cards. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.
- Casting the card causes it to leave exile. You can’t cast it multiple times.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Mindleecher are exiled, and any cards remaining in exile remain face down indefinitely. No player may look at them.
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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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Otrimi, the Ever-Playful
Otrimi, the Ever-Playful
Legendary Creature — Nightmare Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
Whenever this creature deals combat damage to a player, return target creature card with mutate from your graveyard to your hand.
- If Otrimi deals combat damage to a player at the same time that it’s dealt lethal damage, Otrimi (or any other creature card with mutate that was merged with it) can be the target of its triggered ability.
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Pouncing Shoreshark
Pouncing Shoreshark
Creature — Shark Beast
4/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flash
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
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Predator Ooze
Predator Ooze
Creature — Ooze
1/1
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
Whenever this creature attacks, put a +1/+1 counter on it.
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
- Each time a creature dies, check whether Predator Ooze had dealt any damage to it at any time during that turn. If so, Predator Ooze's ability will trigger. It doesn't matter who controlled the creature or whose graveyard it was put into.
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Reclamation Sage
Reclamation Sage
Creature — Elf Shaman
2/1
When this creature enters, you may destroy target artifact or enchantment.
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Sawtusk Demolisher
Sawtusk Demolisher
Creature — Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
Whenever this creature mutates, destroy target noncreature permanent. Its controller creates a 3/3 green Beast creature token.
- If the target noncreature permanent is an illegal target by the time Sawtusk Demolisher’s last ability tries to resolve, the ability won’t resolve. No player will create a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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Shriekmaw
Shriekmaw
Creature — Elemental
3/2
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
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 Shriekmaw's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Shriekmaw.
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Silent Arbiter
Silent Arbiter
Artifact Creature — Construct
1/5
No more than one creature can attack each combat.
No more than one creature can block each combat.
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Souvenir Snatcher
Souvenir Snatcher
Creature — Bird
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, gain control of target noncreature artifact.
- Once Souvenir Snatcher has snatched a noncreature artifact, you’ll continue to control that artifact if it becomes an artifact creature.
- The control-change effect of Souvenir Snatcher lasts indefinitely. It doesn’t wear off during the cleanup step, and it doesn’t expire if Souvenir Snatcher leaves the battlefield. In a multiplayer game, it does expire if you leave the game. If the artifact’s owner leaves the game, that artifact leaves with them.
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Tidal Barracuda
Tidal Barracuda
Creature — Fish
3/4
Any player may cast spells as though they had flash.
Your opponents can't cast spells during your turn.
- Tidal Barracuda’s abilities apply only while Tidal Barracuda is on the battlefield. Notably, its first ability doesn’t apply to Tidal Barracuda as you’re casting it.
- Tidal Barracuda’s first ability doesn’t grant flash to any objects. It just changes when spells can be cast.
- Once a player announces that they’re casting a spell, players can’t try to remove Tidal Barracuda to make it so that spell couldn’t be cast at that time. Spells cast as though they had flash will still resolve if able, even if Tidal Barracuda is no longer on the battlefield at that time.
- Your opponents can still activate abilities during your turn.
- If an effect says that an opponent may cast a spell during your turn, Tidal Barracuda’s restriction overrules that permission.
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Trumpeting Gnarr
Trumpeting Gnarr
Creature — Beast
3/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, create a 3/3 green Beast creature token.
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Trygon Predator
Trygon Predator
Creature — Beast
2/3
Flying
Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
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Ukkima, Stalking Shadow
Ukkima, Stalking Shadow
Legendary Creature — Whale Wolf
2/2
Partner with Cazur, Ruthless Stalker (When this creature enters, target player may put Cazur into their hand from their library, then shuffle.)
Ukkima can't be blocked.
When Ukkima leaves the battlefield, it deals X damage to target player and you gain X life, where X is its power.
- Use Ukkima's power as it last existed on the battlefield to determine how much damage it deals and how much life you gain. If that number is negative, it deals no damage and you gain no life.
- If the target player is an illegal target by the time Ukkima's last ability tries to resolve, the ability won't resolve. You won't gain any life.
- If your life total is brought to 0 or less at the same time that Ukkima is dealt lethal damage, you lose the game before the last ability goes on the stack.
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Vastwood Hydra
Vastwood Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
When this creature dies, you may distribute a number of +1/+1 counters equal to the number of +1/+1 counters on this creature among any number of creatures you control.
- The ability that triggers when Vastwood Hydra dies doesn’t target any of the creatures. You can choose to put counters on a creature with protection from green, for example.
- You choose how the counters will be distributed when the ability resolves.
- In some unusual cases, Vastwood Hydra will have enough -1/-1 counters put on it to make its toughness 0 or less. If this happens, the ability will still distribute a number of +1/+1 counters equal to the number of +1/+1 counters on Vastwood Hydra before the -1/-1 counters were put on it. For example, if Vastwood Hydra has two +1/+1 counters on it and three -1/-1 counters are put on it, two +1/+1 counters will be distributed.
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Vorapede
Vorapede
Creature — Insect
5/4
Vigilance, trample
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Wydwen, the Biting Gale
Wydwen, the Biting Gale
Legendary Creature — Faerie Wizard
3/3
Flash
Flying
, Pay 1 life: Return Wydwen to its owner's hand.
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Yavimaya Dryad
Yavimaya Dryad
Creature — Dryad
2/1
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
When this creature enters, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.
- You can be the target of Yavimaya Dryad's triggered ability.
- In a multiplayer game, if you leave the game, the Forest you own leaves as well. If instead another player who received your Forest from Yavimaya Dryad leaves the game, that land is exiled.
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Zaxara, the Exemplary
Zaxara, the Exemplary
Legendary Creature — Nightmare Hydra
2/3
Deathtouch
: Add two mana of any one color.
Whenever you cast a spell with in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
- The value of X in Zaxara's last ability is the value of X of the spell you cast.
- If the spell you cast has in its mana cost, the token gets only X counters, not twice X.
- The Hydra token enters the battlefield as a 0/0 creature. Any abilities that modify or trigger on this event apply. After the token is on the battlefield but before any player can take actions, +1/+1 counters are put onto the token.
- If X is 0, the 0/0 Hydra token will die immediately after the ability's done resolving unless something else is raising its toughness.
- If an effect, such as that of Parallel Lives, causes Zaxara's ability to create multiple Hydra tokens, they each receive X +1/+1 counters.
Instants 4
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Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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Deadly Rollick
Deadly Rollick
Instant
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
- Once you begin casting this spell, players can’t take any other actions until you’re done casting it. Notably, they can’t try to remove the commander you control to make you pay its cost.
