Creatures 34
-
1
Angel of Flight Alabaster
Angel of Flight Alabaster
Creature — Angel
4/4
Flying
At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
- The Spirit card must already be in your graveyard when the ability triggers at the beginning of your upkeep. If there is no Spirit card in your graveyard when your upkeep begins, the ability will be removed from the stack with no effect.
-
1
Boreas Charger
Boreas Charger
Creature — Pegasus
2/1
Flying
When this creature leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of Plains cards equal to the difference, reveal those cards, put one of them onto the battlefield tapped and the rest into your hand, then shuffle.
- You can find fewer Plains cards than the difference, perhaps because you don't have that many Plains cards left in your library.
- If no opponent controls more lands than you, you'll search your library and shuffle it, but you won't be able to find any Plains cards.
-
1
Bygone Bishop
Bygone Bishop
Creature — Spirit Cleric
2/3
Flying
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
- Casting a spell for an alternative cost, such as a madness cost, doesn't change its mana value. For example, casting Twins of Maurer Estate (a card with mana cost and madness cost ) for its madness cost will not cause Bygone Bishop's ability to trigger.
- Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
- If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
- You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
-
1
Custodi Soulbinders
Custodi Soulbinders
Creature — Human Cleric
0/0
This creature enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield.
, Remove a +1/+1 counter from this creature: Create a 1/1 white Spirit creature token with flying.
-
1
Custodi Squire
Custodi Squire
Creature — Spirit Cleric
3/3
Flying
Will of the council — When this creature enters, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.
- If a choice has no votes, it can't have the most votes. If all choices have zero votes, the voting ability has no effect.
- Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
- You must vote for one of the available options. You can't abstain.
- If Custodi Squire is not on the battlefield when its ability resolves, the vote will still take place and the card(s) that had the most votes will still be returned to your hand.
- Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
-
1
Donal, Herald of Wings
Donal, Herald of Wings
Legendary Creature — Human Wizard
3/3
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
- If a creature spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
- The token that a resolving copy of a spell becomes isn't said to have been “created.”
- The copy remembers any decisions that were made for the original spell as it was cast, including values chosen for X in its mana cost and whether any alternative or additional costs were chosen. For example, if the original creature spell had kicker and its kicker cost was paid, the copy will also be kicked.
-
1
Drogskol Captain
Drogskol Captain
Creature — Spirit Soldier
2/2
Flying
Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
-
1
Drogskol Reinforcements
Drogskol Reinforcements
Creature — Spirit Soldier
2/2
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
-
1
Ethereal Investigator
Ethereal Investigator
Creature — Spirit
2/3
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
-
1
Geist of Saint Traft
Geist of Saint Traft
Legendary Creature — Spirit Cleric
2/2
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
- Geist of Saint Traft is banned as a commander in Duel Commander format, but it may be part of your deck.
- You choose which player or planeswalker the Angel token is attacking. It doesn't have to be attacking the same player or planeswalker that Geist of Saint Traft is attacking.
- Although the Angel is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
- Any effects that say that the Angel can't attack (such as that of Propaganda) affect only the declaration of attackers. They won't stop the Angel token from entering the battlefield attacking.
- If you create more than one Angel token (most likely due to Doubling Season), both are exiled at end of combat. On the other hand, if something else becomes a copy of the Angel token, the copy isn't exiled.
-
1
Ghostly Pilferer
Ghostly Pilferer
Creature — Spirit Rogue
2/1
Whenever this creature becomes untapped, you may pay . If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
- Ghostly Pilferer's first ability triggers during your untap step, but it's put onto the stack at the same time as abilities that trigger at the beginning of your upkeep step. Even though the ability triggered first, you may order it before or after other abilities you control that are put onto the stack at this time.
- While resolving Ghostly Pilferer's first ability, you can't pay more than to draw more than one 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.
- Players can cast spells and activate abilities after the second triggered ability resolves but before the spell that caused it to trigger does.
- Once Ghostly Pilferer has been blocked, activating its last ability doesn't cause it to become unblocked.
-
1
Hallowed Spiritkeeper
Hallowed Spiritkeeper
Creature — Avatar
3/2
Vigilance
When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
- Count the number of creature cards in your graveyard as the triggered ability resolves, including Hallowed Spiritkeeper itself if it's still there, to determine how many Spirits are created.
-
1
Hanged Executioner
Hanged Executioner
Creature — Spirit
1/1
Flying
When this creature enters, create a 1/1 white Spirit creature token with flying.
, Exile this creature: Exile target creature.
-
1
Kami of the Crescent Moon
Kami of the Crescent Moon
Legendary Creature — Spirit
1/3
At the beginning of each player's draw step, that player draws an additional card.
- The additional draw triggers just after the normal draw for the turn happens.
-
1
Karmic Guide
Karmic Guide
Creature — Angel Spirit
2/2
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
- Your permanent's echo ability will trigger at the beginning of your upkeep if it entered the battlefield since the beginning of your last upkeep, or if you gained control of it since the beginning of your last upkeep.
- Paying for echo is always optional. When the echo triggered ability resolves, if you can't pay the echo cost or choose not to, you sacrifice that permanent.
-
1
Knight of the White Orchid
Knight of the White Orchid
Creature — Human Knight
2/2
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
- The Plains you search for doesn't have to be basic. For example, you could put a Sacred Foundry onto the battlefield.
- Knight of the White Orchid's triggered ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless any one of your opponents controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as each of your opponents by the time it resolves.
-
1
Mentor of the Meek
Mentor of the Meek
Creature — Human Soldier
2/2
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
- Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
- If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
- While resolving the triggered ability of Mentor of the Meek, you can’t pay multiple times to draw more than one card.
-
1
Millicent, Restless Revenant
Millicent, Restless Revenant
Legendary Creature — Spirit Soldier
4/4
Affinity for Spirits (This spell costs less to cast for each Spirit you control.)
Flying
Whenever Millicent or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
-
1
Mirror Entity
Mirror Entity
Creature — Shapeshifter
1/1
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
- Changeling applies in all zones, not just the battlefield.
- Mirror Entity's ability overwrites any effects that previously set a creature's base power and/or toughness. Any existing effects or counters that raise or lower a creature's power and/or toughness continue to apply to the creature's newly-set power and toughness.
