Creatures 39
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1
Abzan Falconer
Abzan Falconer
Creature — Human Soldier
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
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1
Ainok Bond-Kin
Ainok Bond-Kin
Creature — Dog Soldier
2/1
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has first strike.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
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Angel of Glory's Rise
Angel of Glory's Rise
Creature — Angel
4/6
Flying
When this creature enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
- Only Zombie permanents on the battlefield are exiled. Zombie cards in other zones are not.
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Avacyn's Pilgrim
Avacyn's Pilgrim
Creature — Human Monk
1/1
: Add .
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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1
Champion of Lambholt
Champion of Lambholt
Creature — Human Warrior
1/1
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
- Champion of Lambholt's first ability applies even if it isn't attacking.
- The comparison of power is done only when blockers are declared. Decreasing the power of a blocking creature (or increasing the power of Champion of Lambholt) after this point won't cause any creature to stop blocking or become unblocked.
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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.
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1
Dawnhart Wardens
Dawnhart Wardens
Creature — Human Warlock
3/3
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
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1
Dearly Departed
Dearly Departed
Creature — Spirit
5/5
Flying
As long as this creature is in your graveyard, each Human creature you control enters with an additional +1/+1 counter on it.
- The effect is cumulative. Human creatures you control will enter with a +1/+1 counter for each Dearly Departed in your graveyard.
- In most cases, when determining whether a creature entering under your control should get a +1/+1 counter, you'll simply look at what the creature will looklike on the battlefield. You'll consider any effects affecting a creature entering under your control.
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Elite Scaleguard
Elite Scaleguard
Creature — Human Soldier
2/3
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Abzan Skycaptain's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves.
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Enduring Scalelord
Enduring Scalelord
Creature — Dragon
4/4
Flying
Whenever one or more +1/+1 counters are put on another creature you control, you may put a +1/+1 counter on this creature.
- A creature entering the battlefield with one or more +1/+1 counters on it will cause Enduring Scalelord's ability to trigger.
- If +1/+1 counters are put on multiple creatures you control (other than Enduring Scalelord) at the same time, Enduring Scalelord's ability will trigger once for each of those creatures.
- If you control two Enduring Scalelords, putting a +1/+1 counter on one of them will cause the ability of the other one to trigger. When this ability resolves, you'll put a +1/+1 counter on the other Scalelord. This will cause the ability of the first one to trigger. This loop will repeat until you choose not to put a +1/+1 counter on one of the Enduring Scalelords.
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1
Eternal Witness
Eternal Witness
Creature — Human Shaman
2/1
When this creature enters, you may return target card from your graveyard to your hand.
- If a resolving spell puts Eternal Witness onto the battlefield, Eternal Witness's ability can target that card if it's put into your graveyard as it resolves.
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1
Gyre Sage
Gyre Sage
Creature — Elf Druid
1/2
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
: Add for each +1/+1 counter on this creature.
- Gyre Sage's last ability is a mana ability. It doesn't use the stack and can't be responded to.
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Herald of War
Herald of War
Creature — Angel
3/3
Flying
Whenever this creature attacks, put a +1/+1 counter on it.
Angel spells and Human spells you cast cost less to cast for each +1/+1 counter on this creature.
- The +1/+1 counter is put on Herald of War before blockers are declared and combat damage is dealt.
- The cost reduction is based on the total number of +1/+1 counters on Herald of War, not just the ones put on it by its own ability.
- If there are additional costs to cast a creature spell, such as a kicker cost, apply those increases before applying cost reductions.
- A creature spell that's both an Angel and a Human will cost less to cast for each +1/+1 counter on Herald of War.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
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Heron's Grace Champion
Heron's Grace Champion
Creature — Human Knight
3/3
Flash
Lifelink
When this creature enters, other Humans you control get +1/+1 and gain lifelink until end of turn.
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Heronblade Elite
Heronblade Elite
Creature — Human Warrior
1/1
Vigilance
Whenever another Human you control enters, put a +1/+1 counter on this creature.
: Add X mana of any one color, where X is this creature's power.
- Heronblade Elite's last ability is a mana ability. It doesn't use the stack and can't be responded to. If Heronblade Elite's power is 0 or less at the time the ability resolves, no mana is added.
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Juniper Order Ranger
Juniper Order Ranger
Creature — Human Knight Ranger
2/4
Whenever another creature you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on this creature.
- The creature doesn't enter with a +1/+1 counter on it. It enters, then the ability triggers. If either that creature or Juniper Order Ranger leaves the battlefield before the ability resolves, the remaining creature will still get a +1/+1 counter.
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Kessig Cagebreakers
Kessig Cagebreakers
Creature — Human Rogue
3/4
Whenever this creature attacks, create a 2/2 green Wolf creature token that's tapped and attacking for each creature card in your graveyard.
- You count the number of creature cards in your graveyard when the triggered ability resolves.
- You declare which player or planeswalker each token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker Kessig Cagebreakers is attacking.
- Although the tokens are attacking, they were never declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
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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.
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Kurbis, Harvest Celebrant
Kurbis, Harvest Celebrant
Legendary Creature — Treefolk
0/0
Kurbis enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
- Kurbis enters with a number of +1/+1 counters on it equal to the total mana spent to cast it, and that number usually won't be the same as X. If you cast Kurbis for , it will enter the battlefield with two +1/+1 counters on it.
- If you copy Kurbis while it is on the stack (perhaps using an effect like that of Double Major), the copy wasn't cast, so no mana was spent to cast it. That Kurbis will enter with zero +1/+1 counters on it.
- Similarly, if you create a token that's a copy of Kurbis, or if a card enters the battlefield as a copy of Kurbis without being cast, it enters with zero +1/+1 counters on it.
- If a resolving spell enters the battlefield as a copy of Kurbis, it will enter the battlefield with a number of +1/+1 counters equal to the mana spent to cast the spell. For example, if you spend to cast Clone and choose to have it copy Kurbis as it enters the battlefield, it will enter with four +1/+1 counters on it because four mana was spent to cast Clone.
- Once the activated ability resolves, damage will be prevented even if the creature later loses all of its +1/+1 counters.
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Kyler, Sigardian Emissary
Kyler, Sigardian Emissary
Legendary Creature — Human Cleric
2/2
Whenever another Human you control enters, put a +1/+1 counter on Kyler.
Other Humans you control get +1/+1 for each counter on Kyler.
- If Kyler enters the battlefield at the same time as other Humans you control, Kyler's first ability will trigger once for each of those Humans.
- Kyler's second ability counts all counters, not just +1/+1 counters.
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Leinore, Autumn Sovereign
Leinore, Autumn Sovereign
Legendary Creature — Human Noble
0/4
Coven — At the beginning of combat on your turn, put a +1/+1 counter on up to one target creature you control. Then if you control three or more creatures with different powers, draw a card.
- A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
- For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
- Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
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Mikaeus, the Lunarch
Mikaeus, the Lunarch
Legendary Creature — Human Cleric
0/0
Mikaeus enters with X +1/+1 counters on it.