- It doesn’t matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
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Krosan Grip
Krosan Grip
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
- Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won't affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
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Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
Sorceries 10
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Animist's Awakening
Animist's Awakening
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
- Check to see if there are two or more instant and/or sorcery cards in your graveyard as the spell resolves to determine whether the spell mastery ability applies. The spell itself won't count because it's still on the stack as you make this check.
- If the spell mastery ability applies, you untap only the lands put onto the battlefield with Animist's Awakening.
- No player will know the order of the cards put on the bottom of your library. Practically speaking, the cards should be shuffled (although this is not the game action of "shuffling").
- If you have X or less cards in your library, you'll reveal all the cards from your library, put all land cards from among them onto the battlefield tapped, and then put the rest of the cards back in your library in a random order. (This is effectively the same as shuffling your library, although it's still not technically a shuffle.)
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Deadly Tempest
Deadly Tempest
Sorcery
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
- Creatures that aren’t destroyed this way (perhaps because they regenerated or have indestructible) don’t count toward the life lost.
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Dredge the Mire
Dredge the Mire
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
- As Dredge the Mire resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) chooses a creature card in their graveyard, then each other opponent in turn order does the same knowing the choices made before them. Then all the chosen cards are returned at the same time.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any permanents you control from Dredge the Mire are exiled.
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Find // Finality
//
Find
Sorcery
- To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
- Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
- Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
- A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
- If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
- If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
- Finality doesn't target the creature to receive +1/+1 counters. You can cast it even if you control no creatures.
- Finality affects only creatures on the battlefield at the time it resolves. Creatures that enter the battlefield later in the turn won't get -4/-4.
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Gaze of Granite
Gaze of Granite
Sorcery
Destroy each nonland permanent with mana value X or less.
- If a permanent has in its mana cost, the value of that X is 0.
- The mana value of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature's mana cost.
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Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
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Migration Path
Migration Path
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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Mind Spring
Mind Spring
Sorcery
Draw X cards.
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Profane Command
Profane Command
Sorcery
Choose two —
- Target player loses X life.
- Return target creature card with mana value X or less from your graveyard to the battlefield.
- Target creature gets -X/-X until end of turn.
- Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
- The value chosen for X applies to each X in the spell's effect. You pay only once.
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1
Villainous Wealth
Villainous Wealth
Sorcery
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
- You choose which spells (if any) to cast as Villainous Wealth resolves. If you do, you do so as part of the resolution of Villainous Wealth. You can't wait to cast them later in the turn.
- You cast the spells one at a time as Villainous Wealth is resolving, choosing modes, targets, and so on. The last spell you cast will be the first one to resolve. Ignore timing restrictions based on the spells' types. Other timing restrictions, such as "Cast [this spell] only during combat," must be followed.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.
- If a spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Any cards you don't cast this way will remain in exile.
Artifacts 5
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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
Bonder's Ornament
Bonder's Ornament
Artifact
: Add one mana of any color.
, : Each player who controls a permanent named Bonder's Ornament draws a card.
- If one player controls more than one Bonder’s Ornament, that player draws just one card while resolving its second ability.
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1
Lifecrafter's Bestiary
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.
Whenever you cast a creature spell, you may pay . If you do, draw a card.
- The draw step is after the upkeep step, so you'll scry 1 before you draw for the turn.
- Lifecrafter's Bestiary's second triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
- While resolving Lifecrafter's Bestiary's second triggered ability, you can't pay multiple times to draw multiple cards.
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1
Manascape Refractor
Manascape Refractor
Artifact
This artifact enters tapped.
This artifact has all activated abilities of all lands on the battlefield.
You may spend mana as though it were mana of any color to pay the activation costs of this artifact's abilities.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have colons in their reminder text. Manascape Refractor won't gain triggered abilities (which start with "when," "whenever," or "at").
- Lands with a basic land type have an intrinsic activated mana ability corresponding to their basic land type. Manascape Refractor has those abilities, too.
- If Manascape Refractor gains an activated ability that's normally linked to a non-activated ability of the card it came from, the ability Manascape Refractor has isn't linked to any ability.
- If Manascape Refractor gains an activated ability that's normally linked to another activated ability of the card it came from, those two abilities Manascape Refractor gains are linked for as long as that card remains on the battlefield.
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1
Sol Ring
Sol Ring
Artifact
: Add .
Enchantments 4
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1
Parasitic Impetus
Parasitic Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- If you are the attacking creature's controller, you lose 2 life and gain 2 life. You won't lose the game if your life total is 0 in between these two events.
- Parasitic Impetus causes you to gain life, not the attacking creature's controller.
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1
Predatory Impetus
Predatory Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- If each creature the defending player controls can't block for any reason (such as being tapped), then the enchanted creature isn't blocked. If there's a cost associated with blocking the enchanted creature, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
- Only one creature is required to block the enchanted creature. Other creatures may also block it and are free to block other creatures or not block at all.
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1
Propaganda
Propaganda
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- The payment is made during the declare attackers step at the same time you are declaring the attacker.
- If there are multiple attacks in a turn, then you have to pay for each attack.
- If there is more than one Propaganda on the battlefield, the cost is cumulative.
- Paying this cost is not an instant or any other kind of ability, it is an additional cost on the declaration of the attacker.
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1
Psychic Impetus
Psychic Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you scry 2.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- Psychic Impetus causes you to scry 2, not the attacking creature's controller.
Lands 37
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dimir Aqueduct
Dimir Aqueduct
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
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Endless Sands
Endless Sands
Land — Desert
: Add .
, : Exile target creature you control.
, , Sacrifice this land: Return each creature card exiled with this land to the battlefield under its owner's control.
- The last ability of Endless Sands returns only creature cards exiled by that card. If Endless Sands leaves the battlefield before you activate that ability, the exiled creatures are lost in the dunes forever.
- If you exile a creature that isn’t a creature card with the second ability of Endless Sands (such as a token creature or a land that has become a creature), the third ability won’t return that token or card from exile.
- Desert is a land subtype with no special meaning. It doesn’t grant the land an intrinsic mana ability. Other cards may care about which lands are Deserts.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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11
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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2
Island
Island
Basic Land — Island
( : Add .)
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1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Mortuary Mire
Mortuary Mire
Land
This land enters tapped.
When this land enters, you may put target creature card from your graveyard on top of your library.
: Add .
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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
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Simic Growth Chamber
Simic Growth Chamber
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Soaring Seacliff
Soaring Seacliff
Land
This land enters tapped.
When this land enters, target creature gains flying until end of turn.
: Add .
