Creatures 7
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1
Bill Ferny, Bree Swindler
Bill Ferny, Bree Swindler
Legendary Creature — Human Rogue
2/1
Whenever Bill Ferny becomes blocked, choose one —
- Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
- Target opponent gains control of target Horse you control. If they do, remove Bill Ferny from combat and create three Treasure tokens.
- The ability triggers only once, no matter how many creatures are blocking it.
- If Bill Ferny, Bree Swindler is removed from combat, it remains tapped if it was tapped.
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1
Captain of Umbar
Captain of Umbar
Creature — Human Pirate
2/3
, : Draw a card, then discard a card.
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1
Ioreth of the Healing House
Ioreth of the Healing House
Legendary Creature — Human Cleric
1/4
: Untap another target permanent.
: Untap two other target legendary creatures.
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1
Knights of Dol Amroth
Knights of Dol Amroth
Creature — Human Knight
3/3
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
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1
Minas Tirith Garrison
Minas Tirith Garrison
Creature — Human Soldier
*/5
Minas Tirith Garrison's power is equal to the number of cards in your hand.
Whenever this creature attacks, you may tap any number of untapped Humans you control. Draw a card for each Human tapped this way.
- You choose how many and which creatures to tap while Minas Tirith Garrison's last ability is resolving. No player may take any other actions between the time you make this choice and the time at which you draw cards.
- If an attacking Human is tapped for Minas Tirith Garrison's ability (perhaps because it has vigilance or it was untapped after being declared as an attacker), that Human remains an attacking creature.
- If Minas Tirith Garrison is untapped as its last ability resolves, it can be tapped for its own last ability.
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1
Rangers of Ithilien
Rangers of Ithilien
Creature — Human Ranger
3/3
Vigilance
When this creature enters, gain control of up to one target creature with lesser power for as long as you control this creature. Then the Ring tempts you.
- When Rangers of Ithilien's ability triggers, you can choose not to target a creature just to have the Ring tempt you. However, if you do choose a target, and that target is illegal at the time the ability tries to resolve, the ability won't resolve and none of its effects will happen. The Ring won't tempt you.
- Rangers of Ithilien's triggered ability lets you gain control of a creature if it has lesser power than Rangers of Ithilien at the time that you choose the target and at the time that the ability resolves. After that, it no longer matters what the creature's power is; you will continue to control it for as long as you control Rangers of Ithilien.
- If you gain control of a creature with the triggered ability, you can immediately choose that creature as your Ring-bearer as the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Saruman the White
Saruman the White
Legendary Creature — Avatar Wizard
4/4
Ward
Whenever you cast your second spell each turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Spells that were cast before Saruman the White count. If Saruman the White was the first spell you cast this turn, the next spell you cast this turn is your second spell.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Instants 3
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1
Deceive the Messenger
Deceive the Messenger
Instant
Target creature gets -3/-0 until end of turn.
Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Isolation at Orthanc
Isolation at Orthanc
Instant
Put target creature into its owner's library second from the top.
- If the target creature's controller has zero cards left in their library when Isolation at Orthanc resolves, that creature becomes the top card of their library.
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1
Saruman's Trickery
Saruman's Trickery
Instant
Counter target spell.
Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Sorceries 2
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1
Surrounded by Orcs
Surrounded by Orcs
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Treason of Isengard
Treason of Isengard
Sorcery
Put up to one target instant or sorcery card from your graveyard on top of your library.
Amass Orcs 2. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- You can cast Treason of Isengard without a target just to amass Orcs. However, if you do choose a target, and that target is illegal at the time Treason of Isengard tries to resolve, Treason of Isengard won't resolve and none of its effects will happen. You won't amass Orcs.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Blue 12
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1
Bill Ferny, Bree Swindler
Bill Ferny, Bree Swindler
Legendary Creature — Human Rogue
2/1
Whenever Bill Ferny becomes blocked, choose one —
- Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
- Target opponent gains control of target Horse you control. If they do, remove Bill Ferny from combat and create three Treasure tokens.
- The ability triggers only once, no matter how many creatures are blocking it.
- If Bill Ferny, Bree Swindler is removed from combat, it remains tapped if it was tapped.
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1
Captain of Umbar
Captain of Umbar
Creature — Human Pirate
2/3
, : Draw a card, then discard a card.
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1
Deceive the Messenger
Deceive the Messenger
Instant
Target creature gets -3/-0 until end of turn.
Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Ioreth of the Healing House
Ioreth of the Healing House
Legendary Creature — Human Cleric
1/4
: Untap another target permanent.
: Untap two other target legendary creatures.
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1
Isolation at Orthanc
Isolation at Orthanc
Instant
Put target creature into its owner's library second from the top.
- If the target creature's controller has zero cards left in their library when Isolation at Orthanc resolves, that creature becomes the top card of their library.
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1
Knights of Dol Amroth
Knights of Dol Amroth
Creature — Human Knight
3/3
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
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1
Minas Tirith Garrison
Minas Tirith Garrison
Creature — Human Soldier
*/5
Minas Tirith Garrison's power is equal to the number of cards in your hand.
Whenever this creature attacks, you may tap any number of untapped Humans you control. Draw a card for each Human tapped this way.
- You choose how many and which creatures to tap while Minas Tirith Garrison's last ability is resolving. No player may take any other actions between the time you make this choice and the time at which you draw cards.
- If an attacking Human is tapped for Minas Tirith Garrison's ability (perhaps because it has vigilance or it was untapped after being declared as an attacker), that Human remains an attacking creature.
- If Minas Tirith Garrison is untapped as its last ability resolves, it can be tapped for its own last ability.
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1
Rangers of Ithilien
Rangers of Ithilien
Creature — Human Ranger
3/3
Vigilance
When this creature enters, gain control of up to one target creature with lesser power for as long as you control this creature. Then the Ring tempts you.
- When Rangers of Ithilien's ability triggers, you can choose not to target a creature just to have the Ring tempt you. However, if you do choose a target, and that target is illegal at the time the ability tries to resolve, the ability won't resolve and none of its effects will happen. The Ring won't tempt you.
- Rangers of Ithilien's triggered ability lets you gain control of a creature if it has lesser power than Rangers of Ithilien at the time that you choose the target and at the time that the ability resolves. After that, it no longer matters what the creature's power is; you will continue to control it for as long as you control Rangers of Ithilien.
- If you gain control of a creature with the triggered ability, you can immediately choose that creature as your Ring-bearer as the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Saruman the White
Saruman the White
Legendary Creature — Avatar Wizard
4/4
Ward
Whenever you cast your second spell each turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Spells that were cast before Saruman the White count. If Saruman the White was the first spell you cast this turn, the next spell you cast this turn is your second spell.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Saruman's Trickery
Saruman's Trickery
Instant
Counter target spell.
Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Surrounded by Orcs
Surrounded by Orcs
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Treason of Isengard
Treason of Isengard
Sorcery
Put up to one target instant or sorcery card from your graveyard on top of your library.
Amass Orcs 2. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- You can cast Treason of Isengard without a target just to amass Orcs. However, if you do choose a target, and that target is illegal at the time Treason of Isengard tries to resolve, Treason of Isengard won't resolve and none of its effects will happen. You won't amass Orcs.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
3 4
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1
Captain of Umbar
Captain of Umbar
Creature — Human Pirate
2/3
, : Draw a card, then discard a card.
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1
Ioreth of the Healing House
Ioreth of the Healing House
Legendary Creature — Human Cleric
1/4
: Untap another target permanent.
: Untap two other target legendary creatures.
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1
Saruman's Trickery
Saruman's Trickery
Instant
Counter target spell.
Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
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1
Treason of Isengard
Treason of Isengard
Sorcery
Put up to one target instant or sorcery card from your graveyard on top of your library.
Amass Orcs 2. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- You can cast Treason of Isengard without a target just to amass Orcs. However, if you do choose a target, and that target is illegal at the time Treason of Isengard tries to resolve, Treason of Isengard won't resolve and none of its effects will happen. You won't amass Orcs.
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
4 5
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1
Isolation at Orthanc
Isolation at Orthanc
Instant
Put target creature into its owner's library second from the top.
- If the target creature's controller has zero cards left in their library when Isolation at Orthanc resolves, that creature becomes the top card of their library.
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1
Knights of Dol Amroth
Knights of Dol Amroth
Creature — Human Knight
3/3
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
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1
Minas Tirith Garrison
Minas Tirith Garrison
Creature — Human Soldier
*/5
Minas Tirith Garrison's power is equal to the number of cards in your hand.
Whenever this creature attacks, you may tap any number of untapped Humans you control. Draw a card for each Human tapped this way.
- You choose how many and which creatures to tap while Minas Tirith Garrison's last ability is resolving. No player may take any other actions between the time you make this choice and the time at which you draw cards.
- If an attacking Human is tapped for Minas Tirith Garrison's ability (perhaps because it has vigilance or it was untapped after being declared as an attacker), that Human remains an attacking creature.
- If Minas Tirith Garrison is untapped as its last ability resolves, it can be tapped for its own last ability.
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1
Rangers of Ithilien
Rangers of Ithilien
Creature — Human Ranger
3/3
Vigilance
When this creature enters, gain control of up to one target creature with lesser power for as long as you control this creature. Then the Ring tempts you.
- When Rangers of Ithilien's ability triggers, you can choose not to target a creature just to have the Ring tempt you. However, if you do choose a target, and that target is illegal at the time the ability tries to resolve, the ability won't resolve and none of its effects will happen. The Ring won't tempt you.
- Rangers of Ithilien's triggered ability lets you gain control of a creature if it has lesser power than Rangers of Ithilien at the time that you choose the target and at the time that the ability resolves. After that, it no longer matters what the creature's power is; you will continue to control it for as long as you control Rangers of Ithilien.
- If you gain control of a creature with the triggered ability, you can immediately choose that creature as your Ring-bearer as the Ring tempts you.
- As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
- The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
- If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
- The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
- Each time the Ring tempts you, you must choose a creature if you control one.
- Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
- Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
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1
Surrounded by Orcs
Surrounded by Orcs
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
- Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
- To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
- Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
- In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
- If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
- Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
- Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.