: Put a +1/+1 counter on Mikaeus.
, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
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Moorland Rescuer
Moorland Rescuer
Creature — Human Knight
4/4
When this creature dies, return any number of other creature cards with total power X or less from your graveyard to the battlefield, where X is this creature's power. Exile this creature.
- Moorland Rescuer's ability uses the power Moorland Rescuer had when it was last on the battlefield, not its power in the graveyard.
- If Moorland Rescuer is exiled from its owner's graveyard in response to its triggered ability, the creature cards will still be returned to the battlefield.
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Odric, Master Tactician
Odric, Master Tactician
Legendary Creature — Human Soldier
3/4
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
- You can decide that a creature won't block.
- All blocking declarations must still be legal.
- If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player decides to not pay that cost, you must propose a new set of blocking creatures.
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Orzhov Advokist
Orzhov Advokist
Creature — Human Advisor
1/4
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn.
- While resolving Orzhov Advokist's ability, you choose a creature you control or choose not to put any counters on a creature, then each other player in turn order does the same. Each player will know the choices made by players who chose before them. Then simultaneously each player who chose a creature puts two +1/+1 counters on the creature they chose.
- Orzhov Advokist's ability doesn't target the creatures that receive +1/+1 counters. Their controllers choose them as the ability resolves. Players can't take actions between making their choices and the +1/+1 counters being placed.
- If a player chooses to accept Orzhov Advokist's gift, that player can't attack you or a planeswalker you control with any creatures during their next turn, even creatures that weren't on the battlefield as Orzhov Advokist's ability resolved.
- Orzhov Advokist's effect keeps creatures from attacking you even if Orzhov Advokist leaves the battlefield, if the creature that received counters is no longer on the battlefield, or if an effect has moved those counters off of the creature that received them and put them onto another creature.
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Riders of Gavony
Riders of Gavony
Creature — Human Knight
3/3
Vigilance
As this creature enters, choose a creature type.
Human creatures you control have protection from creatures of the chosen type.
- You must choose an existing _Magic_ creature type, such as Zombie or Warrior. Card types such as artifact can't be chosen.
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Sigarda's Vanguard
Sigarda's Vanguard
Creature — Angel
3/3
Flash
Flying
Whenever this creature enters or attacks, choose any number of creatures with different powers. Those creatures gain double strike until end of turn.
- A set of creatures has different powers if every creature's power is a different value. For example, a 1/1 creature, a 2/1 creature, and a 3/1 creature all have different powers.
- No creatures are targeted by Sigarda's Vanguard's ability. The set of creatures is chosen as the ability resolves. You may choose a single creature as a valid set. If you do, that creature will gain double strike until end of turn.
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Sigarda, Heron's Grace
Sigarda, Heron's Grace
Legendary Creature — Angel
4/5
Flying
You and Humans you control have hexproof.
, Exile a card from your graveyard: Create a 1/1 white Human Soldier creature token.
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Sigardian Zealot
Sigardian Zealot
Creature — Human Cleric
3/3
At the beginning of combat on your turn, choose any number of creatures with different powers. Each of them gets +X/+X and gains vigilance until end of turn, where X is this creature's power.
- A set of creatures has different powers if every creature's power is a different value. For example, a 1/1 creature, a 2/1 creature, and a 3/1 creature all have different powers.
- No creatures are targeted by Sigardian Zealot's ability. The set of creatures is chosen as the ability resolves. You may choose a single creature as a valid set. If you do, that creature will get +X/+X and gain vigilance until end of turn.
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Somberwald Beastmaster
Somberwald Beastmaster
Creature — Human Ranger
1/1
When this creature enters, create a 2/2 green Wolf creature token, a 3/3 green Beast creature token, and a 4/4 green Beast creature token.
Creature tokens you control have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
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Somberwald Sage
Somberwald Sage
Creature — Human Druid
0/1
: Add three mana of any one color. Spend this mana only to cast creature spells.
- Mana produced by Somberwald Sage can be spent on any part of a creature spell's total cost. This includes additional costs (such as kicker) and alternative costs (such as evoke costs).
- Mana produced by Somberwald Sage can't be spent on activated abilities, even ones that put a creature card directly onto the battlefield, such as unearth or ninjutsu.
- Mana produced by Somberwald Sage can't be spent on noncreature spells that would put creature tokens onto the battlefield.
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Stalwart Pathlighter
Stalwart Pathlighter
Creature — Human Soldier
3/1
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
- A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
- For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
- Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
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Trostani's Summoner
Trostani's Summoner
Creature — Elf Shaman
1/1
When this creature enters, create a 2/2 white Knight creature token with vigilance, a 3/3 green Centaur creature token, and a 4/4 green Rhino creature token with trample.
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Verdurous Gearhulk
Verdurous Gearhulk
Artifact Creature — Construct
4/4
Trample
When this creature enters, distribute four +1/+1 counters among any number of target creatures you control.
- You choose how the counters will be distributed as you put Verdurous Gearhulk's triggered ability onto the stack. Each target creature must be assigned at least one counter.
- If one of the target creatures becomes an illegal target in response to Verdurous Gearhulk's triggered ability, the +1/+1 counters that would have been put on that creature are lost. They can't be put on another legal target.
- Verdurous Gearhulk can be the target of its own triggered ability.
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Victory's Envoy
Victory's Envoy
Creature — Human Cleric
3/3
At the beginning of your upkeep, put a +1/+1 counter on each other creature you control.
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Wall of Mourning
Wall of Mourning
Creature — Wall
0/4
Defender
When this creature enters, exile a card from the top of your library face down for each opponent you have.
Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with this creature into its owner's hand.
- You don't get to look at the cards exiled with Wall of Mourning. If there are more than one, you choose which one to put back into your hand at random without looking at them. This is true even if you knew what one or more cards from the top of your library were before exiling them.
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Wild Beastmaster
Wild Beastmaster
Creature — Human Shaman
1/1
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
- If this creature's power is negative as its ability resolves, X is considered to be 0.
- The value of X is determined when the triggered ability resolves. If Wild Beastmaster is no longer on the battlefield at that time, use its last known power to determine the value of X.
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Yavimaya Elder
Yavimaya Elder
Creature — Human Druid
2/1
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
, Sacrifice this creature: Draw a card.
- If you activate Yavimaya Elder's last ability, its triggered ability will trigger and go on the stack. It will resolve first, meaning you'll do the search and shuffle before drawing a card.
Instants 6
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Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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Inspiring Call
Inspiring Call
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
- Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
- Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
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Return to Dust
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
- Return to Dust can always target a second artifact or enchantment; it just won't exile it if it's not your main phase when you cast Return to Dust.
- If a spell or ability copies Return to Dust, the copy exiles only the first target artifact or enchantment. This is because the copy wasn't cast at all.
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Ruinous Intrusion
Ruinous Intrusion
Instant
Exile target artifact or enchantment. Put X +1/+1 counters on target creature you control, where X is the mana value of the permanent exiled this way.
- Use the permanent's characteristics as it last existed on the battlefield to determine the value of X.
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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.
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Unbreakable Formation
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
- Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
- If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
- Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
Sorceries 8
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Bestial Menace
Bestial Menace
Sorcery
Create a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token.
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Biogenic Upgrade
Biogenic Upgrade
Sorcery
Distribute three +1/+1 counters among one, two, or three target creatures, then double the number of +1/+1 counters on each of those creatures.
- You choose how many targets Biogenic Upgrade has and how the counters are distributed as you cast it. Each target must receive at least one counter. This means, for example, that you can't target three creatures and assign them two, one, and zero counters.
- If some of the creatures are illegal targets as Biogenic Upgrade tries to resolve, the original distribution of counters still applies and the counters that would have been put on the illegal targets are lost. They won't be put instead on a legal target.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
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Celebrate the Harvest
Celebrate the Harvest
Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
- Celebrate the Harvest looks at the creatures you control as it resolves to determine how many basic lands cards you can search for. For example, if you control a 1/1 creature and a 2/1 creature at that time, there are two different powers among creatures you control.
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Celestial Judgment
Celestial Judgment
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
- No creatures are targeted by Celestial Judgment, so all choices are made as the spell resolves. Notably, no players may respond or take any actions between the creatures being chosen and the other creatures being destroyed.
- All creatures that aren't chosen are destroyed simultaneously. They see each other leave the battlefield for the purpose of triggered abilities.
- If there are multiple creatures with the same power on the battlefield, you may choose any of them, even if one of them wouldn't be destroyed. For example, if you control a 2-power creature with indestructible and a 2-power creature with no abilities, you may choose the second one even though the first one can't be destroyed by Celestial Judgment.
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Cleansing Nova
Cleansing Nova
Sorcery
Choose one —
- Destroy all creatures.
- Destroy all artifacts and enchantments.
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Growth Spasm
Growth Spasm
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
- You put an Eldrazi Spawn token onto the battlefield whether or not you put a basic land card onto the battlefield.
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Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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Shamanic Revelation
Shamanic Revelation
Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
- After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
Artifacts 6
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Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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Lifecrafter's Bestiary
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.
Whenever you cast a creature spell, you may pay . If you do, draw a card.
- The draw step is after the upkeep step, so you'll scry 1 before you draw for the turn.
- Lifecrafter's Bestiary's second triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
- While resolving Lifecrafter's Bestiary's second triggered ability, you can't pay multiple times to draw multiple cards.
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Moonsilver Key
Moonsilver Key
Artifact
, , Sacrifice this artifact: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
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1
Talisman of Unity
Talisman of Unity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
Enchantments 4
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1
Citadel Siege
Citadel Siege
Enchantment
As this enchantment enters, choose Khans or Dragons.
- Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
- Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
- Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
- The words “Khans” and “Dragons” are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. “[Anchor word] — [Ability]” means “As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability].” Notably, the anchor word “Dragons” has no connection to the creature type Dragon.
- Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
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1
Curse of Clinging Webs
Curse of Clinging Webs
Enchantment — Aura Curse
Enchant player
Whenever a nontoken creature enchanted player controls dies, exile it and you create a 1/2 green Spider creature token with reach.
- The controller of Curse of Clinging Webs gets the Spider token. This may not be the same player as the enchanted player.
- Exiling the card isn't required to get the Spider token. You just do so if you can. If that card isn't in its owner's graveyard as the ability is resolving, you just create the Spider token.
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1
Curse of Conformity
Curse of Conformity
Enchantment — Aura Curse
Enchant player
Nonlegendary creatures enchanted player controls have base power and toughness 3/3 and lose all creature types.
- Effects that modify a creature's power and/or toughness, such as the effect of Titanic Growth, will apply to the affected creatures no matter when they started to take effect. The same is true for any counters that change their power and/or toughness.
- Creatures with the changeling ability will still lose all creature types even though they don't lose changeling.
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1
Death's Presence
Death's Presence
Enchantment
Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died.
- X is the power of that creature as it last existed on the battlefield.
Lands 37
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : 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.
- 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.
- 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.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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12
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- 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 Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
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 .
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12
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Selesnya Sanctuary
Selesnya Sanctuary
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Temple of Plenty
Temple of Plenty
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 .
- 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.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- 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.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
White 26
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1
Abzan Falconer
Abzan Falconer
Creature — Human Soldier
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
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1
Ainok Bond-Kin
Ainok Bond-Kin
Creature — Dog Soldier
2/1
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has first strike.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
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1
Angel of Glory's Rise
Angel of Glory's Rise
Creature — Angel
4/6
Flying
When this creature enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
- Only Zombie permanents on the battlefield are exiled. Zombie cards in other zones are not.
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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1
Celestial Judgment
Celestial Judgment
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
- No creatures are targeted by Celestial Judgment, so all choices are made as the spell resolves. Notably, no players may respond or take any actions between the creatures being chosen and the other creatures being destroyed.
- All creatures that aren't chosen are destroyed simultaneously. They see each other leave the battlefield for the purpose of triggered abilities.
- If there are multiple creatures with the same power on the battlefield, you may choose any of them, even if one of them wouldn't be destroyed. For example, if you control a 2-power creature with indestructible and a 2-power creature with no abilities, you may choose the second one even though the first one can't be destroyed by Celestial Judgment.
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1
Citadel Siege
Citadel Siege
Enchantment
As this enchantment enters, choose Khans or Dragons.
- Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
- Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
- Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
- The words “Khans” and “Dragons” are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. “[Anchor word] — [Ability]” means “As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability].” Notably, the anchor word “Dragons” has no connection to the creature type Dragon.
- Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
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1
Cleansing Nova
Cleansing Nova
Sorcery
Choose one —
- Destroy all creatures.
- Destroy all artifacts and enchantments.
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1
Curse of Conformity
Curse of Conformity
Enchantment — Aura Curse
Enchant player
Nonlegendary creatures enchanted player controls have base power and toughness 3/3 and lose all creature types.
- Effects that modify a creature's power and/or toughness, such as the effect of Titanic Growth, will apply to the affected creatures no matter when they started to take effect. The same is true for any counters that change their power and/or toughness.
- Creatures with the changeling ability will still lose all creature types even though they don't lose changeling.
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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.
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1
Dearly Departed
Dearly Departed
Creature — Spirit
5/5
Flying
As long as this creature is in your graveyard, each Human creature you control enters with an additional +1/+1 counter on it.
- The effect is cumulative. Human creatures you control will enter with a +1/+1 counter for each Dearly Departed in your graveyard.
- In most cases, when determining whether a creature entering under your control should get a +1/+1 counter, you'll simply look at what the creature will looklike on the battlefield. You'll consider any effects affecting a creature entering under your control.
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1
Elite Scaleguard
Elite Scaleguard
Creature — Human Soldier
2/3
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Abzan Skycaptain's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves.