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
Thornwood Falls
Thornwood Falls
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
Blue 10
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1
Archipelagore
Archipelagore
Creature — Leviathan
7/7
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
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1
Dreamtail Heron
Dreamtail Heron
Creature — Elemental Bird
3/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, draw a card.
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1
Illusory Ambusher
Illusory Ambusher
Creature — Cat Illusion
4/1
Flash (You may cast this spell any time you could cast an instant.)
Whenever this creature is dealt damage, draw that many cards.
- Creatures may be dealt damage greater than their toughness. For example, if a source deals 5 damage to Illusory Ambusher, you'll draw five cards.
- If Illusory Ambusher blocks a creature with trample, that creature's controller can assign any amount of damage from 1 to that creature's power to Illusory Ambusher. Excess damage doesn't have to be assigned to the defending player.
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1
Mind Spring
Mind Spring
Sorcery
Draw X cards.
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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
Pouncing Shoreshark
Pouncing Shoreshark
Creature — Shark Beast
4/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flash
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
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1
Propaganda
Propaganda
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- The payment is made during the declare attackers step at the same time you are declaring the attacker.
- If there are multiple attacks in a turn, then you have to pay for each attack.
- If there is more than one Propaganda on the battlefield, the cost is cumulative.
- Paying this cost is not an instant or any other kind of ability, it is an additional cost on the declaration of the attacker.
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1
Psychic Impetus
Psychic Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you scry 2.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- Psychic Impetus causes you to scry 2, not the attacking creature's controller.
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1
Souvenir Snatcher
Souvenir Snatcher
Creature — Bird
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, gain control of target noncreature artifact.
- Once Souvenir Snatcher has snatched a noncreature artifact, you’ll continue to control that artifact if it becomes an artifact creature.
- The control-change effect of Souvenir Snatcher lasts indefinitely. It doesn’t wear off during the cleanup step, and it doesn’t expire if Souvenir Snatcher leaves the battlefield. In a multiplayer game, it does expire if you leave the game. If the artifact’s owner leaves the game, that artifact leaves with them.
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1
Tidal Barracuda
Tidal Barracuda
Creature — Fish
3/4
Any player may cast spells as though they had flash.
Your opponents can't cast spells during your turn.
- Tidal Barracuda’s abilities apply only while Tidal Barracuda is on the battlefield. Notably, its first ability doesn’t apply to Tidal Barracuda as you’re casting it.
- Tidal Barracuda’s first ability doesn’t grant flash to any objects. It just changes when spells can be cast.
- Once a player announces that they’re casting a spell, players can’t try to remove Tidal Barracuda to make it so that spell couldn’t be cast at that time. Spells cast as though they had flash will still resolve if able, even if Tidal Barracuda is no longer on the battlefield at that time.
- Your opponents can still activate abilities during your turn.
- If an effect says that an opponent may cast a spell during your turn, Tidal Barracuda’s restriction overrules that permission.
Black 11
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1
Boneyard Mycodrax
Boneyard Mycodrax
Creature — Fungus
*/*
Boneyard Mycodrax's power and toughness are each equal to the number of other creature cards in your graveyard.
Scavenge ( , Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
- The ability that defines Boneyard Mycodrax’s power and toughness works in all zones, not just on the battlefield.
- The number of counters given by Boneyard Mycodrax’s scavenge ability is its power as it last existed in your graveyard before exiling it. Players can’t change how many counters it gives out after you’ve activated the ability by changing what’s in your graveyard.
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1
Cavern Whisperer
Cavern Whisperer
Creature — Nightmare
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Menace (This creature can't be blocked except by two or more creatures.)
Whenever this creature mutates, each opponent discards a card.
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1
Chittering Harvester
Chittering Harvester
Creature — Nightmare
4/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, each opponent sacrifices a creature of their choice.
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1
Deadly Rollick
Deadly Rollick
Instant
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
- Once you begin casting this spell, players can’t take any other actions until you’re done casting it. Notably, they can’t try to remove the commander you control to make you pay its cost.
- It doesn’t matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
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1
Deadly Tempest
Deadly Tempest
Sorcery
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
- Creatures that aren’t destroyed this way (perhaps because they regenerated or have indestructible) don’t count toward the life lost.
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1
Dredge the Mire
Dredge the Mire
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
- As Dredge the Mire resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) chooses a creature card in their graveyard, then each other opponent in turn order does the same knowing the choices made before them. Then all the chosen cards are returned at the same time.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any permanents you control from Dredge the Mire are exiled.
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1
Insatiable Hemophage
Insatiable Hemophage
Creature — Nightmare
3/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch
Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
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1
Mindleecher
Mindleecher
Creature — Nightmare
5/5
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, exile the top card of each opponent's library face down. You may look at and play those cards for as long as they remain exiled.
- You may look at and play those cards even if Mindleecher leaves the battlefield. If another player gains control of Mindleecher, that player can’t look at or play the cards, and you still can.
- You can play lands this way only if you have remaining land plays available for the turn.
- You pay the costs for the exiled cards if you cast them. You may pay alternative costs such as mutate rather than a card’s mana cost.
- Mindleecher doesn’t change when you can cast the exiled cards. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.
- Casting the card causes it to leave exile. You can’t cast it multiple times.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Mindleecher are exiled, and any cards remaining in exile remain face down indefinitely. No player may look at them.
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1
Parasitic Impetus
Parasitic Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- If you are the attacking creature's controller, you lose 2 life and gain 2 life. You won't lose the game if your life total is 0 in between these two events.
- Parasitic Impetus causes you to gain life, not the attacking creature's controller.
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1
Profane Command
Profane Command
Sorcery
Choose two —
- Target player loses X life.
- Return target creature card with mana value X or less from your graveyard to the battlefield.
- Target creature gets -X/-X until end of turn.
- Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
- The value chosen for X applies to each X in the spell's effect. You pay only once.
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1
Shriekmaw
Shriekmaw
Creature — Elemental
3/2
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
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 Shriekmaw's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Shriekmaw.
Green 23
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1
Animist's Awakening
Animist's Awakening
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
- Check to see if there are two or more instant and/or sorcery cards in your graveyard as the spell resolves to determine whether the spell mastery ability applies. The spell itself won't count because it's still on the stack as you make this check.
- If the spell mastery ability applies, you untap only the lands put onto the battlefield with Animist's Awakening.
- No player will know the order of the cards put on the bottom of your library. Practically speaking, the cards should be shuffled (although this is not the game action of "shuffling").
- If you have X or less cards in your library, you'll reveal all the cards from your library, put all land cards from among them onto the battlefield tapped, and then put the rest of the cards back in your library in a random order. (This is effectively the same as shuffling your library, although it's still not technically a shuffle.)