- Activating the ability with X = 0 will cause all creatures you control to become 0/0 and be put into the graveyard.
-
1
Nebelgast Herald
Nebelgast Herald
Creature — Spirit
2/1
Flash
Flying
Whenever this creature or another Spirit you control enters, tap target creature an opponent controls.
- If Nebelgast Herald and another Spirit enter at the same time, Nebelgast Herald’s last ability triggers once for each of them.
-
1
Oyobi, Who Split the Heavens
Oyobi, Who Split the Heavens
Legendary Creature — Spirit
3/6
Flying
Whenever you cast a Spirit or Arcane spell, create a 3/3 white Spirit creature token with flying.
-
1
Priest of the Blessed Graf
Priest of the Blessed Graf
Creature — Human Cleric
1/2
At the beginning of your end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of opponents who control more lands than you.
-
1
Rattlechains
Rattlechains
Creature — Spirit
2/1
Flash
Flying
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
-
1
Remorseful Cleric
Remorseful Cleric
Creature — Spirit Cleric
2/1
Flying
Sacrifice this creature: Exile target player's graveyard.
-
1
Rhoda, Geist Avenger
Rhoda, Geist Avenger
Legendary Creature — Human Soldier
3/3
Partner with Timin, Youthful Geist (When this creature enters, target player may put Timin into their hand from their library, then shuffle.)
Vigilance
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, put a +1/+1 counter on Rhoda.
-
1
Shacklegeist
Shacklegeist
Creature — Spirit
2/2
Flying
This creature can block only creatures with flying.
Tap two untapped Spirits you control: Tap target creature you don't control.
-
1
Sire of the Storm
Sire of the Storm
Creature — Spirit
3/3
Flying
Whenever you cast a Spirit or Arcane spell, you may draw a card.
-
1
Spectral Arcanist
Spectral Arcanist
Creature — Spirit Wizard
3/2
Flying
When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
- If you choose to cast the spell, you must do so as Spectral Arcanist's ability is resolving. You can't wait and cast it later.
- If you cast a spell without paying its mana cost, you may choose to pay additional costs (such as kicker) but not alternative costs (such as flashback).
- If you cast a spell with X in its mana cost this way, you must choose 0 as the value for X.
-
1
Spectral Sailor
Spectral Sailor
Creature — Spirit Pirate
1/1
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
-
1
Spectral Shepherd
Spectral Shepherd
Creature — Spirit
2/2
Flying
: Return target Spirit you control to its owner's hand.
-
1
Supreme Phantom
Supreme Phantom
Creature — Spirit
1/3
Flying
Other Spirits you control get +1/+1.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Spirit you control may become lethal if Supreme Phantom leaves the battlefield during that turn.
-
1
Timin, Youthful Geist
Timin, Youthful Geist
Legendary Creature — Spirit
3/4
Partner with Rhoda, Geist Avenger (When this creature enters, target player may put Rhoda into their hand from their library, then shuffle.)
Flying
At the beginning of each combat, tap up to one target creature.
-
1
Twilight Drover
Twilight Drover
Creature — Spirit
1/1
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.
, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
- The first ability only cares that creature tokens leave the battlefield. It doesn't matter where they went.
- If a player leaves a multiplayer game, all creature tokens that player owns also leave the game. Twilight Drover's ability will trigger once per token.
- If Spirit tokens created by Twilight Drover leave the battlefield, they will trigger its first ability.
- Note that Twilight Drover doesn't have any way to sacrifice tokens or otherwise cause them to leave the battlefield.
-
1
Windborn Muse
Windborn Muse
Creature — Spirit
2/3
Flying
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Creatures may still attack planeswalkers you control without their controller paying a cost.
Instants 7
-
1
Arcane Denial
Arcane Denial
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
- The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
-
1
Benevolent Offering
Benevolent Offering
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying.
Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
- In some unusual cases, the Spirit tokens will have a toughness of 0 or less as they enter the battlefield, perhaps because an opponent controls an enchantment that gives your creatures -1/-1. Because state-based actions aren't performed in the middle of a spell's resolution, you'll gain 2 life for each of those Spirit tokens. After Benevolent Offering has finished resolving, the Spirit tokens will die and subsequently cease to exist.
- You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
- You choose the opponents for each effect as the spell resolves.
-
1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
-
1
Disorder in the Court
Disorder in the Court
Instant
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
-
1
Occult Epiphany
Occult Epiphany
Instant
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
- The card types that you can discard include artifact, creature, enchantment, land, planeswalker, instant, and sorcery. Legendary, basic, and snow are supertypes, not card types. Human, Equipment, and Aura are subtypes, not card types.
-
1
Sudden Salvation
Sudden Salvation
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
-
1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
Sorceries 6
-
1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
-
1
Fell the Mighty
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
- Use the power of the target creature as Fell the Mighty resolves to determine which creatures are destroyed. Fell the Mighty doesn't target any of those creatures, so a creature with hexproof or protection from white will be destroyed if its power is high enough.
- Fell the Mighty won't destroy the target creature.
- If the target creature is an illegal target when Fell the Mighty tries to resolve, Fell the Mighty won't resolve and none of its effects will happen. No creatures will be destroyed.
-
1
Flood of Tears
Flood of Tears
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
- If you return four or more nontoken permanents, the permanent card you put onto the battlefield may be one of the cards returned to your hand this way.
- Any abilities that trigger as the nonland permanents are returned are put onto the stack at the same time as any abilities that trigger as the permanent card is put onto the battlefield (if applicable).
- If a permanent would be returned to your hand but ends up in another zone (most likely because an effect exiled it instead or because it's a player's commander in the Commander variant) Flood of Tears counts it when determining whether four or more of your nontoken permanents were returned.
-
1
Haunting Imitation
Haunting Imitation
Sorcery
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
- The revealed cards stay on the top of their owners' libraries.
-
1
Kirtar's Wrath
Kirtar's Wrath
Sorcery
Destroy all creatures. They can't be regenerated.
Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
-
1
Storm of Souls
Storm of Souls
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
Artifacts 8
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Azorius Locket
Azorius Locket
Artifact
: Add or .
, , Sacrifice this artifact: Draw two cards.
-
1
Azorius Signet
Azorius Signet
Artifact
, : Add .
