Creatures 31
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1
Arco-Flagellant
Arco-Flagellant
Creature — Human
3/1
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
This creature can't block.
Endurant — Pay 3 life: This creature gains indestructible until end of turn.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Assault Intercessor
Assault Intercessor
Creature — Astartes Warrior
3/2
First strike, menace
Chainsword — Whenever a creature an opponent controls dies, that player loses 2 life.
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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1
Belisarius Cawl
Belisarius Cawl
Legendary Artifact Creature — Human
2/4
Ultima Founding — , Tap two untapped artifacts you control: Create a 2/2 white Astartes Warrior creature token with vigilance.
Master of Machines — , Tap X untapped creatures you control: Look at the top X cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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1
Callidus Assassin
Callidus Assassin
Creature — Human Shapeshifter Assassin
3/3
Flash
Polymorphine — You may have this creature enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
- Callidus Assassin copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below) and it has the triggered ability. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- The triggered ability that Callidus Assassin has is part of its copy effect and is a copiable value that other effects may copy.
- If the chosen creature is copying something else (for example, if the chosen creature is another Callidus Assassin), then your Callidus Assassin enters the battlefield as whatever the chosen creature copied.
- If the chosen creature is a token, Callidus Assassin copies the original characteristics of that token as stated by the effect that created the token. Callidus Assassin is not a token in this case.
- Any enters-the-battlefield abilities of the copied creature will trigger when Callidus Assassin enters the battlefield. You get to choose the order of those abilities and the triggered ability it has due to its copy effect. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
- If Callidus Assassin somehow enters the battlefield at the same time as another creature, Callidus Assassin can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- You can choose not to copy anything. In that case, Callidus Assassin enters the battlefield as a 3/3 creature. Notably, it does not have "When this creature enters the battlefield, destroy up to one other target creature with the same name as this creature."
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1
Celestine, the Living Saint
Celestine, the Living Saint
Legendary Creature — Human Warrior
3/4
Flying, lifelink
Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
- Celestine's triggered ability looks at the total amount of life you gained to determine X, regardless of whether or not you also lost any life. For example, if you gained 3 life this turn, X is 3, even if you also lost some amount of life in the same turn.
- The target creature card is chosen as the triggered ability is put on the stack. Gaining life after that point won't let you choose a target with a higher mana value.
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1
Commissar Severina Raine
Commissar Severina Raine
Legendary Creature — Human Soldier
2/2
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures.
Summary Execution — , Sacrifice another creature: You gain 2 life and draw a card.
- In Two-Headed Giant and other formats where multiple players can attack at the same time, Commissar Severina Raine's triggered ability counts all attacking creatures, even those controlled by other players.
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1
Company Commander
Company Commander
Creature — Human Soldier
2/4
Command Section — When this creature enters, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have.
Bring it Down! — Whenever this creature attacks, creatures you control gain deathtouch until end of turn.
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1
Cybernetica Datasmith
Cybernetica Datasmith
Artifact Creature — Human Artificer
0/1
Protection from Robots
Field Reprogramming — , : Target player draws a card. Another target player creates a 4/4 colorless Robot artifact creature token with "This token can't block."
- Both targets must be chosen when putting Cybernetica Datasmith's activated ability on the stack. Notably, this means that if you target yourself to draw a card, you don't get to see what that card is before choosing which player to give a Robot to.
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1
Epistolary Librarian
Epistolary Librarian
Creature — Astartes Wizard
3/4
Veil of Time — Whenever this creature attacks, you may cast a spell with mana value X or less from your hand without paying its mana cost, where X is the number of attacking creatures.
- In Two-Headed giant and other formats where multiple players can attack at the same time, Epistolary Librarian's triggered ability counts all attacking creatures, even those controlled by other players.
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1
Grey Knight Paragon
Grey Knight Paragon
Creature — Astartes Knight
4/4
Flash
Rites of Banishment — When this creature enters, destroy target attacking creature. If that creature is a Demon, exile it instead.
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1
Inquisitor Eisenhorn
Inquisitor Eisenhorn
Legendary Creature — Human Inquisitor
2/3
You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, create Cherubael, a legendary 4/4 black Demon creature token with flying.
Whenever Inquisitor Eisenhorn deals combat damage to a player, investigate that many times. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
- It's important to reveal the first card you draw each turn (or choose not to reveal it) before it is mixed with the other cards in your hand. You look at the card as you draw it before choosing whether to reveal it.
- You don't have to reveal a drawn card if you don't wish to create a Cherubael token.
- If you reveal a card this way, it remains revealed until Inquisitor Eisenhorn's triggered ability finishes resolving.
- You can reveal an instant or sorcery card this way on any turn to create a token, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed with Inquisitor Eisenhorn's ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- If the card leaves your hand before Inquisitor Eisenhorn's triggered ability resolves, you'll still create a Cherubael token.
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1
Inquisitor Greyfax
Inquisitor Greyfax
Legendary Creature — Human Inquisitor
3/3
Vigilance
Unquestionable Wisdom — Other creatures you control get +1/+0 and have vigilance.
Hunt for Heresy — , : Tap target creature an opponent controls. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this artifact: Draw a card.")
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1
Marneus Calgar
Marneus Calgar
Legendary Creature — Astartes Warrior
3/5
Double strike
Master Tactician — Whenever one or more tokens you control enter, draw a card.
Chapter Master — : Create two 2/2 white Astartes Warrior creature tokens with vigilance.
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1
Neyam Shai Murad
Neyam Shai Murad
Legendary Creature — Human Rogue
3/3
Rogue Trader — Whenever Neyam Shai Murad deals combat damage to a player, you may have that player return target permanent card from their graveyard to their hand. If you do, that player chooses a permanent card in your graveyard, then you put it onto the battlefield under your control.
- You choose the target card in your opponent's graveyard as you put the triggered ability on the stack. That opponent chooses the card in your graveyard as the ability resolves.
- If the card in your opponent's graveyard isn't a legal target as the ability tries to resolve, it will be removed from the stack and your opponent won't get to choose a permanent card from your graveyard.
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1
Primaris Chaplain
Primaris Chaplain
Creature — Astartes Cleric
3/3
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Rosarius — Whenever this creature attacks, it gains indestructible until end of turn.
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Primaris Eliminator
Primaris Eliminator
Creature — Astartes Warrior
3/2
When this creature enters, choose one —
- Executioner Round — Destroy target creature.
- Hyperfrag Round — Creatures target player controls get -2/-2 until end of turn.
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Redemptor Dreadnought
Redemptor Dreadnought
Artifact Creature — Astartes Dreadnought
4/4
Fallen Warrior — As an additional cost to cast this spell, you may exile a creature card from your graveyard.
Trample
Plasma Incinerator — Whenever this creature attacks, if a card is exiled with it, it gets +X/+X until end of turn, where X is the power of the exiled card.
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1
Sanguinary Priest
Sanguinary Priest
Creature — Astartes Cleric
2/4
Lifelink
Blood Chalice — Whenever another creature you control dies, this creature deals 1 damage to any target.
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1
Sicarian Infiltrator
Sicarian Infiltrator
Artifact Creature — Human Soldier
1/2
Flash
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Sister Hospitaller
Sister Hospitaller
Creature — Human Cleric
3/2
Medicus Ministorum — When this creature enters, return target creature card from your graveyard to the battlefield. You gain life equal to its mana value.