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1
Auspicious Starrix
Auspicious Starrix
Creature — Elk Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
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1
Beast Whisperer
Beast Whisperer
Creature — Elf Druid
2/3
Whenever you cast a creature spell, draw a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Capricopian
Capricopian
Creature — Goat Hydra
0/0
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature, then you may reselect which player this creature is attacking. Only the player this creature is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)
- Reselecting which player a creature is attacking ignores all requirements, restrictions, and costs associated with attacking.
- Reselecting which player a creature is attacking doesn’t cause “whenever this creature attacks” abilities to trigger.
- If you reselect which player an attacking creature is attacking, that creature is still considered to have attacked the player as declared, but it is now attacking the new player.
- The player Capricopian is attacking can’t reselect it to attack a planeswalker instead. If Capricopian is attacking a planeswalker, no player may activate its last ability.
- The player Capricopian becomes attacking may activate its ability, perhaps sending Capricopian right back towards its original destination.
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1
Cazur, Ruthless Stalker
Cazur, Ruthless Stalker
Legendary Creature — Human Warrior
3/3
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.)
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
- "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
- Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
- The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Haldan and Pako are your commanders, your deck may contain cards with blue, red, and/or green in their color identity, but not cards with white or black.
- Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
- A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
- The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
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1
Fertilid
Fertilid
Creature — Elemental
0/0
This creature enters with two +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
- Although the targeted player doesn't need to find a basic land card if they don't want to, that player must shuffle their library.
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1
Genesis Hydra
Genesis Hydra
Creature — Plant Hydra
0/0
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
This creature enters with X +1/+1 counters on it.
- Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra.
- If you have fewer than X cards in your library, you reveal all of them.
- If a card in a player's library has in its mana cost, X is considered to be 0.
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
- If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
- If "the rest" is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
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1
Glowstone Recluse
Glowstone Recluse
Creature — Spider
2/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach
Whenever this creature mutates, put two +1/+1 counters on it.
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1
Heroes' Bane
Heroes' Bane
Creature — Hydra
0/0
This creature enters with four +1/+1 counters on it.
: Put X +1/+1 counters on this creature, where X is its power.
- The value of X is calculated only once, as Heroes' Bane's last ability resolves.
- If Heroes' Bane's power is less than 0 when its second ability resolves, X is considered to be 0.
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1
Hungering Hydra
Hungering Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
This creature can't be blocked by more than one creature.
Whenever this creature is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
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1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
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1
Krosan Grip
Krosan Grip
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
- Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won't affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
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1
Masked Admirers
Masked Admirers
Creature — Elf Shaman
3/2
When this creature enters, draw a card.
Whenever you cast a creature spell, you may pay . If you do, return this card from your graveyard to your hand.
- The second triggered ability triggers only if Masked Admirers is in your graveyard when you cast a creature spell.
- Masked Admirers will return to your hand before the creature spell you cast resolves.
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1
Migration Path
Migration Path
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Migratory Greathorn
Migratory Greathorn
Creature — Beast
3/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Predator Ooze
Predator Ooze
Creature — Ooze
1/1
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
Whenever this creature attacks, put a +1/+1 counter on it.
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
- Each time a creature dies, check whether Predator Ooze had dealt any damage to it at any time during that turn. If so, Predator Ooze's ability will trigger. It doesn't matter who controlled the creature or whose graveyard it was put into.
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1
Predatory Impetus
Predatory Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- If each creature the defending player controls can't block for any reason (such as being tapped), then the enchanted creature isn't blocked. If there's a cost associated with blocking the enchanted creature, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
- Only one creature is required to block the enchanted creature. Other creatures may also block it and are free to block other creatures or not block at all.
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1
Reclamation Sage
Reclamation Sage
Creature — Elf Shaman
2/1
When this creature enters, you may destroy target artifact or enchantment.
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1
Sawtusk Demolisher
Sawtusk Demolisher
Creature — Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
Whenever this creature mutates, destroy target noncreature permanent. Its controller creates a 3/3 green Beast creature token.
- If the target noncreature permanent is an illegal target by the time Sawtusk Demolisher’s last ability tries to resolve, the ability won’t resolve. No player will create a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Vastwood Hydra
Vastwood Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
When this creature dies, you may distribute a number of +1/+1 counters equal to the number of +1/+1 counters on this creature among any number of creatures you control.
- The ability that triggers when Vastwood Hydra dies doesn’t target any of the creatures. You can choose to put counters on a creature with protection from green, for example.
- You choose how the counters will be distributed when the ability resolves.
- In some unusual cases, Vastwood Hydra will have enough -1/-1 counters put on it to make its toughness 0 or less. If this happens, the ability will still distribute a number of +1/+1 counters equal to the number of +1/+1 counters on Vastwood Hydra before the -1/-1 counters were put on it. For example, if Vastwood Hydra has two +1/+1 counters on it and three -1/-1 counters are put on it, two +1/+1 counters will be distributed.
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1
Vorapede
Vorapede
Creature — Insect
5/4
Vigilance, trample
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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1
Yavimaya Dryad
Yavimaya Dryad
Creature — Dryad
2/1
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
When this creature enters, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.
- You can be the target of Yavimaya Dryad's triggered ability.
- In a multiplayer game, if you leave the game, the Forest you own leaves as well. If instead another player who received your Forest from Yavimaya Dryad leaves the game, that land is exiled.
Multicolor 12
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1
Boneyard Lurker
Boneyard Lurker
Creature — Nightmare Beast
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, return target permanent card from your graveyard to your hand.
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1
Find // Finality
//
Find
Sorcery
- To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
- Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
- Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
- A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
- If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
- If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
- Finality doesn't target the creature to receive +1/+1 counters. You can cast it even if you control no creatures.
- Finality affects only creatures on the battlefield at the time it resolves. Creatures that enter the battlefield later in the turn won't get -4/-4.
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1
Gaze of Granite
Gaze of Granite
Sorcery
Destroy each nonland permanent with mana value X or less.
- If a permanent has in its mana cost, the value of that X is 0.
- The mana value of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature's mana cost.
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1
Nissa, Steward of Elements
Nissa, Steward of Elements
Legendary Planeswalker — Nissa
+2: Scry 2.
0: Look at the top card of your library. If it's a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, you may put that card onto the battlefield.
−6: Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They're still lands.
- If X is 0, Nissa enters the battlefield with no loyalty and is put into her owner's graveyard before you can activate her abilities.
- While resolving Nissa's second ability, if you can't or don't put the card onto the battlefield, it remains on top of your library.