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Marble Diamond
Marble Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Midnight Clock
Midnight Clock
Artifact
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
- If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
- You can activate Midnight Clock's mana ability to pay the cost of its second ability.
- Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
- Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
-
1
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Sol Ring
Sol Ring
Artifact
: Add .
Enchantments 9
-
1
Breath of the Sleepless
Breath of the Sleepless
Enchantment
You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
-
1
Darksteel Mutation
Darksteel Mutation
Enchantment — Aura
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
- In some rare cases, the creature may have subtypes other than creature types before becoming enchanted with Darksteel Mutation. If it had any other artifact subtypes (such as Equipment), it will retain those. If it had any subtypes other than artifact types and creature types (such as Shrine), it won't retain those.
- Darksteel Mutation overwrites the printed power and toughness of the enchanted creature, as well as any characteristic-defining abilities that define power and/or toughness.
- The enchanted creature will be only an artifact and a creature, not any other card types. It will be only an Insect, not any other creature types.
- However, Darksteel Mutation does not overwrite effects that change the enchanted creature's power or toughness without setting it to a specific value (such as the ones created by Giant Growth or Glorious Anthem). It also won't overwrite the effect of counters.
- Darksteel Mutation doesn't affect the enchanted creature's colors, if any. It will continue to be whatever color or colors it was before Darksteel Mutation entered the battlefield.
- The creature will keep any supertypes it previously had. Notably, if Darksteel Mutation is enchanting a legendary creature, that creature will continue to be legendary. Also, if it's enchanting a commander, that creature will continue to be a commander.
- Darksteel Mutation causes the enchanted creature to lose all abilities except indestructible at the time it becomes enchanted. Any abilities the creature gains after that point will work normally.
- Darksteel Mutation overwrites any previous effects that set the enchanted creature's power or toughness to a specific value. Any such effects that start to apply after Darksteel Mutation entered the battlefield will work normally.
-
1
Field of Souls
Field of Souls
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
- A creature card that you own but don't control will be put into your graveyard if that creature dies, and Field of Souls's ability will trigger.
-
1
Ghostly Prison
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
- In the Two-Headed Giant format, you still only have to pay once per creature.
-
1
Haunted Library
Haunted Library
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
-
1
Imprisoned in the Moon
Imprisoned in the Moon
Enchantment — Aura
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with " : Add " and loses all other card types and abilities.
- If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.
- If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for , only for .
- Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.
- At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.
- The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.
-
1
Promise of Bunrei
Promise of Bunrei
Enchantment
When a creature you control dies, sacrifice this enchantment. If you do, create four 1/1 colorless Spirit creature tokens.
- Promise of Bunrei's ability will trigger multiple times if multiple creatures die at once, but it will only be sacrificed once. You'll get only four Spirit tokens.
-
1
Reconnaissance Mission
Reconnaissance Mission
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling ( , Discard this card: Draw a card.)
- Reconnaissance Mission's triggered ability triggers for each creature you control that deals combat damage to a player. You may draw one card each time the ability resolves, no matter how much damage was dealt.
-
1
Verity Circle
Verity Circle
Enchantment
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.
- For Verity Circle's first ability to trigger, the creature has to actually change from untapped to tapped. If an effect attempts to tap a tapped creature, but it was already tapped at the time, the ability won't trigger.
- If a creature enters the battlefield tapped, Verity Circle's first ability doesn't trigger.
- If a creature with vigilance is declared as an attacker and then becomes tapped while it's attacking, Verity Circle's first ability triggers.
Lands 35
-
1
Azorius Chancery
Azorius Chancery
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
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.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
11
Island
Island
Basic Land — Island
( : Add .)
-
1
Moorland Haunt
Moorland Haunt
Land
: Add .
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
12
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
-
1
Temple of Enlightenment
Temple of Enlightenment
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
-
1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
White 31
-
1
Angel of Flight Alabaster
Angel of Flight Alabaster
Creature — Angel
4/4
Flying
At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
- The Spirit card must already be in your graveyard when the ability triggers at the beginning of your upkeep. If there is no Spirit card in your graveyard when your upkeep begins, the ability will be removed from the stack with no effect.
-
1
Benevolent Offering
Benevolent Offering
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying.
Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
- In some unusual cases, the Spirit tokens will have a toughness of 0 or less as they enter the battlefield, perhaps because an opponent controls an enchantment that gives your creatures -1/-1. Because state-based actions aren't performed in the middle of a spell's resolution, you'll gain 2 life for each of those Spirit tokens. After Benevolent Offering has finished resolving, the Spirit tokens will die and subsequently cease to exist.
- You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
- You choose the opponents for each effect as the spell resolves.
-
1
Boreas Charger
Boreas Charger
Creature — Pegasus
2/1
Flying
When this creature leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of Plains cards equal to the difference, reveal those cards, put one of them onto the battlefield tapped and the rest into your hand, then shuffle.
- You can find fewer Plains cards than the difference, perhaps because you don't have that many Plains cards left in your library.
- If no opponent controls more lands than you, you'll search your library and shuffle it, but you won't be able to find any Plains cards.
-
1
Bygone Bishop
Bygone Bishop
Creature — Spirit Cleric
2/3
Flying
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
- Casting a spell for an alternative cost, such as a madness cost, doesn't change its mana value. For example, casting Twins of Maurer Estate (a card with mana cost and madness cost ) for its madness cost will not cause Bygone Bishop's ability to trigger.
- Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
- If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
- You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
-
1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
-
1
Custodi Soulbinders
Custodi Soulbinders
Creature — Human Cleric
0/0
This creature enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield.
, Remove a +1/+1 counter from this creature: Create a 1/1 white Spirit creature token with flying.
-
1
Custodi Squire
Custodi Squire
Creature — Spirit Cleric
3/3
Flying
Will of the council — When this creature enters, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.
- If a choice has no votes, it can't have the most votes. If all choices have zero votes, the voting ability has no effect.
- Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
- You must vote for one of the available options. You can't abstain.
- If Custodi Squire is not on the battlefield when its ability resolves, the vote will still take place and the card(s) that had the most votes will still be returned to your hand.
- Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
-
1
Darksteel Mutation
Darksteel Mutation
Enchantment — Aura
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
- In some rare cases, the creature may have subtypes other than creature types before becoming enchanted with Darksteel Mutation. If it had any other artifact subtypes (such as Equipment), it will retain those. If it had any subtypes other than artifact types and creature types (such as Shrine), it won't retain those.