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1
Herald of War
Herald of War
Creature — Angel
3/3
Flying
Whenever this creature attacks, put a +1/+1 counter on it.
Angel spells and Human spells you cast cost less to cast for each +1/+1 counter on this creature.
- The +1/+1 counter is put on Herald of War before blockers are declared and combat damage is dealt.
- The cost reduction is based on the total number of +1/+1 counters on Herald of War, not just the ones put on it by its own ability.
- If there are additional costs to cast a creature spell, such as a kicker cost, apply those increases before applying cost reductions.
- A creature spell that's both an Angel and a Human will cost less to cast for each +1/+1 counter on Herald of War.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
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1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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1
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.
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1
Mikaeus, the Lunarch
Mikaeus, the Lunarch
Legendary Creature — Human Cleric
0/0
Mikaeus enters with X +1/+1 counters on it.
: Put a +1/+1 counter on Mikaeus.
, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
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1
Moorland Rescuer
Moorland Rescuer
Creature — Human Knight
4/4
When this creature dies, return any number of other creature cards with total power X or less from your graveyard to the battlefield, where X is this creature's power. Exile this creature.
- Moorland Rescuer's ability uses the power Moorland Rescuer had when it was last on the battlefield, not its power in the graveyard.
- If Moorland Rescuer is exiled from its owner's graveyard in response to its triggered ability, the creature cards will still be returned to the battlefield.
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1
Odric, Master Tactician
Odric, Master Tactician
Legendary Creature — Human Soldier
3/4
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
- You can decide that a creature won't block.
- All blocking declarations must still be legal.
- If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player decides to not pay that cost, you must propose a new set of blocking creatures.
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1
Orzhov Advokist
Orzhov Advokist
Creature — Human Advisor
1/4
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn.
- While resolving Orzhov Advokist's ability, you choose a creature you control or choose not to put any counters on a creature, then each other player in turn order does the same. Each player will know the choices made by players who chose before them. Then simultaneously each player who chose a creature puts two +1/+1 counters on the creature they chose.
- Orzhov Advokist's ability doesn't target the creatures that receive +1/+1 counters. Their controllers choose them as the ability resolves. Players can't take actions between making their choices and the +1/+1 counters being placed.
- If a player chooses to accept Orzhov Advokist's gift, that player can't attack you or a planeswalker you control with any creatures during their next turn, even creatures that weren't on the battlefield as Orzhov Advokist's ability resolved.
- Orzhov Advokist's effect keeps creatures from attacking you even if Orzhov Advokist leaves the battlefield, if the creature that received counters is no longer on the battlefield, or if an effect has moved those counters off of the creature that received them and put them onto another creature.
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1
Return to Dust
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
- Return to Dust can always target a second artifact or enchantment; it just won't exile it if it's not your main phase when you cast Return to Dust.
- If a spell or ability copies Return to Dust, the copy exiles only the first target artifact or enchantment. This is because the copy wasn't cast at all.
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1
Riders of Gavony
Riders of Gavony
Creature — Human Knight
3/3
Vigilance
As this creature enters, choose a creature type.
Human creatures you control have protection from creatures of the chosen type.
- You must choose an existing _Magic_ creature type, such as Zombie or Warrior. Card types such as artifact can't be chosen.
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1
Sigarda's Vanguard
Sigarda's Vanguard
Creature — Angel
3/3
Flash
Flying
Whenever this creature enters or attacks, choose any number of creatures with different powers. Those creatures gain double strike until end of turn.
- A set of creatures has different powers if every creature's power is a different value. For example, a 1/1 creature, a 2/1 creature, and a 3/1 creature all have different powers.
- No creatures are targeted by Sigarda's Vanguard's ability. The set of creatures is chosen as the ability resolves. You may choose a single creature as a valid set. If you do, that creature will gain double strike until end of turn.
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1
Stalwart Pathlighter
Stalwart Pathlighter
Creature — Human Soldier
3/1
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
- A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
- For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
- Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
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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.
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1
Unbreakable Formation
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
- Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
- If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
- Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
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1
Victory's Envoy
Victory's Envoy
Creature — Human Cleric
3/3
At the beginning of your upkeep, put a +1/+1 counter on each other creature you control.
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1
Wall of Mourning
Wall of Mourning
Creature — Wall
0/4
Defender
When this creature enters, exile a card from the top of your library face down for each opponent you have.
Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with this creature into its owner's hand.
- You don't get to look at the cards exiled with Wall of Mourning. If there are more than one, you choose which one to put back into your hand at random without looking at them. This is true even if you knew what one or more cards from the top of your library were before exiling them.
Green 23
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1
Avacyn's Pilgrim
Avacyn's Pilgrim
Creature — Human Monk
1/1
: Add .
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Bestial Menace
Bestial Menace
Sorcery
Create a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token.
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1
Biogenic Upgrade
Biogenic Upgrade
Sorcery
Distribute three +1/+1 counters among one, two, or three target creatures, then double the number of +1/+1 counters on each of those creatures.
- You choose how many targets Biogenic Upgrade has and how the counters are distributed as you cast it. Each target must receive at least one counter. This means, for example, that you can't target three creatures and assign them two, one, and zero counters.
- If some of the creatures are illegal targets as Biogenic Upgrade tries to resolve, the original distribution of counters still applies and the counters that would have been put on the illegal targets are lost. They won't be put instead on a legal target.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
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1
Celebrate the Harvest
Celebrate the Harvest
Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
- Celebrate the Harvest looks at the creatures you control as it resolves to determine how many basic lands cards you can search for. For example, if you control a 1/1 creature and a 2/1 creature at that time, there are two different powers among creatures you control.
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1
Champion of Lambholt
Champion of Lambholt
Creature — Human Warrior
1/1
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
- Champion of Lambholt's first ability applies even if it isn't attacking.
- The comparison of power is done only when blockers are declared. Decreasing the power of a blocking creature (or increasing the power of Champion of Lambholt) after this point won't cause any creature to stop blocking or become unblocked.
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1
Curse of Clinging Webs
Curse of Clinging Webs
Enchantment — Aura Curse
Enchant player
Whenever a nontoken creature enchanted player controls dies, exile it and you create a 1/2 green Spider creature token with reach.
- The controller of Curse of Clinging Webs gets the Spider token. This may not be the same player as the enchanted player.
- Exiling the card isn't required to get the Spider token. You just do so if you can. If that card isn't in its owner's graveyard as the ability is resolving, you just create the Spider token.
-
1
Death's Presence
Death's Presence
Enchantment
Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died.
- X is the power of that creature as it last existed on the battlefield.
-
1
Eternal Witness
Eternal Witness
Creature — Human Shaman
2/1
When this creature enters, you may return target card from your graveyard to your hand.
- If a resolving spell puts Eternal Witness onto the battlefield, Eternal Witness's ability can target that card if it's put into your graveyard as it resolves.
-
1
Growth Spasm
Growth Spasm
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
- You put an Eldrazi Spawn token onto the battlefield whether or not you put a basic land card onto the battlefield.
-
1
Gyre Sage
Gyre Sage
Creature — Elf Druid
1/2
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
: Add for each +1/+1 counter on this creature.
- Gyre Sage's last ability is a mana ability. It doesn't use the stack and can't be responded to.
-
1
Heronblade Elite
Heronblade Elite
Creature — Human Warrior
1/1
Vigilance
Whenever another Human you control enters, put a +1/+1 counter on this creature.
: Add X mana of any one color, where X is this creature's power.
- Heronblade Elite's last ability is a mana ability. It doesn't use the stack and can't be responded to. If Heronblade Elite's power is 0 or less at the time the ability resolves, no mana is added.
-
1
Inspiring Call
Inspiring Call
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
- Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
- Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
-
1
Kessig Cagebreakers
Kessig Cagebreakers
Creature — Human Rogue
3/4
Whenever this creature attacks, create a 2/2 green Wolf creature token that's tapped and attacking for each creature card in your graveyard.
- You count the number of creature cards in your graveyard when the triggered ability resolves.
- You declare which player or planeswalker each token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker Kessig Cagebreakers is attacking.
- Although the tokens are attacking, they were never declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
-
1
Kurbis, Harvest Celebrant
Kurbis, Harvest Celebrant
Legendary Creature — Treefolk
0/0
Kurbis enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
- Kurbis enters with a number of +1/+1 counters on it equal to the total mana spent to cast it, and that number usually won't be the same as X. If you cast Kurbis for , it will enter the battlefield with two +1/+1 counters on it.
- If you copy Kurbis while it is on the stack (perhaps using an effect like that of Double Major), the copy wasn't cast, so no mana was spent to cast it. That Kurbis will enter with zero +1/+1 counters on it.
- Similarly, if you create a token that's a copy of Kurbis, or if a card enters the battlefield as a copy of Kurbis without being cast, it enters with zero +1/+1 counters on it.
- If a resolving spell enters the battlefield as a copy of Kurbis, it will enter the battlefield with a number of +1/+1 counters equal to the mana spent to cast the spell. For example, if you spend to cast Clone and choose to have it copy Kurbis as it enters the battlefield, it will enter with four +1/+1 counters on it because four mana was spent to cast Clone.
- Once the activated ability resolves, damage will be prevented even if the creature later loses all of its +1/+1 counters.
-
1
Ruinous Intrusion
Ruinous Intrusion
Instant
Exile target artifact or enchantment. Put X +1/+1 counters on target creature you control, where X is the mana value of the permanent exiled this way.
- Use the permanent's characteristics as it last existed on the battlefield to determine the value of X.
-
1
Shamanic Revelation
Shamanic Revelation
Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
- After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
-
1
Sigardian Zealot
Sigardian Zealot
Creature — Human Cleric
3/3
At the beginning of combat on your turn, choose any number of creatures with different powers. Each of them gets +X/+X and gains vigilance until end of turn, where X is this creature's power.
- A set of creatures has different powers if every creature's power is a different value. For example, a 1/1 creature, a 2/1 creature, and a 3/1 creature all have different powers.
- No creatures are targeted by Sigardian Zealot's ability. The set of creatures is chosen as the ability resolves. You may choose a single creature as a valid set. If you do, that creature will get +X/+X and gain vigilance until end of turn.
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1
Somberwald Beastmaster
Somberwald Beastmaster
Creature — Human Ranger
1/1
When this creature enters, create a 2/2 green Wolf creature token, a 3/3 green Beast creature token, and a 4/4 green Beast creature token.
Creature tokens you control have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
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1
Somberwald Sage
Somberwald Sage
Creature — Human Druid
0/1
: Add three mana of any one color. Spend this mana only to cast creature spells.
- Mana produced by Somberwald Sage can be spent on any part of a creature spell's total cost. This includes additional costs (such as kicker) and alternative costs (such as evoke costs).
- Mana produced by Somberwald Sage can't be spent on activated abilities, even ones that put a creature card directly onto the battlefield, such as unearth or ninjutsu.
- Mana produced by Somberwald Sage can't be spent on noncreature spells that would put creature tokens onto the battlefield.
-
1
Verdurous Gearhulk
Verdurous Gearhulk
Artifact Creature — Construct
4/4
Trample
When this creature enters, distribute four +1/+1 counters among any number of target creatures you control.
- You choose how the counters will be distributed as you put Verdurous Gearhulk's triggered ability onto the stack. Each target creature must be assigned at least one counter.
- If one of the target creatures becomes an illegal target in response to Verdurous Gearhulk's triggered ability, the +1/+1 counters that would have been put on that creature are lost. They can't be put on another legal target.
- Verdurous Gearhulk can be the target of its own triggered ability.
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1
Wild Beastmaster
Wild Beastmaster
Creature — Human Shaman
1/1
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
- If this creature's power is negative as its ability resolves, X is considered to be 0.
- The value of X is determined when the triggered ability resolves. If Wild Beastmaster is no longer on the battlefield at that time, use its last known power to determine the value of X.
-
1
Yavimaya Elder
Yavimaya Elder
Creature — Human Druid
2/1
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
, Sacrifice this creature: Draw a card.
- If you activate Yavimaya Elder's last ability, its triggered ability will trigger and go on the stack. It will resolve first, meaning you'll do the search and shuffle before drawing a card.
Multicolor 8
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1
Dawnhart Wardens
Dawnhart Wardens
Creature — Human Warlock
3/3
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
-
1
Enduring Scalelord
Enduring Scalelord
Creature — Dragon
4/4
Flying
Whenever one or more +1/+1 counters are put on another creature you control, you may put a +1/+1 counter on this creature.
- A creature entering the battlefield with one or more +1/+1 counters on it will cause Enduring Scalelord's ability to trigger.
- If +1/+1 counters are put on multiple creatures you control (other than Enduring Scalelord) at the same time, Enduring Scalelord's ability will trigger once for each of those creatures.
- If you control two Enduring Scalelords, putting a +1/+1 counter on one of them will cause the ability of the other one to trigger. When this ability resolves, you'll put a +1/+1 counter on the other Scalelord. This will cause the ability of the first one to trigger. This loop will repeat until you choose not to put a +1/+1 counter on one of the Enduring Scalelords.
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1
Heron's Grace Champion
Heron's Grace Champion
Creature — Human Knight
3/3
Flash
Lifelink
When this creature enters, other Humans you control get +1/+1 and gain lifelink until end of turn.
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1
Juniper Order Ranger
Juniper Order Ranger
Creature — Human Knight Ranger
2/4
Whenever another creature you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on this creature.
- The creature doesn't enter with a +1/+1 counter on it. It enters, then the ability triggers. If either that creature or Juniper Order Ranger leaves the battlefield before the ability resolves, the remaining creature will still get a +1/+1 counter.
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1
Kyler, Sigardian Emissary
Kyler, Sigardian Emissary
Legendary Creature — Human Cleric
2/2
Whenever another Human you control enters, put a +1/+1 counter on Kyler.
Other Humans you control get +1/+1 for each counter on Kyler.
- If Kyler enters the battlefield at the same time as other Humans you control, Kyler's first ability will trigger once for each of those Humans.
- Kyler's second ability counts all counters, not just +1/+1 counters.
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1
Leinore, Autumn Sovereign
Leinore, Autumn Sovereign
Legendary Creature — Human Noble
0/4
Coven — At the beginning of combat on your turn, put a +1/+1 counter on up to one target creature you control. Then if you control three or more creatures with different powers, draw a card.
- A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
- For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
- Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
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1
Sigarda, Heron's Grace
Sigarda, Heron's Grace
Legendary Creature — Angel
4/5
Flying
You and Humans you control have hexproof.
, Exile a card from your graveyard: Create a 1/1 white Human Soldier creature token.
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1
Trostani's Summoner
Trostani's Summoner
Creature — Elf Shaman
1/1
When this creature enters, create a 2/2 white Knight creature token with vigilance, a 3/3 green Centaur creature token, and a 4/4 green Rhino creature token with trample.
Colorless 6
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Lifecrafter's Bestiary
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.
Whenever you cast a creature spell, you may pay . If you do, draw a card.
- The draw step is after the upkeep step, so you'll scry 1 before you draw for the turn.
- Lifecrafter's Bestiary's second triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
- While resolving Lifecrafter's Bestiary's second triggered ability, you can't pay multiple times to draw multiple cards.
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1
Moonsilver Key
Moonsilver Key
Artifact
, , Sacrifice this artifact: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
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1
Talisman of Unity
Talisman of Unity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
Lands 37
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : 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.
- 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.
- 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.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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12
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- 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 Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
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 .
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12
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Selesnya Sanctuary
Selesnya Sanctuary
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Temple of Plenty
Temple of Plenty
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 .
- 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.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- 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.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
1 4
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1
Avacyn's Pilgrim
Avacyn's Pilgrim
Creature — Human Monk
1/1
: Add .
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1
Mikaeus, the Lunarch
Mikaeus, the Lunarch
Legendary Creature — Human Cleric
0/0
Mikaeus enters with X +1/+1 counters on it.
: Put a +1/+1 counter on Mikaeus.
, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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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 9
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1
Ainok Bond-Kin
Ainok Bond-Kin
Creature — Dog Soldier
2/1
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has first strike.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Gyre Sage
Gyre Sage
Creature — Elf Druid
1/2
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
: Add for each +1/+1 counter on this creature.
- Gyre Sage's last ability is a mana ability. It doesn't use the stack and can't be responded to.
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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.
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1
Kurbis, Harvest Celebrant
Kurbis, Harvest Celebrant
Legendary Creature — Treefolk
0/0
Kurbis enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
- Kurbis enters with a number of +1/+1 counters on it equal to the total mana spent to cast it, and that number usually won't be the same as X. If you cast Kurbis for , it will enter the battlefield with two +1/+1 counters on it.
- If you copy Kurbis while it is on the stack (perhaps using an effect like that of Double Major), the copy wasn't cast, so no mana was spent to cast it. That Kurbis will enter with zero +1/+1 counters on it.
- Similarly, if you create a token that's a copy of Kurbis, or if a card enters the battlefield as a copy of Kurbis without being cast, it enters with zero +1/+1 counters on it.
- If a resolving spell enters the battlefield as a copy of Kurbis, it will enter the battlefield with a number of +1/+1 counters equal to the mana spent to cast the spell. For example, if you spend to cast Clone and choose to have it copy Kurbis as it enters the battlefield, it will enter with four +1/+1 counters on it because four mana was spent to cast Clone.
- Once the activated ability resolves, damage will be prevented even if the creature later loses all of its +1/+1 counters.
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1
Moonsilver Key
Moonsilver Key
Artifact
, , Sacrifice this artifact: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
-
1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
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1
Talisman of Unity
Talisman of Unity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Wall of Mourning
Wall of Mourning
Creature — Wall
0/4
Defender
When this creature enters, exile a card from the top of your library face down for each opponent you have.
Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with this creature into its owner's hand.
- You don't get to look at the cards exiled with Wall of Mourning. If there are more than one, you choose which one to put back into your hand at random without looking at them. This is true even if you knew what one or more cards from the top of your library were before exiling them.
3 17
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1
Abzan Falconer
Abzan Falconer
Creature — Human Soldier
2/3
Outlast ( , : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has flying.
- The cost to activate a creature's outlast ability includes the tap symbol ( ). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
- Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Champion of Lambholt
Champion of Lambholt
Creature — Human Warrior
1/1
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
- Champion of Lambholt's first ability applies even if it isn't attacking.
- The comparison of power is done only when blockers are declared. Decreasing the power of a blocking creature (or increasing the power of Champion of Lambholt) after this point won't cause any creature to stop blocking or become unblocked.
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1
Curse of Clinging Webs
Curse of Clinging Webs
Enchantment — Aura Curse
Enchant player
Whenever a nontoken creature enchanted player controls dies, exile it and you create a 1/2 green Spider creature token with reach.
- The controller of Curse of Clinging Webs gets the Spider token. This may not be the same player as the enchanted player.
- Exiling the card isn't required to get the Spider token. You just do so if you can. If that card isn't in its owner's graveyard as the ability is resolving, you just create the Spider token.
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1
Dawnhart Wardens
Dawnhart Wardens
Creature — Human Warlock
3/3
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
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1
Eternal Witness
Eternal Witness
Creature — Human Shaman
2/1
When this creature enters, you may return target card from your graveyard to your hand.
- If a resolving spell puts Eternal Witness onto the battlefield, Eternal Witness's ability can target that card if it's put into your graveyard as it resolves.
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1
Growth Spasm
Growth Spasm
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
- You put an Eldrazi Spawn token onto the battlefield whether or not you put a basic land card onto the battlefield.
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1
Heronblade Elite
Heronblade Elite
Creature — Human Warrior
1/1
Vigilance
Whenever another Human you control enters, put a +1/+1 counter on this creature.
: Add X mana of any one color, where X is this creature's power.
- Heronblade Elite's last ability is a mana ability. It doesn't use the stack and can't be responded to. If Heronblade Elite's power is 0 or less at the time the ability resolves, no mana is added.
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1
Inspiring Call
Inspiring Call
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
- Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
- Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
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1
Lifecrafter's Bestiary
Lifecrafter's Bestiary
Artifact
At the beginning of your upkeep, scry 1.
Whenever you cast a creature spell, you may pay . If you do, draw a card.
- The draw step is after the upkeep step, so you'll scry 1 before you draw for the turn.
- Lifecrafter's Bestiary's second triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
- While resolving Lifecrafter's Bestiary's second triggered ability, you can't pay multiple times to draw multiple cards.
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1
Orzhov Advokist
Orzhov Advokist
Creature — Human Advisor
1/4
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn.
- While resolving Orzhov Advokist's ability, you choose a creature you control or choose not to put any counters on a creature, then each other player in turn order does the same. Each player will know the choices made by players who chose before them. Then simultaneously each player who chose a creature puts two +1/+1 counters on the creature they chose.
- Orzhov Advokist's ability doesn't target the creatures that receive +1/+1 counters. Their controllers choose them as the ability resolves. Players can't take actions between making their choices and the +1/+1 counters being placed.
- If a player chooses to accept Orzhov Advokist's gift, that player can't attack you or a planeswalker you control with any creatures during their next turn, even creatures that weren't on the battlefield as Orzhov Advokist's ability resolved.
- Orzhov Advokist's effect keeps creatures from attacking you even if Orzhov Advokist leaves the battlefield, if the creature that received counters is no longer on the battlefield, or if an effect has moved those counters off of the creature that received them and put them onto another creature.
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1
Somberwald Sage
Somberwald Sage
Creature — Human Druid
0/1
: Add three mana of any one color. Spend this mana only to cast creature spells.
- Mana produced by Somberwald Sage can be spent on any part of a creature spell's total cost. This includes additional costs (such as kicker) and alternative costs (such as evoke costs).
- Mana produced by Somberwald Sage can't be spent on activated abilities, even ones that put a creature card directly onto the battlefield, such as unearth or ninjutsu.
- Mana produced by Somberwald Sage can't be spent on noncreature spells that would put creature tokens onto the battlefield.
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1
Stalwart Pathlighter
Stalwart Pathlighter
Creature — Human Soldier
3/1
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
- A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
- For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
- Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
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1
Unbreakable Formation
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
- Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
- If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
- Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
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1
Wild Beastmaster
Wild Beastmaster
Creature — Human Shaman
1/1
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
- If this creature's power is negative as its ability resolves, X is considered to be 0.
- The value of X is determined when the triggered ability resolves. If Wild Beastmaster is no longer on the battlefield at that time, use its last known power to determine the value of X.
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1
Yavimaya Elder
Yavimaya Elder
Creature — Human Druid
2/1
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
, Sacrifice this creature: Draw a card.
- If you activate Yavimaya Elder's last ability, its triggered ability will trigger and go on the stack. It will resolve first, meaning you'll do the search and shuffle before drawing a card.
4 9
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1
Celebrate the Harvest
Celebrate the Harvest
Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
- Celebrate the Harvest looks at the creatures you control as it resolves to determine how many basic lands cards you can search for. For example, if you control a 1/1 creature and a 2/1 creature at that time, there are two different powers among creatures you control.
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1
Citadel Siege
Citadel Siege
Enchantment
As this enchantment enters, choose Khans or Dragons.
- Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
- Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
- Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
- The words “Khans” and “Dragons” are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. “[Anchor word] — [Ability]” means “As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability].” Notably, the anchor word “Dragons” has no connection to the creature type Dragon.
- Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
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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.
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1
Heron's Grace Champion
Heron's Grace Champion
Creature — Human Knight
3/3
Flash
Lifelink
When this creature enters, other Humans you control get +1/+1 and gain lifelink until end of turn.
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1
Leinore, Autumn Sovereign
Leinore, Autumn Sovereign
Legendary Creature — Human Noble
0/4
Coven — At the beginning of combat on your turn, put a +1/+1 counter on up to one target creature you control. Then if you control three or more creatures with different powers, draw a card.
- A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
- For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
- Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
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1
Odric, Master Tactician
Odric, Master Tactician
Legendary Creature — Human Soldier
3/4
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
- You can decide that a creature won't block.
- All blocking declarations must still be legal.
- If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player decides to not pay that cost, you must propose a new set of blocking creatures.
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1
Return to Dust
Return to Dust
Instant
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
- Return to Dust can always target a second artifact or enchantment; it just won't exile it if it's not your main phase when you cast Return to Dust.
- If a spell or ability copies Return to Dust, the copy exiles only the first target artifact or enchantment. This is because the copy wasn't cast at all.
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1
Riders of Gavony
Riders of Gavony
Creature — Human Knight
3/3
Vigilance
As this creature enters, choose a creature type.
Human creatures you control have protection from creatures of the chosen type.
- You must choose an existing _Magic_ creature type, such as Zombie or Warrior. Card types such as artifact can't be chosen.
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1
Ruinous Intrusion
Ruinous Intrusion
Instant
Exile target artifact or enchantment. Put X +1/+1 counters on target creature you control, where X is the mana value of the permanent exiled this way.
- Use the permanent's characteristics as it last existed on the battlefield to determine the value of X.
5 14
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1
Bestial Menace
Bestial Menace
Sorcery
Create a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token.
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1
Cleansing Nova
Cleansing Nova
Sorcery
Choose one —
- Destroy all creatures.
- Destroy all artifacts and enchantments.
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1
Curse of Conformity
Curse of Conformity
Enchantment — Aura Curse
Enchant player
Nonlegendary creatures enchanted player controls have base power and toughness 3/3 and lose all creature types.
- Effects that modify a creature's power and/or toughness, such as the effect of Titanic Growth, will apply to the affected creatures no matter when they started to take effect. The same is true for any counters that change their power and/or toughness.
- Creatures with the changeling ability will still lose all creature types even though they don't lose changeling.
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1
Elite Scaleguard
Elite Scaleguard
Creature — Human Soldier
2/3
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Abzan Skycaptain's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves.
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1
Herald of War
Herald of War
Creature — Angel
3/3
Flying
Whenever this creature attacks, put a +1/+1 counter on it.
Angel spells and Human spells you cast cost less to cast for each +1/+1 counter on this creature.
- The +1/+1 counter is put on Herald of War before blockers are declared and combat damage is dealt.
- The cost reduction is based on the total number of +1/+1 counters on Herald of War, not just the ones put on it by its own ability.
- If there are additional costs to cast a creature spell, such as a kicker cost, apply those increases before applying cost reductions.
- A creature spell that's both an Angel and a Human will cost less to cast for each +1/+1 counter on Herald of War.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
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1
Juniper Order Ranger
Juniper Order Ranger
Creature — Human Knight Ranger
2/4
Whenever another creature you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on this creature.
- The creature doesn't enter with a +1/+1 counter on it. It enters, then the ability triggers. If either that creature or Juniper Order Ranger leaves the battlefield before the ability resolves, the remaining creature will still get a +1/+1 counter.
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1
Kessig Cagebreakers
Kessig Cagebreakers
Creature — Human Rogue
3/4
Whenever this creature attacks, create a 2/2 green Wolf creature token that's tapped and attacking for each creature card in your graveyard.
- You count the number of creature cards in your graveyard when the triggered ability resolves.
- You declare which player or planeswalker each token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker Kessig Cagebreakers is attacking.
- Although the tokens are attacking, they were never declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
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1
Kyler, Sigardian Emissary
Kyler, Sigardian Emissary
Legendary Creature — Human Cleric
2/2
Whenever another Human you control enters, put a +1/+1 counter on Kyler.
Other Humans you control get +1/+1 for each counter on Kyler.
- If Kyler enters the battlefield at the same time as other Humans you control, Kyler's first ability will trigger once for each of those Humans.
- Kyler's second ability counts all counters, not just +1/+1 counters.
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1
Shamanic Revelation
Shamanic Revelation
Sorcery
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
- After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
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1
Sigarda's Vanguard
Sigarda's Vanguard
Creature — Angel
3/3
Flash
Flying
Whenever this creature enters or attacks, choose any number of creatures with different powers. Those creatures gain double strike until end of turn.
- A set of creatures has different powers if every creature's power is a different value. For example, a 1/1 creature, a 2/1 creature, and a 3/1 creature all have different powers.
- No creatures are targeted by Sigarda's Vanguard's ability. The set of creatures is chosen as the ability resolves. You may choose a single creature as a valid set. If you do, that creature will gain double strike until end of turn.
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1
Sigarda, Heron's Grace
Sigarda, Heron's Grace
Legendary Creature — Angel
4/5
Flying
You and Humans you control have hexproof.
, Exile a card from your graveyard: Create a 1/1 white Human Soldier creature token.
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1
Sigardian Zealot
Sigardian Zealot
Creature — Human Cleric
3/3
At the beginning of combat on your turn, choose any number of creatures with different powers. Each of them gets +X/+X and gains vigilance until end of turn, where X is this creature's power.
- A set of creatures has different powers if every creature's power is a different value. For example, a 1/1 creature, a 2/1 creature, and a 3/1 creature all have different powers.
- No creatures are targeted by Sigardian Zealot's ability. The set of creatures is chosen as the ability resolves. You may choose a single creature as a valid set. If you do, that creature will get +X/+X and gain vigilance until end of turn.
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1
Verdurous Gearhulk
Verdurous Gearhulk
Artifact Creature — Construct
4/4
Trample
When this creature enters, distribute four +1/+1 counters among any number of target creatures you control.
- You choose how the counters will be distributed as you put Verdurous Gearhulk's triggered ability onto the stack. Each target creature must be assigned at least one counter.
- If one of the target creatures becomes an illegal target in response to Verdurous Gearhulk's triggered ability, the +1/+1 counters that would have been put on that creature are lost. They can't be put on another legal target.
- Verdurous Gearhulk can be the target of its own triggered ability.
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1
Victory's Envoy
Victory's Envoy
Creature — Human Cleric
3/3
At the beginning of your upkeep, put a +1/+1 counter on each other creature you control.
6 6
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1
Biogenic Upgrade
Biogenic Upgrade
Sorcery
Distribute three +1/+1 counters among one, two, or three target creatures, then double the number of +1/+1 counters on each of those creatures.
- You choose how many targets Biogenic Upgrade has and how the counters are distributed as you cast it. Each target must receive at least one counter. This means, for example, that you can't target three creatures and assign them two, one, and zero counters.
- If some of the creatures are illegal targets as Biogenic Upgrade tries to resolve, the original distribution of counters still applies and the counters that would have been put on the illegal targets are lost. They won't be put instead on a legal target.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
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1
Celestial Judgment
Celestial Judgment
Sorcery
For each different power among creatures on the battlefield, choose a creature with that power. Destroy each creature not chosen this way.
- No creatures are targeted by Celestial Judgment, so all choices are made as the spell resolves. Notably, no players may respond or take any actions between the creatures being chosen and the other creatures being destroyed.
- All creatures that aren't chosen are destroyed simultaneously. They see each other leave the battlefield for the purpose of triggered abilities.
- If there are multiple creatures with the same power on the battlefield, you may choose any of them, even if one of them wouldn't be destroyed. For example, if you control a 2-power creature with indestructible and a 2-power creature with no abilities, you may choose the second one even though the first one can't be destroyed by Celestial Judgment.
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1
Dearly Departed
Dearly Departed
Creature — Spirit
5/5
Flying
As long as this creature is in your graveyard, each Human creature you control enters with an additional +1/+1 counter on it.
- The effect is cumulative. Human creatures you control will enter with a +1/+1 counter for each Dearly Departed in your graveyard.
- In most cases, when determining whether a creature entering under your control should get a +1/+1 counter, you'll simply look at what the creature will looklike on the battlefield. You'll consider any effects affecting a creature entering under your control.
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1
Death's Presence
Death's Presence
Enchantment
Whenever a creature you control dies, put X +1/+1 counters on target creature you control, where X is the power of the creature that died.
- X is the power of that creature as it last existed on the battlefield.
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1
Enduring Scalelord
Enduring Scalelord
Creature — Dragon
4/4
Flying
Whenever one or more +1/+1 counters are put on another creature you control, you may put a +1/+1 counter on this creature.
- A creature entering the battlefield with one or more +1/+1 counters on it will cause Enduring Scalelord's ability to trigger.
- If +1/+1 counters are put on multiple creatures you control (other than Enduring Scalelord) at the same time, Enduring Scalelord's ability will trigger once for each of those creatures.
- If you control two Enduring Scalelords, putting a +1/+1 counter on one of them will cause the ability of the other one to trigger. When this ability resolves, you'll put a +1/+1 counter on the other Scalelord. This will cause the ability of the first one to trigger. This loop will repeat until you choose not to put a +1/+1 counter on one of the Enduring Scalelords.
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1
Moorland Rescuer
Moorland Rescuer
Creature — Human Knight
4/4
When this creature dies, return any number of other creature cards with total power X or less from your graveyard to the battlefield, where X is this creature's power. Exile this creature.
- Moorland Rescuer's ability uses the power Moorland Rescuer had when it was last on the battlefield, not its power in the graveyard.
- If Moorland Rescuer is exiled from its owner's graveyard in response to its triggered ability, the creature cards will still be returned to the battlefield.
7+ 4
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1
Angel of Glory's Rise
Angel of Glory's Rise
Creature — Angel
4/6
Flying
When this creature enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
- Only Zombie permanents on the battlefield are exiled. Zombie cards in other zones are not.
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1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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1
Somberwald Beastmaster
Somberwald Beastmaster
Creature — Human Ranger
1/1
When this creature enters, create a 2/2 green Wolf creature token, a 3/3 green Beast creature token, and a 4/4 green Beast creature token.
Creature tokens you control have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
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1
Trostani's Summoner
Trostani's Summoner
Creature — Elf Shaman
1/1
When this creature enters, create a 2/2 white Knight creature token with vigilance, a 3/3 green Centaur creature token, and a 4/4 green Rhino creature token with trample.
Lands 37
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1
Blighted Woodland
Blighted Woodland
Land
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : 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.
- 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.
- 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.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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12
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- 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 Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
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 .
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12
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Selesnya Sanctuary
Selesnya Sanctuary
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Temple of Plenty
Temple of Plenty
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 .
- 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.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- 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.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.