Creatures 17
-
1
Adriana, Captain of the Guard
Adriana, Captain of the Guard
Legendary Creature — Human Knight
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Wings of the Guard and another player with five creatures, Wings of the Guard will get +2/+2 until end of turn.
- Melee will trigger if the creature with melee attacks a planeswalker. However, the effect counts only opponents (and not planeswalkers) that you attacked with a creature when determining the bonus.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
-
1
Dragonmaster Outcast
Dragonmaster Outcast
Creature — Human Shaman
1/1
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
-
1
Harmonious Archon
Harmonious Archon
Creature — Archon
4/5
Flying
Non-Archon creatures have base power and toughness 3/3.
When this creature enters, create two 1/1 white Human creature tokens.
- Harmonious Archon overwrites all previous effects that set a creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after Harmonious Archon enters the battlefield will overwrite this effect.
- If an effect causes a noncreature permanent to become a creature and sets its power and toughness as it does so, that creature will have that power and toughness; it won't be 3/3. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle will be a 3/3 creature once crewed.
- Effects that modify a creature's power and/or toughness, such as the effect of Festive Funeral, 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.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to creatures may become lethal if Harmonious Archon enters or leaves the battlefield during that turn.
-
1
Jor Kadeen, the Prevailer
Jor Kadeen, the Prevailer
Legendary Creature — Human Warrior
5/4
First strike
Metalcraft — Creatures you control get +3/+0 as long as you control three or more artifacts.
-
1
Legion Warboss
Legion Warboss
Creature — Goblin Soldier
2/2
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
- If the token can't attack for any reason (such as becoming tapped), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
- Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
- If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
- If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
-
1
Loyal Apprentice
Loyal Apprentice
Creature — Human Artificer
2/1
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
- If you don't control your commander as the lieutenant ability resolves, you won't get its effect.
- The lieutenant effect happens only once each combat, even if you somehow control multiple commanders (perhaps because you have two commanders with a partner ability from the Battlebond™ set).
- If you have multiple commanders, you need to control only one for the lieutenant effect to happen.
-
1
Mentor of the Meek
Mentor of the Meek
Creature — Human Soldier
2/2
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
- Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
- If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
- While resolving the triggered ability of Mentor of the Meek, you can’t pay multiple times to draw more than one card.
-
1
Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
-
1
Neyali, Suns' Vanguard
Neyali, Suns' Vanguard
Legendary Creature — Human Rebel
3/3
Attacking tokens you control have double strike.
Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.
- The second ability of Neyali, Suns' Vanguard triggers for each player you are attacking with one or more tokens. It does not trigger if you are attacking a planeswalker a player controls, but not that player.
- The card Neyali exiles is exiled face up.
- The effect allowing you to cast the exiled card if you attacked with a token continues to apply even if Neyali leaves the battlefield or another player gains control of it. It also continues to apply during later turns—as long as you attacked with a token during those later turns.
- You can cast the exiled card if the token that attacked is still in combat, if it's left combat, if it's left the battlefield, or even if combat is over.
- Neyali's effect doesn't change when you can cast the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty.
- Casting an exiled card causes it to leave exile. You can't cast it multiple times.
-
1
Otharri, Suns' Glory
Otharri, Suns' Glory
Legendary Creature — Phoenix
3/3
Flying, lifelink, haste
Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have.
, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.
- Tapping a Rebel you control is part of the cost to activate the last ability of Otharri, Suns' Glory while it is in the graveyard. Once a player has begun to activate the ability, other players may not respond by removing that Rebel from the battlefield to prevent it from being tapped.
-
1
Phantom General
Phantom General
Creature — Spirit Soldier
2/3
Creature tokens you control get +1/+1.
- A creature token that's a copy of a nontoken creature is still a token. It will get +1/+1, but the original nontoken creature will not.
-
1
Prava of the Steel Legion
Prava of the Steel Legion
Legendary Creature — Cat Soldier
1/4
During your turn, creature tokens you control get +1/+4.
: Create a 1/1 white Soldier creature token.
Partner (You can have two commanders if both have partner.)
- The bonus provided by Prava's first ability will still be in effect when damage is removed during the cleanup step.
- However, if Prava leaves the battlefield, its bonus immediately stops applying. Nonlethal damage dealt to creature tokens you control may become lethal if Prava leaves the battlefield during your turn.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
-
1
Siege-Gang Commander
Siege-Gang Commander
Creature — Goblin
2/2
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
- You can sacrifice any Goblin you control to activate Siege-Gang Commander's activated ability, including Siege-Gang Commander itself.
-
1
Silverwing Squadron
Silverwing Squadron
Creature — Human Knight
*/*
Flying, vigilance
Silverwing Squadron's power and toughness are each equal to the number of creatures you control.
Whenever this creature attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
- The ability that defines Silverwing Squadron's power and toughness works in all zones, not just the battlefield.
- As long as Silverwing Squadron is on the battlefield, its ability will count itself, so it'll be at least 1/1.
- In a multiplayer game, opponents who have left the game aren't counted by Silverwing Squadron's triggered ability.
-
1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Instants 8
-
1
Boros Charm
Boros Charm
Instant
Choose one —
- Boros Charm deals 4 damage to target player or planeswalker.
- Permanents you control gain indestructible until end of turn.
- Target creature gains double strike until end of turn.
- Boros Charm's second mode affects only permanents you control at the time it resolves. It won't affect permanents that come under your control later in the turn.
- Planeswalkers with indestructible will still have loyalty counters removed from them as they are dealt damage. If a planeswalker with indestructible has no loyalty counters, it will still be put into its owner's graveyard, as the rule that does this doesn't destroy the planeswalker.
-
1
Call the Coppercoats
Call the Coppercoats
Instant
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
- Any target opponents that are no longer legal targets by the time Call the Coppercoats resolves won't have their creatures counted when determining how many tokens you create.
- You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
- The mana value of a strive spell doesn't change no matter how many targets it has.
- If this spell is copied and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional cost for any targets beyond the first.
-
1
Clever Concealment
Clever Concealment
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
- Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- Phasing out doesn't cause permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
- Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
- An attacking or blocking creature that phases out is removed from combat.
- Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
-
1
Flawless Maneuver
Flawless Maneuver
Instant
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
- It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
- Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
-
1
Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
-
1
Midnight Haunting
Midnight Haunting
Instant
Create two 1/1 white Spirit creature tokens with flying.
-
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.
-
1
White Sun's Zenith
White Sun's Zenith
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
- If this spell doesn't resolve, none of its effects occur. In particular, it will go to the graveyard rather than to its owner's library.
Sorceries 13
-
1
Battle Screech
Battle Screech
Sorcery
Create two 1/1 white Bird creature tokens with flying.
Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- You can tap any untapped white creatures you control to pay for Battle Screech’s flashback cost, even ones you haven’t controlled continuously since the beginning of your most recent turn.
- “Flashback [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.”
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
-
1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
-
1
Collective Effort
Collective Effort
Sorcery
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
- Destroy target creature with power 4 or greater.
- Destroy target enchantment.
- Put a +1/+1 counter on each creature target player controls.
- You can tap any untapped creature you control to pay the escalate cost, including one you haven't controlled continuously since the beginning of the turn.
- If you choose the first and third modes, and destroying the creature ends an "exile until" effect (such as that of Lunarch Inquisitors), the creature will return to the battlefield before you put +1/+1 counters on creatures. The same is true if you choose the second and third modes and destroying the enchantment ends such an effect.
-
1
Cut a Deal
Cut a Deal
Sorcery
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
- Although the draws are not optional, if an opponent doesn't draw a card, perhaps because a replacement effect replaced the draw with another effect, that player is not counted when determining how many cards you draw.
- If an opponent drew more than one card this way due to a replacement effect, you still draw only one card for that player.
-
1
Finale of Glory
Finale of Glory
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
-
1
Goldwardens' Gambit
Goldwardens' Gambit
Sorcery
Affinity for Equipment (This spell costs less to cast for each Equipment you control.)
Create five 2/2 red Rebel creature tokens. They gain haste until end of turn. For each of those tokens, you may attach an Equipment you control to it.
- You choose which Equipment to attach to each token, then attach those Equipment all at once. You can't move the same Equipment around to each of the tokens as the ability resolves.
-
1
Hate Mirage
Hate Mirage
Sorcery
Choose up to two target creatures you don't control. For each of those creatures, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
- If one of the two target creatures become illegal, you create one token that's a copy of the one that's still a legal target. You don't create two tokens.
- Each token copies exactly what was printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- Each token gains haste after it has been created. If something copies one of these tokens, the copy won't have haste, and you won't exile it at the beginning of the next end step.
- If the copied creature has in its mana cost, X is considered to be 0.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- If the copied creature is copying something else (for example, if Volrath, the Shapestealer is having its own shape stolen by Hate Mirage), then the token enters the battlefield as whatever that creature copied.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the creature will also work.
-
1
Heroic Reinforcements
Heroic Reinforcements
Sorcery
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and this turn.)
- The second part of Heroic Reinforcements's effect affects only creatures you control at the time it's applied, including the tokens created by the first part of its effect. Creatures you begin to control later in the turn won't get +1/+1 or gain haste.
-
1
Hordeling Outburst
Hordeling Outburst
Sorcery
Create three 1/1 red Goblin creature tokens.
-
1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Increasing Devotion
Increasing Devotion
Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
-
1
Martial Coup
Martial Coup
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
- Martial Coup checks the number you chose for X, not the amount of mana you actually spent.
- You do what the spell says in order. If X is 5 or more, you'll put the Soldier tokens onto the battlefield, then you'll destroy all other creatures.
- No one can cast spells or activate abilities between the time the Soldier tokens are put onto the battlefield and the time all other creatures are destroyed. For example, you can't sacrifice one of those Soldier tokens to regenerate a Skeletal Kathari.
-
1
Rip Apart
Rip Apart
Sorcery
Choose one —
- Rip Apart deals 3 damage to target creature or planeswalker.
- Destroy target artifact or enchantment.
Artifacts 18
-
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
Boros Signet
Boros Signet
Artifact
, : Add .
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone 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.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone 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 Fellwar Stone, you can tap Fellwar Stone 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.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
-
1
Glimmer Lens
Glimmer Lens
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Whenever equipped creature and at least one other creature attack, draw a card.
Equip
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Hexplate Wallbreaker
Hexplate Wallbreaker
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Equipped creature gets +2/+2.
Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase.
Equip
- Untapping an attacking creature doesn't remove it from combat.
- There's no main phase between your combat phases, so you'll have no opportunity to cast spells or activate abilities that could only be activated any time you could cast a sorcery. For example, you won't be able to cast another creature or activate Hexplate Wallbreaker's equip ability between combats.
- Once the equipped creature attacks and the triggered ability resolves, you get an additional combat phase even if the equipped creature doesn't survive the first combat phase.
- If you attack with multiple creatures equipped with Hexplate Wallbreakers in one combat phase (or one creature equipped with multiple Hexplate Wallbreakers), you'll have that many additional combat phases, but your attacking creatures are untapped only during the current combat phase.
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
-
1
Kemba's Banner
Kemba's Banner
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Equipped creature gets +1/+1 for each creature you control.
Equip
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Loxodon Warhammer
Loxodon Warhammer
Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
-
1
Mace of the Valiant
Mace of the Valiant
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on this Equipment and has vigilance. (Attacking doesn't cause it to tap.)
Whenever a creature you control enters, put a charge counter on this Equipment.
Equip
- The equipped creature has vigilance even if Mace of the Valiant has no charge counters on it.
-
1
Mask of Memory
Mask of Memory
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
-
1
Maul of the Skyclaves
Maul of the Skyclaves
Artifact — Equipment
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.)
Equip
- Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and if the Equipment enters at a time you couldn't cast a sorcery, you can still attach it to a creature you control.
- If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached.
-
1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Soul-Guide Lantern
Soul-Guide Lantern
Artifact
When this artifact enters, exile target card from a graveyard.
, Sacrifice this artifact: Exile each opponent's graveyard.
, , Sacrifice this artifact: Draw a card.
-
1
Staff of the Storyteller
Staff of the Storyteller
Artifact
When this artifact enters, create a 1/1 white Spirit creature token with flying.
Whenever you create one or more creature tokens, put a story counter on this artifact.
, , Remove a story counter from this artifact: Draw a card.
-
1
Talisman of Conviction
Talisman of Conviction
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Vulshok Factory
Vulshok Factory
Artifact
: Add . Put a charge counter on this artifact.
, , Sacrifice this artifact: Create an X/X colorless Golem artifact creature token with haste, where X is the number of charge counters on Vulshok Factory. Activate only as a sorcery.
Enchantments 5
-
1
Assemble the Legion
Assemble the Legion
Enchantment
At the beginning of your upkeep, put a muster counter on this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on this enchantment.
- If Assemble the Legion isn't on the battlefield when its ability resolves, use the number of muster counters it had when it was last on the battlefield to determine how many Soldier tokens to create.
-
1
Court of Grace
Court of Grace
Enchantment
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
- The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
- There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
- If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
- If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
- If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
-
1
Felidar Retreat
Felidar Retreat
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Create a 2/2 white Cat Beast creature token.
- Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Felidar Retreat's second mode affects only creatures you control at the time the ability resolves, including creatures you control but that for some reason didn't get a +1/+1 counter. Creatures you begin to control later in the turn won't gain vigilance or get a +1/+1 counter.
-
1
Intangible Virtue
Intangible Virtue
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
-
1
Roar of Resistance
Roar of Resistance
Enchantment
Creature tokens you control have haste.
Whenever one or more creatures attack, you may pay . If you do, creatures attacking your opponents and/or planeswalkers they control get +2/+0 until end of turn.
- Roar of Resistance's last ability triggers whenever any creatures attack, not just whenever creatures you control attack.
Lands 38
-
1
Boros Garrison
Boros Garrison
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Buried Ruin
Buried Ruin
Land
: Add .
, , Sacrifice this land: Return target artifact card from your graveyard to your hand.
-
1
Castle Ardenvale
Castle Ardenvale
Land
This land enters tapped unless you control a Plains.
: Add .
, : Create a 1/1 white Human creature token.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Castle Embereth
Castle Embereth
Land
This land enters tapped unless you control a Mountain.
: Add .
, : Creatures you control get +1/+0 until end of turn.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Forgotten Cave
Forgotten Cave
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
-
1
Furycalm Snarl
Furycalm Snarl
Land
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
-
1
Kher Keep
Kher Keep
Legendary Land
: Add .
, : Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
-
11
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
11
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Secluded Steppe
Secluded Steppe
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
-
1
Slayers' Stronghold
Slayers' Stronghold
Land
: Add .
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
-
1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
-
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.
-
1
Windbrisk Heights
Windbrisk Heights
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
- At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.
White 30
-
1
Battle Screech
Battle Screech
Sorcery
Create two 1/1 white Bird creature tokens with flying.
Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- You can tap any untapped white creatures you control to pay for Battle Screech’s flashback cost, even ones you haven’t controlled continuously since the beginning of your most recent turn.
- “Flashback [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.”
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
-
1
Call the Coppercoats
Call the Coppercoats
Instant
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
- Any target opponents that are no longer legal targets by the time Call the Coppercoats resolves won't have their creatures counted when determining how many tokens you create.
- You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
- The mana value of a strive spell doesn't change no matter how many targets it has.
- If this spell is copied and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional cost for any targets beyond the first.
-
1
Clever Concealment
Clever Concealment
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
- Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- Phasing out doesn't cause permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
- Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
- An attacking or blocking creature that phases out is removed from combat.
- Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
-
1
Collective Effort
Collective Effort
Sorcery
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
- Destroy target creature with power 4 or greater.
- Destroy target enchantment.
- Put a +1/+1 counter on each creature target player controls.
- You can tap any untapped creature you control to pay the escalate cost, including one you haven't controlled continuously since the beginning of the turn.
- If you choose the first and third modes, and destroying the creature ends an "exile until" effect (such as that of Lunarch Inquisitors), the creature will return to the battlefield before you put +1/+1 counters on creatures. The same is true if you choose the second and third modes and destroying the enchantment ends such an effect.
-
1
Court of Grace
Court of Grace
Enchantment
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
- The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
- There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
- If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
- If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
- If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
-
1
Cut a Deal
Cut a Deal
Sorcery
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
- Although the draws are not optional, if an opponent doesn't draw a card, perhaps because a replacement effect replaced the draw with another effect, that player is not counted when determining how many cards you draw.
- If an opponent drew more than one card this way due to a replacement effect, you still draw only one card for that player.
-
1
Elspeth Tirel
Elspeth Tirel
Legendary Planeswalker — Elspeth
+2: You gain 1 life for each creature you control.
−2: Create three 1/1 white Soldier creature tokens.
−5: Destroy all other permanents except for lands and tokens.
- As Elspeth Tirel's last ability resolves, each permanent that isn't a token, a land, or Elspeth Tirel herself is destroyed.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Felidar Retreat
Felidar Retreat
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Create a 2/2 white Cat Beast creature token.
- Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Felidar Retreat's second mode affects only creatures you control at the time the ability resolves, including creatures you control but that for some reason didn't get a +1/+1 counter. Creatures you begin to control later in the turn won't gain vigilance or get a +1/+1 counter.
-
1
Finale of Glory
Finale of Glory
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
-
1
Flawless Maneuver
Flawless Maneuver
Instant
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
- It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
- Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
-
1
Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
-
1
Glimmer Lens
Glimmer Lens
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Whenever equipped creature and at least one other creature attack, draw a card.
Equip
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
-
1
Harmonious Archon
Harmonious Archon
Creature — Archon
4/5
Flying
Non-Archon creatures have base power and toughness 3/3.
When this creature enters, create two 1/1 white Human creature tokens.
- Harmonious Archon overwrites all previous effects that set a creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after Harmonious Archon enters the battlefield will overwrite this effect.
- If an effect causes a noncreature permanent to become a creature and sets its power and toughness as it does so, that creature will have that power and toughness; it won't be 3/3. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle will be a 3/3 creature once crewed.
- Effects that modify a creature's power and/or toughness, such as the effect of Festive Funeral, 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.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to creatures may become lethal if Harmonious Archon enters or leaves the battlefield during that turn.
-
1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Increasing Devotion
Increasing Devotion
Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
-
1
Intangible Virtue
Intangible Virtue
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
-
1
Kemba's Banner
Kemba's Banner
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Equipped creature gets +1/+1 for each creature you control.
Equip
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Mace of the Valiant
Mace of the Valiant
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on this Equipment and has vigilance. (Attacking doesn't cause it to tap.)
Whenever a creature you control enters, put a charge counter on this Equipment.
Equip
- The equipped creature has vigilance even if Mace of the Valiant has no charge counters on it.
-
1
Martial Coup
Martial Coup
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
- Martial Coup checks the number you chose for X, not the amount of mana you actually spent.
- You do what the spell says in order. If X is 5 or more, you'll put the Soldier tokens onto the battlefield, then you'll destroy all other creatures.
- No one can cast spells or activate abilities between the time the Soldier tokens are put onto the battlefield and the time all other creatures are destroyed. For example, you can't sacrifice one of those Soldier tokens to regenerate a Skeletal Kathari.
-
1
Maul of the Skyclaves
Maul of the Skyclaves
Artifact — Equipment
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.)
Equip
- Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and if the Equipment enters at a time you couldn't cast a sorcery, you can still attach it to a creature you control.
- If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached.
-
1
Mentor of the Meek
Mentor of the Meek
Creature — Human Soldier
2/2
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
- Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
- If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
- While resolving the triggered ability of Mentor of the Meek, you can’t pay multiple times to draw more than one card.
-
1
Midnight Haunting
Midnight Haunting
Instant
Create two 1/1 white Spirit creature tokens with flying.
-
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.
-
1
Phantom General
Phantom General
Creature — Spirit Soldier
2/3
Creature tokens you control get +1/+1.
- A creature token that's a copy of a nontoken creature is still a token. It will get +1/+1, but the original nontoken creature will not.
-
1
Prava of the Steel Legion
Prava of the Steel Legion
Legendary Creature — Cat Soldier
1/4
During your turn, creature tokens you control get +1/+4.
: Create a 1/1 white Soldier creature token.
Partner (You can have two commanders if both have partner.)
- The bonus provided by Prava's first ability will still be in effect when damage is removed during the cleanup step.
- However, if Prava leaves the battlefield, its bonus immediately stops applying. Nonlethal damage dealt to creature tokens you control may become lethal if Prava leaves the battlefield during your turn.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
-
1
Silverwing Squadron
Silverwing Squadron
Creature — Human Knight
*/*
Flying, vigilance
Silverwing Squadron's power and toughness are each equal to the number of creatures you control.
Whenever this creature attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
- The ability that defines Silverwing Squadron's power and toughness works in all zones, not just the battlefield.
- As long as Silverwing Squadron is on the battlefield, its ability will count itself, so it'll be at least 1/1.
- In a multiplayer game, opponents who have left the game aren't counted by Silverwing Squadron's triggered ability.
-
1
Staff of the Storyteller
Staff of the Storyteller
Artifact
When this artifact enters, create a 1/1 white Spirit creature token with flying.
Whenever you create one or more creature tokens, put a story counter on this artifact.
, , Remove a story counter from this artifact: Draw a card.
-
1
White Sun's Zenith
White Sun's Zenith
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
- If this spell doesn't resolve, none of its effects occur. In particular, it will go to the graveyard rather than to its owner's library.
Red 11
-
1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
-
1
Dragonmaster Outcast
Dragonmaster Outcast
Creature — Human Shaman
1/1
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
-
1
Goldwardens' Gambit
Goldwardens' Gambit
Sorcery
Affinity for Equipment (This spell costs less to cast for each Equipment you control.)
Create five 2/2 red Rebel creature tokens. They gain haste until end of turn. For each of those tokens, you may attach an Equipment you control to it.
- You choose which Equipment to attach to each token, then attach those Equipment all at once. You can't move the same Equipment around to each of the tokens as the ability resolves.
-
1
Hate Mirage
Hate Mirage
Sorcery
Choose up to two target creatures you don't control. For each of those creatures, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
- If one of the two target creatures become illegal, you create one token that's a copy of the one that's still a legal target. You don't create two tokens.
- Each token copies exactly what was printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- Each token gains haste after it has been created. If something copies one of these tokens, the copy won't have haste, and you won't exile it at the beginning of the next end step.
- If the copied creature has in its mana cost, X is considered to be 0.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- If the copied creature is copying something else (for example, if Volrath, the Shapestealer is having its own shape stolen by Hate Mirage), then the token enters the battlefield as whatever that creature copied.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the creature will also work.
-
1
Hexplate Wallbreaker
Hexplate Wallbreaker
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Equipped creature gets +2/+2.
Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase.
Equip
- Untapping an attacking creature doesn't remove it from combat.
- There's no main phase between your combat phases, so you'll have no opportunity to cast spells or activate abilities that could only be activated any time you could cast a sorcery. For example, you won't be able to cast another creature or activate Hexplate Wallbreaker's equip ability between combats.
- Once the equipped creature attacks and the triggered ability resolves, you get an additional combat phase even if the equipped creature doesn't survive the first combat phase.
- If you attack with multiple creatures equipped with Hexplate Wallbreakers in one combat phase (or one creature equipped with multiple Hexplate Wallbreakers), you'll have that many additional combat phases, but your attacking creatures are untapped only during the current combat phase.
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Hordeling Outburst
Hordeling Outburst
Sorcery
Create three 1/1 red Goblin creature tokens.
-
1
Legion Warboss
Legion Warboss
Creature — Goblin Soldier
2/2
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
- If the token can't attack for any reason (such as becoming tapped), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
- Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
- If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
- If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
-
1
Loyal Apprentice
Loyal Apprentice
Creature — Human Artificer
2/1
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
- If you don't control your commander as the lieutenant ability resolves, you won't get its effect.
- The lieutenant effect happens only once each combat, even if you somehow control multiple commanders (perhaps because you have two commanders with a partner ability from the Battlebond™ set).
- If you have multiple commanders, you need to control only one for the lieutenant effect to happen.
-
1
Roar of Resistance
Roar of Resistance
Enchantment
Creature tokens you control have haste.
Whenever one or more creatures attack, you may pay . If you do, creatures attacking your opponents and/or planeswalkers they control get +2/+0 until end of turn.
- Roar of Resistance's last ability triggers whenever any creatures attack, not just whenever creatures you control attack.
-
1
Siege-Gang Commander
Siege-Gang Commander
Creature — Goblin
2/2
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
- You can sacrifice any Goblin you control to activate Siege-Gang Commander's activated ability, including Siege-Gang Commander itself.
-
1
Vulshok Factory
Vulshok Factory
Artifact
: Add . Put a charge counter on this artifact.
, , Sacrifice this artifact: Create an X/X colorless Golem artifact creature token with haste, where X is the number of charge counters on Vulshok Factory. Activate only as a sorcery.
Multicolor 8
-
1
Adriana, Captain of the Guard
Adriana, Captain of the Guard
Legendary Creature — Human Knight
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Wings of the Guard and another player with five creatures, Wings of the Guard will get +2/+2 until end of turn.
- Melee will trigger if the creature with melee attacks a planeswalker. However, the effect counts only opponents (and not planeswalkers) that you attacked with a creature when determining the bonus.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
-
1
Assemble the Legion
Assemble the Legion
Enchantment
At the beginning of your upkeep, put a muster counter on this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on this enchantment.
- If Assemble the Legion isn't on the battlefield when its ability resolves, use the number of muster counters it had when it was last on the battlefield to determine how many Soldier tokens to create.
-
1
Boros Charm
Boros Charm
Instant
Choose one —
- Boros Charm deals 4 damage to target player or planeswalker.
- Permanents you control gain indestructible until end of turn.
- Target creature gains double strike until end of turn.
- Boros Charm's second mode affects only permanents you control at the time it resolves. It won't affect permanents that come under your control later in the turn.
- Planeswalkers with indestructible will still have loyalty counters removed from them as they are dealt damage. If a planeswalker with indestructible has no loyalty counters, it will still be put into its owner's graveyard, as the rule that does this doesn't destroy the planeswalker.
-
1
Heroic Reinforcements
Heroic Reinforcements
Sorcery
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and this turn.)
- The second part of Heroic Reinforcements's effect affects only creatures you control at the time it's applied, including the tokens created by the first part of its effect. Creatures you begin to control later in the turn won't get +1/+1 or gain haste.
-
1
Jor Kadeen, the Prevailer
Jor Kadeen, the Prevailer
Legendary Creature — Human Warrior
5/4
First strike
Metalcraft — Creatures you control get +3/+0 as long as you control three or more artifacts.
-
1
Neyali, Suns' Vanguard
Neyali, Suns' Vanguard
Legendary Creature — Human Rebel
3/3
Attacking tokens you control have double strike.
Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.
- The second ability of Neyali, Suns' Vanguard triggers for each player you are attacking with one or more tokens. It does not trigger if you are attacking a planeswalker a player controls, but not that player.
- The card Neyali exiles is exiled face up.
- The effect allowing you to cast the exiled card if you attacked with a token continues to apply even if Neyali leaves the battlefield or another player gains control of it. It also continues to apply during later turns—as long as you attacked with a token during those later turns.
- You can cast the exiled card if the token that attacked is still in combat, if it's left combat, if it's left the battlefield, or even if combat is over.
- Neyali's effect doesn't change when you can cast the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty.
- Casting an exiled card causes it to leave exile. You can't cast it multiple times.
-
1
Otharri, Suns' Glory
Otharri, Suns' Glory
Legendary Creature — Phoenix
3/3
Flying, lifelink, haste
Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have.
, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.
- Tapping a Rebel you control is part of the cost to activate the last ability of Otharri, Suns' Glory while it is in the graveyard. Once a player has begun to activate the ability, other players may not respond by removing that Rebel from the battlefield to prevent it from being tapped.
-
1
Rip Apart
Rip Apart
Sorcery
Choose one —
- Rip Apart deals 3 damage to target creature or planeswalker.
- Destroy target artifact or enchantment.
Colorless 13
-
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
Boros Signet
Boros Signet
Artifact
, : Add .
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone 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.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone 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 Fellwar Stone, you can tap Fellwar Stone 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.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
-
1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
-
1
Loxodon Warhammer
Loxodon Warhammer
Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
-
1
Mask of Memory
Mask of Memory
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
-
1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
-
1
Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
-
1
Soul-Guide Lantern
Soul-Guide Lantern
Artifact
When this artifact enters, exile target card from a graveyard.
, Sacrifice this artifact: Exile each opponent's graveyard.
, , Sacrifice this artifact: Draw a card.
-
1
Talisman of Conviction
Talisman of Conviction
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
Lands 38
-
1
Boros Garrison
Boros Garrison
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Buried Ruin
Buried Ruin
Land
: Add .
, , Sacrifice this land: Return target artifact card from your graveyard to your hand.
-
1
Castle Ardenvale
Castle Ardenvale
Land
This land enters tapped unless you control a Plains.
: Add .
, : Create a 1/1 white Human creature token.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Castle Embereth
Castle Embereth
Land
This land enters tapped unless you control a Mountain.
: Add .
, : Creatures you control get +1/+0 until end of turn.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Forgotten Cave
Forgotten Cave
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
-
1
Furycalm Snarl
Furycalm Snarl
Land
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
-
1
Kher Keep
Kher Keep
Legendary Land
: Add .
, : Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
-
11
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
11
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Secluded Steppe
Secluded Steppe
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
-
1
Slayers' Stronghold
Slayers' Stronghold
Land
: Add .
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
-
1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
-
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.
-
1
Windbrisk Heights
Windbrisk Heights
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
- At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.
1 4
-
1
Dragonmaster Outcast
Dragonmaster Outcast
Creature — Human Shaman
1/1
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
-
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.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Soul-Guide Lantern
Soul-Guide Lantern
Artifact
When this artifact enters, exile target card from a graveyard.
, Sacrifice this artifact: Exile each opponent's graveyard.
, , Sacrifice this artifact: Draw a card.
2 16
-
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
Boros Charm
Boros Charm
Instant
Choose one —
- Boros Charm deals 4 damage to target player or planeswalker.
- Permanents you control gain indestructible until end of turn.
- Target creature gains double strike until end of turn.
- Boros Charm's second mode affects only permanents you control at the time it resolves. It won't affect permanents that come under your control later in the turn.
- Planeswalkers with indestructible will still have loyalty counters removed from them as they are dealt damage. If a planeswalker with indestructible has no loyalty counters, it will still be put into its owner's graveyard, as the rule that does this doesn't destroy the planeswalker.
-
1
Boros Signet
Boros Signet
Artifact
, : Add .
-
1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone 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.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone 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 Fellwar Stone, you can tap Fellwar Stone 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.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
-
1
Finale of Glory
Finale of Glory
Sorcery
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
-
1
Glimmer Lens
Glimmer Lens
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Whenever equipped creature and at least one other creature attack, draw a card.
Equip
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
-
1
Intangible Virtue
Intangible Virtue
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
-
1
Loyal Apprentice
Loyal Apprentice
Creature — Human Artificer
2/1
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
- If you don't control your commander as the lieutenant ability resolves, you won't get its effect.
- The lieutenant effect happens only once each combat, even if you somehow control multiple commanders (perhaps because you have two commanders with a partner ability from the Battlebond™ set).
- If you have multiple commanders, you need to control only one for the lieutenant effect to happen.
-
1
Martial Coup
Martial Coup
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
- Martial Coup checks the number you chose for X, not the amount of mana you actually spent.
- You do what the spell says in order. If X is 5 or more, you'll put the Soldier tokens onto the battlefield, then you'll destroy all other creatures.
- No one can cast spells or activate abilities between the time the Soldier tokens are put onto the battlefield and the time all other creatures are destroyed. For example, you can't sacrifice one of those Soldier tokens to regenerate a Skeletal Kathari.
-
1
Mask of Memory
Mask of Memory
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
-
1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
-
1
Rip Apart
Rip Apart
Sorcery
Choose one —
- Rip Apart deals 3 damage to target creature or planeswalker.
- Destroy target artifact or enchantment.
-
1
Roar of Resistance
Roar of Resistance
Enchantment
Creature tokens you control have haste.
Whenever one or more creatures attack, you may pay . If you do, creatures attacking your opponents and/or planeswalkers they control get +2/+0 until end of turn.
- Roar of Resistance's last ability triggers whenever any creatures attack, not just whenever creatures you control attack.
-
1
Staff of the Storyteller
Staff of the Storyteller
Artifact
When this artifact enters, create a 1/1 white Spirit creature token with flying.
Whenever you create one or more creature tokens, put a story counter on this artifact.
, , Remove a story counter from this artifact: Draw a card.
-
1
Talisman of Conviction
Talisman of Conviction
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
3 16
-
1
Call the Coppercoats
Call the Coppercoats
Instant
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
- Any target opponents that are no longer legal targets by the time Call the Coppercoats resolves won't have their creatures counted when determining how many tokens you create.
- You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
- The mana value of a strive spell doesn't change no matter how many targets it has.
- If this spell is copied and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional cost for any targets beyond the first.
-
1
Collective Effort
Collective Effort
Sorcery
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
- Destroy target creature with power 4 or greater.
- Destroy target enchantment.
- Put a +1/+1 counter on each creature target player controls.
- You can tap any untapped creature you control to pay the escalate cost, including one you haven't controlled continuously since the beginning of the turn.
- If you choose the first and third modes, and destroying the creature ends an "exile until" effect (such as that of Lunarch Inquisitors), the creature will return to the battlefield before you put +1/+1 counters on creatures. The same is true if you choose the second and third modes and destroying the enchantment ends such an effect.
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Cut a Deal
Cut a Deal
Sorcery
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
- Although the draws are not optional, if an opponent doesn't draw a card, perhaps because a replacement effect replaced the draw with another effect, that player is not counted when determining how many cards you draw.
- If an opponent drew more than one card this way due to a replacement effect, you still draw only one card for that player.
-
1
Flawless Maneuver
Flawless Maneuver
Instant
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
- It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
- Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
-
1
Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
-
1
Hordeling Outburst
Hordeling Outburst
Sorcery
Create three 1/1 red Goblin creature tokens.
-
1
Legion Warboss
Legion Warboss
Creature — Goblin Soldier
2/2
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
- If the token can't attack for any reason (such as becoming tapped), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
- Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
- If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
- If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
-
1
Loxodon Warhammer
Loxodon Warhammer
Artifact — Equipment
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
-
1
Mace of the Valiant
Mace of the Valiant
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on this Equipment and has vigilance. (Attacking doesn't cause it to tap.)
Whenever a creature you control enters, put a charge counter on this Equipment.
Equip
- The equipped creature has vigilance even if Mace of the Valiant has no charge counters on it.
-
1
Maul of the Skyclaves
Maul of the Skyclaves
Artifact — Equipment
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.)
Equip
- Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and if the Equipment enters at a time you couldn't cast a sorcery, you can still attach it to a creature you control.
- If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached.
-
1
Mentor of the Meek
Mentor of the Meek
Creature — Human Soldier
2/2
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
- Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
- If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
- While resolving the triggered ability of Mentor of the Meek, you can’t pay multiple times to draw more than one card.
-
1
Midnight Haunting
Midnight Haunting
Instant
Create two 1/1 white Spirit creature tokens with flying.
-
1
Prava of the Steel Legion
Prava of the Steel Legion
Legendary Creature — Cat Soldier
1/4
During your turn, creature tokens you control get +1/+4.
: Create a 1/1 white Soldier creature token.
Partner (You can have two commanders if both have partner.)
- The bonus provided by Prava's first ability will still be in effect when damage is removed during the cleanup step.
- However, if Prava leaves the battlefield, its bonus immediately stops applying. Nonlethal damage dealt to creature tokens you control may become lethal if Prava leaves the battlefield during your turn.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
-
1
Vulshok Factory
Vulshok Factory
Artifact
: Add . Put a charge counter on this artifact.
, , Sacrifice this artifact: Create an X/X colorless Golem artifact creature token with haste, where X is the number of charge counters on Vulshok Factory. Activate only as a sorcery.
-
1
White Sun's Zenith
White Sun's Zenith
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
- If this spell doesn't resolve, none of its effects occur. In particular, it will go to the graveyard rather than to its owner's library.
4 13
-
1
Battle Screech
Battle Screech
Sorcery
Create two 1/1 white Bird creature tokens with flying.
Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- You can tap any untapped white creatures you control to pay for Battle Screech’s flashback cost, even ones you haven’t controlled continuously since the beginning of your most recent turn.
- “Flashback [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.”
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
-
1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
-
1
Clever Concealment
Clever Concealment
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
- Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- Phasing out doesn't cause permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
- Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
- An attacking or blocking creature that phases out is removed from combat.
- Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
-
1
Court of Grace
Court of Grace
Enchantment
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
- The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
- There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
- If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
- If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
- If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Felidar Retreat
Felidar Retreat
Enchantment
Landfall — Whenever a land you control enters, choose one —
- Create a 2/2 white Cat Beast creature token.
- Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- Felidar Retreat's second mode affects only creatures you control at the time the ability resolves, including creatures you control but that for some reason didn't get a +1/+1 counter. Creatures you begin to control later in the turn won't gain vigilance or get a +1/+1 counter.
-
1
Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
-
1
Hate Mirage
Hate Mirage
Sorcery
Choose up to two target creatures you don't control. For each of those creatures, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
- If one of the two target creatures become illegal, you create one token that's a copy of the one that's still a legal target. You don't create two tokens.
- Each token copies exactly what was printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- Each token gains haste after it has been created. If something copies one of these tokens, the copy won't have haste, and you won't exile it at the beginning of the next end step.
- If the copied creature has in its mana cost, X is considered to be 0.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- If the copied creature is copying something else (for example, if Volrath, the Shapestealer is having its own shape stolen by Hate Mirage), then the token enters the battlefield as whatever that creature copied.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the creature will also work.
-
1
Heroic Reinforcements
Heroic Reinforcements
Sorcery
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and this turn.)
- The second part of Heroic Reinforcements's effect affects only creatures you control at the time it's applied, including the tokens created by the first part of its effect. Creatures you begin to control later in the turn won't get +1/+1 or gain haste.
-
1
Kemba's Banner
Kemba's Banner
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Equipped creature gets +1/+1 for each creature you control.
Equip
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Neyali, Suns' Vanguard
Neyali, Suns' Vanguard
Legendary Creature — Human Rebel
3/3
Attacking tokens you control have double strike.
Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.
- The second ability of Neyali, Suns' Vanguard triggers for each player you are attacking with one or more tokens. It does not trigger if you are attacking a planeswalker a player controls, but not that player.
- The card Neyali exiles is exiled face up.
- The effect allowing you to cast the exiled card if you attacked with a token continues to apply even if Neyali leaves the battlefield or another player gains control of it. It also continues to apply during later turns—as long as you attacked with a token during those later turns.
- You can cast the exiled card if the token that attacked is still in combat, if it's left combat, if it's left the battlefield, or even if combat is over.
- Neyali's effect doesn't change when you can cast the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty.
- Casting an exiled card causes it to leave exile. You can't cast it multiple times.
-
1
Phantom General
Phantom General
Creature — Spirit Soldier
2/3
Creature tokens you control get +1/+1.
- A creature token that's a copy of a nontoken creature is still a token. It will get +1/+1, but the original nontoken creature will not.
-
1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
5 8
-
1
Adriana, Captain of the Guard
Adriana, Captain of the Guard
Legendary Creature — Human Knight
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Wings of the Guard and another player with five creatures, Wings of the Guard will get +2/+2 until end of turn.
- Melee will trigger if the creature with melee attacks a planeswalker. However, the effect counts only opponents (and not planeswalkers) that you attacked with a creature when determining the bonus.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
-
1
Assemble the Legion
Assemble the Legion
Enchantment
At the beginning of your upkeep, put a muster counter on this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on this enchantment.
- If Assemble the Legion isn't on the battlefield when its ability resolves, use the number of muster counters it had when it was last on the battlefield to determine how many Soldier tokens to create.
-
1
Elspeth Tirel
Elspeth Tirel
Legendary Planeswalker — Elspeth
+2: You gain 1 life for each creature you control.
−2: Create three 1/1 white Soldier creature tokens.
−5: Destroy all other permanents except for lands and tokens.
- As Elspeth Tirel's last ability resolves, each permanent that isn't a token, a land, or Elspeth Tirel herself is destroyed.
-
1
Hexplate Wallbreaker
Hexplate Wallbreaker
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Equipped creature gets +2/+2.
Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase.
Equip
- Untapping an attacking creature doesn't remove it from combat.
- There's no main phase between your combat phases, so you'll have no opportunity to cast spells or activate abilities that could only be activated any time you could cast a sorcery. For example, you won't be able to cast another creature or activate Hexplate Wallbreaker's equip ability between combats.
- Once the equipped creature attacks and the triggered ability resolves, you get an additional combat phase even if the equipped creature doesn't survive the first combat phase.
- If you attack with multiple creatures equipped with Hexplate Wallbreakers in one combat phase (or one creature equipped with multiple Hexplate Wallbreakers), you'll have that many additional combat phases, but your attacking creatures are untapped only during the current combat phase.
- The Rebel enters the battlefield as a 2/2 creature, then the Equipment becomes attached to it. Abilities that trigger when a creature enters the battlefield see that a 2/2 creature entered the battlefield.
- If the Rebel is destroyed, the Equipment stays on the battlefield. Similarly, you may pay its equip cost to move it from the Rebel token to another creature you control.
- If the ability causes two Rebel tokens to be created (due to an effect such as that of Mondrak, Glory Dominus), the Equipment becomes attached to only one of them.
-
1
Increasing Devotion
Increasing Devotion
Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
-
1
Jor Kadeen, the Prevailer
Jor Kadeen, the Prevailer
Legendary Creature — Human Warrior
5/4
First strike
Metalcraft — Creatures you control get +3/+0 as long as you control three or more artifacts.
-
1
Otharri, Suns' Glory
Otharri, Suns' Glory
Legendary Creature — Phoenix
3/3
Flying, lifelink, haste
Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have.
, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.
- Tapping a Rebel you control is part of the cost to activate the last ability of Otharri, Suns' Glory while it is in the graveyard. Once a player has begun to activate the ability, other players may not respond by removing that Rebel from the battlefield to prevent it from being tapped.
-
1
Siege-Gang Commander
Siege-Gang Commander
Creature — Goblin
2/2
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
- You can sacrifice any Goblin you control to activate Siege-Gang Commander's activated ability, including Siege-Gang Commander itself.
6 2
-
1
Harmonious Archon
Harmonious Archon
Creature — Archon
4/5
Flying
Non-Archon creatures have base power and toughness 3/3.
When this creature enters, create two 1/1 white Human creature tokens.
- Harmonious Archon overwrites all previous effects that set a creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after Harmonious Archon enters the battlefield will overwrite this effect.
- If an effect causes a noncreature permanent to become a creature and sets its power and toughness as it does so, that creature will have that power and toughness; it won't be 3/3. Notably, crewing a Vehicle does not set its power and toughness, so a Vehicle will be a 3/3 creature once crewed.
- Effects that modify a creature's power and/or toughness, such as the effect of Festive Funeral, 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.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to creatures may become lethal if Harmonious Archon enters or leaves the battlefield during that turn.
-
1
Silverwing Squadron
Silverwing Squadron
Creature — Human Knight
*/*
Flying, vigilance
Silverwing Squadron's power and toughness are each equal to the number of creatures you control.
Whenever this creature attacks, create a number of 2/2 white Knight creature tokens with vigilance equal to the number of opponents you have.
- The ability that defines Silverwing Squadron's power and toughness works in all zones, not just the battlefield.
- As long as Silverwing Squadron is on the battlefield, its ability will count itself, so it'll be at least 1/1.
- In a multiplayer game, opponents who have left the game aren't counted by Silverwing Squadron's triggered ability.
7+ 3
-
1
Goldwardens' Gambit
Goldwardens' Gambit
Sorcery
Affinity for Equipment (This spell costs less to cast for each Equipment you control.)
Create five 2/2 red Rebel creature tokens. They gain haste until end of turn. For each of those tokens, you may attach an Equipment you control to it.
- You choose which Equipment to attach to each token, then attach those Equipment all at once. You can't move the same Equipment around to each of the tokens as the ability resolves.
-
1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
Lands 38
-
1
Boros Garrison
Boros Garrison
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Buried Ruin
Buried Ruin
Land
: Add .
, , Sacrifice this land: Return target artifact card from your graveyard to your hand.
-
1
Castle Ardenvale
Castle Ardenvale
Land
This land enters tapped unless you control a Plains.
: Add .
, : Create a 1/1 white Human creature token.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Castle Embereth
Castle Embereth
Land
This land enters tapped unless you control a Mountain.
: Add .
, : Creatures you control get +1/+0 until end of turn.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Forgotten Cave
Forgotten Cave
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
-
1
Furycalm Snarl
Furycalm Snarl
Land
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
-
1
Kher Keep
Kher Keep
Legendary Land
: Add .
, : Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
-
11
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
-
11
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Secluded Steppe
Secluded Steppe
Land
This land enters tapped.
: Add .
Cycling ( , Discard this card: Draw a card.)
-
1
Slayers' Stronghold
Slayers' Stronghold
Land
: Add .
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
-
1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
-
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.
-
1
Windbrisk Heights
Windbrisk Heights
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
- At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.