- Darksteel Mutation overwrites the printed power and toughness of the enchanted creature, as well as any characteristic-defining abilities that define power and/or toughness.
- The enchanted creature will be only an artifact and a creature, not any other card types. It will be only an Insect, not any other creature types.
- However, Darksteel Mutation does not overwrite effects that change the enchanted creature's power or toughness without setting it to a specific value (such as the ones created by Giant Growth or Glorious Anthem). It also won't overwrite the effect of counters.
- Darksteel Mutation doesn't affect the enchanted creature's colors, if any. It will continue to be whatever color or colors it was before Darksteel Mutation entered the battlefield.
- The creature will keep any supertypes it previously had. Notably, if Darksteel Mutation is enchanting a legendary creature, that creature will continue to be legendary. Also, if it's enchanting a commander, that creature will continue to be a commander.
- Darksteel Mutation causes the enchanted creature to lose all abilities except indestructible at the time it becomes enchanted. Any abilities the creature gains after that point will work normally.
- Darksteel Mutation overwrites any previous effects that set the enchanted creature's power or toughness to a specific value. Any such effects that start to apply after Darksteel Mutation entered the battlefield will work normally.
-
1
Drogskol Reinforcements
Drogskol Reinforcements
Creature — Spirit Soldier
2/2
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
-
1
Fell the Mighty
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
- Use the power of the target creature as Fell the Mighty resolves to determine which creatures are destroyed. Fell the Mighty doesn't target any of those creatures, so a creature with hexproof or protection from white will be destroyed if its power is high enough.
- Fell the Mighty won't destroy the target creature.
- If the target creature is an illegal target when Fell the Mighty tries to resolve, Fell the Mighty won't resolve and none of its effects will happen. No creatures will be destroyed.
-
1
Field of Souls
Field of Souls
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
- A creature card that you own but don't control will be put into your graveyard if that creature dies, and Field of Souls's ability will trigger.
-
1
Ghostly Prison
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
- In the Two-Headed Giant format, you still only have to pay once per creature.
-
1
Hallowed Spiritkeeper
Hallowed Spiritkeeper
Creature — Avatar
3/2
Vigilance
When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
- Count the number of creature cards in your graveyard as the triggered ability resolves, including Hallowed Spiritkeeper itself if it's still there, to determine how many Spirits are created.
-
1
Hanged Executioner
Hanged Executioner
Creature — Spirit
1/1
Flying
When this creature enters, create a 1/1 white Spirit creature token with flying.
, Exile this creature: Exile target creature.
-
1
Haunted Library
Haunted Library
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
-
1
Karmic Guide
Karmic Guide
Creature — Angel Spirit
2/2
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
- Your permanent's echo ability will trigger at the beginning of your upkeep if it entered the battlefield since the beginning of your last upkeep, or if you gained control of it since the beginning of your last upkeep.
- Paying for echo is always optional. When the echo triggered ability resolves, if you can't pay the echo cost or choose not to, you sacrifice that permanent.
-
1
Kirtar's Wrath
Kirtar's Wrath
Sorcery
Destroy all creatures. They can't be regenerated.
Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
-
1
Knight of the White Orchid
Knight of the White Orchid
Creature — Human Knight
2/2
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
- The Plains you search for doesn't have to be basic. For example, you could put a Sacred Foundry onto the battlefield.
- Knight of the White Orchid's triggered ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless any one of your opponents controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as each of your opponents by the time it resolves.
-
1
Mentor of the Meek
Mentor of the Meek
Creature — Human Soldier
2/2
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
- Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
- If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
- While resolving the triggered ability of Mentor of the Meek, you can’t pay multiple times to draw more than one card.
-
1
Mirror Entity
Mirror Entity
Creature — Shapeshifter
1/1
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
- Changeling applies in all zones, not just the battlefield.
- Mirror Entity's ability overwrites any effects that previously set a creature's base power and/or toughness. Any existing effects or counters that raise or lower a creature's power and/or toughness continue to apply to the creature's newly-set power and toughness.
- Activating the ability with X = 0 will cause all creatures you control to become 0/0 and be put into the graveyard.
-
1
Oyobi, Who Split the Heavens
Oyobi, Who Split the Heavens
Legendary Creature — Spirit
3/6
Flying
Whenever you cast a Spirit or Arcane spell, create a 3/3 white Spirit creature token with flying.
-
1
Priest of the Blessed Graf
Priest of the Blessed Graf
Creature — Human Cleric
1/2
At the beginning of your end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of opponents who control more lands than you.
-
1
Promise of Bunrei
Promise of Bunrei
Enchantment
When a creature you control dies, sacrifice this enchantment. If you do, create four 1/1 colorless Spirit creature tokens.
- Promise of Bunrei's ability will trigger multiple times if multiple creatures die at once, but it will only be sacrificed once. You'll get only four Spirit tokens.
-
1
Remorseful Cleric
Remorseful Cleric
Creature — Spirit Cleric
2/1
Flying
Sacrifice this creature: Exile target player's graveyard.
-
1
Rhoda, Geist Avenger
Rhoda, Geist Avenger
Legendary Creature — Human Soldier
3/3
Partner with Timin, Youthful Geist (When this creature enters, target player may put Timin into their hand from their library, then shuffle.)
Vigilance
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, put a +1/+1 counter on Rhoda.
-
1
Spectral Shepherd
Spectral Shepherd
Creature — Spirit
2/2
Flying
: Return target Spirit you control to its owner's hand.
-
1
Storm of Souls
Storm of Souls
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
-
1
Sudden Salvation
Sudden Salvation
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
-
1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
-
1
Twilight Drover
Twilight Drover
Creature — Spirit
1/1
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.
, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
- The first ability only cares that creature tokens leave the battlefield. It doesn't matter where they went.
- If a player leaves a multiplayer game, all creature tokens that player owns also leave the game. Twilight Drover's ability will trigger once per token.
- If Spirit tokens created by Twilight Drover leave the battlefield, they will trigger its first ability.
- Note that Twilight Drover doesn't have any way to sacrifice tokens or otherwise cause them to leave the battlefield.
-
1
Windborn Muse
Windborn Muse
Creature — Spirit
2/3
Flying
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Creatures may still attack planeswalkers you control without their controller paying a cost.
Blue 22
-
1
Arcane Denial
Arcane Denial
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
- The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
-
1
Breath of the Sleepless
Breath of the Sleepless
Enchantment
You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
-
1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
-
1
Donal, Herald of Wings
Donal, Herald of Wings
Legendary Creature — Human Wizard
3/3
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
- If a creature spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
- The token that a resolving copy of a spell becomes isn't said to have been “created.”
- The copy remembers any decisions that were made for the original spell as it was cast, including values chosen for X in its mana cost and whether any alternative or additional costs were chosen. For example, if the original creature spell had kicker and its kicker cost was paid, the copy will also be kicked.
-
1
Ethereal Investigator
Ethereal Investigator
Creature — Spirit
2/3
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
-
1
Flood of Tears
Flood of Tears
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
- If you return four or more nontoken permanents, the permanent card you put onto the battlefield may be one of the cards returned to your hand this way.
- Any abilities that trigger as the nonland permanents are returned are put onto the stack at the same time as any abilities that trigger as the permanent card is put onto the battlefield (if applicable).
- If a permanent would be returned to your hand but ends up in another zone (most likely because an effect exiled it instead or because it's a player's commander in the Commander variant) Flood of Tears counts it when determining whether four or more of your nontoken permanents were returned.
-
1
Ghostly Pilferer
Ghostly Pilferer
Creature — Spirit Rogue
2/1
Whenever this creature becomes untapped, you may pay . If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
- Ghostly Pilferer's first ability triggers during your untap step, but it's put onto the stack at the same time as abilities that trigger at the beginning of your upkeep step. Even though the ability triggered first, you may order it before or after other abilities you control that are put onto the stack at this time.
- While resolving Ghostly Pilferer's first ability, you can't pay more than to draw more than one 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.
- Players can cast spells and activate abilities after the second triggered ability resolves but before the spell that caused it to trigger does.
- Once Ghostly Pilferer has been blocked, activating its last ability doesn't cause it to become unblocked.
-
1
Haunting Imitation
Haunting Imitation
Sorcery
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
- The revealed cards stay on the top of their owners' libraries.
-
1
Imprisoned in the Moon
Imprisoned in the Moon
Enchantment — Aura
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with " : Add " and loses all other card types and abilities.
- If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.
- If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for , only for .
- Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.
- At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.
- The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.
-
1
Kami of the Crescent Moon
Kami of the Crescent Moon
Legendary Creature — Spirit
1/3
At the beginning of each player's draw step, that player draws an additional card.
- The additional draw triggers just after the normal draw for the turn happens.
-
1
Midnight Clock
Midnight Clock
Artifact
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
- If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
- You can activate Midnight Clock's mana ability to pay the cost of its second ability.
- Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
- Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
-
1
Nebelgast Herald
Nebelgast Herald
Creature — Spirit
2/1
Flash
Flying
Whenever this creature or another Spirit you control enters, tap target creature an opponent controls.
- If Nebelgast Herald and another Spirit enter at the same time, Nebelgast Herald’s last ability triggers once for each of them.
-
1
Occult Epiphany
Occult Epiphany
Instant
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
- The card types that you can discard include artifact, creature, enchantment, land, planeswalker, instant, and sorcery. Legendary, basic, and snow are supertypes, not card types. Human, Equipment, and Aura are subtypes, not card types.
-
1
Rattlechains
Rattlechains
Creature — Spirit
2/1
Flash
Flying
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
-
1
Reconnaissance Mission
Reconnaissance Mission
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling ( , Discard this card: Draw a card.)
- Reconnaissance Mission's triggered ability triggers for each creature you control that deals combat damage to a player. You may draw one card each time the ability resolves, no matter how much damage was dealt.
-
1
Shacklegeist
Shacklegeist
Creature — Spirit
2/2
Flying
This creature can block only creatures with flying.
Tap two untapped Spirits you control: Tap target creature you don't control.
-
1
Sire of the Storm
Sire of the Storm
Creature — Spirit
3/3
Flying
Whenever you cast a Spirit or Arcane spell, you may draw a card.
-
1
Spectral Arcanist
Spectral Arcanist
Creature — Spirit Wizard
3/2
Flying
When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
- If you choose to cast the spell, you must do so as Spectral Arcanist's ability is resolving. You can't wait and cast it later.
- If you cast a spell without paying its mana cost, you may choose to pay additional costs (such as kicker) but not alternative costs (such as flashback).
- If you cast a spell with X in its mana cost this way, you must choose 0 as the value for X.
-
1
Spectral Sailor
Spectral Sailor
Creature — Spirit Pirate
1/1
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
-
1
Supreme Phantom
Supreme Phantom
Creature — Spirit
1/3
Flying
Other Spirits you control get +1/+1.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Spirit you control may become lethal if Supreme Phantom leaves the battlefield during that turn.
-
1
Timin, Youthful Geist
Timin, Youthful Geist
Legendary Creature — Spirit
3/4
Partner with Rhoda, Geist Avenger (When this creature enters, target player may put Rhoda into their hand from their library, then shuffle.)
Flying
At the beginning of each combat, tap up to one target creature.
-
1
Verity Circle
Verity Circle
Enchantment
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.
- For Verity Circle's first ability to trigger, the creature has to actually change from untapped to tapped. If an effect attempts to tap a tapped creature, but it was already tapped at the time, the ability won't trigger.
- If a creature enters the battlefield tapped, Verity Circle's first ability doesn't trigger.
- If a creature with vigilance is declared as an attacker and then becomes tapped while it's attacking, Verity Circle's first ability triggers.
Multicolor 5
-
1
Disorder in the Court
Disorder in the Court
Instant
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
-
1
Dovin, Grand Arbiter
Dovin, Grand Arbiter
Legendary Planeswalker — Dovin
+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin.
−1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life.
−7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
- The delayed triggered ability created by Dovin's first ability triggers for each creature you control that deals combat damage to a player this turn. Dovin gets only one loyalty counter as each ability resolves, no matter how much damage was dealt.
- If you have fewer than ten cards in your library as Dovin's last ability resolves, look at however many cards you have, put three of them into your hand (or all of them if you have fewer than three cards in your library), and then put the rest back in a random order.
-
1
Drogskol Captain
Drogskol Captain
Creature — Spirit Soldier
2/2
Flying
Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
-
1
Geist of Saint Traft
Geist of Saint Traft
Legendary Creature — Spirit Cleric
2/2
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
- Geist of Saint Traft is banned as a commander in Duel Commander format, but it may be part of your deck.
- You choose which player or planeswalker the Angel token is attacking. It doesn't have to be attacking the same player or planeswalker that Geist of Saint Traft is attacking.
- Although the Angel is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
- Any effects that say that the Angel can't attack (such as that of Propaganda) affect only the declaration of attackers. They won't stop the Angel token from entering the battlefield attacking.
- If you create more than one Angel token (most likely due to Doubling Season), both are exiled at end of combat. On the other hand, if something else becomes a copy of the Angel token, the copy isn't exiled.
-
1
Millicent, Restless Revenant
Millicent, Restless Revenant
Legendary Creature — Spirit Soldier
4/4
Affinity for Spirits (This spell costs less to cast for each Spirit you control.)
Flying
Whenever Millicent or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
Colorless 7
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Azorius Locket
Azorius Locket
Artifact
: Add or .
, , Sacrifice this artifact: Draw two cards.
-
1
Azorius Signet
Azorius Signet
Artifact
, : Add .
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Marble Diamond
Marble Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Sol Ring
Sol Ring
Artifact
: Add .
Lands 35
-
1
Azorius Chancery
Azorius Chancery
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
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.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
11
Island
Island
Basic Land — Island
( : Add .)
-
1
Moorland Haunt
Moorland Haunt
Land
: Add .
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
12
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
-
1
Temple of Enlightenment
Temple of Enlightenment
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
-
1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
1 4
-
1
Occult Epiphany
Occult Epiphany
Instant
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
- The card types that you can discard include artifact, creature, enchantment, land, planeswalker, instant, and sorcery. Legendary, basic, and snow are supertypes, not card types. Human, Equipment, and Aura are subtypes, not card types.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Spectral Sailor
Spectral Sailor
Creature — Spirit Pirate
1/1
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
-
1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
2 15
-
1
Arcane Denial
Arcane Denial
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
- The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Azorius Signet
Azorius Signet
Artifact
, : Add .
-
1
Darksteel Mutation
Darksteel Mutation
Enchantment — Aura
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
- In some rare cases, the creature may have subtypes other than creature types before becoming enchanted with Darksteel Mutation. If it had any other artifact subtypes (such as Equipment), it will retain those. If it had any subtypes other than artifact types and creature types (such as Shrine), it won't retain those.
- Darksteel Mutation overwrites the printed power and toughness of the enchanted creature, as well as any characteristic-defining abilities that define power and/or toughness.
- The enchanted creature will be only an artifact and a creature, not any other card types. It will be only an Insect, not any other creature types.
- However, Darksteel Mutation does not overwrite effects that change the enchanted creature's power or toughness without setting it to a specific value (such as the ones created by Giant Growth or Glorious Anthem). It also won't overwrite the effect of counters.
- Darksteel Mutation doesn't affect the enchanted creature's colors, if any. It will continue to be whatever color or colors it was before Darksteel Mutation entered the battlefield.
- The creature will keep any supertypes it previously had. Notably, if Darksteel Mutation is enchanting a legendary creature, that creature will continue to be legendary. Also, if it's enchanting a commander, that creature will continue to be a commander.
- Darksteel Mutation causes the enchanted creature to lose all abilities except indestructible at the time it becomes enchanted. Any abilities the creature gains after that point will work normally.
- Darksteel Mutation overwrites any previous effects that set the enchanted creature's power or toughness to a specific value. Any such effects that start to apply after Darksteel Mutation entered the battlefield will work normally.
-
1
Disorder in the Court
Disorder in the Court
Instant
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
-
1
Ghostly Pilferer
Ghostly Pilferer
Creature — Spirit Rogue
2/1
Whenever this creature becomes untapped, you may pay . If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
- Ghostly Pilferer's first ability triggers during your untap step, but it's put onto the stack at the same time as abilities that trigger at the beginning of your upkeep step. Even though the ability triggered first, you may order it before or after other abilities you control that are put onto the stack at this time.
- While resolving Ghostly Pilferer's first ability, you can't pay more than to draw more than one 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.
- Players can cast spells and activate abilities after the second triggered ability resolves but before the spell that caused it to trigger does.
- Once Ghostly Pilferer has been blocked, activating its last ability doesn't cause it to become unblocked.
-
1
Haunted Library
Haunted Library
Enchantment
Whenever a creature an opponent controls dies, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
-
1
Kami of the Crescent Moon
Kami of the Crescent Moon
Legendary Creature — Spirit
1/3
At the beginning of each player's draw step, that player draws an additional card.
- The additional draw triggers just after the normal draw for the turn happens.
-
1
Knight of the White Orchid
Knight of the White Orchid
Creature — Human Knight
2/2
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
- The Plains you search for doesn't have to be basic. For example, you could put a Sacred Foundry onto the battlefield.
- Knight of the White Orchid's triggered ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless any one of your opponents controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as each of your opponents by the time it resolves.
-
1
Marble Diamond
Marble Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Rattlechains
Rattlechains
Creature — Spirit
2/1
Flash
Flying
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
-
1
Remorseful Cleric
Remorseful Cleric
Creature — Spirit Cleric
2/1
Flying
Sacrifice this creature: Exile target player's graveyard.
-
1
Shacklegeist
Shacklegeist
Creature — Spirit
2/2
Flying
This creature can block only creatures with flying.
Tap two untapped Spirits you control: Tap target creature you don't control.
-
1
Sky Diamond
Sky Diamond
Artifact
This artifact enters tapped.
: Add .
-
1
Supreme Phantom
Supreme Phantom
Creature — Spirit
1/3
Flying
Other Spirits you control get +1/+1.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Spirit you control may become lethal if Supreme Phantom leaves the battlefield during that turn.
3 21
-
1
Azorius Locket
Azorius Locket
Artifact
: Add or .
, , Sacrifice this artifact: Draw two cards.
-
1
Boreas Charger
Boreas Charger
Creature — Pegasus
2/1
Flying
When this creature leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of Plains cards equal to the difference, reveal those cards, put one of them onto the battlefield tapped and the rest into your hand, then shuffle.
- You can find fewer Plains cards than the difference, perhaps because you don't have that many Plains cards left in your library.
- If no opponent controls more lands than you, you'll search your library and shuffle it, but you won't be able to find any Plains cards.
-
1
Bygone Bishop
Bygone Bishop
Creature — Spirit Cleric
2/3
Flying
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
- Casting a spell for an alternative cost, such as a madness cost, doesn't change its mana value. For example, casting Twins of Maurer Estate (a card with mana cost and madness cost ) for its madness cost will not cause Bygone Bishop's ability to trigger.
- Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
- If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
- You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Dovin, Grand Arbiter
Dovin, Grand Arbiter
Legendary Planeswalker — Dovin
+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin.
−1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life.
−7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
- The delayed triggered ability created by Dovin's first ability triggers for each creature you control that deals combat damage to a player this turn. Dovin gets only one loyalty counter as each ability resolves, no matter how much damage was dealt.
- If you have fewer than ten cards in your library as Dovin's last ability resolves, look at however many cards you have, put three of them into your hand (or all of them if you have fewer than three cards in your library), and then put the rest back in a random order.
-
1
Drogskol Captain
Drogskol Captain
Creature — Spirit Soldier
2/2
Flying
Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
-
1
Geist of Saint Traft
Geist of Saint Traft
Legendary Creature — Spirit Cleric
2/2
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
- Geist of Saint Traft is banned as a commander in Duel Commander format, but it may be part of your deck.
- You choose which player or planeswalker the Angel token is attacking. It doesn't have to be attacking the same player or planeswalker that Geist of Saint Traft is attacking.
- Although the Angel is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
- Any effects that say that the Angel can't attack (such as that of Propaganda) affect only the declaration of attackers. They won't stop the Angel token from entering the battlefield attacking.
- If you create more than one Angel token (most likely due to Doubling Season), both are exiled at end of combat. On the other hand, if something else becomes a copy of the Angel token, the copy isn't exiled.
-
1
Ghostly Prison
Ghostly Prison
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.
- In the Two-Headed Giant format, you still only have to pay once per creature.
-
1
Hallowed Spiritkeeper
Hallowed Spiritkeeper
Creature — Avatar
3/2
Vigilance
When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
- Count the number of creature cards in your graveyard as the triggered ability resolves, including Hallowed Spiritkeeper itself if it's still there, to determine how many Spirits are created.
-
1
Hanged Executioner
Hanged Executioner
Creature — Spirit
1/1
Flying
When this creature enters, create a 1/1 white Spirit creature token with flying.
, Exile this creature: Exile target creature.
-
1
Haunting Imitation
Haunting Imitation
Sorcery
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
- The revealed cards stay on the top of their owners' libraries.
-
1
Imprisoned in the Moon
Imprisoned in the Moon
Enchantment — Aura
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with " : Add " and loses all other card types and abilities.
- If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.
- If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for , only for .
- Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.
- At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.
- The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.
-
1
Mentor of the Meek
Mentor of the Meek
Creature — Human Soldier
2/2
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
- Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
- If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
- While resolving the triggered ability of Mentor of the Meek, you can’t pay multiple times to draw more than one card.
-
1
Midnight Clock
Midnight Clock
Artifact
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
- If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
- You can activate Midnight Clock's mana ability to pay the cost of its second ability.
- Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
- Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
-
1
Mirror Entity
Mirror Entity
Creature — Shapeshifter
1/1
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
- Changeling applies in all zones, not just the battlefield.
- Mirror Entity's ability overwrites any effects that previously set a creature's base power and/or toughness. Any existing effects or counters that raise or lower a creature's power and/or toughness continue to apply to the creature's newly-set power and toughness.
- Activating the ability with X = 0 will cause all creatures you control to become 0/0 and be put into the graveyard.
-
1
Nebelgast Herald
Nebelgast Herald
Creature — Spirit
2/1
Flash
Flying
Whenever this creature or another Spirit you control enters, tap target creature an opponent controls.
- If Nebelgast Herald and another Spirit enter at the same time, Nebelgast Herald’s last ability triggers once for each of them.
-
1
Priest of the Blessed Graf
Priest of the Blessed Graf
Creature — Human Cleric
1/2
At the beginning of your end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of opponents who control more lands than you.
-
1
Promise of Bunrei
Promise of Bunrei
Enchantment
When a creature you control dies, sacrifice this enchantment. If you do, create four 1/1 colorless Spirit creature tokens.
- Promise of Bunrei's ability will trigger multiple times if multiple creatures die at once, but it will only be sacrificed once. You'll get only four Spirit tokens.
-
1
Spectral Shepherd
Spectral Shepherd
Creature — Spirit
2/2
Flying
: Return target Spirit you control to its owner's hand.
-
1
Twilight Drover
Twilight Drover
Creature — Spirit
1/1
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.
, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
- The first ability only cares that creature tokens leave the battlefield. It doesn't matter where they went.
- If a player leaves a multiplayer game, all creature tokens that player owns also leave the game. Twilight Drover's ability will trigger once per token.
- If Spirit tokens created by Twilight Drover leave the battlefield, they will trigger its first ability.
- Note that Twilight Drover doesn't have any way to sacrifice tokens or otherwise cause them to leave the battlefield.
-
1
Verity Circle
Verity Circle
Enchantment
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.
- For Verity Circle's first ability to trigger, the creature has to actually change from untapped to tapped. If an effect attempts to tap a tapped creature, but it was already tapped at the time, the ability won't trigger.
- If a creature enters the battlefield tapped, Verity Circle's first ability doesn't trigger.
- If a creature with vigilance is declared as an attacker and then becomes tapped while it's attacking, Verity Circle's first ability triggers.
4 14
-
1
Benevolent Offering
Benevolent Offering
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying.
Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
- In some unusual cases, the Spirit tokens will have a toughness of 0 or less as they enter the battlefield, perhaps because an opponent controls an enchantment that gives your creatures -1/-1. Because state-based actions aren't performed in the middle of a spell's resolution, you'll gain 2 life for each of those Spirit tokens. After Benevolent Offering has finished resolving, the Spirit tokens will die and subsequently cease to exist.
- You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
- You choose the opponents for each effect as the spell resolves.
-
1
Breath of the Sleepless
Breath of the Sleepless
Enchantment
You may cast Spirit spells as though they had flash.
Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
-
1
Crush Contraband
Crush Contraband
Instant
Choose one or both —
- Exile target artifact.
- Exile target enchantment.
- If you've chosen both modes and one of Crush Contraband's targets becomes an illegal target, the other is still exiled.
-
1
Custodi Soulbinders
Custodi Soulbinders
Creature — Human Cleric
0/0
This creature enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield.
, Remove a +1/+1 counter from this creature: Create a 1/1 white Spirit creature token with flying.
-
1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
-
1
Donal, Herald of Wings
Donal, Herald of Wings
Legendary Creature — Human Wizard
3/3
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
- If a creature spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
- The token that a resolving copy of a spell becomes isn't said to have been “created.”
- The copy remembers any decisions that were made for the original spell as it was cast, including values chosen for X in its mana cost and whether any alternative or additional costs were chosen. For example, if the original creature spell had kicker and its kicker cost was paid, the copy will also be kicked.
-
1
Drogskol Reinforcements
Drogskol Reinforcements
Creature — Spirit Soldier
2/2
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
-
1
Ethereal Investigator
Ethereal Investigator
Creature — Spirit
2/3
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
-
1
Field of Souls
Field of Souls
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
- A creature card that you own but don't control will be put into your graveyard if that creature dies, and Field of Souls's ability will trigger.
-
1
Reconnaissance Mission
Reconnaissance Mission
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling ( , Discard this card: Draw a card.)
- Reconnaissance Mission's triggered ability triggers for each creature you control that deals combat damage to a player. You may draw one card each time the ability resolves, no matter how much damage was dealt.
-
1
Rhoda, Geist Avenger
Rhoda, Geist Avenger
Legendary Creature — Human Soldier
3/3
Partner with Timin, Youthful Geist (When this creature enters, target player may put Timin into their hand from their library, then shuffle.)
Vigilance
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, put a +1/+1 counter on Rhoda.
-
1
Spectral Arcanist
Spectral Arcanist
Creature — Spirit Wizard
3/2
Flying
When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
- If you choose to cast the spell, you must do so as Spectral Arcanist's ability is resolving. You can't wait and cast it later.
- If you cast a spell without paying its mana cost, you may choose to pay additional costs (such as kicker) but not alternative costs (such as flashback).
- If you cast a spell with X in its mana cost this way, you must choose 0 as the value for X.
-
1
Sudden Salvation
Sudden Salvation
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
-
1
Windborn Muse
Windborn Muse
Creature — Spirit
2/3
Flying
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
- Creatures may still attack planeswalkers you control without their controller paying a cost.
5 5
-
1
Angel of Flight Alabaster
Angel of Flight Alabaster
Creature — Angel
4/4
Flying
At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
- The Spirit card must already be in your graveyard when the ability triggers at the beginning of your upkeep. If there is no Spirit card in your graveyard when your upkeep begins, the ability will be removed from the stack with no effect.
-
1
Custodi Squire
Custodi Squire
Creature — Spirit Cleric
3/3
Flying
Will of the council — When this creature enters, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.
- If a choice has no votes, it can't have the most votes. If all choices have zero votes, the voting ability has no effect.
- Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
- You must vote for one of the available options. You can't abstain.
- If Custodi Squire is not on the battlefield when its ability resolves, the vote will still take place and the card(s) that had the most votes will still be returned to your hand.
- Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.
- The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
- No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
-
1
Fell the Mighty
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
- Use the power of the target creature as Fell the Mighty resolves to determine which creatures are destroyed. Fell the Mighty doesn't target any of those creatures, so a creature with hexproof or protection from white will be destroyed if its power is high enough.
- Fell the Mighty won't destroy the target creature.
- If the target creature is an illegal target when Fell the Mighty tries to resolve, Fell the Mighty won't resolve and none of its effects will happen. No creatures will be destroyed.
-
1
Karmic Guide
Karmic Guide
Creature — Angel Spirit
2/2
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
- Your permanent's echo ability will trigger at the beginning of your upkeep if it entered the battlefield since the beginning of your last upkeep, or if you gained control of it since the beginning of your last upkeep.
- Paying for echo is always optional. When the echo triggered ability resolves, if you can't pay the echo cost or choose not to, you sacrifice that permanent.
-
1
Timin, Youthful Geist
Timin, Youthful Geist
Legendary Creature — Spirit
3/4
Partner with Rhoda, Geist Avenger (When this creature enters, target player may put Rhoda into their hand from their library, then shuffle.)
Flying
At the beginning of each combat, tap up to one target creature.
6 4
-
1
Flood of Tears
Flood of Tears
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
- If you return four or more nontoken permanents, the permanent card you put onto the battlefield may be one of the cards returned to your hand this way.
- Any abilities that trigger as the nonland permanents are returned are put onto the stack at the same time as any abilities that trigger as the permanent card is put onto the battlefield (if applicable).
- If a permanent would be returned to your hand but ends up in another zone (most likely because an effect exiled it instead or because it's a player's commander in the Commander variant) Flood of Tears counts it when determining whether four or more of your nontoken permanents were returned.
-
1
Kirtar's Wrath
Kirtar's Wrath
Sorcery
Destroy all creatures. They can't be regenerated.
Threshold — If seven or more cards are in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
-
1
Sire of the Storm
Sire of the Storm
Creature — Spirit
3/3
Flying
Whenever you cast a Spirit or Arcane spell, you may draw a card.
-
1
Storm of Souls
Storm of Souls
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
7+ 2
-
1
Millicent, Restless Revenant
Millicent, Restless Revenant
Legendary Creature — Spirit Soldier
4/4
Affinity for Spirits (This spell costs less to cast for each Spirit you control.)
Flying
Whenever Millicent or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
-
1
Oyobi, Who Split the Heavens
Oyobi, Who Split the Heavens
Legendary Creature — Spirit
3/6
Flying
Whenever you cast a Spirit or Arcane spell, create a 3/3 white Spirit creature token with flying.
Lands 35
-
1
Azorius Chancery
Azorius Chancery
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
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.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
11
Island
Island
Basic Land — Island
( : Add .)
-
1
Moorland Haunt
Moorland Haunt
Land
: Add .
, , Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
12
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
-
1
Temple of Enlightenment
Temple of Enlightenment
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
-
1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.