- Once Nissa's second ability begins to resolve, no player may take actions until it's done. Notably, players can't try to change Nissa's loyalty once you look at the card or choose to put it onto the battlefield.
- If Nissa leaves the battlefield while her second ability is on the stack, use her last known loyalty to determine whether you may put the top card of your library onto the battlefield. If Nissa left the battlefield because she took enough damage to reduce her loyalty to 0, then her last known loyalty is 0.
- Nissa's last ability sets the base power and toughness of the lands to 5/5. Any +1/+1 or -1/-1 counters that were on those lands will apply to those values.
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1
Otrimi, the Ever-Playful
Otrimi, the Ever-Playful
Legendary Creature — Nightmare Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
Whenever this creature deals combat damage to a player, return target creature card with mutate from your graveyard to your hand.
- If Otrimi deals combat damage to a player at the same time that it’s dealt lethal damage, Otrimi (or any other creature card with mutate that was merged with it) can be the target of its triggered ability.
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1
Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
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1
Trumpeting Gnarr
Trumpeting Gnarr
Creature — Beast
3/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, create a 3/3 green Beast creature token.
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1
Trygon Predator
Trygon Predator
Creature — Beast
2/3
Flying
Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
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1
Ukkima, Stalking Shadow
Ukkima, Stalking Shadow
Legendary Creature — Whale Wolf
2/2
Partner with Cazur, Ruthless Stalker (When this creature enters, target player may put Cazur into their hand from their library, then shuffle.)
Ukkima can't be blocked.
When Ukkima leaves the battlefield, it deals X damage to target player and you gain X life, where X is its power.
- Use Ukkima's power as it last existed on the battlefield to determine how much damage it deals and how much life you gain. If that number is negative, it deals no damage and you gain no life.
- If the target player is an illegal target by the time Ukkima's last ability tries to resolve, the ability won't resolve. You won't gain any life.
- If your life total is brought to 0 or less at the same time that Ukkima is dealt lethal damage, you lose the game before the last ability goes on the stack.
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1
Villainous Wealth
Villainous Wealth
Sorcery
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
- You choose which spells (if any) to cast as Villainous Wealth resolves. If you do, you do so as part of the resolution of Villainous Wealth. You can't wait to cast them later in the turn.
- You cast the spells one at a time as Villainous Wealth is resolving, choosing modes, targets, and so on. The last spell you cast will be the first one to resolve. Ignore timing restrictions based on the spells' types. Other timing restrictions, such as "Cast [this spell] only during combat," must be followed.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.
- If a spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Any cards you don't cast this way will remain in exile.
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1
Wydwen, the Biting Gale
Wydwen, the Biting Gale
Legendary Creature — Faerie Wizard
3/3
Flash
Flying
, Pay 1 life: Return Wydwen to its owner's hand.
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1
Zaxara, the Exemplary
Zaxara, the Exemplary
Legendary Creature — Nightmare Hydra
2/3
Deathtouch
: Add two mana of any one color.
Whenever you cast a spell with in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
- The value of X in Zaxara's last ability is the value of X of the spell you cast.
- If the spell you cast has in its mana cost, the token gets only X counters, not twice X.
- The Hydra token enters the battlefield as a 0/0 creature. Any abilities that modify or trigger on this event apply. After the token is on the battlefield but before any player can take actions, +1/+1 counters are put onto the token.
- If X is 0, the 0/0 Hydra token will die immediately after the ability's done resolving unless something else is raising its toughness.
- If an effect, such as that of Parallel Lives, causes Zaxara's ability to create multiple Hydra tokens, they each receive X +1/+1 counters.
Colorless 7
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Bonder's Ornament
Bonder's Ornament
Artifact
: Add one mana of any color.
, : Each player who controls a permanent named Bonder's Ornament draws a card.
- If one player controls more than one Bonder’s Ornament, that player draws just one card while resolving its second ability.
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1
Cold-Eyed Selkie
Cold-Eyed Selkie
Creature — Merfolk Rogue
1/1
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
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1
Lifecrafter's Bestiary
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.
Whenever you cast a creature spell, you may pay . If you do, draw a card.
- The draw step is after the upkeep step, so you'll scry 1 before you draw for the turn.
- Lifecrafter's Bestiary's second triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
- While resolving Lifecrafter's Bestiary's second triggered ability, you can't pay multiple times to draw multiple cards.
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1
Manascape Refractor
Manascape Refractor
Artifact
This artifact enters tapped.
This artifact has all activated abilities of all lands on the battlefield.
You may spend mana as though it were mana of any color to pay the activation costs of this artifact's abilities.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have colons in their reminder text. Manascape Refractor won't gain triggered abilities (which start with "when," "whenever," or "at").
- Lands with a basic land type have an intrinsic activated mana ability corresponding to their basic land type. Manascape Refractor has those abilities, too.
- If Manascape Refractor gains an activated ability that's normally linked to a non-activated ability of the card it came from, the ability Manascape Refractor has isn't linked to any ability.
- If Manascape Refractor gains an activated ability that's normally linked to another activated ability of the card it came from, those two abilities Manascape Refractor gains are linked for as long as that card remains on the battlefield.
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1
Silent Arbiter
Silent Arbiter
Artifact Creature — Construct
1/5
No more than one creature can attack each combat.
No more than one creature can block each combat.
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1
Sol Ring
Sol Ring
Artifact
: Add .
Lands 37
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dimir Aqueduct
Dimir Aqueduct
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
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Endless Sands
Endless Sands
Land — Desert
: Add .
, : Exile target creature you control.
, , Sacrifice this land: Return each creature card exiled with this land to the battlefield under its owner's control.
- The last ability of Endless Sands returns only creature cards exiled by that card. If Endless Sands leaves the battlefield before you activate that ability, the exiled creatures are lost in the dunes forever.
- If you exile a creature that isn’t a creature card with the second ability of Endless Sands (such as a token creature or a land that has become a creature), the third ability won’t return that token or card from exile.
- Desert is a land subtype with no special meaning. It doesn’t grant the land an intrinsic mana ability. Other cards may care about which lands are Deserts.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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11
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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2
Island
Island
Basic Land — Island
( : Add .)
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1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Mortuary Mire
Mortuary Mire
Land
This land enters tapped.
When this land enters, you may put target creature card from your graveyard on top of your library.
: Add .
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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
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Simic Growth Chamber
Simic Growth Chamber
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Soaring Seacliff
Soaring Seacliff
Land
This land enters tapped.
When this land enters, target creature gains flying until end of turn.
: Add .
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
Thornwood Falls
Thornwood Falls
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
1 4
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1
Animist's Awakening
Animist's Awakening
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
- Check to see if there are two or more instant and/or sorcery cards in your graveyard as the spell resolves to determine whether the spell mastery ability applies. The spell itself won't count because it's still on the stack as you make this check.
- If the spell mastery ability applies, you untap only the lands put onto the battlefield with Animist's Awakening.
- No player will know the order of the cards put on the bottom of your library. Practically speaking, the cards should be shuffled (although this is not the game action of "shuffling").
- If you have X or less cards in your library, you'll reveal all the cards from your library, put all land cards from among them onto the battlefield tapped, and then put the rest of the cards back in your library in a random order. (This is effectively the same as shuffling your library, although it's still not technically a shuffle.)
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1
Capricopian
Capricopian
Creature — Goat Hydra
0/0
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature, then you may reselect which player this creature is attacking. Only the player this creature is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)
- Reselecting which player a creature is attacking ignores all requirements, restrictions, and costs associated with attacking.
- Reselecting which player a creature is attacking doesn’t cause “whenever this creature attacks” abilities to trigger.
- If you reselect which player an attacking creature is attacking, that creature is still considered to have attacked the player as declared, but it is now attacking the new player.
- The player Capricopian is attacking can’t reselect it to attack a planeswalker instead. If Capricopian is attacking a planeswalker, no player may activate its last ability.
- The player Capricopian becomes attacking may activate its ability, perhaps sending Capricopian right back towards its original destination.
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1
Hungering Hydra
Hungering Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
This creature can't be blocked by more than one creature.
Whenever this creature is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
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1
Sol Ring
Sol Ring
Artifact
: Add .
2 6
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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
Genesis Hydra
Genesis Hydra
Creature — Plant Hydra
0/0
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
This creature enters with X +1/+1 counters on it.
- Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra.
- If you have fewer than X cards in your library, you reveal all of them.
- If a card in a player's library has in its mana cost, X is considered to be 0.
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
- If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
- If "the rest" is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
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1
Mind Spring
Mind Spring
Sorcery
Draw X cards.
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1
Nissa, Steward of Elements
Nissa, Steward of Elements
Legendary Planeswalker — Nissa
+2: Scry 2.
0: Look at the top card of your library. If it's a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, you may put that card onto the battlefield.
−6: Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They're still lands.
- If X is 0, Nissa enters the battlefield with no loyalty and is put into her owner's graveyard before you can activate her abilities.
- While resolving Nissa's second ability, if you can't or don't put the card onto the battlefield, it remains on top of your library.
- Once Nissa's second ability begins to resolve, no player may take actions until it's done. Notably, players can't try to change Nissa's loyalty once you look at the card or choose to put it onto the battlefield.
- If Nissa leaves the battlefield while her second ability is on the stack, use her last known loyalty to determine whether you may put the top card of your library onto the battlefield. If Nissa left the battlefield because she took enough damage to reduce her loyalty to 0, then her last known loyalty is 0.
- Nissa's last ability sets the base power and toughness of the lands to 5/5. Any +1/+1 or -1/-1 counters that were on those lands will apply to those values.
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1
Profane Command
Profane Command
Sorcery
Choose two —
- Target player loses X life.
- Return target creature card with mana value X or less from your graveyard to the battlefield.
- Target creature gets -X/-X until end of turn.
- Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
- The value chosen for X applies to each X in the spell's effect. You pay only once.
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1
Vastwood Hydra
Vastwood Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
When this creature dies, you may distribute a number of +1/+1 counters equal to the number of +1/+1 counters on this creature among any number of creatures you control.
- The ability that triggers when Vastwood Hydra dies doesn’t target any of the creatures. You can choose to put counters on a creature with protection from green, for example.
- You choose how the counters will be distributed when the ability resolves.
- In some unusual cases, Vastwood Hydra will have enough -1/-1 counters put on it to make its toughness 0 or less. If this happens, the ability will still distribute a number of +1/+1 counters equal to the number of +1/+1 counters on Vastwood Hydra before the -1/-1 counters were put on it. For example, if Vastwood Hydra has two +1/+1 counters on it and three -1/-1 counters are put on it, two +1/+1 counters will be distributed.
3 22
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Bonder's Ornament
Bonder's Ornament
Artifact
: Add one mana of any color.
, : Each player who controls a permanent named Bonder's Ornament draws a card.
- If one player controls more than one Bonder’s Ornament, that player draws just one card while resolving its second ability.
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1
Boneyard Mycodrax
Boneyard Mycodrax
Creature — Fungus
*/*
Boneyard Mycodrax's power and toughness are each equal to the number of other creature cards in your graveyard.
Scavenge ( , Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
- The ability that defines Boneyard Mycodrax’s power and toughness works in all zones, not just on the battlefield.
- The number of counters given by Boneyard Mycodrax’s scavenge ability is its power as it last existed in your graveyard before exiling it. Players can’t change how many counters it gives out after you’ve activated the ability by changing what’s in your graveyard.
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1
Cold-Eyed Selkie
Cold-Eyed Selkie
Creature — Merfolk Rogue
1/1
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
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1
Fertilid
Fertilid
Creature — Elemental
0/0
This creature enters with two +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
- Although the targeted player doesn't need to find a basic land card if they don't want to, that player must shuffle their library.
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1
Gaze of Granite
Gaze of Granite
Sorcery
Destroy each nonland permanent with mana value X or less.
- If a permanent has in its mana cost, the value of that X is 0.
- The mana value of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature's mana cost.
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1
Glowstone Recluse
Glowstone Recluse
Creature — Spider
2/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach
Whenever this creature mutates, put two +1/+1 counters on it.
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1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
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1
Krosan Grip
Krosan Grip
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
- Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won't affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
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1
Lifecrafter's Bestiary
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.
Whenever you cast a creature spell, you may pay . If you do, draw a card.
- The draw step is after the upkeep step, so you'll scry 1 before you draw for the turn.
- Lifecrafter's Bestiary's second triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
- While resolving Lifecrafter's Bestiary's second triggered ability, you can't pay multiple times to draw multiple cards.
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1
Manascape Refractor
Manascape Refractor
Artifact
This artifact enters tapped.
This artifact has all activated abilities of all lands on the battlefield.
You may spend mana as though it were mana of any color to pay the activation costs of this artifact's abilities.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have colons in their reminder text. Manascape Refractor won't gain triggered abilities (which start with "when," "whenever," or "at").
- Lands with a basic land type have an intrinsic activated mana ability corresponding to their basic land type. Manascape Refractor has those abilities, too.
- If Manascape Refractor gains an activated ability that's normally linked to a non-activated ability of the card it came from, the ability Manascape Refractor has isn't linked to any ability.
- If Manascape Refractor gains an activated ability that's normally linked to another activated ability of the card it came from, those two abilities Manascape Refractor gains are linked for as long as that card remains on the battlefield.
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1
Parasitic Impetus
Parasitic Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- If you are the attacking creature's controller, you lose 2 life and gain 2 life. You won't lose the game if your life total is 0 in between these two events.
- Parasitic Impetus causes you to gain life, not the attacking creature's controller.
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1
Predator Ooze
Predator Ooze
Creature — Ooze
1/1
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
Whenever this creature attacks, put a +1/+1 counter on it.
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
- Each time a creature dies, check whether Predator Ooze had dealt any damage to it at any time during that turn. If so, Predator Ooze's ability will trigger. It doesn't matter who controlled the creature or whose graveyard it was put into.
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1
Propaganda
Propaganda
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- The payment is made during the declare attackers step at the same time you are declaring the attacker.
- If there are multiple attacks in a turn, then you have to pay for each attack.
- If there is more than one Propaganda on the battlefield, the cost is cumulative.
- Paying this cost is not an instant or any other kind of ability, it is an additional cost on the declaration of the attacker.
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1
Psychic Impetus
Psychic Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you scry 2.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- Psychic Impetus causes you to scry 2, not the attacking creature's controller.
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1
Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
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1
Reclamation Sage
Reclamation Sage
Creature — Elf Shaman
2/1
When this creature enters, you may destroy target artifact or enchantment.
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1
Trumpeting Gnarr
Trumpeting Gnarr
Creature — Beast
3/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, create a 3/3 green Beast creature token.
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1
Trygon Predator
Trygon Predator
Creature — Beast
2/3
Flying
Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
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1
Ukkima, Stalking Shadow
Ukkima, Stalking Shadow
Legendary Creature — Whale Wolf
2/2
Partner with Cazur, Ruthless Stalker (When this creature enters, target player may put Cazur into their hand from their library, then shuffle.)
Ukkima can't be blocked.
When Ukkima leaves the battlefield, it deals X damage to target player and you gain X life, where X is its power.
- Use Ukkima's power as it last existed on the battlefield to determine how much damage it deals and how much life you gain. If that number is negative, it deals no damage and you gain no life.
- If the target player is an illegal target by the time Ukkima's last ability tries to resolve, the ability won't resolve. You won't gain any life.
- If your life total is brought to 0 or less at the same time that Ukkima is dealt lethal damage, you lose the game before the last ability goes on the stack.
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1
Villainous Wealth
Villainous Wealth
Sorcery
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
- You choose which spells (if any) to cast as Villainous Wealth resolves. If you do, you do so as part of the resolution of Villainous Wealth. You can't wait to cast them later in the turn.
- You cast the spells one at a time as Villainous Wealth is resolving, choosing modes, targets, and so on. The last spell you cast will be the first one to resolve. Ignore timing restrictions based on the spells' types. Other timing restrictions, such as "Cast [this spell] only during combat," must be followed.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.
- If a spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Any cards you don't cast this way will remain in exile.
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1
Yavimaya Dryad
Yavimaya Dryad
Creature — Dryad
2/1
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
When this creature enters, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.
- You can be the target of Yavimaya Dryad's triggered ability.
- In a multiplayer game, if you leave the game, the Forest you own leaves as well. If instead another player who received your Forest from Yavimaya Dryad leaves the game, that land is exiled.
4 13
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1
Beast Whisperer
Beast Whisperer
Creature — Elf Druid
2/3
Whenever you cast a creature spell, draw a card.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Boneyard Lurker
Boneyard Lurker
Creature — Nightmare Beast
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, return target permanent card from your graveyard to your hand.
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1
Cazur, Ruthless Stalker
Cazur, Ruthless Stalker
Legendary Creature — Human Warrior
3/3
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.)
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
- "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
- Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
- The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Haldan and Pako are your commanders, your deck may contain cards with blue, red, and/or green in their color identity, but not cards with white or black.
- Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
- A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
- The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
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1
Deadly Rollick
Deadly Rollick
Instant
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
- Once you begin casting this spell, players can’t take any other actions until you’re done casting it. Notably, they can’t try to remove the commander you control to make you pay its cost.
- It doesn’t matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
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1
Dredge the Mire
Dredge the Mire
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
- As Dredge the Mire resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) chooses a creature card in their graveyard, then each other opponent in turn order does the same knowing the choices made before them. Then all the chosen cards are returned at the same time.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any permanents you control from Dredge the Mire are exiled.
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1
Insatiable Hemophage
Insatiable Hemophage
Creature — Nightmare
3/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch
Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
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1
Masked Admirers
Masked Admirers
Creature — Elf Shaman
3/2
When this creature enters, draw a card.
Whenever you cast a creature spell, you may pay . If you do, return this card from your graveyard to your hand.
- The second triggered ability triggers only if Masked Admirers is in your graveyard when you cast a creature spell.
- Masked Admirers will return to your hand before the creature spell you cast resolves.
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1
Migration Path
Migration Path
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Migratory Greathorn
Migratory Greathorn
Creature — Beast
3/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Silent Arbiter
Silent Arbiter
Artifact Creature — Construct
1/5
No more than one creature can attack each combat.
No more than one creature can block each combat.
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1
Tidal Barracuda
Tidal Barracuda
Creature — Fish
3/4
Any player may cast spells as though they had flash.
Your opponents can't cast spells during your turn.
- Tidal Barracuda’s abilities apply only while Tidal Barracuda is on the battlefield. Notably, its first ability doesn’t apply to Tidal Barracuda as you’re casting it.
- Tidal Barracuda’s first ability doesn’t grant flash to any objects. It just changes when spells can be cast.
- Once a player announces that they’re casting a spell, players can’t try to remove Tidal Barracuda to make it so that spell couldn’t be cast at that time. Spells cast as though they had flash will still resolve if able, even if Tidal Barracuda is no longer on the battlefield at that time.
- Your opponents can still activate abilities during your turn.
- If an effect says that an opponent may cast a spell during your turn, Tidal Barracuda’s restriction overrules that permission.
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1
Wydwen, the Biting Gale
Wydwen, the Biting Gale
Legendary Creature — Faerie Wizard
3/3
Flash
Flying
, Pay 1 life: Return Wydwen to its owner's hand.
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1
Zaxara, the Exemplary
Zaxara, the Exemplary
Legendary Creature — Nightmare Hydra
2/3
Deathtouch
: Add two mana of any one color.
Whenever you cast a spell with in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
- The value of X in Zaxara's last ability is the value of X of the spell you cast.
- If the spell you cast has in its mana cost, the token gets only X counters, not twice X.
- The Hydra token enters the battlefield as a 0/0 creature. Any abilities that modify or trigger on this event apply. After the token is on the battlefield but before any player can take actions, +1/+1 counters are put onto the token.
- If X is 0, the 0/0 Hydra token will die immediately after the ability's done resolving unless something else is raising its toughness.
- If an effect, such as that of Parallel Lives, causes Zaxara's ability to create multiple Hydra tokens, they each receive X +1/+1 counters.
5 11
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1
Auspicious Starrix
Auspicious Starrix
Creature — Elk Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
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1
Cavern Whisperer
Cavern Whisperer
Creature — Nightmare
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Menace (This creature can't be blocked except by two or more creatures.)
Whenever this creature mutates, each opponent discards a card.
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1
Dreamtail Heron
Dreamtail Heron
Creature — Elemental Bird
3/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, draw a card.
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1
Heroes' Bane
Heroes' Bane
Creature — Hydra
0/0
This creature enters with four +1/+1 counters on it.
: Put X +1/+1 counters on this creature, where X is its power.
- The value of X is calculated only once, as Heroes' Bane's last ability resolves.
- If Heroes' Bane's power is less than 0 when its second ability resolves, X is considered to be 0.
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1
Illusory Ambusher
Illusory Ambusher
Creature — Cat Illusion
4/1
Flash (You may cast this spell any time you could cast an instant.)
Whenever this creature is dealt damage, draw that many cards.
- Creatures may be dealt damage greater than their toughness. For example, if a source deals 5 damage to Illusory Ambusher, you'll draw five cards.
- If Illusory Ambusher blocks a creature with trample, that creature's controller can assign any amount of damage from 1 to that creature's power to Illusory Ambusher. Excess damage doesn't have to be assigned to the defending player.
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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
Pouncing Shoreshark
Pouncing Shoreshark
Creature — Shark Beast
4/3
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flash
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
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1
Predatory Impetus
Predatory Impetus
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- If each creature the defending player controls can't block for any reason (such as being tapped), then the enchanted creature isn't blocked. If there's a cost associated with blocking the enchanted creature, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
- Only one creature is required to block the enchanted creature. Other creatures may also block it and are free to block other creatures or not block at all.
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1
Shriekmaw
Shriekmaw
Creature — Elemental
3/2
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
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 Shriekmaw's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Shriekmaw.
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1
Souvenir Snatcher
Souvenir Snatcher
Creature — Bird
4/4
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, gain control of target noncreature artifact.
- Once Souvenir Snatcher has snatched a noncreature artifact, you’ll continue to control that artifact if it becomes an artifact creature.
- The control-change effect of Souvenir Snatcher lasts indefinitely. It doesn’t wear off during the cleanup step, and it doesn’t expire if Souvenir Snatcher leaves the battlefield. In a multiplayer game, it does expire if you leave the game. If the artifact’s owner leaves the game, that artifact leaves with them.
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1
Vorapede
Vorapede
Creature — Insect
5/4
Vigilance, trample
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
6 5
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1
Chittering Harvester
Chittering Harvester
Creature — Nightmare
4/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, each opponent sacrifices a creature of their choice.
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1
Deadly Tempest
Deadly Tempest
Sorcery
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
- Creatures that aren’t destroyed this way (perhaps because they regenerated or have indestructible) don’t count toward the life lost.
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1
Mindleecher
Mindleecher
Creature — Nightmare
5/5
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, exile the top card of each opponent's library face down. You may look at and play those cards for as long as they remain exiled.
- You may look at and play those cards even if Mindleecher leaves the battlefield. If another player gains control of Mindleecher, that player can’t look at or play the cards, and you still can.
- You can play lands this way only if you have remaining land plays available for the turn.
- You pay the costs for the exiled cards if you cast them. You may pay alternative costs such as mutate rather than a card’s mana cost.
- Mindleecher doesn’t change when you can cast the exiled cards. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.
- Casting the card causes it to leave exile. You can’t cast it multiple times.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Mindleecher are exiled, and any cards remaining in exile remain face down indefinitely. No player may look at them.
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1
Otrimi, the Ever-Playful
Otrimi, the Ever-Playful
Legendary Creature — Nightmare Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
Whenever this creature deals combat damage to a player, return target creature card with mutate from your graveyard to your hand.
- If Otrimi deals combat damage to a player at the same time that it’s dealt lethal damage, Otrimi (or any other creature card with mutate that was merged with it) can be the target of its triggered ability.
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1
Sawtusk Demolisher
Sawtusk Demolisher
Creature — Beast
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
Whenever this creature mutates, destroy target noncreature permanent. Its controller creates a 3/3 green Beast creature token.
- If the target noncreature permanent is an illegal target by the time Sawtusk Demolisher’s last ability tries to resolve, the ability won’t resolve. No player will create a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
7+ 2
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1
Archipelagore
Archipelagore
Creature — Leviathan
7/7
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
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1
Find // Finality
//
Find
Sorcery
- To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
- Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
- Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
- Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
- A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
- If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
- If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
- Finality doesn't target the creature to receive +1/+1 counters. You can cast it even if you control no creatures.
- Finality affects only creatures on the battlefield at the time it resolves. Creatures that enter the battlefield later in the turn won't get -4/-4.
Lands 37
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dimir Aqueduct
Dimir Aqueduct
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
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Endless Sands
Endless Sands
Land — Desert
: Add .
, : Exile target creature you control.
, , Sacrifice this land: Return each creature card exiled with this land to the battlefield under its owner's control.
- The last ability of Endless Sands returns only creature cards exiled by that card. If Endless Sands leaves the battlefield before you activate that ability, the exiled creatures are lost in the dunes forever.
- If you exile a creature that isn’t a creature card with the second ability of Endless Sands (such as a token creature or a land that has become a creature), the third ability won’t return that token or card from exile.
- Desert is a land subtype with no special meaning. It doesn’t grant the land an intrinsic mana ability. Other cards may care about which lands are Deserts.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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11
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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2
Island
Island
Basic Land — Island
( : Add .)
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1
Jungle Hollow
Jungle Hollow
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Mortuary Mire
Mortuary Mire
Land
This land enters tapped.
When this land enters, you may put target creature card from your graveyard on top of your library.
: Add .
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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
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Simic Growth Chamber
Simic Growth Chamber
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Soaring Seacliff
Soaring Seacliff
Land
This land enters tapped.
When this land enters, target creature gains flying until end of turn.
: Add .
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
Thornwood Falls
Thornwood Falls
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .