Creatures 19
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1
Armory Paladin
Armory Paladin
Creature — Human Knight
3/3
Trample
Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
- Once Armory Paladin’s last ability resolves, it doesn’t matter what happens to Armory Paladin after that. You’ll still be able to play the exiled card until the end of your next turn.
- You pay all costs and follow all normal timing rules for a card played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- If the card exiled with Armory Paladin’s last ability is an Aura or Equipment card, casting it will cause Armory Paladin’s last ability to trigger again.
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1
Bighorner Rancher
Bighorner Rancher
Creature — Human Ranger
2/5
Vigilance
: Add an amount of equal to the greatest power among creatures you control.
Sacrifice this creature: You gain life equal to the greatest toughness among other creatures you control.
- Bighorner Rancher’s second ability is a mana ability. It doesn’t use the stack and can’t be responded to. If the greatest power among creatures you control is somehow 0 or less, no mana is added.
- The amount of life you gain from Bighorner Rancher’s last ability is determined when the ability resolves. If at that time the greatest toughness among creatures you control is 0 or less (probably because all of your other creatures were destroyed or otherwise left the battlefield in response), you won’t gain any life.
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1
Brotherhood Outcast
Brotherhood Outcast
Creature — Human Soldier
3/2
When this creature enters, choose one —
- Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield.
- Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If an Aura is put onto the battlefield without being cast, the Aura’s controller-to-be chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in its current zone.
- Shield counters don’t prevent players from sacrificing creatures.
- Removing a shield counter when a permanent would be dealt damage or destroyed isn’t the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
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1
Cait, Cage Brawler
Cait, Cage Brawler
Legendary Creature — Human Warrior
1/1
During your turn, Cait has indestructible.
Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the highest mana value among those cards or tied for highest.
- If a card you discard has in its mana cost, X is considered to be 0.
- If you somehow can't discard a card (probably because you had no cards in hand and another effect prevented you from drawing cards), you won't put any counters on Cait no matter whether or not the defending player discarded a card or what that card's mana value is.
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1
Cass, Hand of Vengeance
Cass, Hand of Vengeance
Legendary Creature — Human Ranger
4/3
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
- You can’t return Aura cards that can’t legally be attached to the target creature. For example, if the target creature has protection from red, you can’t return Grim Reaper’s Sprint to the battlefield with Cass’s last ability.
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1
Codsworth, Handy Helper
Codsworth, Handy Helper
Legendary Artifact Creature — Robot
2/3
Commanders you control have ward .
: Add . Spend this mana only to cast Aura and/or Equipment spells.
: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
- Once a commander’s ward ability has triggered, causing that commander to lose ward by removing Codsworth won’t affect the ability. The appropriate player will still have to pay or see their spell or ability countered.
- You can’t spend mana generated by Codsworth’s second ability to activate abilities of Auras or Equipment. This includes paying equip costs.
- The Aura or Equipment you target with Codsworth’s last ability doesn’t have to be attached to a creature you control when you target it. You just have to control the Aura or Equipment you’re targeting as well as the creature you’re targeting.
- If either target of Codsworth’s last ability is an illegal target as the ability resolves, the ability won’t do anything. If both targets are illegal, the ability won’t resolve. If the target Aura or Equipment is already attached to the target creature, nothing happens.
- As Codsworth’s last ability resolves, if the target Aura or Equipment can’t legally be attached to the target creature (for example, because the creature has protection from enchantments or protection from artifacts), the target Aura or Equipment won’t move.
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1
Commander Sofia Daguerre
Commander Sofia Daguerre
Legendary Creature — Human Pilot
1/3
Flash
Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Crimson Caravaneer
Crimson Caravaneer
Creature — Human Scout
1/2
Double strike, trample
Whenever this creature deals combat damage to a player, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Dogmeat, Ever Loyal
Dogmeat, Ever Loyal
Legendary Creature — Dog
3/3
When Dogmeat enters, mill five cards, then return an Aura or Equipment card from your graveyard to your hand.
Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- The card you return with Dogmeat's first ability doesn't have to be one of the cards you milled with that ability.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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Duchess, Wayward Tavernkeep
Duchess, Wayward Tavernkeep
Legendary Creature — Human Citizen
4/3
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it.
, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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Gunner Conscript
Gunner Conscript
Creature — Human Mercenary
2/2
Trample
This creature gets +1/+1 for each Aura and Equipment attached to it.
When this creature dies, if it was enchanted, create a Junk token.
When this creature dies, if it was equipped, create a Junk token.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Gunner Conscript may become lethal if an Aura or Equipment attached to it leaves the battlefield or becomes unattached from Gunner Conscript during that turn.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Ian the Reckless
Ian the Reckless
Legendary Creature — Human Warrior
2/1
Whenever Ian the Reckless attacks, if it's modified, you may have it deal damage equal to its power to you and any target. (Equipment, Auras you control, and counters are modifications.)
- If Ian the Reckless isn’t modified when it attacks, its ability won’t trigger at all. When its ability tries to resolve, if it isn’t modified at that time, the ability won’t resolve.
- If Ian the Reckless leaves the battlefield before its last ability resolves, as long as it was modified when it was last on the battlefield, use its power as it last existed on the battlefield to determine how much damage that ability deals.
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Mister Gutsy
Mister Gutsy
Artifact Creature — Robot Soldier
1/1
Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on this creature.
When this creature dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Moira Brown, Guide Author
Moira Brown, Guide Author
Legendary Creature — Human Citizen
2/3
When Moira Brown enters, create a colorless Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip .
Whenever you attack, put a quest counter on target nonland permanent you control.
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Preston Garvey, Minuteman
Preston Garvey, Minuteman
Legendary Creature — Human Soldier
4/4
At the beginning of combat on your turn, create a green Aura enchantment token named Settlement attached to up to one target land you control. It has enchant land and "Enchanted land has ' : Add one mana of any color.'"
Whenever Preston Garvey attacks, untap each enchanted permanent you control.
- If the target land is an illegal target as Preston Garvey's first ability tries to resolve, it won't resolve and none of its effects happen. The Settlement token won't be created.
- In the rare case that the target land is a legal target as Preston Garvey's first ability resolves but the target land can't legally be enchanted by the Settlement token, the token won't be created at all.
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1
Puresteel Paladin
Puresteel Paladin
Creature — Human Knight
2/2
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
- Once the equip ability is activated, causing Puresteel Paladin to leave the battlefield or causing its controller to control fewer than three artifacts won't stop the equip ability from resolving.
- You may still activate the Equipment's other equip abilities if you wish.
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1
Super Mutant Scavenger
Super Mutant Scavenger
Creature — Mutant Warrior
5/5
Trample
When this creature enters or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
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1
Three Dog, Galaxy News DJ
Three Dog, Galaxy News DJ
Legendary Creature — Human Bard
1/5
Whenever you attack, you may pay and sacrifice an Aura attached to Three Dog. When you sacrifice an Aura this way, for each other attacking creature you control, create a token that's a copy of that Aura attached to that creature.
- Since Three Dog's reflexive triggered ability doesn't target, Aura tokens created by that ability will be attached to attacking creatures you control with shroud.
- If one of the Aura tokens being created couldn't legally be attached to the appropriate attacking creature (because of an ability like protection from enchantments), that Aura token won't be created.
- The tokens copy exactly what was printed on the original Aura and nothing else (unless that Aura was itself copying something else; see below). It doesn't copy whether that Aura was tapped or untapped, whether it had any counters on it or Auras attached to it, or any non-copy effects that changed its types, color, and so on.
- If the copied Aura was copying something else, the tokens enter the battlefield as whatever that Aura was copying.
- If the copied Aura had in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied Aura will trigger when the tokens enter the battlefield. Any "as [this Aura] enters the battlefield" or "[this Aura] enters the battlefield with" abilities of the Aura will also work.
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1
Veronica, Dissident Scribe
Veronica, Dissident Scribe
Legendary Creature — Human Artificer Rogue
3/3
Menace
Whenever Veronica attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
Instants 6
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Break Down
Break Down
Instant
Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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Heroic Intervention
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
- A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
- A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
- The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
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Inventory Management
Inventory Management
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
For each Aura and Equipment you control, you may attach it to a creature you control.
- Players still get priority while a spell with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn’t stop triggered abilities from triggering. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won’t affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can’t be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
- You can’t try to attach an Aura or Equipment to a creature if that Aura or Equipment can’t legally be attached to it.
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Path to Exile
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
- If the target creature is an illegal target by the time Path to Exile tries to resolve, it won't resolve and none of its effects will happen. The creature's controller won't search for a basic land card.
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Valorous Stance
Valorous Stance
Instant
Choose one —
- Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
- Destroy target creature with toughness 4 or greater.
Sorceries 3
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Blasphemous Act
Blasphemous Act
Sorcery
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
- Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
- Blasphemous Act's ability can't reduce the total cost to cast the spell below .
- The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add , the total cost of Blasphemous Act is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). 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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Megaton's Fate
Megaton's Fate
Sorcery
Choose one —
- Disarm — Destroy target artifact. Create four Treasure tokens.
- Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
- Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
- Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
- There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
- In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
- Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
- If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
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Single Combat
Single Combat
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
- As Single Combat resolves, first the player whose turn it is chooses a creature or planeswalker they control, then each other player in turn order does the same, knowing the choices made before them. Then each unchosen creature and planeswalker is sacrificed at the same time.
- In a multiplayer game, if you leave the game after Single Combat resolves but before your next turn begins, its effect lasts until your next turn would have begun. It neither expires immediately nor lasts indefinitely.
Artifacts 17
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Agility Bobblehead
Agility Bobblehead
Artifact — Bobblehead
: Add one mana of any color.
, : Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
- You choose how many targets Agility Bobblehead’s last ability has as you activate the ability. Once you do, it doesn’t matter what happens to any Bobbleheads you control.
- Activating Agility Bobblehead’s last ability targeting a creature that has already been blocked by a creature without haste won’t cause that creature to become unblocked.
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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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Basilisk Collar
Basilisk Collar
Artifact — Equipment
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Behemoth Sledge
Behemoth Sledge
Artifact — Equipment
Equipped creature gets +2/+2 and has trample and lifelink.
Equip
- Multiple instances of lifelink on the same creature are redundant. If a creature with multiple instances of lifelink deals damage, its controller still only gains life equal to the damage dealt.
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Bloodforged Battle-Axe
Bloodforged Battle-Axe
Artifact — Equipment
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that's a copy of this Equipment.
Equip
- The token enters the battlefield unattached.
- The token has all three of Bloodforged Battle-Axe's abilities, including the one that creates more tokens.
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Brass Knuckles
Brass Knuckles
Artifact — Equipment
When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- Multiple instances of double strike do not increase the number of strikes. That creature still only gets to deal combat damage twice.
- A copy of a permanent spell enters the battlefield as a token. This is not the same as an effect that creates a token, and any effect that refers to creating a token does not apply to copies of permanent spells.
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Champion's Helm
Champion's Helm
Artifact — Equipment
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
- It's possible for a Champion's Helm you control to be attached to a creature an opponent controls (if an opponent gains control of your equipped creature, for example). In this case, the creature couldn't be the target of spells or abilities you control, as you are an opponent of the controller of the creature with hexproof.
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Explorer's Scope
Explorer's Scope
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Fireshrieker
Fireshrieker
Artifact — Equipment
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Junk Jet
Junk Jet
Artifact — Equipment
When this Equipment enters, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip
- If an effect instructs you to "double" a creature's power, that creature gets +X/+0, where X is its power as that effect begins to apply.
- If a creature's power is less than 0 when it's doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. For example, suppose you control Infesting Radroach, a 2/2 creature. If an effect has given Infesting Radroach -4/-0 so that it's a -2/2 creature, doubling its power gives it -2/-0, and it becomes a -4/2 creature.
- If you "double" a creature's power more than once in a turn, each doubling effect applies independently. For example, suppose Junk Jet is attached to Infesting Radroach, a 2/2 creature. If you activate Junk Jet's second ability, Infesting Radroach will get +2/+0 when that ability resolves, making it a 4/2 creature. Doubling its power again will give it +4/+0, making it an 8/2 creature.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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Masterwork of Ingenuity
Masterwork of Ingenuity
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
- Masterwork of Ingenuity enters the battlefield unattached. It doesn't enter attached to the same creature as the Equipment it copies.
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Perception Bobblehead
Perception Bobblehead
Artifact — Bobblehead
: Add one mana of any color.
, : Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
- The value of X is determined only once, as Perception Bobblehead’s last ability resolves.
- You choose whether to cast a spell from among the cards you’re looking at as Perception Bobblehead’s last ability resolves. You can’t wait to cast one later in the turn. Timing restrictions based on the card’s types are ignored.
- If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- If a spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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1
Pip-Boy 3000
Pip-Boy 3000
Artifact — Equipment
Whenever equipped creature attacks, choose one —
- Sort Inventory — Draw a card, then discard a card.
- Pick a Perk — Put a +1/+1 counter on that creature.
- Check Map — Untap up to two target lands.
Equip
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1
Pre-War Formalwear
Pre-War Formalwear
Artifact — Equipment
When this Equipment enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach this Equipment to it.
Equipped creature gets +2/+2 and has vigilance.
Equip
- If Pre-War Formalwear can't be attached to the permanent returned to the battlefield by its first ability (perhaps because it's not currently a creature), Pre-War Formalwear will remain on the battlefield unattached.
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1
Silver Shroud Costume
Silver Shroud Costume
Artifact — Equipment
Flash
When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Equipped creature can't be blocked.
Equip
- Attaching Silver Shroud Costume to a creature that has already been blocked won't cause it to become unblocked.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Enchantments 17
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1
Abundant Growth
Abundant Growth
Enchantment — Aura
Enchant land
When this Aura enters, draw a card.
Enchanted land has " : Add one mana of any color."
- The enchanted land retains any other abilities it has. Activating one of the land's activated abilities won't cause the other(s) to be activated.
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1
Acquired Mutation
Acquired Mutation
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, defending player gets two rad counters.
- Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- If, during a player’s declare attackers step, a creature that player controls that’s been goaded is tapped, is affected by a spell or ability that says it can’t attack, or hasn’t been under that player’s control continuously since the turn began (and doesn’t have haste), then it doesn’t attack. If there’s a cost associated with having a creature attack a player, its controller isn’t forced to pay that cost, so it doesn’t have to attack that player.
- If the creature doesn’t meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can’t attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent protects, or the player that goaded it.
- Being goaded isn’t an ability the creature has. Once it’s been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn’t cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
- Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
- There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
- In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
- Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
- If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
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1
All That Glitters
All That Glitters
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
- Because All That Glitters is an enchantment, the enchanted creature usually gets at least +1/+1.
- A permanent that's both an artifact and an enchantment is counted only once.
- You still control Auras that you put onto the battlefield attached to a permanent you don't control.
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1
Almost Perfect
Almost Perfect
Enchantment — Aura
Enchant creature
Enchanted creature has base power and toughness 9/10 and has indestructible.
- Almost Perfect overwrites all previous effects that set the creature’s base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after the ability resolves will overwrite this effect.
- Effects that modify a creature’s power and/or toughness, such as the effect of the ability granted by Idolized, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness and effects that switch its power and toughness.
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1
Animal Friend
Animal Friend
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
- The token will enter the battlefield and then have counters put on it. In most cases, the game will see a 1/1 creature entering the battlefield for the purposes of any abilities that may trigger, such as the first ability of Overseer of Vault 76.
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1
Fertile Ground
Fertile Ground
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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1
Grim Reaper's Sprint
Grim Reaper's Sprint
Enchantment — Aura
Morbid — This spell costs less to cast if a creature died this turn.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
- If the creature Grim Reaper's Sprint would enchant is an illegal target by the time Grim Reaper's Sprint would resolve, the entire spell doesn't resolve. It's put into the graveyard from the stack, so its triggered ability won't trigger, and you won't untap your creatures or get an additional combat phase.
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1
Idolized
Idolized
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
- A creature attacks alone if it’s the only creature declared as an attacker during the declare attackers step (including creatures controlled by your teammates, if applicable). For example, the ability granted by Idolized won’t trigger if you attack with multiple creatures and all but one of them are removed from combat. Similarly, creatures that enter the battlefield attacking later in combat won’t be considered when determining whether or not a creature attacked alone.
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1
Mantle of the Ancients
Mantle of the Ancients
Enchantment — Aura
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
- As the enters-the-battlefield ability is resolving, any targets that couldn't be legally attached to the creature enchanted by Mantle of the Ancients stay in your graveyard.
- If Mantle of the Ancients becomes attached to a different creature in response to its enters-the-battlefield ability, the creature it's attached to as that ability is resolving is the "enchanted creature," even though you used the original enchanted creature to choose targets. This means some of those targets may become illegal.
- If Mantle of the Ancients leaves the battlefield before its enters-the-battlefield ability resolves, the last permanent it was attached to before leaving the battlefield is the "enchanted creature" (even if that permanent is no longer a creature).
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1
Rancor
Rancor
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
- If the creature this Aura would enchant is an illegal target by the time Rancor tries to resolve, the Aura spell doesn't resolve. It won't enter the battlefield, so it won't be put into a graveyard from the battlefield and its ability won't trigger.
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1
Squirrel Nest
Squirrel Nest
Enchantment — Aura
Enchant land
Enchanted land has " : Create a 1/1 green Squirrel creature token."
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1
Sticky Fingers
Sticky Fingers
Enchantment — Aura
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with " , Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
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1
Strong Back
Strong Back
Enchantment — Aura
Enchant creature
Equip abilities you activate that target enchanted creature cost less to activate.
Aura spells you cast that target enchanted creature cost less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
- Strong Back’s abilities reduce only the amount of generic mana in equip abilities that target the enchanted creature and in the total cost of Aura spells that target the enchanted creature. For example, it will reduce the total cost of Animal Friend from to .
- Strong Back’s third ability won’t reduce its own cost.
- Some Equipment creature cards in other sets have reconfigure, a different ability that attaches them to a creature. Reconfigure is not an equip ability, and reconfigure costs are not reduced by Strong Back’s second ability. Equip variants or equip abilities with restrictions, like the “equip Citizen” ability of Ceremonial Groundbreaker from the Streets of New Capenna® set, are still equip abilities, and their costs will be reduced by Strong Back’s second ability.
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1
Vault 101: Birthday Party
Vault 101: Birthday Party
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with " , , Sacrifice this token: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, you can't choose to put it onto the battlefield at all.
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1
Vault 21: House Gambit
Vault 21: House Gambit
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
- If a card in your hand has in its mana cost, X is 0.
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1
Well Rested
Well Rested
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
- If the ability granted by Well Rested triggers in an untap step, it goes onto the stack at the beginning of the next step (usually the upkeep).
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1
Wild Growth
Wild Growth
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
- The additional mana is not an ability of the land and is not something the land can produce.
Lands 38
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Buried Ruin
Buried Ruin
Land
: Add .
, , Sacrifice this land: Return target artifact card from your graveyard to your hand.
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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
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
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1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
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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
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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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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4
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
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1
Junktown
Junktown
Land
: Add .
, , Sacrifice this land: Create three Junk tokens. (They're artifacts with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Mossfire Valley
Mossfire Valley
Land
, : Add .
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4
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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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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4
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Roadside Reliquary
Roadside Reliquary
Land
: Add .
, , Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.
- If you control both an artifact and an enchantment, you will draw two cards. If a single permanent is both an artifact and an enchantment, that counts as controlling both.
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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
Rootbound Crag
Rootbound Crag
Land
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
- This checks for lands you control with the land type Mountain or Forest, not for lands named Mountain or Forest. The lands it checks for don't have to be basic lands. For example, if you control Temple Garden (a nonbasic land with the land types Forest and Plains), Rootbound Crag will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Scattered Groves
Scattered Groves
Land — Forest Plains
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Scavenger Grounds
Scavenger Grounds
Land — Desert
: Add .
, , Sacrifice a Desert: Exile all graveyards.
- The sacrificed Desert will be in your graveyard to be exiled by the last ability of Scavenger Grounds.
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1
Sheltered Thicket
Sheltered Thicket
Land — Mountain Forest
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Sunpetal Grove
Sunpetal Grove
Land
This land enters tapped unless you control a Forest or a Plains.
: Add or .
- This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Sunscorched Divide
Sunscorched Divide
Land
, : Add .
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1
Temple of Abandon
Temple of Abandon
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.
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- 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 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.
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1
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
White 12
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1
All That Glitters
All That Glitters
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
- Because All That Glitters is an enchantment, the enchanted creature usually gets at least +1/+1.
- A permanent that's both an artifact and an enchantment is counted only once.
- You still control Auras that you put onto the battlefield attached to a permanent you don't control.
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1
Brotherhood Outcast
Brotherhood Outcast
Creature — Human Soldier
3/2
When this creature enters, choose one —
- Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield.
- Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If an Aura is put onto the battlefield without being cast, the Aura’s controller-to-be chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in its current zone.
- Shield counters don’t prevent players from sacrificing creatures.
- Removing a shield counter when a permanent would be dealt damage or destroyed isn’t the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
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1
Codsworth, Handy Helper
Codsworth, Handy Helper
Legendary Artifact Creature — Robot
2/3
Commanders you control have ward .
: Add . Spend this mana only to cast Aura and/or Equipment spells.
: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
- Once a commander’s ward ability has triggered, causing that commander to lose ward by removing Codsworth won’t affect the ability. The appropriate player will still have to pay or see their spell or ability countered.
- You can’t spend mana generated by Codsworth’s second ability to activate abilities of Auras or Equipment. This includes paying equip costs.
- The Aura or Equipment you target with Codsworth’s last ability doesn’t have to be attached to a creature you control when you target it. You just have to control the Aura or Equipment you’re targeting as well as the creature you’re targeting.
- If either target of Codsworth’s last ability is an illegal target as the ability resolves, the ability won’t do anything. If both targets are illegal, the ability won’t resolve. If the target Aura or Equipment is already attached to the target creature, nothing happens.
- As Codsworth’s last ability resolves, if the target Aura or Equipment can’t legally be attached to the target creature (for example, because the creature has protection from enchantments or protection from artifacts), the target Aura or Equipment won’t move.
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1
Commander Sofia Daguerre
Commander Sofia Daguerre
Legendary Creature — Human Pilot
1/3
Flash
Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Idolized
Idolized
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
- A creature attacks alone if it’s the only creature declared as an attacker during the declare attackers step (including creatures controlled by your teammates, if applicable). For example, the ability granted by Idolized won’t trigger if you attack with multiple creatures and all but one of them are removed from combat. Similarly, creatures that enter the battlefield attacking later in combat won’t be considered when determining whether or not a creature attacked alone.
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1
Mantle of the Ancients
Mantle of the Ancients
Enchantment — Aura
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
- As the enters-the-battlefield ability is resolving, any targets that couldn't be legally attached to the creature enchanted by Mantle of the Ancients stay in your graveyard.
- If Mantle of the Ancients becomes attached to a different creature in response to its enters-the-battlefield ability, the creature it's attached to as that ability is resolving is the "enchanted creature," even though you used the original enchanted creature to choose targets. This means some of those targets may become illegal.
- If Mantle of the Ancients leaves the battlefield before its enters-the-battlefield ability resolves, the last permanent it was attached to before leaving the battlefield is the "enchanted creature" (even if that permanent is no longer a creature).
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1
Path to Exile
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
- If the target creature is an illegal target by the time Path to Exile tries to resolve, it won't resolve and none of its effects will happen. The creature's controller won't search for a basic land card.
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1
Pre-War Formalwear
Pre-War Formalwear
Artifact — Equipment
When this Equipment enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach this Equipment to it.
Equipped creature gets +2/+2 and has vigilance.
Equip
- If Pre-War Formalwear can't be attached to the permanent returned to the battlefield by its first ability (perhaps because it's not currently a creature), Pre-War Formalwear will remain on the battlefield unattached.
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1
Puresteel Paladin
Puresteel Paladin
Creature — Human Knight
2/2
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
- Once the equip ability is activated, causing Puresteel Paladin to leave the battlefield or causing its controller to control fewer than three artifacts won't stop the equip ability from resolving.
- You may still activate the Equipment's other equip abilities if you wish.
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1
Single Combat
Single Combat
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
- As Single Combat resolves, first the player whose turn it is chooses a creature or planeswalker they control, then each other player in turn order does the same, knowing the choices made before them. Then each unchosen creature and planeswalker is sacrificed at the same time.
- In a multiplayer game, if you leave the game after Single Combat resolves but before your next turn begins, its effect lasts until your next turn would have begun. It neither expires immediately nor lasts indefinitely.
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1
Valorous Stance
Valorous Stance
Instant
Choose one —
- Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
- Destroy target creature with toughness 4 or greater.
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1
Vault 101: Birthday Party
Vault 101: Birthday Party
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with " , , Sacrifice this token: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, you can't choose to put it onto the battlefield at all.
Red 12
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1
Acquired Mutation
Acquired Mutation
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, defending player gets two rad counters.
- Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- If, during a player’s declare attackers step, a creature that player controls that’s been goaded is tapped, is affected by a spell or ability that says it can’t attack, or hasn’t been under that player’s control continuously since the turn began (and doesn’t have haste), then it doesn’t attack. If there’s a cost associated with having a creature attack a player, its controller isn’t forced to pay that cost, so it doesn’t have to attack that player.
- If the creature doesn’t meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can’t attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent protects, or the player that goaded it.
- Being goaded isn’t an ability the creature has. Once it’s been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn’t cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
- Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
- There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
- In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
- Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
- If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
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1
Blasphemous Act
Blasphemous Act
Sorcery
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
- Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
- Blasphemous Act's ability can't reduce the total cost to cast the spell below .
- The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add , the total cost of Blasphemous Act is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). 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
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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1
Crimson Caravaneer
Crimson Caravaneer
Creature — Human Scout
1/2
Double strike, trample
Whenever this creature deals combat damage to a player, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Duchess, Wayward Tavernkeep
Duchess, Wayward Tavernkeep
Legendary Creature — Human Citizen
4/3
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it.
, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Grim Reaper's Sprint
Grim Reaper's Sprint
Enchantment — Aura
Morbid — This spell costs less to cast if a creature died this turn.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
- If the creature Grim Reaper's Sprint would enchant is an illegal target by the time Grim Reaper's Sprint would resolve, the entire spell doesn't resolve. It's put into the graveyard from the stack, so its triggered ability won't trigger, and you won't untap your creatures or get an additional combat phase.
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1
Ian the Reckless
Ian the Reckless
Legendary Creature — Human Warrior
2/1
Whenever Ian the Reckless attacks, if it's modified, you may have it deal damage equal to its power to you and any target. (Equipment, Auras you control, and counters are modifications.)
- If Ian the Reckless isn’t modified when it attacks, its ability won’t trigger at all. When its ability tries to resolve, if it isn’t modified at that time, the ability won’t resolve.
- If Ian the Reckless leaves the battlefield before its last ability resolves, as long as it was modified when it was last on the battlefield, use its power as it last existed on the battlefield to determine how much damage that ability deals.
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1
Junk Jet
Junk Jet
Artifact — Equipment
When this Equipment enters, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip
- If an effect instructs you to "double" a creature's power, that creature gets +X/+0, where X is its power as that effect begins to apply.
- If a creature's power is less than 0 when it's doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. For example, suppose you control Infesting Radroach, a 2/2 creature. If an effect has given Infesting Radroach -4/-0 so that it's a -2/2 creature, doubling its power gives it -2/-0, and it becomes a -4/2 creature.
- If you "double" a creature's power more than once in a turn, each doubling effect applies independently. For example, suppose Junk Jet is attached to Infesting Radroach, a 2/2 creature. If you activate Junk Jet's second ability, Infesting Radroach will get +2/+0 when that ability resolves, making it a 4/2 creature. Doubling its power again will give it +4/+0, making it an 8/2 creature.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Megaton's Fate
Megaton's Fate
Sorcery
Choose one —
- Disarm — Destroy target artifact. Create four Treasure tokens.
- Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
- Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
- Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
- There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
- In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
- Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
- If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
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1
Sticky Fingers
Sticky Fingers
Enchantment — Aura
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with " , Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
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1
Vault 21: House Gambit
Vault 21: House Gambit
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
- If a card in your hand has in its mana cost, X is 0.
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1
Veronica, Dissident Scribe
Veronica, Dissident Scribe
Legendary Creature — Human Artificer Rogue
3/3
Menace
Whenever Veronica attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
Green 13
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1
Abundant Growth
Abundant Growth
Enchantment — Aura
Enchant land
When this Aura enters, draw a card.
Enchanted land has " : Add one mana of any color."
- The enchanted land retains any other abilities it has. Activating one of the land's activated abilities won't cause the other(s) to be activated.
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1
Animal Friend
Animal Friend
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
- The token will enter the battlefield and then have counters put on it. In most cases, the game will see a 1/1 creature entering the battlefield for the purposes of any abilities that may trigger, such as the first ability of Overseer of Vault 76.
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1
Bighorner Rancher
Bighorner Rancher
Creature — Human Ranger
2/5
Vigilance
: Add an amount of equal to the greatest power among creatures you control.
Sacrifice this creature: You gain life equal to the greatest toughness among other creatures you control.
- Bighorner Rancher’s second ability is a mana ability. It doesn’t use the stack and can’t be responded to. If the greatest power among creatures you control is somehow 0 or less, no mana is added.
- The amount of life you gain from Bighorner Rancher’s last ability is determined when the ability resolves. If at that time the greatest toughness among creatures you control is 0 or less (probably because all of your other creatures were destroyed or otherwise left the battlefield in response), you won’t gain any life.
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1
Break Down
Break Down
Instant
Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Fertile Ground
Fertile Ground
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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1
Gunner Conscript
Gunner Conscript
Creature — Human Mercenary
2/2
Trample
This creature gets +1/+1 for each Aura and Equipment attached to it.
When this creature dies, if it was enchanted, create a Junk token.
When this creature dies, if it was equipped, create a Junk token.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Gunner Conscript may become lethal if an Aura or Equipment attached to it leaves the battlefield or becomes unattached from Gunner Conscript during that turn.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Heroic Intervention
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
- A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
- A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
- The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
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1
Rancor
Rancor
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
- If the creature this Aura would enchant is an illegal target by the time Rancor tries to resolve, the Aura spell doesn't resolve. It won't enter the battlefield, so it won't be put into a graveyard from the battlefield and its ability won't trigger.
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1
Squirrel Nest
Squirrel Nest
Enchantment — Aura
Enchant land
Enchanted land has " : Create a 1/1 green Squirrel creature token."
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1
Strong Back
Strong Back
Enchantment — Aura
Enchant creature
Equip abilities you activate that target enchanted creature cost less to activate.
Aura spells you cast that target enchanted creature cost less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
- Strong Back’s abilities reduce only the amount of generic mana in equip abilities that target the enchanted creature and in the total cost of Aura spells that target the enchanted creature. For example, it will reduce the total cost of Animal Friend from to .
- Strong Back’s third ability won’t reduce its own cost.
- Some Equipment creature cards in other sets have reconfigure, a different ability that attaches them to a creature. Reconfigure is not an equip ability, and reconfigure costs are not reduced by Strong Back’s second ability. Equip variants or equip abilities with restrictions, like the “equip Citizen” ability of Ceremonial Groundbreaker from the Streets of New Capenna® set, are still equip abilities, and their costs will be reduced by Strong Back’s second ability.
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1
Super Mutant Scavenger
Super Mutant Scavenger
Creature — Mutant Warrior
5/5
Trample
When this creature enters or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
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1
Well Rested
Well Rested
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
- If the ability granted by Well Rested triggers in an untap step, it goes onto the stack at the beginning of the next step (usually the upkeep).
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1
Wild Growth
Wild Growth
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
- The additional mana is not an ability of the land and is not something the land can produce.
Multicolor 10
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1
Almost Perfect
Almost Perfect
Enchantment — Aura
Enchant creature
Enchanted creature has base power and toughness 9/10 and has indestructible.
- Almost Perfect overwrites all previous effects that set the creature’s base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after the ability resolves will overwrite this effect.
- Effects that modify a creature’s power and/or toughness, such as the effect of the ability granted by Idolized, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness and effects that switch its power and toughness.
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1
Armory Paladin
Armory Paladin
Creature — Human Knight
3/3
Trample
Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
- Once Armory Paladin’s last ability resolves, it doesn’t matter what happens to Armory Paladin after that. You’ll still be able to play the exiled card until the end of your next turn.
- You pay all costs and follow all normal timing rules for a card played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- If the card exiled with Armory Paladin’s last ability is an Aura or Equipment card, casting it will cause Armory Paladin’s last ability to trigger again.
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1
Behemoth Sledge
Behemoth Sledge
Artifact — Equipment
Equipped creature gets +2/+2 and has trample and lifelink.
Equip
- Multiple instances of lifelink on the same creature are redundant. If a creature with multiple instances of lifelink deals damage, its controller still only gains life equal to the damage dealt.
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1
Cait, Cage Brawler
Cait, Cage Brawler
Legendary Creature — Human Warrior
1/1
During your turn, Cait has indestructible.
Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the highest mana value among those cards or tied for highest.
- If a card you discard has in its mana cost, X is considered to be 0.
- If you somehow can't discard a card (probably because you had no cards in hand and another effect prevented you from drawing cards), you won't put any counters on Cait no matter whether or not the defending player discarded a card or what that card's mana value is.
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1
Cass, Hand of Vengeance
Cass, Hand of Vengeance
Legendary Creature — Human Ranger
4/3
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
- You can’t return Aura cards that can’t legally be attached to the target creature. For example, if the target creature has protection from red, you can’t return Grim Reaper’s Sprint to the battlefield with Cass’s last ability.
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1
Dogmeat, Ever Loyal
Dogmeat, Ever Loyal
Legendary Creature — Dog
3/3
When Dogmeat enters, mill five cards, then return an Aura or Equipment card from your graveyard to your hand.
Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- The card you return with Dogmeat's first ability doesn't have to be one of the cards you milled with that ability.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
-
1
Inventory Management
Inventory Management
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
For each Aura and Equipment you control, you may attach it to a creature you control.
- Players still get priority while a spell with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn’t stop triggered abilities from triggering. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won’t affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can’t be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
- You can’t try to attach an Aura or Equipment to a creature if that Aura or Equipment can’t legally be attached to it.
-
1
Moira Brown, Guide Author
Moira Brown, Guide Author
Legendary Creature — Human Citizen
2/3
When Moira Brown enters, create a colorless Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip .
Whenever you attack, put a quest counter on target nonland permanent you control.
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1
Preston Garvey, Minuteman
Preston Garvey, Minuteman
Legendary Creature — Human Soldier
4/4
At the beginning of combat on your turn, create a green Aura enchantment token named Settlement attached to up to one target land you control. It has enchant land and "Enchanted land has ' : Add one mana of any color.'"
Whenever Preston Garvey attacks, untap each enchanted permanent you control.
- If the target land is an illegal target as Preston Garvey's first ability tries to resolve, it won't resolve and none of its effects happen. The Settlement token won't be created.
- In the rare case that the target land is a legal target as Preston Garvey's first ability resolves but the target land can't legally be enchanted by the Settlement token, the token won't be created at all.
-
1
Three Dog, Galaxy News DJ
Three Dog, Galaxy News DJ
Legendary Creature — Human Bard
1/5
Whenever you attack, you may pay and sacrifice an Aura attached to Three Dog. When you sacrifice an Aura this way, for each other attacking creature you control, create a token that's a copy of that Aura attached to that creature.
- Since Three Dog's reflexive triggered ability doesn't target, Aura tokens created by that ability will be attached to attacking creatures you control with shroud.
- If one of the Aura tokens being created couldn't legally be attached to the appropriate attacking creature (because of an ability like protection from enchantments), that Aura token won't be created.
- The tokens copy exactly what was printed on the original Aura and nothing else (unless that Aura was itself copying something else; see below). It doesn't copy whether that Aura was tapped or untapped, whether it had any counters on it or Auras attached to it, or any non-copy effects that changed its types, color, and so on.
- If the copied Aura was copying something else, the tokens enter the battlefield as whatever that Aura was copying.
- If the copied Aura had in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied Aura will trigger when the tokens enter the battlefield. Any "as [this Aura] enters the battlefield" or "[this Aura] enters the battlefield with" abilities of the Aura will also work.
Colorless 15
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1
Agility Bobblehead
Agility Bobblehead
Artifact — Bobblehead
: Add one mana of any color.
, : Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
- You choose how many targets Agility Bobblehead’s last ability has as you activate the ability. Once you do, it doesn’t matter what happens to any Bobbleheads you control.
- Activating Agility Bobblehead’s last ability targeting a creature that has already been blocked by a creature without haste won’t cause that creature to become unblocked.
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Basilisk Collar
Basilisk Collar
Artifact — Equipment
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
-
1
Bloodforged Battle-Axe
Bloodforged Battle-Axe
Artifact — Equipment
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that's a copy of this Equipment.
Equip
- The token enters the battlefield unattached.
- The token has all three of Bloodforged Battle-Axe's abilities, including the one that creates more tokens.
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1
Brass Knuckles
Brass Knuckles
Artifact — Equipment
When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- Multiple instances of double strike do not increase the number of strikes. That creature still only gets to deal combat damage twice.
- A copy of a permanent spell enters the battlefield as a token. This is not the same as an effect that creates a token, and any effect that refers to creating a token does not apply to copies of permanent spells.
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1
Champion's Helm
Champion's Helm
Artifact — Equipment
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
- It's possible for a Champion's Helm you control to be attached to a creature an opponent controls (if an opponent gains control of your equipped creature, for example). In this case, the creature couldn't be the target of spells or abilities you control, as you are an opponent of the controller of the creature with hexproof.
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1
Explorer's Scope
Explorer's Scope
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Fireshrieker
Fireshrieker
Artifact — Equipment
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Masterwork of Ingenuity
Masterwork of Ingenuity
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
- Masterwork of Ingenuity enters the battlefield unattached. It doesn't enter attached to the same creature as the Equipment it copies.
-
1
Mister Gutsy
Mister Gutsy
Artifact Creature — Robot Soldier
1/1
Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on this creature.
When this creature dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Perception Bobblehead
Perception Bobblehead
Artifact — Bobblehead
: Add one mana of any color.
, : Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
- The value of X is determined only once, as Perception Bobblehead’s last ability resolves.
- You choose whether to cast a spell from among the cards you’re looking at as Perception Bobblehead’s last ability resolves. You can’t wait to cast one later in the turn. Timing restrictions based on the card’s types are ignored.
- If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- If a spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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1
Pip-Boy 3000
Pip-Boy 3000
Artifact — Equipment
Whenever equipped creature attacks, choose one —
- Sort Inventory — Draw a card, then discard a card.
- Pick a Perk — Put a +1/+1 counter on that creature.
- Check Map — Untap up to two target lands.
Equip
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1
Silver Shroud Costume
Silver Shroud Costume
Artifact — Equipment
Flash
When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Equipped creature can't be blocked.
Equip
- Attaching Silver Shroud Costume to a creature that has already been blocked won't cause it to become unblocked.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Lands 38
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Buried Ruin
Buried Ruin
Land
: Add .
, , Sacrifice this land: Return target artifact card from your graveyard to your hand.
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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
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
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1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
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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
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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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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4
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
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1
Junktown
Junktown
Land
: Add .
, , Sacrifice this land: Create three Junk tokens. (They're artifacts with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Mossfire Valley
Mossfire Valley
Land
, : Add .
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4
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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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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4
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Roadside Reliquary
Roadside Reliquary
Land
: Add .
, , Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.
- If you control both an artifact and an enchantment, you will draw two cards. If a single permanent is both an artifact and an enchantment, that counts as controlling both.
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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
Rootbound Crag
Rootbound Crag
Land
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
- This checks for lands you control with the land type Mountain or Forest, not for lands named Mountain or Forest. The lands it checks for don't have to be basic lands. For example, if you control Temple Garden (a nonbasic land with the land types Forest and Plains), Rootbound Crag will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Scattered Groves
Scattered Groves
Land — Forest Plains
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Scavenger Grounds
Scavenger Grounds
Land — Desert
: Add .
, , Sacrifice a Desert: Exile all graveyards.
- The sacrificed Desert will be in your graveyard to be exiled by the last ability of Scavenger Grounds.
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1
Sheltered Thicket
Sheltered Thicket
Land — Mountain Forest
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Sunpetal Grove
Sunpetal Grove
Land
This land enters tapped unless you control a Forest or a Plains.
: Add or .
- This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Sunscorched Divide
Sunscorched Divide
Land
, : Add .
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1
Temple of Abandon
Temple of Abandon
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.
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- 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 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.
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1
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
1 11
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1
Abundant Growth
Abundant Growth
Enchantment — Aura
Enchant land
When this Aura enters, draw a card.
Enchanted land has " : Add one mana of any color."
- The enchanted land retains any other abilities it has. Activating one of the land's activated abilities won't cause the other(s) to be activated.
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1
Basilisk Collar
Basilisk Collar
Artifact — Equipment
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Bloodforged Battle-Axe
Bloodforged Battle-Axe
Artifact — Equipment
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that's a copy of this Equipment.
Equip
- The token enters the battlefield unattached.
- The token has all three of Bloodforged Battle-Axe's abilities, including the one that creates more tokens.
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1
Explorer's Scope
Explorer's Scope
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Masterwork of Ingenuity
Masterwork of Ingenuity
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
- Masterwork of Ingenuity enters the battlefield unattached. It doesn't enter attached to the same creature as the Equipment it copies.
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1
Path to Exile
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
- If the target creature is an illegal target by the time Path to Exile tries to resolve, it won't resolve and none of its effects will happen. The creature's controller won't search for a basic land card.
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1
Pip-Boy 3000
Pip-Boy 3000
Artifact — Equipment
Whenever equipped creature attacks, choose one —
- Sort Inventory — Draw a card, then discard a card.
- Pick a Perk — Put a +1/+1 counter on that creature.
- Check Map — Untap up to two target lands.
Equip
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1
Rancor
Rancor
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
- If the creature this Aura would enchant is an illegal target by the time Rancor tries to resolve, the Aura spell doesn't resolve. It won't enter the battlefield, so it won't be put into a graveyard from the battlefield and its ability won't trigger.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Sticky Fingers
Sticky Fingers
Enchantment — Aura
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with " , Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
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1
Wild Growth
Wild Growth
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
- The additional mana is not an ability of the land and is not something the land can produce.
2 18
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1
All That Glitters
All That Glitters
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
- Because All That Glitters is an enchantment, the enchanted creature usually gets at least +1/+1.
- A permanent that's both an artifact and an enchantment is counted only once.
- You still control Auras that you put onto the battlefield attached to a permanent you don't control.
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1
Animal Friend
Animal Friend
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
- The token will enter the battlefield and then have counters put on it. In most cases, the game will see a 1/1 creature entering the battlefield for the purposes of any abilities that may trigger, such as the first ability of Overseer of Vault 76.
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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
Cait, Cage Brawler
Cait, Cage Brawler
Legendary Creature — Human Warrior
1/1
During your turn, Cait has indestructible.
Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the highest mana value among those cards or tied for highest.
- If a card you discard has in its mana cost, X is considered to be 0.
- If you somehow can't discard a card (probably because you had no cards in hand and another effect prevented you from drawing cards), you won't put any counters on Cait no matter whether or not the defending player discarded a card or what that card's mana value is.
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1
Fertile Ground
Fertile Ground
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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1
Gunner Conscript
Gunner Conscript
Creature — Human Mercenary
2/2
Trample
This creature gets +1/+1 for each Aura and Equipment attached to it.
When this creature dies, if it was enchanted, create a Junk token.
When this creature dies, if it was equipped, create a Junk token.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Gunner Conscript may become lethal if an Aura or Equipment attached to it leaves the battlefield or becomes unattached from Gunner Conscript during that turn.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Heroic Intervention
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn.
- A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
- A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
- The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
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1
Ian the Reckless
Ian the Reckless
Legendary Creature — Human Warrior
2/1
Whenever Ian the Reckless attacks, if it's modified, you may have it deal damage equal to its power to you and any target. (Equipment, Auras you control, and counters are modifications.)
- If Ian the Reckless isn’t modified when it attacks, its ability won’t trigger at all. When its ability tries to resolve, if it isn’t modified at that time, the ability won’t resolve.
- If Ian the Reckless leaves the battlefield before its last ability resolves, as long as it was modified when it was last on the battlefield, use its power as it last existed on the battlefield to determine how much damage that ability deals.
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1
Idolized
Idolized
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
- A creature attacks alone if it’s the only creature declared as an attacker during the declare attackers step (including creatures controlled by your teammates, if applicable). For example, the ability granted by Idolized won’t trigger if you attack with multiple creatures and all but one of them are removed from combat. Similarly, creatures that enter the battlefield attacking later in combat won’t be considered when determining whether or not a creature attacked alone.
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1
Inventory Management
Inventory Management
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
For each Aura and Equipment you control, you may attach it to a creature you control.
- Players still get priority while a spell with split second is on the stack; their options are just limited to mana abilities and certain special actions.
- Players may turn face-down creatures face up while a spell with split second is on the stack.
- Split second doesn’t stop triggered abilities from triggering. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
- Casting a spell with split second won’t affect spells and abilities that are already on the stack.
- If the resolution of a triggered ability involves casting a spell, that spell can’t be cast if a spell with split second is on the stack.
- After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
- You can’t try to attach an Aura or Equipment to a creature if that Aura or Equipment can’t legally be attached to it.
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1
Junk Jet
Junk Jet
Artifact — Equipment
When this Equipment enters, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip
- If an effect instructs you to "double" a creature's power, that creature gets +X/+0, where X is its power as that effect begins to apply.
- If a creature's power is less than 0 when it's doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. For example, suppose you control Infesting Radroach, a 2/2 creature. If an effect has given Infesting Radroach -4/-0 so that it's a -2/2 creature, doubling its power gives it -2/-0, and it becomes a -4/2 creature.
- If you "double" a creature's power more than once in a turn, each doubling effect applies independently. For example, suppose Junk Jet is attached to Infesting Radroach, a 2/2 creature. If you activate Junk Jet's second ability, Infesting Radroach will get +2/+0 when that ability resolves, making it a 4/2 creature. Doubling its power again will give it +4/+0, making it an 8/2 creature.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Mister Gutsy
Mister Gutsy
Artifact Creature — Robot Soldier
1/1
Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on this creature.
When this creature dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Puresteel Paladin
Puresteel Paladin
Creature — Human Knight
2/2
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
- Once the equip ability is activated, causing Puresteel Paladin to leave the battlefield or causing its controller to control fewer than three artifacts won't stop the equip ability from resolving.
- You may still activate the Equipment's other equip abilities if you wish.
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1
Silver Shroud Costume
Silver Shroud Costume
Artifact — Equipment
Flash
When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Equipped creature can't be blocked.
Equip
- Attaching Silver Shroud Costume to a creature that has already been blocked won't cause it to become unblocked.
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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
Valorous Stance
Valorous Stance
Instant
Choose one —
- Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
- Destroy target creature with toughness 4 or greater.
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1
Vault 21: House Gambit
Vault 21: House Gambit
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
- If a card in your hand has in its mana cost, X is 0.
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1
Well Rested
Well Rested
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
- If the ability granted by Well Rested triggers in an untap step, it goes onto the stack at the beginning of the next step (usually the upkeep).
3 19
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1
Acquired Mutation
Acquired Mutation
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, defending player gets two rad counters.
- Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- If, during a player’s declare attackers step, a creature that player controls that’s been goaded is tapped, is affected by a spell or ability that says it can’t attack, or hasn’t been under that player’s control continuously since the turn began (and doesn’t have haste), then it doesn’t attack. If there’s a cost associated with having a creature attack a player, its controller isn’t forced to pay that cost, so it doesn’t have to attack that player.
- If the creature doesn’t meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can’t attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent protects, or the player that goaded it.
- Being goaded isn’t an ability the creature has. Once it’s been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn’t cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
- Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
- There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
- In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
- Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
- If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
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1
Agility Bobblehead
Agility Bobblehead
Artifact — Bobblehead
: Add one mana of any color.
, : Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
- You choose how many targets Agility Bobblehead’s last ability has as you activate the ability. Once you do, it doesn’t matter what happens to any Bobbleheads you control.
- Activating Agility Bobblehead’s last ability targeting a creature that has already been blocked by a creature without haste won’t cause that creature to become unblocked.
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1
Armory Paladin
Armory Paladin
Creature — Human Knight
3/3
Trample
Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
- Once Armory Paladin’s last ability resolves, it doesn’t matter what happens to Armory Paladin after that. You’ll still be able to play the exiled card until the end of your next turn.
- You pay all costs and follow all normal timing rules for a card played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- If the card exiled with Armory Paladin’s last ability is an Aura or Equipment card, casting it will cause Armory Paladin’s last ability to trigger again.
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1
Behemoth Sledge
Behemoth Sledge
Artifact — Equipment
Equipped creature gets +2/+2 and has trample and lifelink.
Equip
- Multiple instances of lifelink on the same creature are redundant. If a creature with multiple instances of lifelink deals damage, its controller still only gains life equal to the damage dealt.
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1
Break Down
Break Down
Instant
Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Brotherhood Outcast
Brotherhood Outcast
Creature — Human Soldier
3/2
When this creature enters, choose one —
- Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield.
- Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
- If an Aura is put onto the battlefield without being cast, the Aura’s controller-to-be chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in its current zone.
- Shield counters don’t prevent players from sacrificing creatures.
- Removing a shield counter when a permanent would be dealt damage or destroyed isn’t the same as regenerating a creature.
- If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
- If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
- A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
- “Shield” is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
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1
Champion's Helm
Champion's Helm
Artifact — Equipment
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
- It's possible for a Champion's Helm you control to be attached to a creature an opponent controls (if an opponent gains control of your equipped creature, for example). In this case, the creature couldn't be the target of spells or abilities you control, as you are an opponent of the controller of the creature with hexproof.
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1
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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1
Codsworth, Handy Helper
Codsworth, Handy Helper
Legendary Artifact Creature — Robot
2/3
Commanders you control have ward .
: Add . Spend this mana only to cast Aura and/or Equipment spells.
: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
- Once a commander’s ward ability has triggered, causing that commander to lose ward by removing Codsworth won’t affect the ability. The appropriate player will still have to pay or see their spell or ability countered.
- You can’t spend mana generated by Codsworth’s second ability to activate abilities of Auras or Equipment. This includes paying equip costs.
- The Aura or Equipment you target with Codsworth’s last ability doesn’t have to be attached to a creature you control when you target it. You just have to control the Aura or Equipment you’re targeting as well as the creature you’re targeting.
- If either target of Codsworth’s last ability is an illegal target as the ability resolves, the ability won’t do anything. If both targets are illegal, the ability won’t resolve. If the target Aura or Equipment is already attached to the target creature, nothing happens.
- As Codsworth’s last ability resolves, if the target Aura or Equipment can’t legally be attached to the target creature (for example, because the creature has protection from enchantments or protection from artifacts), the target Aura or Equipment won’t move.
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1
Crimson Caravaneer
Crimson Caravaneer
Creature — Human Scout
1/2
Double strike, trample
Whenever this creature deals combat damage to a player, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Dogmeat, Ever Loyal
Dogmeat, Ever Loyal
Legendary Creature — Dog
3/3
When Dogmeat enters, mill five cards, then return an Aura or Equipment card from your graveyard to your hand.
Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- The card you return with Dogmeat's first ability doesn't have to be one of the cards you milled with that ability.
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Fireshrieker
Fireshrieker
Artifact — Equipment
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Moira Brown, Guide Author
Moira Brown, Guide Author
Legendary Creature — Human Citizen
2/3
When Moira Brown enters, create a colorless Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip .
Whenever you attack, put a quest counter on target nonland permanent you control.
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1
Perception Bobblehead
Perception Bobblehead
Artifact — Bobblehead
: Add one mana of any color.
, : Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
- The value of X is determined only once, as Perception Bobblehead’s last ability resolves.
- You choose whether to cast a spell from among the cards you’re looking at as Perception Bobblehead’s last ability resolves. You can’t wait to cast one later in the turn. Timing restrictions based on the card’s types are ignored.
- If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- If a spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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1
Pre-War Formalwear
Pre-War Formalwear
Artifact — Equipment
When this Equipment enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach this Equipment to it.
Equipped creature gets +2/+2 and has vigilance.
Equip
- If Pre-War Formalwear can't be attached to the permanent returned to the battlefield by its first ability (perhaps because it's not currently a creature), Pre-War Formalwear will remain on the battlefield unattached.
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1
Squirrel Nest
Squirrel Nest
Enchantment — Aura
Enchant land
Enchanted land has " : Create a 1/1 green Squirrel creature token."
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1
Strong Back
Strong Back
Enchantment — Aura
Enchant creature
Equip abilities you activate that target enchanted creature cost less to activate.
Aura spells you cast that target enchanted creature cost less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
- Strong Back’s abilities reduce only the amount of generic mana in equip abilities that target the enchanted creature and in the total cost of Aura spells that target the enchanted creature. For example, it will reduce the total cost of Animal Friend from to .
- Strong Back’s third ability won’t reduce its own cost.
- Some Equipment creature cards in other sets have reconfigure, a different ability that attaches them to a creature. Reconfigure is not an equip ability, and reconfigure costs are not reduced by Strong Back’s second ability. Equip variants or equip abilities with restrictions, like the “equip Citizen” ability of Ceremonial Groundbreaker from the Streets of New Capenna® set, are still equip abilities, and their costs will be reduced by Strong Back’s second ability.
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1
Three Dog, Galaxy News DJ
Three Dog, Galaxy News DJ
Legendary Creature — Human Bard
1/5
Whenever you attack, you may pay and sacrifice an Aura attached to Three Dog. When you sacrifice an Aura this way, for each other attacking creature you control, create a token that's a copy of that Aura attached to that creature.
- Since Three Dog's reflexive triggered ability doesn't target, Aura tokens created by that ability will be attached to attacking creatures you control with shroud.
- If one of the Aura tokens being created couldn't legally be attached to the appropriate attacking creature (because of an ability like protection from enchantments), that Aura token won't be created.
- The tokens copy exactly what was printed on the original Aura and nothing else (unless that Aura was itself copying something else; see below). It doesn't copy whether that Aura was tapped or untapped, whether it had any counters on it or Auras attached to it, or any non-copy effects that changed its types, color, and so on.
- If the copied Aura was copying something else, the tokens enter the battlefield as whatever that Aura was copying.
- If the copied Aura had in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied Aura will trigger when the tokens enter the battlefield. Any "as [this Aura] enters the battlefield" or "[this Aura] enters the battlefield with" abilities of the Aura will also work.
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1
Veronica, Dissident Scribe
Veronica, Dissident Scribe
Legendary Creature — Human Artificer Rogue
3/3
Menace
Whenever Veronica attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
4 5
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1
Brass Knuckles
Brass Knuckles
Artifact — Equipment
When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- Multiple instances of double strike do not increase the number of strikes. That creature still only gets to deal combat damage twice.
- A copy of a permanent spell enters the battlefield as a token. This is not the same as an effect that creates a token, and any effect that refers to creating a token does not apply to copies of permanent spells.
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1
Cass, Hand of Vengeance
Cass, Hand of Vengeance
Legendary Creature — Human Ranger
4/3
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
- You can’t return Aura cards that can’t legally be attached to the target creature. For example, if the target creature has protection from red, you can’t return Grim Reaper’s Sprint to the battlefield with Cass’s last ability.
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1
Commander Sofia Daguerre
Commander Sofia Daguerre
Legendary Creature — Human Pilot
1/3
Flash
Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Duchess, Wayward Tavernkeep
Duchess, Wayward Tavernkeep
Legendary Creature — Human Citizen
4/3
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it.
, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Vault 101: Birthday Party
Vault 101: Birthday Party
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with " , , Sacrifice this token: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
- Whatever you do, don't eat the delicious cards.
- An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, you can't choose to put it onto the battlefield at all.
5 6
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1
Bighorner Rancher
Bighorner Rancher
Creature — Human Ranger
2/5
Vigilance
: Add an amount of equal to the greatest power among creatures you control.
Sacrifice this creature: You gain life equal to the greatest toughness among other creatures you control.
- Bighorner Rancher’s second ability is a mana ability. It doesn’t use the stack and can’t be responded to. If the greatest power among creatures you control is somehow 0 or less, no mana is added.
- The amount of life you gain from Bighorner Rancher’s last ability is determined when the ability resolves. If at that time the greatest toughness among creatures you control is 0 or less (probably because all of your other creatures were destroyed or otherwise left the battlefield in response), you won’t gain any life.
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1
Grim Reaper's Sprint
Grim Reaper's Sprint
Enchantment — Aura
Morbid — This spell costs less to cast if a creature died this turn.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
- If the creature Grim Reaper's Sprint would enchant is an illegal target by the time Grim Reaper's Sprint would resolve, the entire spell doesn't resolve. It's put into the graveyard from the stack, so its triggered ability won't trigger, and you won't untap your creatures or get an additional combat phase.
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1
Mantle of the Ancients
Mantle of the Ancients
Enchantment — Aura
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
- As the enters-the-battlefield ability is resolving, any targets that couldn't be legally attached to the creature enchanted by Mantle of the Ancients stay in your graveyard.
- If Mantle of the Ancients becomes attached to a different creature in response to its enters-the-battlefield ability, the creature it's attached to as that ability is resolving is the "enchanted creature," even though you used the original enchanted creature to choose targets. This means some of those targets may become illegal.
- If Mantle of the Ancients leaves the battlefield before its enters-the-battlefield ability resolves, the last permanent it was attached to before leaving the battlefield is the "enchanted creature" (even if that permanent is no longer a creature).
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1
Preston Garvey, Minuteman
Preston Garvey, Minuteman
Legendary Creature — Human Soldier
4/4
At the beginning of combat on your turn, create a green Aura enchantment token named Settlement attached to up to one target land you control. It has enchant land and "Enchanted land has ' : Add one mana of any color.'"
Whenever Preston Garvey attacks, untap each enchanted permanent you control.
- If the target land is an illegal target as Preston Garvey's first ability tries to resolve, it won't resolve and none of its effects happen. The Settlement token won't be created.
- In the rare case that the target land is a legal target as Preston Garvey's first ability resolves but the target land can't legally be enchanted by the Settlement token, the token won't be created at all.
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1
Single Combat
Single Combat
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
- As Single Combat resolves, first the player whose turn it is chooses a creature or planeswalker they control, then each other player in turn order does the same, knowing the choices made before them. Then each unchosen creature and planeswalker is sacrificed at the same time.
- In a multiplayer game, if you leave the game after Single Combat resolves but before your next turn begins, its effect lasts until your next turn would have begun. It neither expires immediately nor lasts indefinitely.
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1
Super Mutant Scavenger
Super Mutant Scavenger
Creature — Mutant Warrior
5/5
Trample
When this creature enters or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
6 2
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1
Almost Perfect
Almost Perfect
Enchantment — Aura
Enchant creature
Enchanted creature has base power and toughness 9/10 and has indestructible.
- Almost Perfect overwrites all previous effects that set the creature’s base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after the ability resolves will overwrite this effect.
- Effects that modify a creature’s power and/or toughness, such as the effect of the ability granted by Idolized, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness and effects that switch its power and toughness.
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1
Megaton's Fate
Megaton's Fate
Sorcery
Choose one —
- Disarm — Destroy target artifact. Create four Treasure tokens.
- Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
- Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
- Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
- There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
- In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
- Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
- If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
Lands 38
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Buried Ruin
Buried Ruin
Land
: Add .
, , Sacrifice this land: Return target artifact card from your graveyard to your hand.
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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
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
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1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
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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
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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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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4
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
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1
Junktown
Junktown
Land
: Add .
, , Sacrifice this land: Create three Junk tokens. (They're artifacts with " , Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
- You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.
- You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
- Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.
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1
Mossfire Valley
Mossfire Valley
Land
, : Add .
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4
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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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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4
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Roadside Reliquary
Roadside Reliquary
Land
: Add .
, , Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.
- If you control both an artifact and an enchantment, you will draw two cards. If a single permanent is both an artifact and an enchantment, that counts as controlling both.
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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
Rootbound Crag
Rootbound Crag
Land
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
- This checks for lands you control with the land type Mountain or Forest, not for lands named Mountain or Forest. The lands it checks for don't have to be basic lands. For example, if you control Temple Garden (a nonbasic land with the land types Forest and Plains), Rootbound Crag will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Scattered Groves
Scattered Groves
Land — Forest Plains
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Scavenger Grounds
Scavenger Grounds
Land — Desert
: Add .
, , Sacrifice a Desert: Exile all graveyards.
- The sacrificed Desert will be in your graveyard to be exiled by the last ability of Scavenger Grounds.
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1
Sheltered Thicket
Sheltered Thicket
Land — Mountain Forest
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Sunpetal Grove
Sunpetal Grove
Land
This land enters tapped unless you control a Forest or a Plains.
: Add or .
- This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Sunscorched Divide
Sunscorched Divide
Land
, : Add .
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1
Temple of Abandon
Temple of Abandon
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.
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- 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 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.
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1
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.