- Use the mana value of the card as it last existed in the graveyard to determine the amount of life you gain.
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1
Sister of Silence
Sister of Silence
Creature — Human Knight
3/3
Flash
Psychic Abomination — When this creature enters, counter target instant spell, sorcery spell, activated ability, or triggered ability.
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1
Sister Repentia
Sister Repentia
Creature — Human Warrior
5/1
Martyrdom — When this creature dies, you gain 2 life and draw two cards.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
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1
Space Marine Devastator
Space Marine Devastator
Creature — Astartes Warrior
3/3
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Grav-cannon — When this creature enters, destroy up to one target artifact or enchantment.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Space Marine Scout
Space Marine Scout
Creature — Astartes Scout
2/1
First strike, vigilance
Concealed Position — When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
- Space Marine Scout's triggered ability has an "intervening if clause," which means that it checks to see whether or not an opponent controls more lands than you both when it triggers and when it resolves. If it isn't true both times, you won't search your library for a Plains card.
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Thunderwolf Cavalry
Thunderwolf Cavalry
Creature — Astartes Warrior
4/4
First strike
Crushing Teeth — Whenever this creature deals combat damage to a player, put a +1/+1 counter on each other creature you control.
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1
Triumph of Saint Katherine
Triumph of Saint Katherine
Creature — Human Warrior
5/5
Lifelink
Praesidium Protectiva — When this creature is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- If you have fewer than six cards in your library or if Triumph of Saint Katherine isn't in your graveyard as the triggered ability resolves, no cards will be exiled and the ability will do nothing.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
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1
Ultramarines Honour Guard
Ultramarines Honour Guard
Creature — Astartes Warrior
2/2
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Other creatures you control get +1/+1.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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Vanguard Suppressor
Vanguard Suppressor
Creature — Astartes Warrior
3/2
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Flying
Suppressing Fire — Whenever this creature deals combat damage to a player, draw a card.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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Vexilus Praetor
Vexilus Praetor
Creature — Custodes Warrior
3/4
Flash
Vigilance
Aegis of the Emperor — Commanders you control have protection from everything.
- Protection from everything means that commanders you control can't be the target of any spells or abilities, they can't be blocked, nothing can be attached to them, and all damage that would be dealt to them is prevented. They can still be affected in other ways (such as by Their Name is Death, for example).
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Zephyrim
Zephyrim
Creature — Human Warrior
3/3
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Flying, vigilance
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- If you cast Zephyrim for its miracle cost, you may also choose to pay its squad cost one or more times.
- See also "New Keyword Ability: Squad" and "Returning Keyword Ability: Miracle" in the General Notes section.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
Instants 6
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1
And They Shall Know No Fear
And They Shall Know No Fear
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
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1
Deny the Witch
Deny the Witch
Instant
Counter target spell, activated ability, or triggered ability. Its controller loses life equal to the number of creatures you control.
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1
Entrapment Maneuver
Entrapment Maneuver
Instant
Target player sacrifices an attacking creature of their choice. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
- An "attacking creature" is one that has been declared as an attacker or put onto the battlefield attacking during this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step, even if the player it was attacking has left the game or the planeswalker it was attacking has left combat.
- If you cast Entrapment Maneuver after combat damage has been dealt, only creatures that survived combat can be sacrificed.
- Entrapment Maneuver doesn't target the creature to be sacrificed. The target player chooses one as it resolves. No player may take any other actions between the target player choosing the creature and you creating Soldier tokens.
- To determine how many Soldier tokens are created, use the toughness of the sacrificed creature as it last existed on the battlefield.
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Mortify
Mortify
Instant
Destroy target creature or enchantment.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an enchantment, even if it changed from one to the other between targeting and resolution.
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1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
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1
Utter End
Utter End
Instant
Exile target nonland permanent.
Sorceries 8
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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.
- You choose all of your modes at once. You can't wait to perform one mode's actions and then decide to choose more modes.
- You can't choose any one mode multiple times.
- If two of the chosen modes of an escalate spell target a creature, you may choose the same creature for each mode's target, or choose different creatures. The same is true if the chosen modes target a player (or opponent).
- If one target of an escalate spell becomes illegal, the other targets will still be affected. If all of the targets become illegal, the spell won't resolve.
- Effects that reduce the cost of spells reduce the total cost, including any escalate costs added.
- If an effect allows you to cast a spell that has escalate without paying its mana cost, you pay escalate costs for that spell if you choose more than one mode.
- Additional costs don't affect a spell's mana value.
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1
Deploy to the Front
Deploy to the Front
Sorcery
Create X 1/1 white Soldier creature tokens, where X is the number of creatures on the battlefield.
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1
Exterminatus
Exterminatus
Sorcery
Nonland permanents your opponents control lose indestructible until end of turn.
Destroy all nonland permanents.
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1
Fell the Mighty
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
- Use the power of the target creature as Fell the Mighty resolves to determine which creatures are destroyed. Fell the Mighty doesn't target any of those creatures, so a creature with hexproof or protection from white will be destroyed if its power is high enough.
- Fell the Mighty won't destroy the target creature.
- If the target creature is an illegal target when Fell the Mighty tries to resolve, Fell the Mighty won't resolve and none of its effects will happen. No creatures will be destroyed.
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1
For the Emperor!
For the Emperor!
Sorcery
Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.
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1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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1
Launch the Fleet
Launch the Fleet
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Until end of turn, any number of target creatures each gain "Whenever this creature attacks, create a 1/1 white Soldier creature token that's tapped and attacking."
- You declare which player or planeswalker each token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the original creature is attacking.
- Although the tokens are attacking, they were never declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
- 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 cost and mana value of strive spells don't change no matter how many targets they have. Strive abilities affect only what you pay.
- If all of the spell's targets are illegal when the spell tries to resolve, it won't resolve and none of its effects will happen. If one or more of its targets are legal when it tries to resolve, the spell will resolve and affect only those legal targets. It will have no effect on any illegal targets.
- If such a 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 costs for any targets beyond the first.
-
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.
Artifacts 14
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Arcane Signet's ability produces no mana.
-
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 you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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.
-
1
Everflowing Chalice
Everflowing Chalice
Artifact
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add for each charge counter on this artifact.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- You can cast Everflowing Chalice without kicking it at all if you wish. However, if Everflowing Chalice has no charge counters on it, activating its last ability won't produce any mana.
-
1
Inquisitorial Rosette
Inquisitorial Rosette
Artifact — Equipment
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- For the triggered ability, you declare which player or planeswalker the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the equipped creature is attacking.
- Although the tokens enter the battlefield attacking, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won't trigger.
-
1
Knight Paladin
Knight Paladin
Artifact — Vehicle
6/6
Trample
Rapid-fire Battle Cannon — When this Vehicle enters, it deals 4 damage to each opponent.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
-
1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
-
1
Reaver Titan
Reaver Titan
Artifact — Vehicle
10/10
Void Shields — Protection from mana value 3 or less
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- While a spell with X in its cost is on the stack, its mana value takes the chosen value of X into account. Reaver Titan can be chosen as a target for a Light Up the Night (which has mana cost ) if X is 3 or greater, for example, but it can't be chosen as a target for a Light Up the Night if X is 2, 1, or 0.
- The protection ability means the following: - Reaver Titan can't be blocked by creatures with mana value 3 or less. - Reaver Titan can't be enchanted by Auras with mana value 3 or less. It also can't be equipped by Equipment with mana value 3 or less. - Reaver Titan can't be targeted by spells with mana value 3 or less. It also can't be targeted by abilities from sources with mana value 3 or less. - All damage that would be dealt to Reaver Titan by sources with mana value 3 or less is prevented.
-
1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
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1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Talisman of Hierarchy
Talisman of Hierarchy
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Talisman of Progress
Talisman of Progress
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
The Golden Throne
The Golden Throne
Legendary Artifact
Arcane Life-support — If you would lose the game, instead exile The Golden Throne and your life total becomes 1.
A Thousand Souls Die Every Day — , Sacrifice a creature: Add three mana in any combination of colors.
- If a spell or ability both destroys The Golden Throne and deals enough damage to you to reduce your life total to zero or less, you will still lose the game. This is because the state-based action that causes a player to lose the game due to having zero or less life won't be performed until after the spell or ability finishes resolving. At that point, The Golden Throne is no longer on the battlefield to apply its replacement effect.
- If an effect says that you can't lose the game, The Golden Throne's first ability doesn't apply.
- The Golden Throne's effect applies any time you would lose the game while it is on the battlefield, even if you're not losing due to your life total being 0 or less. If you would have lost the game because you tried to draw from an empty library, your life total becomes 1 and you won't lose again until you try to draw again and still can't do so. If you would have lost the game due to having ten or more poison counters, your life total becomes 1, but you will lose the game immediately afterward because you still have ten or more poison counters.
- The Golden Throne's effect does nothing if you concede the game. A player who concedes leaves the game.
- For your life total to become 1, you will gain or lose the appropriate amount of life. For example, if your life total is -4 when The Golden Throne's ability applies, it will cause you to gain 5 life. Alternatively, if your life total is 20 when it applies (perhaps because you tried to draw a card from an empty library), you will lose 19 life. Other cards that interact with life gain or life loss will interact with this effect accordingly. Notably, this means that if you can't gain life or the life gain event is modified by another replacement effect, you might still have 0 or less life and still lose the game.
- If an effect states that an opponent wins the game, The Golden Throne's effect doesn't apply.
- In a Two-Headed Giant game, The Golden Throne's ability set's the team's life total to 1, but only you gain or lose life.
-
1
Thunderhawk Gunship
Thunderhawk Gunship
Artifact — Vehicle
6/6
Flying
When this Vehicle enters, create two 2/2 white Astartes Warrior creature tokens with vigilance.
Whenever this Vehicle attacks, attacking creatures you control gain flying until end of turn.
Crew 2
Enchantments 4
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1
Birth of the Imperium
Birth of the Imperium
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have.
II — Each opponent sacrifices a creature of their choice.
III — Draw two cards for each opponent who controls fewer creatures than you.
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1
Defenders of Humanity
Defenders of Humanity
Enchantment
When this enchantment enters, create X 2/2 white Astartes Warrior creature tokens with vigilance.
, Exile this enchantment: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.
- X in the first ability is always calculated separately from X in the second ability, even if you activate second ability in response to the first ability.
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1
Reconnaissance Mission
Reconnaissance Mission
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling ( , Discard this card: Draw a card.)
- Reconnaissance Mission's triggered ability triggers for each creature you control that deals combat damage to a player. You may draw one card each time the ability resolves, no matter how much damage was dealt.
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1
The Flesh Is Weak
The Flesh Is Weak
Enchantment
When this enchantment enters, put a +1/+1 counter on each creature you control.
Creatures you control with +1/+1 counters on them are artifacts in addition to their other types.
Nonartifact creatures get -1/-1.
- If The Flesh is Weak enters the battlefield while you control a nonartifact creature with 1 toughness and no +1/+1 counters on it, the last ability will cause its toughness to become 0 and it will die before the first ability can put a counter on it.
- The same happens if a nonartifact creature you control with no +1/+1 counters on it has damage marked on it equal to its toughness minus 1. For example, if a 5/5 creature was dealt 4 damage earlier in the turn and its controller resolves The Flesh Is Weak, that creature will die before the +1/+1 counter is placed on it.
Lands 37
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1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Command Tower's ability produces no mana.
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- 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 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.
- 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.
- 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.
- 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 .
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5
Island
Island
Basic Land — Island
( : Add .)
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1
Memorial to Glory
Memorial to Glory
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Create two 1/1 white Soldier creature tokens.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- 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.
- 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 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 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 .
- 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 don't have a commander, Path of Ancestry's ability produces no mana.
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8
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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1
Scoured Barrens
Scoured Barrens
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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7
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
-
1
Tranquil Cove
Tranquil Cove
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
White 21
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1
And They Shall Know No Fear
And They Shall Know No Fear
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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1
Celestine, the Living Saint
Celestine, the Living Saint
Legendary Creature — Human Warrior
3/4
Flying, lifelink
Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
- Celestine's triggered ability looks at the total amount of life you gained to determine X, regardless of whether or not you also lost any life. For example, if you gained 3 life this turn, X is 3, even if you also lost some amount of life in the same turn.
- The target creature card is chosen as the triggered ability is put on the stack. Gaining life after that point won't let you choose a target with a higher mana value.
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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.
- You choose all of your modes at once. You can't wait to perform one mode's actions and then decide to choose more modes.
- You can't choose any one mode multiple times.
- If two of the chosen modes of an escalate spell target a creature, you may choose the same creature for each mode's target, or choose different creatures. The same is true if the chosen modes target a player (or opponent).
- If one target of an escalate spell becomes illegal, the other targets will still be affected. If all of the targets become illegal, the spell won't resolve.
- Effects that reduce the cost of spells reduce the total cost, including any escalate costs added.
- If an effect allows you to cast a spell that has escalate without paying its mana cost, you pay escalate costs for that spell if you choose more than one mode.
- Additional costs don't affect a spell's mana value.
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1
Defenders of Humanity
Defenders of Humanity
Enchantment
When this enchantment enters, create X 2/2 white Astartes Warrior creature tokens with vigilance.
, Exile this enchantment: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.
- X in the first ability is always calculated separately from X in the second ability, even if you activate second ability in response to the first ability.
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1
Deploy to the Front
Deploy to the Front
Sorcery
Create X 1/1 white Soldier creature tokens, where X is the number of creatures on the battlefield.
-
1
Entrapment Maneuver
Entrapment Maneuver
Instant
Target player sacrifices an attacking creature of their choice. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
- An "attacking creature" is one that has been declared as an attacker or put onto the battlefield attacking during this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step, even if the player it was attacking has left the game or the planeswalker it was attacking has left combat.
- If you cast Entrapment Maneuver after combat damage has been dealt, only creatures that survived combat can be sacrificed.
- Entrapment Maneuver doesn't target the creature to be sacrificed. The target player chooses one as it resolves. No player may take any other actions between the target player choosing the creature and you creating Soldier tokens.
- To determine how many Soldier tokens are created, use the toughness of the sacrificed creature as it last existed on the battlefield.
-
1
Fell the Mighty
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
- Use the power of the target creature as Fell the Mighty resolves to determine which creatures are destroyed. Fell the Mighty doesn't target any of those creatures, so a creature with hexproof or protection from white will be destroyed if its power is high enough.
- Fell the Mighty won't destroy the target creature.
- If the target creature is an illegal target when Fell the Mighty tries to resolve, Fell the Mighty won't resolve and none of its effects will happen. No creatures will be destroyed.
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1
For the Emperor!
For the Emperor!
Sorcery
Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.
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1
Grey Knight Paragon
Grey Knight Paragon
Creature — Astartes Knight
4/4
Flash
Rites of Banishment — When this creature enters, destroy target attacking creature. If that creature is a Demon, exile it instead.
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1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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1
Launch the Fleet
Launch the Fleet
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Until end of turn, any number of target creatures each gain "Whenever this creature attacks, create a 1/1 white Soldier creature token that's tapped and attacking."
- You declare which player or planeswalker each token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the original creature is attacking.
- Although the tokens are attacking, they were never declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
- 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 cost and mana value of strive spells don't change no matter how many targets they have. Strive abilities affect only what you pay.
- If all of the spell's targets are illegal when the spell tries to resolve, it won't resolve and none of its effects will happen. If one or more of its targets are legal when it tries to resolve, the spell will resolve and affect only those legal targets. It will have no effect on any illegal targets.
- If such a 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 costs for any targets beyond the first.
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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.
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1
Space Marine Devastator
Space Marine Devastator
Creature — Astartes Warrior
3/3
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Grav-cannon — When this creature enters, destroy up to one target artifact or enchantment.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Space Marine Scout
Space Marine Scout
Creature — Astartes Scout
2/1
First strike, vigilance
Concealed Position — When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
- Space Marine Scout's triggered ability has an "intervening if clause," which means that it checks to see whether or not an opponent controls more lands than you both when it triggers and when it resolves. If it isn't true both times, you won't search your library for a Plains card.
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1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
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1
Thunderwolf Cavalry
Thunderwolf Cavalry
Creature — Astartes Warrior
4/4
First strike
Crushing Teeth — Whenever this creature deals combat damage to a player, put a +1/+1 counter on each other creature you control.
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1
Triumph of Saint Katherine
Triumph of Saint Katherine
Creature — Human Warrior
5/5
Lifelink
Praesidium Protectiva — When this creature is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- If you have fewer than six cards in your library or if Triumph of Saint Katherine isn't in your graveyard as the triggered ability resolves, no cards will be exiled and the ability will do nothing.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
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1
Ultramarines Honour Guard
Ultramarines Honour Guard
Creature — Astartes Warrior
2/2
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Other creatures you control get +1/+1.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Vexilus Praetor
Vexilus Praetor
Creature — Custodes Warrior
3/4
Flash
Vigilance
Aegis of the Emperor — Commanders you control have protection from everything.
- Protection from everything means that commanders you control can't be the target of any spells or abilities, they can't be blocked, nothing can be attached to them, and all damage that would be dealt to them is prevented. They can still be affected in other ways (such as by Their Name is Death, for example).
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1
Zephyrim
Zephyrim
Creature — Human Warrior
3/3
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Flying, vigilance
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- If you cast Zephyrim for its miracle cost, you may also choose to pay its squad cost one or more times.
- See also "New Keyword Ability: Squad" and "Returning Keyword Ability: Miracle" in the General Notes section.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
Blue 4
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1
Reconnaissance Mission
Reconnaissance Mission
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling ( , Discard this card: Draw a card.)
- Reconnaissance Mission's triggered ability triggers for each creature you control that deals combat damage to a player. You may draw one card each time the ability resolves, no matter how much damage was dealt.
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1
Sicarian Infiltrator
Sicarian Infiltrator
Artifact Creature — Human Soldier
1/2
Flash
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Sister of Silence
Sister of Silence
Creature — Human Knight
3/3
Flash
Psychic Abomination — When this creature enters, counter target instant spell, sorcery spell, activated ability, or triggered ability.
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1
Vanguard Suppressor
Vanguard Suppressor
Creature — Astartes Warrior
3/2
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Flying
Suppressing Fire — Whenever this creature deals combat damage to a player, draw a card.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
Black 3
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1
Arco-Flagellant
Arco-Flagellant
Creature — Human
3/1
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
This creature can't block.
Endurant — Pay 3 life: This creature gains indestructible until end of turn.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Primaris Eliminator
Primaris Eliminator
Creature — Astartes Warrior
3/2
When this creature enters, choose one —
- Executioner Round — Destroy target creature.
- Hyperfrag Round — Creatures target player controls get -2/-2 until end of turn.
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1
Sanguinary Priest
Sanguinary Priest
Creature — Astartes Cleric
2/4
Lifelink
Blood Chalice — Whenever another creature you control dies, this creature deals 1 damage to any target.
Multicolor 20
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1
Assault Intercessor
Assault Intercessor
Creature — Astartes Warrior
3/2
First strike, menace
Chainsword — Whenever a creature an opponent controls dies, that player loses 2 life.
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1
Belisarius Cawl
Belisarius Cawl
Legendary Artifact Creature — Human
2/4
Ultima Founding — , Tap two untapped artifacts you control: Create a 2/2 white Astartes Warrior creature token with vigilance.
Master of Machines — , Tap X untapped creatures you control: Look at the top X cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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1
Birth of the Imperium
Birth of the Imperium
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have.
II — Each opponent sacrifices a creature of their choice.
III — Draw two cards for each opponent who controls fewer creatures than you.
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1
Callidus Assassin
Callidus Assassin
Creature — Human Shapeshifter Assassin
3/3
Flash
Polymorphine — You may have this creature enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
- Callidus Assassin copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below) and it has the triggered ability. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- The triggered ability that Callidus Assassin has is part of its copy effect and is a copiable value that other effects may copy.
- If the chosen creature is copying something else (for example, if the chosen creature is another Callidus Assassin), then your Callidus Assassin enters the battlefield as whatever the chosen creature copied.
- If the chosen creature is a token, Callidus Assassin copies the original characteristics of that token as stated by the effect that created the token. Callidus Assassin is not a token in this case.
- Any enters-the-battlefield abilities of the copied creature will trigger when Callidus Assassin enters the battlefield. You get to choose the order of those abilities and the triggered ability it has due to its copy effect. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
- If Callidus Assassin somehow enters the battlefield at the same time as another creature, Callidus Assassin can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- You can choose not to copy anything. In that case, Callidus Assassin enters the battlefield as a 3/3 creature. Notably, it does not have "When this creature enters the battlefield, destroy up to one other target creature with the same name as this creature."
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1
Commissar Severina Raine
Commissar Severina Raine
Legendary Creature — Human Soldier
2/2
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures.
Summary Execution — , Sacrifice another creature: You gain 2 life and draw a card.
- In Two-Headed Giant and other formats where multiple players can attack at the same time, Commissar Severina Raine's triggered ability counts all attacking creatures, even those controlled by other players.
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1
Company Commander
Company Commander
Creature — Human Soldier
2/4
Command Section — When this creature enters, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have.
Bring it Down! — Whenever this creature attacks, creatures you control gain deathtouch until end of turn.
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1
Cybernetica Datasmith
Cybernetica Datasmith
Artifact Creature — Human Artificer
0/1
Protection from Robots
Field Reprogramming — , : Target player draws a card. Another target player creates a 4/4 colorless Robot artifact creature token with "This token can't block."
- Both targets must be chosen when putting Cybernetica Datasmith's activated ability on the stack. Notably, this means that if you target yourself to draw a card, you don't get to see what that card is before choosing which player to give a Robot to.
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1
Deny the Witch
Deny the Witch
Instant
Counter target spell, activated ability, or triggered ability. Its controller loses life equal to the number of creatures you control.
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1
Epistolary Librarian
Epistolary Librarian
Creature — Astartes Wizard
3/4
Veil of Time — Whenever this creature attacks, you may cast a spell with mana value X or less from your hand without paying its mana cost, where X is the number of attacking creatures.
- In Two-Headed giant and other formats where multiple players can attack at the same time, Epistolary Librarian's triggered ability counts all attacking creatures, even those controlled by other players.
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1
Exterminatus
Exterminatus
Sorcery
Nonland permanents your opponents control lose indestructible until end of turn.
Destroy all nonland permanents.
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1
Inquisitor Eisenhorn
Inquisitor Eisenhorn
Legendary Creature — Human Inquisitor
2/3
You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, create Cherubael, a legendary 4/4 black Demon creature token with flying.
Whenever Inquisitor Eisenhorn deals combat damage to a player, investigate that many times. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
- It's important to reveal the first card you draw each turn (or choose not to reveal it) before it is mixed with the other cards in your hand. You look at the card as you draw it before choosing whether to reveal it.
- You don't have to reveal a drawn card if you don't wish to create a Cherubael token.
- If you reveal a card this way, it remains revealed until Inquisitor Eisenhorn's triggered ability finishes resolving.
- You can reveal an instant or sorcery card this way on any turn to create a token, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed with Inquisitor Eisenhorn's ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- If the card leaves your hand before Inquisitor Eisenhorn's triggered ability resolves, you'll still create a Cherubael token.
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1
Inquisitor Greyfax
Inquisitor Greyfax
Legendary Creature — Human Inquisitor
3/3
Vigilance
Unquestionable Wisdom — Other creatures you control get +1/+0 and have vigilance.
Hunt for Heresy — , : Tap target creature an opponent controls. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this artifact: Draw a card.")
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1
Marneus Calgar
Marneus Calgar
Legendary Creature — Astartes Warrior
3/5
Double strike
Master Tactician — Whenever one or more tokens you control enter, draw a card.
Chapter Master — : Create two 2/2 white Astartes Warrior creature tokens with vigilance.
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1
Mortify
Mortify
Instant
Destroy target creature or enchantment.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an enchantment, even if it changed from one to the other between targeting and resolution.
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1
Neyam Shai Murad
Neyam Shai Murad
Legendary Creature — Human Rogue
3/3
Rogue Trader — Whenever Neyam Shai Murad deals combat damage to a player, you may have that player return target permanent card from their graveyard to their hand. If you do, that player chooses a permanent card in your graveyard, then you put it onto the battlefield under your control.
- You choose the target card in your opponent's graveyard as you put the triggered ability on the stack. That opponent chooses the card in your graveyard as the ability resolves.
- If the card in your opponent's graveyard isn't a legal target as the ability tries to resolve, it will be removed from the stack and your opponent won't get to choose a permanent card from your graveyard.
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1
Primaris Chaplain
Primaris Chaplain
Creature — Astartes Cleric
3/3
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Rosarius — Whenever this creature attacks, it gains indestructible until end of turn.
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1
Sister Hospitaller
Sister Hospitaller
Creature — Human Cleric
3/2
Medicus Ministorum — When this creature enters, return target creature card from your graveyard to the battlefield. You gain life equal to its mana value.
- Use the mana value of the card as it last existed in the graveyard to determine the amount of life you gain.
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1
Sister Repentia
Sister Repentia
Creature — Human Warrior
5/1
Martyrdom — When this creature dies, you gain 2 life and draw two cards.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
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1
The Flesh Is Weak
The Flesh Is Weak
Enchantment
When this enchantment enters, put a +1/+1 counter on each creature you control.
Creatures you control with +1/+1 counters on them are artifacts in addition to their other types.
Nonartifact creatures get -1/-1.
- If The Flesh is Weak enters the battlefield while you control a nonartifact creature with 1 toughness and no +1/+1 counters on it, the last ability will cause its toughness to become 0 and it will die before the first ability can put a counter on it.
- The same happens if a nonartifact creature you control with no +1/+1 counters on it has damage marked on it equal to its toughness minus 1. For example, if a 5/5 creature was dealt 4 damage earlier in the turn and its controller resolves The Flesh Is Weak, that creature will die before the +1/+1 counter is placed on it.
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1
Utter End
Utter End
Instant
Exile target nonland permanent.
Colorless 15
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Arcane Signet's ability produces no mana.
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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 you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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.
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1
Everflowing Chalice
Everflowing Chalice
Artifact
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add for each charge counter on this artifact.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- You can cast Everflowing Chalice without kicking it at all if you wish. However, if Everflowing Chalice has no charge counters on it, activating its last ability won't produce any mana.
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1
Inquisitorial Rosette
Inquisitorial Rosette
Artifact — Equipment
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- For the triggered ability, you declare which player or planeswalker the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the equipped creature is attacking.
- Although the tokens enter the battlefield attacking, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won't trigger.
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1
Knight Paladin
Knight Paladin
Artifact — Vehicle
6/6
Trample
Rapid-fire Battle Cannon — When this Vehicle enters, it deals 4 damage to each opponent.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
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1
Reaver Titan
Reaver Titan
Artifact — Vehicle
10/10
Void Shields — Protection from mana value 3 or less
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- While a spell with X in its cost is on the stack, its mana value takes the chosen value of X into account. Reaver Titan can be chosen as a target for a Light Up the Night (which has mana cost ) if X is 3 or greater, for example, but it can't be chosen as a target for a Light Up the Night if X is 2, 1, or 0.
- The protection ability means the following: - Reaver Titan can't be blocked by creatures with mana value 3 or less. - Reaver Titan can't be enchanted by Auras with mana value 3 or less. It also can't be equipped by Equipment with mana value 3 or less. - Reaver Titan can't be targeted by spells with mana value 3 or less. It also can't be targeted by abilities from sources with mana value 3 or less. - All damage that would be dealt to Reaver Titan by sources with mana value 3 or less is prevented.
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1
Redemptor Dreadnought
Redemptor Dreadnought
Artifact Creature — Astartes Dreadnought
4/4
Fallen Warrior — As an additional cost to cast this spell, you may exile a creature card from your graveyard.
Trample
Plasma Incinerator — Whenever this creature attacks, if a card is exiled with it, it gets +X/+X until end of turn, where X is the power of the exiled card.
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1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Hierarchy
Talisman of Hierarchy
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Progress
Talisman of Progress
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
The Golden Throne
The Golden Throne
Legendary Artifact
Arcane Life-support — If you would lose the game, instead exile The Golden Throne and your life total becomes 1.
A Thousand Souls Die Every Day — , Sacrifice a creature: Add three mana in any combination of colors.
- If a spell or ability both destroys The Golden Throne and deals enough damage to you to reduce your life total to zero or less, you will still lose the game. This is because the state-based action that causes a player to lose the game due to having zero or less life won't be performed until after the spell or ability finishes resolving. At that point, The Golden Throne is no longer on the battlefield to apply its replacement effect.
- If an effect says that you can't lose the game, The Golden Throne's first ability doesn't apply.
- The Golden Throne's effect applies any time you would lose the game while it is on the battlefield, even if you're not losing due to your life total being 0 or less. If you would have lost the game because you tried to draw from an empty library, your life total becomes 1 and you won't lose again until you try to draw again and still can't do so. If you would have lost the game due to having ten or more poison counters, your life total becomes 1, but you will lose the game immediately afterward because you still have ten or more poison counters.
- The Golden Throne's effect does nothing if you concede the game. A player who concedes leaves the game.
- For your life total to become 1, you will gain or lose the appropriate amount of life. For example, if your life total is -4 when The Golden Throne's ability applies, it will cause you to gain 5 life. Alternatively, if your life total is 20 when it applies (perhaps because you tried to draw a card from an empty library), you will lose 19 life. Other cards that interact with life gain or life loss will interact with this effect accordingly. Notably, this means that if you can't gain life or the life gain event is modified by another replacement effect, you might still have 0 or less life and still lose the game.
- If an effect states that an opponent wins the game, The Golden Throne's effect doesn't apply.
- In a Two-Headed Giant game, The Golden Throne's ability set's the team's life total to 1, but only you gain or lose life.
-
1
Thunderhawk Gunship
Thunderhawk Gunship
Artifact — Vehicle
6/6
Flying
When this Vehicle enters, create two 2/2 white Astartes Warrior creature tokens with vigilance.
Whenever this Vehicle attacks, attacking creatures you control gain flying until end of turn.
Crew 2
Lands 37
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1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
-
1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Command Tower's ability produces no mana.
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- 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 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.
- 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.
- 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.
- 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 .
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5
Island
Island
Basic Land — Island
( : Add .)
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1
Memorial to Glory
Memorial to Glory
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Create two 1/1 white Soldier creature tokens.
-
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.)
- 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.
- 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 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 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 .
- 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 don't have a commander, Path of Ancestry's ability produces no mana.
-
8
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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1
Scoured Barrens
Scoured Barrens
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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7
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Tranquil Cove
Tranquil Cove
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
1 4
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1
Launch the Fleet
Launch the Fleet
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Until end of turn, any number of target creatures each gain "Whenever this creature attacks, create a 1/1 white Soldier creature token that's tapped and attacking."
- You declare which player or planeswalker each token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the original creature is attacking.
- Although the tokens are attacking, they were never declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
- 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 cost and mana value of strive spells don't change no matter how many targets they have. Strive abilities affect only what you pay.
- If all of the spell's targets are illegal when the spell tries to resolve, it won't resolve and none of its effects will happen. If one or more of its targets are legal when it tries to resolve, the spell will resolve and affect only those legal targets. It will have no effect on any illegal targets.
- If such a 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 costs for any targets beyond the first.
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1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
2 8
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1
And They Shall Know No Fear
And They Shall Know No Fear
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Arcane Signet's ability produces no mana.
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1
Inquisitorial Rosette
Inquisitorial Rosette
Artifact — Equipment
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- For the triggered ability, you declare which player or planeswalker the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the equipped creature is attacking.
- Although the tokens enter the battlefield attacking, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won't trigger.
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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.
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1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
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1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Talisman of Hierarchy
Talisman of Hierarchy
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Talisman of Progress
Talisman of Progress
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
3 11
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1
Arco-Flagellant
Arco-Flagellant
Creature — Human
3/1
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
This creature can't block.
Endurant — Pay 3 life: This creature gains indestructible until end of turn.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Assault Intercessor
Assault Intercessor
Creature — Astartes Warrior
3/2
First strike, menace
Chainsword — Whenever a creature an opponent controls dies, that player loses 2 life.
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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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.
- You choose all of your modes at once. You can't wait to perform one mode's actions and then decide to choose more modes.
- You can't choose any one mode multiple times.
- If two of the chosen modes of an escalate spell target a creature, you may choose the same creature for each mode's target, or choose different creatures. The same is true if the chosen modes target a player (or opponent).
- If one target of an escalate spell becomes illegal, the other targets will still be affected. If all of the targets become illegal, the spell won't resolve.
- Effects that reduce the cost of spells reduce the total cost, including any escalate costs added.
- If an effect allows you to cast a spell that has escalate without paying its mana cost, you pay escalate costs for that spell if you choose more than one mode.
- Additional costs don't affect a spell's mana value.
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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 you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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.
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1
Commissar Severina Raine
Commissar Severina Raine
Legendary Creature — Human Soldier
2/2
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures.
Summary Execution — , Sacrifice another creature: You gain 2 life and draw a card.
- In Two-Headed Giant and other formats where multiple players can attack at the same time, Commissar Severina Raine's triggered ability counts all attacking creatures, even those controlled by other players.
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1
Cybernetica Datasmith
Cybernetica Datasmith
Artifact Creature — Human Artificer
0/1
Protection from Robots
Field Reprogramming — , : Target player draws a card. Another target player creates a 4/4 colorless Robot artifact creature token with "This token can't block."
- Both targets must be chosen when putting Cybernetica Datasmith's activated ability on the stack. Notably, this means that if you target yourself to draw a card, you don't get to see what that card is before choosing which player to give a Robot to.
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1
Defenders of Humanity
Defenders of Humanity
Enchantment
When this enchantment enters, create X 2/2 white Astartes Warrior creature tokens with vigilance.
, Exile this enchantment: Create X 2/2 white Astartes Warrior creature tokens with vigilance. Activate only if you control no creatures and only during your turn.
- X in the first ability is always calculated separately from X in the second ability, even if you activate second ability in response to the first ability.
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1
Mortify
Mortify
Instant
Destroy target creature or enchantment.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an enchantment, even if it changed from one to the other between targeting and resolution.
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1
Sicarian Infiltrator
Sicarian Infiltrator
Artifact Creature — Human Soldier
1/2
Flash
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Space Marine Scout
Space Marine Scout
Creature — Astartes Scout
2/1
First strike, vigilance
Concealed Position — When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
- Space Marine Scout's triggered ability has an "intervening if clause," which means that it checks to see whether or not an opponent controls more lands than you both when it triggers and when it resolves. If it isn't true both times, you won't search your library for a Plains card.
4 19
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1
Belisarius Cawl
Belisarius Cawl
Legendary Artifact Creature — Human
2/4
Ultima Founding — , Tap two untapped artifacts you control: Create a 2/2 white Astartes Warrior creature token with vigilance.
Master of Machines — , Tap X untapped creatures you control: Look at the top X cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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1
Company Commander
Company Commander
Creature — Human Soldier
2/4
Command Section — When this creature enters, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have.
Bring it Down! — Whenever this creature attacks, creatures you control gain deathtouch until end of turn.
-
1
Deny the Witch
Deny the Witch
Instant
Counter target spell, activated ability, or triggered ability. Its controller loses life equal to the number of creatures you control.
-
1
Entrapment Maneuver
Entrapment Maneuver
Instant
Target player sacrifices an attacking creature of their choice. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
- An "attacking creature" is one that has been declared as an attacker or put onto the battlefield attacking during this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step, even if the player it was attacking has left the game or the planeswalker it was attacking has left combat.
- If you cast Entrapment Maneuver after combat damage has been dealt, only creatures that survived combat can be sacrificed.
- Entrapment Maneuver doesn't target the creature to be sacrificed. The target player chooses one as it resolves. No player may take any other actions between the target player choosing the creature and you creating Soldier tokens.
- To determine how many Soldier tokens are created, use the toughness of the sacrificed creature as it last existed on the battlefield.
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1
Epistolary Librarian
Epistolary Librarian
Creature — Astartes Wizard
3/4
Veil of Time — Whenever this creature attacks, you may cast a spell with mana value X or less from your hand without paying its mana cost, where X is the number of attacking creatures.
- In Two-Headed giant and other formats where multiple players can attack at the same time, Epistolary Librarian's triggered ability counts all attacking creatures, even those controlled by other players.
-
1
For the Emperor!
For the Emperor!
Sorcery
Creatures you control get +2/+2 and gain vigilance and lifelink until end of turn.
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1
Inquisitor Eisenhorn
Inquisitor Eisenhorn
Legendary Creature — Human Inquisitor
2/3
You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, create Cherubael, a legendary 4/4 black Demon creature token with flying.
Whenever Inquisitor Eisenhorn deals combat damage to a player, investigate that many times. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
- It's important to reveal the first card you draw each turn (or choose not to reveal it) before it is mixed with the other cards in your hand. You look at the card as you draw it before choosing whether to reveal it.
- You don't have to reveal a drawn card if you don't wish to create a Cherubael token.
- If you reveal a card this way, it remains revealed until Inquisitor Eisenhorn's triggered ability finishes resolving.
- You can reveal an instant or sorcery card this way on any turn to create a token, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed with Inquisitor Eisenhorn's ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- If the card leaves your hand before Inquisitor Eisenhorn's triggered ability resolves, you'll still create a Cherubael token.
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1
Inquisitor Greyfax
Inquisitor Greyfax
Legendary Creature — Human Inquisitor
3/3
Vigilance
Unquestionable Wisdom — Other creatures you control get +1/+0 and have vigilance.
Hunt for Heresy — , : Tap target creature an opponent controls. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this artifact: Draw a card.")
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1
Neyam Shai Murad
Neyam Shai Murad
Legendary Creature — Human Rogue
3/3
Rogue Trader — Whenever Neyam Shai Murad deals combat damage to a player, you may have that player return target permanent card from their graveyard to their hand. If you do, that player chooses a permanent card in your graveyard, then you put it onto the battlefield under your control.
- You choose the target card in your opponent's graveyard as you put the triggered ability on the stack. That opponent chooses the card in your graveyard as the ability resolves.
- If the card in your opponent's graveyard isn't a legal target as the ability tries to resolve, it will be removed from the stack and your opponent won't get to choose a permanent card from your graveyard.
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1
Primaris Chaplain
Primaris Chaplain
Creature — Astartes Cleric
3/3
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Rosarius — Whenever this creature attacks, it gains indestructible until end of turn.
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1
Reconnaissance Mission
Reconnaissance Mission
Enchantment
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling ( , Discard this card: Draw a card.)
- Reconnaissance Mission's triggered ability triggers for each creature you control that deals combat damage to a player. You may draw one card each time the ability resolves, no matter how much damage was dealt.
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1
Sanguinary Priest
Sanguinary Priest
Creature — Astartes Cleric
2/4
Lifelink
Blood Chalice — Whenever another creature you control dies, this creature deals 1 damage to any target.
-
1
Space Marine Devastator
Space Marine Devastator
Creature — Astartes Warrior
3/3
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Grav-cannon — When this creature enters, destroy up to one target artifact or enchantment.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
-
1
The Golden Throne
The Golden Throne
Legendary Artifact
Arcane Life-support — If you would lose the game, instead exile The Golden Throne and your life total becomes 1.
A Thousand Souls Die Every Day — , Sacrifice a creature: Add three mana in any combination of colors.
- If a spell or ability both destroys The Golden Throne and deals enough damage to you to reduce your life total to zero or less, you will still lose the game. This is because the state-based action that causes a player to lose the game due to having zero or less life won't be performed until after the spell or ability finishes resolving. At that point, The Golden Throne is no longer on the battlefield to apply its replacement effect.
- If an effect says that you can't lose the game, The Golden Throne's first ability doesn't apply.
- The Golden Throne's effect applies any time you would lose the game while it is on the battlefield, even if you're not losing due to your life total being 0 or less. If you would have lost the game because you tried to draw from an empty library, your life total becomes 1 and you won't lose again until you try to draw again and still can't do so. If you would have lost the game due to having ten or more poison counters, your life total becomes 1, but you will lose the game immediately afterward because you still have ten or more poison counters.
- The Golden Throne's effect does nothing if you concede the game. A player who concedes leaves the game.
- For your life total to become 1, you will gain or lose the appropriate amount of life. For example, if your life total is -4 when The Golden Throne's ability applies, it will cause you to gain 5 life. Alternatively, if your life total is 20 when it applies (perhaps because you tried to draw a card from an empty library), you will lose 19 life. Other cards that interact with life gain or life loss will interact with this effect accordingly. Notably, this means that if you can't gain life or the life gain event is modified by another replacement effect, you might still have 0 or less life and still lose the game.
- If an effect states that an opponent wins the game, The Golden Throne's effect doesn't apply.
- In a Two-Headed Giant game, The Golden Throne's ability set's the team's life total to 1, but only you gain or lose life.
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1
Ultramarines Honour Guard
Ultramarines Honour Guard
Creature — Astartes Warrior
2/2
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Other creatures you control get +1/+1.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Utter End
Utter End
Instant
Exile target nonland permanent.
-
1
Vanguard Suppressor
Vanguard Suppressor
Creature — Astartes Warrior
3/2
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Flying
Suppressing Fire — Whenever this creature deals combat damage to a player, draw a card.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
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1
Vexilus Praetor
Vexilus Praetor
Creature — Custodes Warrior
3/4
Flash
Vigilance
Aegis of the Emperor — Commanders you control have protection from everything.
- Protection from everything means that commanders you control can't be the target of any spells or abilities, they can't be blocked, nothing can be attached to them, and all damage that would be dealt to them is prevented. They can still be affected in other ways (such as by Their Name is Death, for example).
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1
Zephyrim
Zephyrim
Creature — Human Warrior
3/3
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Flying, vigilance
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- If the spell is countered, the squad ability will not trigger, and no tokens will be created.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- If you cast Zephyrim for its miracle cost, you may also choose to pay its squad cost one or more times.
- See also "New Keyword Ability: Squad" and "Returning Keyword Ability: Miracle" in the General Notes section.
- You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
- The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
- If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
5 13
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1
Birth of the Imperium
Birth of the Imperium
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have.
II — Each opponent sacrifices a creature of their choice.
III — Draw two cards for each opponent who controls fewer creatures than you.
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1
Celestine, the Living Saint
Celestine, the Living Saint
Legendary Creature — Human Warrior
3/4
Flying, lifelink
Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
- Celestine's triggered ability looks at the total amount of life you gained to determine X, regardless of whether or not you also lost any life. For example, if you gained 3 life this turn, X is 3, even if you also lost some amount of life in the same turn.
- The target creature card is chosen as the triggered ability is put on the stack. Gaining life after that point won't let you choose a target with a higher mana value.
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1
Fell the Mighty
Fell the Mighty
Sorcery
Destroy all creatures with power greater than target creature's power.
- Use the power of the target creature as Fell the Mighty resolves to determine which creatures are destroyed. Fell the Mighty doesn't target any of those creatures, so a creature with hexproof or protection from white will be destroyed if its power is high enough.
- Fell the Mighty won't destroy the target creature.
- If the target creature is an illegal target when Fell the Mighty tries to resolve, Fell the Mighty won't resolve and none of its effects will happen. No creatures will be destroyed.
-
1
Grey Knight Paragon
Grey Knight Paragon
Creature — Astartes Knight
4/4
Flash
Rites of Banishment — When this creature enters, destroy target attacking creature. If that creature is a Demon, exile it instead.
-
1
Knight Paladin
Knight Paladin
Artifact — Vehicle
6/6
Trample
Rapid-fire Battle Cannon — When this Vehicle enters, it deals 4 damage to each opponent.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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1
Marneus Calgar
Marneus Calgar
Legendary Creature — Astartes Warrior
3/5
Double strike
Master Tactician — Whenever one or more tokens you control enter, draw a card.
Chapter Master — : Create two 2/2 white Astartes Warrior creature tokens with vigilance.
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1
Primaris Eliminator
Primaris Eliminator
Creature — Astartes Warrior
3/2
When this creature enters, choose one —
- Executioner Round — Destroy target creature.
- Hyperfrag Round — Creatures target player controls get -2/-2 until end of turn.
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1
Redemptor Dreadnought
Redemptor Dreadnought
Artifact Creature — Astartes Dreadnought
4/4
Fallen Warrior — As an additional cost to cast this spell, you may exile a creature card from your graveyard.
Trample
Plasma Incinerator — Whenever this creature attacks, if a card is exiled with it, it gets +X/+X until end of turn, where X is the power of the exiled card.
-
1
Sister of Silence
Sister of Silence
Creature — Human Knight
3/3
Flash
Psychic Abomination — When this creature enters, counter target instant spell, sorcery spell, activated ability, or triggered ability.
-
1
Sister Repentia
Sister Repentia
Creature — Human Warrior
5/1
Martyrdom — When this creature dies, you gain 2 life and draw two cards.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
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1
The Flesh Is Weak
The Flesh Is Weak
Enchantment
When this enchantment enters, put a +1/+1 counter on each creature you control.
Creatures you control with +1/+1 counters on them are artifacts in addition to their other types.
Nonartifact creatures get -1/-1.
- If The Flesh is Weak enters the battlefield while you control a nonartifact creature with 1 toughness and no +1/+1 counters on it, the last ability will cause its toughness to become 0 and it will die before the first ability can put a counter on it.
- The same happens if a nonartifact creature you control with no +1/+1 counters on it has damage marked on it equal to its toughness minus 1. For example, if a 5/5 creature was dealt 4 damage earlier in the turn and its controller resolves The Flesh Is Weak, that creature will die before the +1/+1 counter is placed on it.
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1
Thunderwolf Cavalry
Thunderwolf Cavalry
Creature — Astartes Warrior
4/4
First strike
Crushing Teeth — Whenever this creature deals combat damage to a player, put a +1/+1 counter on each other creature you control.
-
1
Triumph of Saint Katherine
Triumph of Saint Katherine
Creature — Human Warrior
5/5
Lifelink
Praesidium Protectiva — When this creature is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
- If you have fewer than six cards in your library or if Triumph of Saint Katherine isn't in your graveyard as the triggered ability resolves, no cards will be exiled and the ability will do nothing.
- You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
- Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
- If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
- You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
- You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
- It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
- Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
- You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
- You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
6 3
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1
Callidus Assassin
Callidus Assassin
Creature — Human Shapeshifter Assassin
3/3
Flash
Polymorphine — You may have this creature enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
- Callidus Assassin copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below) and it has the triggered ability. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- The triggered ability that Callidus Assassin has is part of its copy effect and is a copiable value that other effects may copy.
- If the chosen creature is copying something else (for example, if the chosen creature is another Callidus Assassin), then your Callidus Assassin enters the battlefield as whatever the chosen creature copied.
- If the chosen creature is a token, Callidus Assassin copies the original characteristics of that token as stated by the effect that created the token. Callidus Assassin is not a token in this case.
- Any enters-the-battlefield abilities of the copied creature will trigger when Callidus Assassin enters the battlefield. You get to choose the order of those abilities and the triggered ability it has due to its copy effect. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
- If Callidus Assassin somehow enters the battlefield at the same time as another creature, Callidus Assassin can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- You can choose not to copy anything. In that case, Callidus Assassin enters the battlefield as a 3/3 creature. Notably, it does not have "When this creature enters the battlefield, destroy up to one other target creature with the same name as this creature."
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1
Sister Hospitaller
Sister Hospitaller
Creature — Human Cleric
3/2
Medicus Ministorum — When this creature enters, return target creature card from your graveyard to the battlefield. You gain life equal to its mana value.
- Use the mana value of the card as it last existed in the graveyard to determine the amount of life you gain.
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1
Thunderhawk Gunship
Thunderhawk Gunship
Artifact — Vehicle
6/6
Flying
When this Vehicle enters, create two 2/2 white Astartes Warrior creature tokens with vigilance.
Whenever this Vehicle attacks, attacking creatures you control gain flying until end of turn.
Crew 2
7+ 4
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1
Deploy to the Front
Deploy to the Front
Sorcery
Create X 1/1 white Soldier creature tokens, where X is the number of creatures on the battlefield.
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1
Exterminatus
Exterminatus
Sorcery
Nonland permanents your opponents control lose indestructible until end of turn.
Destroy all nonland permanents.
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1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
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1
Reaver Titan
Reaver Titan
Artifact — Vehicle
10/10
Void Shields — Protection from mana value 3 or less
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
- While a spell with X in its cost is on the stack, its mana value takes the chosen value of X into account. Reaver Titan can be chosen as a target for a Light Up the Night (which has mana cost ) if X is 3 or greater, for example, but it can't be chosen as a target for a Light Up the Night if X is 2, 1, or 0.
- The protection ability means the following: - Reaver Titan can't be blocked by creatures with mana value 3 or less. - Reaver Titan can't be enchanted by Auras with mana value 3 or less. It also can't be equipped by Equipment with mana value 3 or less. - Reaver Titan can't be targeted by spells with mana value 3 or less. It also can't be targeted by abilities from sources with mana value 3 or less. - All damage that would be dealt to Reaver Titan by sources with mana value 3 or less is prevented.
Lands 37
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1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- 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 don't have a commander, Command Tower's ability produces no mana.
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- 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 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.
- 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.
- 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.
- 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 .
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5
Island
Island
Basic Land — Island
( : Add .)
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1
Memorial to Glory
Memorial to Glory
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Create two 1/1 white Soldier creature tokens.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- 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.
- 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 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 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 .
- 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 don't have a commander, Path of Ancestry's ability produces no mana.
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8
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Port Town
Port Town
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Port Town.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Port Town itself is neither a Plains nor an Island, even though it produces white and blue mana, so you can't reveal one to satisfy the ability of another.
- If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
- If an effect instructs you to put Port Town onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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1
Scoured Barrens
Scoured Barrens
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
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1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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7
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Tranquil Cove
Tranquil Cove
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .