Creatures 26
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Archmage Emeritus
Archmage Emeritus
Creature — Human Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
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1
Brazen Borrower // Petty Theft
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Brazen Borrower
Creature — Faerie Rogue
3/1
- If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.
- An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
- If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.
- If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to play the copy as a permanent.
- If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
- If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.
- An adventurer card uses only its non-Adventure characteristics in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."
- If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
- Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
- You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.
- If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.
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1
Brudiclad, Telchor Engineer
Brudiclad, Telchor Engineer
Legendary Artifact Creature — Phyrexian Artificer
4/4
Creature tokens you control have haste.
At the beginning of combat on your turn, create a 2/1 blue Phyrexian Myr artifact creature token. Then you may choose a token you control. If you do, each other token you control becomes a copy of that token.
- Once a creature token that came under your control this turn has legally attacked, causing it to lose haste by removing Brudiclad from the battlefield won't cause that token to stop attacking.
- All other tokens you control become a copy of the chosen token, even those that aren't of the same type. For example, if you control a Treasure artifact token and choose the Myr token Brudiclad just created, your Treasure will become a copy of the Myr.
- The effect of Brudiclad's triggered ability lasts indefinitely. It continues to apply after Brudiclad leaves the game.
- Brudiclad copies only the values defined as the original token was created (unless that token is copying something else; see below). It doesn't copy whether that token 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 last effect of Brudiclad's triggered ability affects all tokens you control other than the chosen token, including the token that was just created if that isn't the chosen token.
- If the chosen token is copying something else (for example, if the chosen token was previously affected by Brudiclad's triggered ability), then your tokens become copies of whatever the chosen token copied.
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1
Curiosity Crafter
Curiosity Crafter
Creature — Bird Wizard
3/3
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
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1
Dirgur Focusmage // Braingeyser
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Dirgur Focusmage
Creature — Djinn Monk
1/4
- Dirgur Focusmage's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A creature without a prepare spell can't become prepared.
- Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.
- While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.
- A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.
- If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.
- A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").
- Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.
- Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.
- If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Dirgur Focusmage's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Preparation cards can only be cast with their base characteristics.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.
- If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.
- If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.
- Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.
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Faerie Mastermind
Faerie Mastermind
Creature — Faerie Rogue
2/1
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
- Faerie Mastermind doesn't need to have been under your control when the first card is drawn for its ability to trigger. As long as you control it when an opponent draws their second card in a turn, that ability will trigger.
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Galazeth Prismari
Galazeth Prismari
Legendary Creature — Elder Dragon
3/4
Flying
When Galazeth Prismari enters, create a Treasure token.
Artifacts you control have " : Add one mana of any color. Spend this mana only to cast an instant or sorcery spell."
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Goldspan Dragon
Goldspan Dragon
Creature — Dragon
4/4
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have " , Sacrifice this artifact: Add two mana of any one color."
- If a spell targets Goldspan Dragon more than once, the triggered ability will trigger only once.
- An ability that triggers when a creature becomes the target of a spell resolves before the spell that caused it to trigger. Such an ability resolves even if that spell is countered.
- Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
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Harmonic Prodigy
Harmonic Prodigy
Creature — Human Wizard
1/3
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
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Inspired Skypainter // Maestro's Gift
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Inspired Skypainter
Creature — Lizard Wizard
2/2
- The token created by Maestro's Gift copies exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. If it is a Vehicle, it is not crewed.
- If the copied creature is copying something else, then the token enters as whatever that creature copied.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.
- Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.
- Preparation cards can only be cast with their base characteristics.
- As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.
- Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.
- A creature without a prepare spell can't become prepared.
- If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.
- Any enters abilities of the copied creature will trigger when the token enters. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied creature will also work.
- A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").
- If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.
- A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.
- If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.
- If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.
- Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.
- If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.
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Leitmotif Composer
Leitmotif Composer
Creature — Human Bard
2/2
Whenever this creature deals combat damage to a player, draw a card.
Whenever you cast an instant or sorcery spell with mana value 5 or greater, create a token that's a copy of this creature.
: Creatures named Leitmotif Composer can't be blocked this turn.
- Leitmotif Composer's second ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
- The token copy will have Leitmotif Composer's ability and will be able to create copies of itself.
- In the unusual case where Leitmotif Composer becomes a copy of something else while its triggered ability is on the stack but before it resolves, the token will enter as a copy of whatever Leitmotif Composer is copying.
- The token doesn't copy whether Leitmotif Composer is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
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Manaform Hellkite
Manaform Hellkite
Creature — Dragon
4/4
Flying
Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
- Manaform Hellkite's triggered ability looks at the mana that was actually spent to cast the spell, which may be different than the mana cost of that spell. For example, if you cast a noncreature spell without paying its mana cost, this ability creates a 0/0 Dragon Illusion token. In most cases, such a creature would immediately be put into your graveyard.
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Mirrorwing Dragon
Mirrorwing Dragon
Creature — Dragon
4/5
Flying
Whenever a player casts an instant or sorcery spell that targets only this creature, that player copies that spell for each other creature they control that the spell could target. Each copy targets a different one of those creatures.
- The ability triggers whenever a player casts an instant or sorcery spell that targets only Mirrorwing Dragon and no other object or player.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode. A different mode cannot be chosen.
- The copies that the ability creates are created on the stack, so they're not cast. Abilities that trigger when a player casts a spell (like Mirrorwing Dragon's ability itself) won't trigger.
- If a player casts an instant or sorcery spell that has multiple targets and Mirrorwing Dragon is chosen as the target in each instance, Mirrorwing Dragon's ability will trigger. Each of the copies will similarly be targeting only one of the player's other creatures.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
- The copies are only created targeting creatures that the spell's controller controls. Copies are not created for all creatures on the battlefield, and the affected creatures may be controlled by a different player than the controller of Mirrorwing Dragon. Notably, if you cast Murder targeting your opponent's Mirrorwing Dragon, your creatures will each get a Murder, not your opponent's.
- If the spell that's copied has an X whose value was determined as it was cast (like Burn from Within does), the copies have the same value of X.
- Any creature the player controls that couldn't be targeted by the original spell (due to shroud, protection abilities, targeting restrictions, or any other reason) is just ignored by Mirrorwing Dragon's ability. If the spell has multiple targets, a given creature must be a legal target for all of them or else a copy won't be created for that creature.
- The player who cast the original spell controls all the copies. That player chooses the order the copies are put onto the stack. The original spell will be on the stack beneath those copies and will resolve last.
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Muddle, the Ever-Changing
Muddle, the Ever-Changing
Legendary Creature — Elemental Otter Shapeshifter
3/3
Whenever you cast an instant or sorcery spell, Muddle becomes a copy of up to one target nonlegendary creature you control until end of turn, except it has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
- While Muddle is a copy of something else, it won't have its own triggered ability. However, if Muddle still has abilities on the stack waiting to resolve, they will do so. (It won't get multiple instances of myriad this way.)
- If the copied creature is a token, Muddle copies the original characteristics of that token as stated by the effect that created that token, with the stated exception.
- If the copied creature is copying something else, then Muddle becomes a copy of whatever that creature copied, with the stated exception.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it's attacking a planeswalker, you choose which one. You can't have any of the tokens attack a battle.
- The tokens created by a single instance of myriad all enter at the same time.
- Any "enters" abilities of the copied creature will trigger when the tokens enter. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
- Muddle's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
- Except for the listed exception, Muddle copies exactly what was printed on the target creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the target creature is an illegal target as Muddle's ability tries to resolve, it won't resolve and none of its effects will happen. Muddle won't have myriad.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won't apply to the tokens.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- When Muddle becomes a copy of the target creature, it's neither entering nor leaving the battlefield. Any enters abilities or leaves-the-battlefield abilities won't trigger.
- The term "defending player" in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
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Plargg and Nassari
Plargg and Nassari
Legendary Creature — Orc Efreet
5/4
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
- In a multiplayer game, you choose an opponent to choose a nonland card exiled with Plargg and Nassari.
- In a two-player game, assuming each player eventually exiles a nonland card, your opponent will choose one of them, and you'll be able to cast the other one.
- If a spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, those must be paid to cast it.
- All the spells you cast due to the triggered ability are cast during the resolution of that ability. You can cast them in any order.
- Cards not cast this way, including any land cards, remain in exile.
- A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it, but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
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Prismari Pianist
Prismari Pianist
Creature — Djinn Bard
2/1
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Elemental creature token. If that spell's mana value is 5 or greater, create three of those tokens instead.
- Prismari Pianist's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
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Redoubled Stormsinger
Redoubled Stormsinger
Creature — Orc Wizard
3/3
First strike
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.
- Although the tokens are attacking, they were never declared as attacking creatures. This means that abilities that trigger whenever a creature attacks won't trigger when these tokens enter attacking.
- Any enters-the-battlefield abilities of the copied token will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied token will also work.
- Each of the tokens created by Redoubled Stormsinger's last ability copies the original characteristics of the token it's copying as stated by the effect that created that token.
- If a creature token you control that entered this turn is copying something else, then the token enters the battlefield as whatever that creature token copied.
- You declare which player, planeswalker, or battle each token is attacking as you put it onto the battlefield. It doesn't have to be the same player, planeswalker, or battle as Redoubled Stormsinger or any of the other tokens created by Redoubled Stormsinger's last ability.
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Renegade Bull
Renegade Bull
Creature — Ox
0/5
Trample
Whenever you cast an instant or sorcery spell, this creature gets +X/+0 until end of turn, where X is that spell's mana value.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard and copy it. You may cast the copy without paying its mana cost.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
- If you don't want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are checked.
- You cast the copy while Renegade Bull's last ability is resolving and still on the stack. You can't wait to cast it later in the turn.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- Renegade Bull's second ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If the spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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Rionya, Fire Dancer
Rionya, Fire Dancer
Legendary Creature — Human Wizard
3/4
At the beginning of combat on your turn, create X tokens that are copies of another target creature you control, where X is one plus the number of instant and sorcery spells you've cast this turn. They gain haste. Exile them at the beginning of the next end step.
- If the copied creature is itself a token, the tokens created by Rionya copy the original characteristics of that token as stated by the effect that created it.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the tokens enter the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
- The tokens copy exactly what is printed on the creature and nothing else (unless that creature is a token or is copying something else; see below). They don't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- The triggered ability counts all instants and sorceries that were cast before it resolves. If you cast instant spells in response to the ability, those spells will count.
- If the copied creature is copying something else, the tokens enter the battlefield as whatever that creature is copying.
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Rootha, Mastering the Moment
Rootha, Mastering the Moment
Legendary Creature — Orc Sorcerer
3/4
At the beginning of combat on your turn, if you've cast an instant or sorcery spell this turn, create an X/X blue and red Elemental creature token with flying and haste, where X is the greatest mana value among instant and sorcery spells you've cast this turn.
- For spells you cast with in their mana costs, use the value chosen for X to determine the spell's mana value.
- Rootha's ability will check as your beginning of combat step starts to see if you've cast an instant or sorcery spell this turn. If you haven't, the ability won't trigger at all. It's not possible to cast an instant or sorcery spell during your beginning of combat step in time to have the ability trigger.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
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Rootha, Mercurial Artist
Rootha, Mercurial Artist
Legendary Creature — Orc Shaman
1/4
, Return Rootha to its owner's hand: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
- Rootha, Mercurial Artist's ability must have a target to be activated. You can't activate it without a target in order to return Rootha to your hand.
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Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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Storm-Kiln Artist
Storm-Kiln Artist
Creature — Dwarf Shaman
2/2
This creature gets +1/+0 for each artifact you control.
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
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1
Stormcatch Mentor
Stormcatch Mentor
Creature — Otter Wizard
1/1
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost less to cast.
- The cost reduction applies only to generic mana in the total cost of instant and sorcery spells you cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of this ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
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1
Thunderclap Drake
Thunderclap Drake
Creature — Drake
2/1
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
- The last sentence of Thunderclap Drake's rules text was inadvertently omitted from the card. Its Oracle text has been updated to include that sentence.
- You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copies too.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode or modes. You can't choose different ones.
- Thunderclap Drake's second ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast instant and sorcery spells.
- If a spell that's copied has an X whose value was determined as it was cast, the copies will have the same value of X.
- If you have multiple commanders, you'll copy the next instant or sorcery spell you cast this turn for each time you've cast either of them. For example, if you've cast one commander once and one twice, you'll copy that spell three times.
- The copies made by Thunderclap Drake's delayed triggered ability are created on the stack, so they're not "cast."
- Thunderclap Drake's second ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell's cost.
- If the spell that's copied divides damage or distributes counters among a number of targets, the division and number of targets can't be changed.
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1
Veyran, Voice of Duality
Veyran, Voice of Duality
Legendary Creature — Efreet Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
- Veyran, Voice of Duality's last ability causes each of your magecraft abilities, including Veyran's own, to trigger an additional time.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Veyran's effect doesn't copy the triggered ability; it just causes the ability to trigger again. Any choices you make as you put the ability on the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution are also made individually.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- If you somehow control two Veyrans (which would be poetic), you casting an instant or sorcery spell causes abilities to trigger three times. A third Veyran (less poetic) causes abilities to trigger four times, and so on.
Instants 10
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1
Abrade
Abrade
Instant
Choose one —
- Abrade deals 3 damage to target creature.
- Destroy target artifact.
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1
Arcane Denial
Arcane Denial
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
- The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
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1
Big Score
Big Score
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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1
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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1
Dig Through Time
Dig Through Time
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
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1
Magma Opus
Magma Opus
Instant
Magma Opus deals 4 damage divided as you choose among any number of targets. Tap two target permanents. Create a 4/4 blue and red Elemental creature token. Draw two cards.
, Discard this card: Create a Treasure token.
- The same permanent can be chosen as a target for each of the two instances of "target." That is, you can have Magma Opus both deal damage to a creature or planeswalker and then tap it. (We're having a hard time imagining why you would, but you're the brilliant student.)
- You choose all targets for Magma Opus as you cast the spell. This includes up to four targets for the first effect and two target permanents for the second effect.
- If somehow all of Magma Opus's targets are illegal as it tries to resolve, none of its effects happen. You will not create an Elemental token or draw two cards.
- You also choose how the 4 damage will be divided among the first group of targets as you cast Magma Opus. You must have at least 1 damage dealt to each of those targets.
- You must choose two different target permanents for the second effect. You may choose permanents that are already tapped.
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1
Prismari Charm
Prismari Charm
Instant
Choose one —
- Surveil 2, then draw a card.
- Prismari Charm deals 1 damage to each of one or two targets.
- Return target nonland permanent to its owner's hand.
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1
Prismari Command
Prismari Command
Instant
Choose two —
- Prismari Command deals 2 damage to any target.
- Target player draws two cards, then discards two cards.
- Target player creates a Treasure token.
- Destroy target artifact.
- If all of Prismari Command's targets are illegal as it tries to resolve, it will do nothing.
- If at least one target is still legal as Prismari Command tries to resolve, it will resolve and do as much as it can.
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1
Reality Shift
Reality Shift
Instant
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
- There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
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1
Resculpt
Resculpt
Instant
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
Sorceries 19
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1
Abstract Performance
Abstract Performance
Sorcery
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
- You choose which opponent chooses the pile while resolving Abstract Performance.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.
- If the spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You cast the spell while Abstract Performance is resolving and still on the stack. You can't wait to cast it later in the turn. Timing restrictions based on its types are ignored.
- You can't look at the cards in the face-down pile until you're instructed to do so or until they're moved to the graveyard (at which point they'll be face up).
- If you have fewer than eight cards in your library, the second pile will be smaller than the first. If you have fewer than five cards in your library, only the face-down pile will have cards in it at all, and the second pile will be empty. In that case, your opponent will probably choose to put the pile with cards in it into your graveyard.
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1
Aether Gale
Aether Gale
Sorcery
Return six target nonland permanents to their owners' hands.
- You must choose six different legal targets in order to cast Aether Gale. If some, but not all, of those targets become illegal before Aether Gale resolves, the remaining legal targets will be put into their owners' hands.
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1
Blasphemous Act
Blasphemous Act
Sorcery
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
- Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
- Blasphemous Act's ability can't reduce the total cost to cast the spell below .
- The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add , the total cost of Blasphemous Act is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
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1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
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1
Creative Technique
Creative Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
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1
Dance with Calamity
Dance with Calamity
Sorcery
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
- If you cast any of the exiled cards, you do so as part of the resolution of the spell. You can't wait to cast them later in the turn. Timing restrictions based on a card's type are ignored.
- You can look at each card you exile before deciding whether to push your luck or stop.
- If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
- If you danced with calamity a little too closely, and the total mana value of the exiled cards is greater than 13, the cards you exiled will remain there and you won't get to cast any of them.
- If an exiled card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Any cards not cast, including land cards, remain in exile. They can't be cast on later turns.
- If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
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1
Deep Analysis
Deep Analysis
Sorcery
Target player draws two cards.
Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
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1
Expressive Iteration
Expressive Iteration
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
- If you choose to play the exiled card this turn, you must still pay all costs and follow all timing restrictions required by that card. If it's a land, you can't play it unless you have a land play available.
- If there are fewer than three cards in your library, follow the instructions in the order given for any cards that are there. For example, if there are two cards in your library, you'll put one of them into your hand and one of them on the bottom of your library. You won't have the option to exile either of them.
- If you don't play the exiled card, it remains exiled. It won't be available to be played on future turns.
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1
Furygale Flocking
Furygale Flocking
Sorcery
This spell costs less to cast for each instant and sorcery card in your graveyard.
For each opponent, create two 3/3 blue and red Elemental creature tokens with flying that attack that opponent this turn if able. They gain haste until end of turn.
- If one of the Elemental tokens is tapped or is affected by a spell or ability that says it can't attack, then it doesn't attack.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Furygale Flocking's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Each of the tokens must attack the appropriate player if able, not a planeswalker that player controls or a battle they protect.
- If one of the tokens can't attack the appropriate player, its controller is free to have it attack any other player, planeswalker, or battle or to not attack with it. If there's a cost associated with attacking the appropriate player, its controller is free to have it attack any other player, planeswalker, or battle or not attack with it. However, if there's a cost associated with that token attacking at all, that token has to attack the appropriate player or not attack.
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1
Mana Geyser
Mana Geyser
Sorcery
Add for each tapped land your opponents control.
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1
Replication Technique
Replication Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
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1
Rite of Replication
Rite of Replication
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
- If the copied creature is a token, the tokens created copy the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the creature will also work.
- If the copied creature has in its mana cost, X is 0.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is itself copying something else; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the tokens enter the battlefield as whatever that creature copied.
- "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell."
- 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 a spell's kicker cost was paid, the spell is "kicked."
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- 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.
- The kicker ability doesn't let you pay a kicker cost more than once.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
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1
Rousing Refrain
Rousing Refrain
Sorcery
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
- Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
- Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
- Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
- Cards exiled with suspend are exiled face up.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
- If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
- If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
- If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
- If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
- If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
- When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
- The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
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1
Surge to Victory
Surge to Victory
Sorcery
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
- Copying the card doesn't cause magecraft abilities to trigger, although casting the copies does.
- You cast the copies while the delayed triggered ability of Surge to Victory is resolving. Ignore any timing restrictions based on the copies' card types.
- If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.
- If the spell you cast has in its mana cost, you must choose 0 as the value of X.
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1
Throes of Chaos
Throes of Chaos
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You exile the cards face up. All players will be able to see them.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- When a spell you cast with retrace resolves or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- Throes of Chaos does nothing as it resolves. All of its chaos happens before it resolves.
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1
Treasure Cruise
Treasure Cruise
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Draw three cards.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
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1
Twinflame
Twinflame
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
- If the copied creature is copying something else (for example, if the copied creature is a Clone), then the token enters the battlefield as whatever that creature copied.
- If another creature becomes or enters the battlefield as a copy of the token, that creature will have haste, but you won't exile it. However, if Twinflame creates multiple tokens copying a single creature due to a replacement effect (like the one Doubling Season creates), you'll exile each of them.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- 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 the copied creature is a token, the token created by Twinflame copies the original characteristics of that token as stated by the effect that put that token onto the battlefield.
- 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.
- 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.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
- If the copied creature has in its mana cost, X is considered to be 0.
- 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.
- The tokens see each other enter the battlefield. If any of them have a triggered ability that triggers whenever a creature enters the battlefield, they'll trigger for one another.
- 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).
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1
Volcanic Salvo
Volcanic Salvo
Sorcery
This spell costs less to cast, where X is the total power of creatures you control.
Volcanic Salvo deals 6 damage to each of up to two target creatures and/or planeswalkers.
- The cost reduction applies only to generic mana in the cost of Volcanic Salvo. It can't reduce the requirement.
- If a creature's power is somehow less than 0, it subtracts from the total power of your other creatures. If the total power of your creatures is 0 or less, the cost remains .
- You can't target the same creature or planeswalker twice with Volcanic Salvo to deal 12 damage to it.
- Once you begin to cast Volcanic Salvo, players can't take other actions until you've finished casting it. Notably, they can't try to change the total power of your creatures.
- The total cost to cast Volcanic Salvo is locked in before you pay that cost. For example, if you control three 2/2 creatures, including one you can sacrifice to add , the total cost is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Volcanic Salvo). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
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1
Volcanic Torrent
Volcanic Torrent
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- You exile the cards face up. All players will be able to see them.
- If you copy a spell, Volcanic Torrent won't count the copy. However, if an effect instructs you to copy a card and then cast the copy, it will be counted by Volcanic Torrent.
- The value of X is calculated as Volcanic Torrent resolves. It will include Volcanic Torrent, spells you cast in response to Volcanic Torrent, and spells you cast prior to casting Volcanic Torrent, even if those spells haven't resolved yet. For example, say the first spell you cast in a turn has cascade and that cascade ability causes you to cast Volcanic Torrent. Then Volcanic Torrent's cascade ability causes you to cast another spell. When Volcanic Torrent resolves, X will be 3.
Artifacts 6
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Cursed Mirror
Cursed Mirror
Artifact
: Add .
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
- If Cursed Mirror somehow enters the battlefield at the same time as a creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- Cursed Mirror copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras or Equipment attached to it, or any non-copy effects that have changed its types, color, power and toughness, and so on.
- If the copied creature has in its mana cost, X is considered to be 0.
- If something else becomes a copy of Cursed Mirror while Cursed Mirror is a copy of a creature, the duration of the effect is not copied. The new copy will still be a creature (with haste) after Cursed Mirror stops being a copy at the end of the turn.
- While it is copying a creature, Cursed Mirror does not have " : Add " (unless the creature it's copying also has that ability).
- If the copied creature is copying something else, then Cursed Mirror enters the battlefield as a copy of whatever that creature is copying.
- Any enters-the-battlefield abilities of the copied creature will trigger when Cursed Mirror enters the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
- If the copied creature is a token, Cursed Mirror copies the original characteristics of that token as stated by the effect that created the token. Copying a token doesn't make Cursed Mirror a token. Similarly, if Cursed Mirror itself is a token, copying a nontoken permanent doesn't make it stop being a token.
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1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Talisman of Creativity
Talisman of Creativity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
Lands 38
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1
Cascade Bluffs
Cascade Bluffs
Land
: Add .
, : Add , , or .
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1
Coastal Peak
Coastal Peak
Land — Island Mountain
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
- Unlike some other dual lands, Coastal Peak has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Fabled Passage
Fabled Passage
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
- If you control four or more lands, the basic land doesn't enter untapped; it enters tapped and then you untap it.
- The land that you put onto the battlefield will be counted when determining whether you control four or more lands, but Fabled Passage will not.
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1
Ferrous Lake
Ferrous Lake
Land
, : Add .
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1
Frostboil Snarl
Frostboil Snarl
Land
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
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1
Hall of Oracles
Hall of Oracles
Land
: Add .
, : Add one mana of any color.
: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
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8
Island
Island
Basic Land — Island
( : Add .)
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1
Molten Tributary
Molten Tributary
Land — Island Mountain
( : Add or .)
This land enters tapped.
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7
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Mystic Sanctuary
Mystic Sanctuary
Land — Island
( : Add .)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
- As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Scapeshift, for example).
- If another effect puts these lands onto the battlefield tapped, they enter tapped, even if you control enough lands with the appropriate basic land type.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Prismari Campus
Prismari Campus
Land
This land enters tapped.
: Add or .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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1
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Restless Spire
Restless Spire
Land
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land.
Whenever this land attacks, scry 1.
- If this becomes a creature because of an effect other than its own ability, its last ability will still trigger whenever it attacks.
- If this becomes a creature but you haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it that turn.
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1
Scorched Geyser
Scorched Geyser
Land — Island Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Unlike some other dual lands, Scorched Geyser has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl (included in the Secrets of Strixhaven Commander decks).
- If this land 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
Shivan Reef
Shivan Reef
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Spectacle Summit
Spectacle Summit
Land
This land enters tapped.
: Add or .
, : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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1
Study Hall
Study Hall
Land
: Add .
, : Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
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1
Sulfur Falls
Sulfur Falls
Land
This land enters tapped unless you control an Island or a Mountain.
: Add or .
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1
Temple of Epiphany
Temple of Epiphany
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
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
Turbulent Springs
Turbulent Springs
Land — Island Mountain
( : Add or .)
This land enters tapped unless your opponents control eight or more lands.
- Unlike some other dual lands, Turbulent Springs has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl (included in the Secrets of Strixhaven Commander decks).
- If this land enters the battlefield at the same time as any number of lands your opponents control, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
Blue 17
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1
Abstract Performance
Abstract Performance
Sorcery
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
- You choose which opponent chooses the pile while resolving Abstract Performance.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.
- If the spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You cast the spell while Abstract Performance is resolving and still on the stack. You can't wait to cast it later in the turn. Timing restrictions based on its types are ignored.
- You can't look at the cards in the face-down pile until you're instructed to do so or until they're moved to the graveyard (at which point they'll be face up).
- If you have fewer than eight cards in your library, the second pile will be smaller than the first. If you have fewer than five cards in your library, only the face-down pile will have cards in it at all, and the second pile will be empty. In that case, your opponent will probably choose to put the pile with cards in it into your graveyard.
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1
Aether Gale
Aether Gale
Sorcery
Return six target nonland permanents to their owners' hands.
- You must choose six different legal targets in order to cast Aether Gale. If some, but not all, of those targets become illegal before Aether Gale resolves, the remaining legal targets will be put into their owners' hands.
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1
Arcane Denial
Arcane Denial
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
- The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
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1
Archmage Emeritus
Archmage Emeritus
Creature — Human Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
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1
Brazen Borrower // Petty Theft
//
Brazen Borrower
Creature — Faerie Rogue
3/1
- If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.
- An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
- If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.
- If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to play the copy as a permanent.
- If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
- If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.
- An adventurer card uses only its non-Adventure characteristics in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."
- If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
- Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
- You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.
- If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.
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1
Curiosity Crafter
Curiosity Crafter
Creature — Bird Wizard
3/3
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
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1
Deep Analysis
Deep Analysis
Sorcery
Target player draws two cards.
Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
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1
Dig Through Time
Dig Through Time
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
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1
Dirgur Focusmage // Braingeyser
//
Dirgur Focusmage
Creature — Djinn Monk
1/4
- Dirgur Focusmage's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A creature without a prepare spell can't become prepared.
- Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.
- While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.
- A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.
- If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.
- A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").
- Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.
- Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.
- If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Dirgur Focusmage's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Preparation cards can only be cast with their base characteristics.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.
- If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.
- If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.
- Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.
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1
Faerie Mastermind
Faerie Mastermind
Creature — Faerie Rogue
2/1
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
- Faerie Mastermind doesn't need to have been under your control when the first card is drawn for its ability to trigger. As long as you control it when an opponent draws their second card in a turn, that ability will trigger.
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1
Leitmotif Composer
Leitmotif Composer
Creature — Human Bard
2/2
Whenever this creature deals combat damage to a player, draw a card.
Whenever you cast an instant or sorcery spell with mana value 5 or greater, create a token that's a copy of this creature.
: Creatures named Leitmotif Composer can't be blocked this turn.
- Leitmotif Composer's second ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
- The token copy will have Leitmotif Composer's ability and will be able to create copies of itself.
- In the unusual case where Leitmotif Composer becomes a copy of something else while its triggered ability is on the stack but before it resolves, the token will enter as a copy of whatever Leitmotif Composer is copying.
- The token doesn't copy whether Leitmotif Composer is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
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1
Reality Shift
Reality Shift
Instant
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
- There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
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1
Replication Technique
Replication Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
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1
Resculpt
Resculpt
Instant
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
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1
Rite of Replication
Rite of Replication
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
- If the copied creature is a token, the tokens created copy the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the creature will also work.
- If the copied creature has in its mana cost, X is 0.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is itself copying something else; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the tokens enter the battlefield as whatever that creature copied.
- "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell."
- 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 a spell's kicker cost was paid, the spell is "kicked."
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- 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.
- The kicker ability doesn't let you pay a kicker cost more than once.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
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1
Thunderclap Drake
Thunderclap Drake
Creature — Drake
2/1
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
- The last sentence of Thunderclap Drake's rules text was inadvertently omitted from the card. Its Oracle text has been updated to include that sentence.
- You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copies too.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode or modes. You can't choose different ones.
- Thunderclap Drake's second ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast instant and sorcery spells.
- If a spell that's copied has an X whose value was determined as it was cast, the copies will have the same value of X.
- If you have multiple commanders, you'll copy the next instant or sorcery spell you cast this turn for each time you've cast either of them. For example, if you've cast one commander once and one twice, you'll copy that spell three times.
- The copies made by Thunderclap Drake's delayed triggered ability are created on the stack, so they're not "cast."
- Thunderclap Drake's second ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell's cost.
- If the spell that's copied divides damage or distributes counters among a number of targets, the division and number of targets can't be changed.
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1
Treasure Cruise
Treasure Cruise
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Draw three cards.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
Red 27
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1
Abrade
Abrade
Instant
Choose one —
- Abrade deals 3 damage to target creature.
- Destroy target artifact.
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1
Big Score
Big Score
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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1
Blasphemous Act
Blasphemous Act
Sorcery
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
- Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
- Blasphemous Act's ability can't reduce the total cost to cast the spell below .
- The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add , the total cost of Blasphemous Act is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
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1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
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1
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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1
Creative Technique
Creative Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
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1
Cursed Mirror
Cursed Mirror
Artifact
: Add .
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
- If Cursed Mirror somehow enters the battlefield at the same time as a creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- Cursed Mirror copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras or Equipment attached to it, or any non-copy effects that have changed its types, color, power and toughness, and so on.
- If the copied creature has in its mana cost, X is considered to be 0.
- If something else becomes a copy of Cursed Mirror while Cursed Mirror is a copy of a creature, the duration of the effect is not copied. The new copy will still be a creature (with haste) after Cursed Mirror stops being a copy at the end of the turn.
- While it is copying a creature, Cursed Mirror does not have " : Add " (unless the creature it's copying also has that ability).
- If the copied creature is copying something else, then Cursed Mirror enters the battlefield as a copy of whatever that creature is copying.
- Any enters-the-battlefield abilities of the copied creature will trigger when Cursed Mirror enters the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
- If the copied creature is a token, Cursed Mirror copies the original characteristics of that token as stated by the effect that created the token. Copying a token doesn't make Cursed Mirror a token. Similarly, if Cursed Mirror itself is a token, copying a nontoken permanent doesn't make it stop being a token.
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1
Dance with Calamity
Dance with Calamity
Sorcery
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
- If you cast any of the exiled cards, you do so as part of the resolution of the spell. You can't wait to cast them later in the turn. Timing restrictions based on a card's type are ignored.
- You can look at each card you exile before deciding whether to push your luck or stop.
- If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
- If you danced with calamity a little too closely, and the total mana value of the exiled cards is greater than 13, the cards you exiled will remain there and you won't get to cast any of them.
- If an exiled card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Any cards not cast, including land cards, remain in exile. They can't be cast on later turns.
- If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
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1
Determined Iteration
Determined Iteration
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
- If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
- Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
- Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
- The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
- If you control no creature tokens when you populate, nothing will happen.
- The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
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1
Furygale Flocking
Furygale Flocking
Sorcery
This spell costs less to cast for each instant and sorcery card in your graveyard.
For each opponent, create two 3/3 blue and red Elemental creature tokens with flying that attack that opponent this turn if able. They gain haste until end of turn.
- If one of the Elemental tokens is tapped or is affected by a spell or ability that says it can't attack, then it doesn't attack.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Furygale Flocking's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Each of the tokens must attack the appropriate player if able, not a planeswalker that player controls or a battle they protect.
- If one of the tokens can't attack the appropriate player, its controller is free to have it attack any other player, planeswalker, or battle or to not attack with it. If there's a cost associated with attacking the appropriate player, its controller is free to have it attack any other player, planeswalker, or battle or not attack with it. However, if there's a cost associated with that token attacking at all, that token has to attack the appropriate player or not attack.
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1
Goldspan Dragon
Goldspan Dragon
Creature — Dragon
4/4
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have " , Sacrifice this artifact: Add two mana of any one color."
- If a spell targets Goldspan Dragon more than once, the triggered ability will trigger only once.
- An ability that triggers when a creature becomes the target of a spell resolves before the spell that caused it to trigger. Such an ability resolves even if that spell is countered.
- Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
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1
Harmonic Prodigy
Harmonic Prodigy
Creature — Human Wizard
1/3
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
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1
Mana Geyser
Mana Geyser
Sorcery
Add for each tapped land your opponents control.
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1
Manaform Hellkite
Manaform Hellkite
Creature — Dragon
4/4
Flying
Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
- Manaform Hellkite's triggered ability looks at the mana that was actually spent to cast the spell, which may be different than the mana cost of that spell. For example, if you cast a noncreature spell without paying its mana cost, this ability creates a 0/0 Dragon Illusion token. In most cases, such a creature would immediately be put into your graveyard.
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1
Mirrorwing Dragon
Mirrorwing Dragon
Creature — Dragon
4/5
Flying
Whenever a player casts an instant or sorcery spell that targets only this creature, that player copies that spell for each other creature they control that the spell could target. Each copy targets a different one of those creatures.
- The ability triggers whenever a player casts an instant or sorcery spell that targets only Mirrorwing Dragon and no other object or player.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode. A different mode cannot be chosen.
- The copies that the ability creates are created on the stack, so they're not cast. Abilities that trigger when a player casts a spell (like Mirrorwing Dragon's ability itself) won't trigger.
- If a player casts an instant or sorcery spell that has multiple targets and Mirrorwing Dragon is chosen as the target in each instance, Mirrorwing Dragon's ability will trigger. Each of the copies will similarly be targeting only one of the player's other creatures.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
- The copies are only created targeting creatures that the spell's controller controls. Copies are not created for all creatures on the battlefield, and the affected creatures may be controlled by a different player than the controller of Mirrorwing Dragon. Notably, if you cast Murder targeting your opponent's Mirrorwing Dragon, your creatures will each get a Murder, not your opponent's.
- If the spell that's copied has an X whose value was determined as it was cast (like Burn from Within does), the copies have the same value of X.
- Any creature the player controls that couldn't be targeted by the original spell (due to shroud, protection abilities, targeting restrictions, or any other reason) is just ignored by Mirrorwing Dragon's ability. If the spell has multiple targets, a given creature must be a legal target for all of them or else a copy won't be created for that creature.
- The player who cast the original spell controls all the copies. That player chooses the order the copies are put onto the stack. The original spell will be on the stack beneath those copies and will resolve last.
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1
Plargg and Nassari
Plargg and Nassari
Legendary Creature — Orc Efreet
5/4
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
- In a multiplayer game, you choose an opponent to choose a nonland card exiled with Plargg and Nassari.
- In a two-player game, assuming each player eventually exiles a nonland card, your opponent will choose one of them, and you'll be able to cast the other one.
- If a spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, those must be paid to cast it.
- All the spells you cast due to the triggered ability are cast during the resolution of that ability. You can cast them in any order.
- Cards not cast this way, including any land cards, remain in exile.
- A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it, but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
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1
Prismari Pianist
Prismari Pianist
Creature — Djinn Bard
2/1
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Elemental creature token. If that spell's mana value is 5 or greater, create three of those tokens instead.
- Prismari Pianist's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
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1
Redoubled Stormsinger
Redoubled Stormsinger
Creature — Orc Wizard
3/3
First strike
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.
- Although the tokens are attacking, they were never declared as attacking creatures. This means that abilities that trigger whenever a creature attacks won't trigger when these tokens enter attacking.
- Any enters-the-battlefield abilities of the copied token will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied token will also work.
- Each of the tokens created by Redoubled Stormsinger's last ability copies the original characteristics of the token it's copying as stated by the effect that created that token.
- If a creature token you control that entered this turn is copying something else, then the token enters the battlefield as whatever that creature token copied.
- You declare which player, planeswalker, or battle each token is attacking as you put it onto the battlefield. It doesn't have to be the same player, planeswalker, or battle as Redoubled Stormsinger or any of the other tokens created by Redoubled Stormsinger's last ability.
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1
Renegade Bull
Renegade Bull
Creature — Ox
0/5
Trample
Whenever you cast an instant or sorcery spell, this creature gets +X/+0 until end of turn, where X is that spell's mana value.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard and copy it. You may cast the copy without paying its mana cost.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
- If you don't want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are checked.
- You cast the copy while Renegade Bull's last ability is resolving and still on the stack. You can't wait to cast it later in the turn.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- Renegade Bull's second ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If the spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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1
Rionya, Fire Dancer
Rionya, Fire Dancer
Legendary Creature — Human Wizard
3/4
At the beginning of combat on your turn, create X tokens that are copies of another target creature you control, where X is one plus the number of instant and sorcery spells you've cast this turn. They gain haste. Exile them at the beginning of the next end step.
- If the copied creature is itself a token, the tokens created by Rionya copy the original characteristics of that token as stated by the effect that created it.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the tokens enter the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
- The tokens copy exactly what is printed on the creature and nothing else (unless that creature is a token or is copying something else; see below). They don't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- The triggered ability counts all instants and sorceries that were cast before it resolves. If you cast instant spells in response to the ability, those spells will count.
- If the copied creature is copying something else, the tokens enter the battlefield as whatever that creature is copying.
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1
Rousing Refrain
Rousing Refrain
Sorcery
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
- Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
- Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
- Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
- Cards exiled with suspend are exiled face up.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
- If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
- If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
- If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
- If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
- If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
- When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
- The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
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1
Storm-Kiln Artist
Storm-Kiln Artist
Creature — Dwarf Shaman
2/2
This creature gets +1/+0 for each artifact you control.
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
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1
Surge to Victory
Surge to Victory
Sorcery
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
- Copying the card doesn't cause magecraft abilities to trigger, although casting the copies does.
- You cast the copies while the delayed triggered ability of Surge to Victory is resolving. Ignore any timing restrictions based on the copies' card types.
- If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.
- If the spell you cast has in its mana cost, you must choose 0 as the value of X.
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1
Throes of Chaos
Throes of Chaos
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You exile the cards face up. All players will be able to see them.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- When a spell you cast with retrace resolves or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- Throes of Chaos does nothing as it resolves. All of its chaos happens before it resolves.
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1
Twinflame
Twinflame
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
- If the copied creature is copying something else (for example, if the copied creature is a Clone), then the token enters the battlefield as whatever that creature copied.
- If another creature becomes or enters the battlefield as a copy of the token, that creature will have haste, but you won't exile it. However, if Twinflame creates multiple tokens copying a single creature due to a replacement effect (like the one Doubling Season creates), you'll exile each of them.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- 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 the copied creature is a token, the token created by Twinflame copies the original characteristics of that token as stated by the effect that put that token onto the battlefield.
- 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.
- 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.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
- If the copied creature has in its mana cost, X is considered to be 0.
- 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.
- The tokens see each other enter the battlefield. If any of them have a triggered ability that triggers whenever a creature enters the battlefield, they'll trigger for one another.
- 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).
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1
Volcanic Salvo
Volcanic Salvo
Sorcery
This spell costs less to cast, where X is the total power of creatures you control.
Volcanic Salvo deals 6 damage to each of up to two target creatures and/or planeswalkers.
- The cost reduction applies only to generic mana in the cost of Volcanic Salvo. It can't reduce the requirement.
- If a creature's power is somehow less than 0, it subtracts from the total power of your other creatures. If the total power of your creatures is 0 or less, the cost remains .
- You can't target the same creature or planeswalker twice with Volcanic Salvo to deal 12 damage to it.
- Once you begin to cast Volcanic Salvo, players can't take other actions until you've finished casting it. Notably, they can't try to change the total power of your creatures.
- The total cost to cast Volcanic Salvo is locked in before you pay that cost. For example, if you control three 2/2 creatures, including one you can sacrifice to add , the total cost is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Volcanic Salvo). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
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1
Volcanic Torrent
Volcanic Torrent
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- You exile the cards face up. All players will be able to see them.
- If you copy a spell, Volcanic Torrent won't count the copy. However, if an effect instructs you to copy a card and then cast the copy, it will be counted by Volcanic Torrent.
- The value of X is calculated as Volcanic Torrent resolves. It will include Volcanic Torrent, spells you cast in response to Volcanic Torrent, and spells you cast prior to casting Volcanic Torrent, even if those spells haven't resolved yet. For example, say the first spell you cast in a turn has cascade and that cascade ability causes you to cast Volcanic Torrent. Then Volcanic Torrent's cascade ability causes you to cast another spell. When Volcanic Torrent resolves, X will be 3.
Multicolor 12
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1
Brudiclad, Telchor Engineer
Brudiclad, Telchor Engineer
Legendary Artifact Creature — Phyrexian Artificer
4/4
Creature tokens you control have haste.
At the beginning of combat on your turn, create a 2/1 blue Phyrexian Myr artifact creature token. Then you may choose a token you control. If you do, each other token you control becomes a copy of that token.
- Once a creature token that came under your control this turn has legally attacked, causing it to lose haste by removing Brudiclad from the battlefield won't cause that token to stop attacking.
- All other tokens you control become a copy of the chosen token, even those that aren't of the same type. For example, if you control a Treasure artifact token and choose the Myr token Brudiclad just created, your Treasure will become a copy of the Myr.
- The effect of Brudiclad's triggered ability lasts indefinitely. It continues to apply after Brudiclad leaves the game.
- Brudiclad copies only the values defined as the original token was created (unless that token is copying something else; see below). It doesn't copy whether that token 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 last effect of Brudiclad's triggered ability affects all tokens you control other than the chosen token, including the token that was just created if that isn't the chosen token.
- If the chosen token is copying something else (for example, if the chosen token was previously affected by Brudiclad's triggered ability), then your tokens become copies of whatever the chosen token copied.
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1
Expressive Iteration
Expressive Iteration
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
- If you choose to play the exiled card this turn, you must still pay all costs and follow all timing restrictions required by that card. If it's a land, you can't play it unless you have a land play available.
- If there are fewer than three cards in your library, follow the instructions in the order given for any cards that are there. For example, if there are two cards in your library, you'll put one of them into your hand and one of them on the bottom of your library. You won't have the option to exile either of them.
- If you don't play the exiled card, it remains exiled. It won't be available to be played on future turns.
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1
Galazeth Prismari
Galazeth Prismari
Legendary Creature — Elder Dragon
3/4
Flying
When Galazeth Prismari enters, create a Treasure token.
Artifacts you control have " : Add one mana of any color. Spend this mana only to cast an instant or sorcery spell."
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1
Inspired Skypainter // Maestro's Gift
//
Inspired Skypainter
Creature — Lizard Wizard
2/2
- The token created by Maestro's Gift copies exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. If it is a Vehicle, it is not crewed.
- If the copied creature is copying something else, then the token enters as whatever that creature copied.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.
- Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.
- Preparation cards can only be cast with their base characteristics.
- As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.
- Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.
- A creature without a prepare spell can't become prepared.
- If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.
- Any enters abilities of the copied creature will trigger when the token enters. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied creature will also work.
- A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").
- If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.
- A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.
- If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.
- If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.
- Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.
- If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.
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1
Magma Opus
Magma Opus
Instant
Magma Opus deals 4 damage divided as you choose among any number of targets. Tap two target permanents. Create a 4/4 blue and red Elemental creature token. Draw two cards.
, Discard this card: Create a Treasure token.
- The same permanent can be chosen as a target for each of the two instances of "target." That is, you can have Magma Opus both deal damage to a creature or planeswalker and then tap it. (We're having a hard time imagining why you would, but you're the brilliant student.)
- You choose all targets for Magma Opus as you cast the spell. This includes up to four targets for the first effect and two target permanents for the second effect.
- If somehow all of Magma Opus's targets are illegal as it tries to resolve, none of its effects happen. You will not create an Elemental token or draw two cards.
- You also choose how the 4 damage will be divided among the first group of targets as you cast Magma Opus. You must have at least 1 damage dealt to each of those targets.
- You must choose two different target permanents for the second effect. You may choose permanents that are already tapped.
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1
Muddle, the Ever-Changing
Muddle, the Ever-Changing
Legendary Creature — Elemental Otter Shapeshifter
3/3
Whenever you cast an instant or sorcery spell, Muddle becomes a copy of up to one target nonlegendary creature you control until end of turn, except it has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
- While Muddle is a copy of something else, it won't have its own triggered ability. However, if Muddle still has abilities on the stack waiting to resolve, they will do so. (It won't get multiple instances of myriad this way.)
- If the copied creature is a token, Muddle copies the original characteristics of that token as stated by the effect that created that token, with the stated exception.
- If the copied creature is copying something else, then Muddle becomes a copy of whatever that creature copied, with the stated exception.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it's attacking a planeswalker, you choose which one. You can't have any of the tokens attack a battle.
- The tokens created by a single instance of myriad all enter at the same time.
- Any "enters" abilities of the copied creature will trigger when the tokens enter. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
- Muddle's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
- Except for the listed exception, Muddle copies exactly what was printed on the target creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the target creature is an illegal target as Muddle's ability tries to resolve, it won't resolve and none of its effects will happen. Muddle won't have myriad.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won't apply to the tokens.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- When Muddle becomes a copy of the target creature, it's neither entering nor leaving the battlefield. Any enters abilities or leaves-the-battlefield abilities won't trigger.
- The term "defending player" in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
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1
Prismari Charm
Prismari Charm
Instant
Choose one —
- Surveil 2, then draw a card.
- Prismari Charm deals 1 damage to each of one or two targets.
- Return target nonland permanent to its owner's hand.
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1
Prismari Command
Prismari Command
Instant
Choose two —
- Prismari Command deals 2 damage to any target.
- Target player draws two cards, then discards two cards.
- Target player creates a Treasure token.
- Destroy target artifact.
- If all of Prismari Command's targets are illegal as it tries to resolve, it will do nothing.
- If at least one target is still legal as Prismari Command tries to resolve, it will resolve and do as much as it can.
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1
Rootha, Mastering the Moment
Rootha, Mastering the Moment
Legendary Creature — Orc Sorcerer
3/4
At the beginning of combat on your turn, if you've cast an instant or sorcery spell this turn, create an X/X blue and red Elemental creature token with flying and haste, where X is the greatest mana value among instant and sorcery spells you've cast this turn.
- For spells you cast with in their mana costs, use the value chosen for X to determine the spell's mana value.
- Rootha's ability will check as your beginning of combat step starts to see if you've cast an instant or sorcery spell this turn. If you haven't, the ability won't trigger at all. It's not possible to cast an instant or sorcery spell during your beginning of combat step in time to have the ability trigger.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
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1
Rootha, Mercurial Artist
Rootha, Mercurial Artist
Legendary Creature — Orc Shaman
1/4
, Return Rootha to its owner's hand: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
- Rootha, Mercurial Artist's ability must have a target to be activated. You can't activate it without a target in order to return Rootha to your hand.
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1
Stormcatch Mentor
Stormcatch Mentor
Creature — Otter Wizard
1/1
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost less to cast.
- The cost reduction applies only to generic mana in the total cost of instant and sorcery spells you cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of this ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
-
1
Veyran, Voice of Duality
Veyran, Voice of Duality
Legendary Creature — Efreet Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
- Veyran, Voice of Duality's last ability causes each of your magecraft abilities, including Veyran's own, to trigger an additional time.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Veyran's effect doesn't copy the triggered ability; it just causes the ability to trigger again. Any choices you make as you put the ability on the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution are also made individually.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- If you somehow control two Veyrans (which would be poetic), you casting an instant or sorcery spell causes abilities to trigger three times. A third Veyran (less poetic) causes abilities to trigger four times, and so on.
Colorless 6
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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1
Talisman of Creativity
Talisman of Creativity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
Lands 38
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1
Cascade Bluffs
Cascade Bluffs
Land
: Add .
, : Add , , or .
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1
Coastal Peak
Coastal Peak
Land — Island Mountain
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
- Unlike some other dual lands, Coastal Peak has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Fabled Passage
Fabled Passage
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
- If you control four or more lands, the basic land doesn't enter untapped; it enters tapped and then you untap it.
- The land that you put onto the battlefield will be counted when determining whether you control four or more lands, but Fabled Passage will not.
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1
Ferrous Lake
Ferrous Lake
Land
, : Add .
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1
Frostboil Snarl
Frostboil Snarl
Land
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
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1
Hall of Oracles
Hall of Oracles
Land
: Add .
, : Add one mana of any color.
: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
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8
Island
Island
Basic Land — Island
( : Add .)
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1
Molten Tributary
Molten Tributary
Land — Island Mountain
( : Add or .)
This land enters tapped.
-
7
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Mystic Sanctuary
Mystic Sanctuary
Land — Island
( : Add .)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
- As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Scapeshift, for example).
- If another effect puts these lands onto the battlefield tapped, they enter tapped, even if you control enough lands with the appropriate basic land type.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Prismari Campus
Prismari Campus
Land
This land enters tapped.
: Add or .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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1
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Restless Spire
Restless Spire
Land
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land.
Whenever this land attacks, scry 1.
- If this becomes a creature because of an effect other than its own ability, its last ability will still trigger whenever it attacks.
- If this becomes a creature but you haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it that turn.
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1
Scorched Geyser
Scorched Geyser
Land — Island Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Unlike some other dual lands, Scorched Geyser has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl (included in the Secrets of Strixhaven Commander decks).
- If this land 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
Shivan Reef
Shivan Reef
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Spectacle Summit
Spectacle Summit
Land
This land enters tapped.
: Add or .
, : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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1
Study Hall
Study Hall
Land
: Add .
, : Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
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1
Sulfur Falls
Sulfur Falls
Land
This land enters tapped unless you control an Island or a Mountain.
: Add or .
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1
Temple of Epiphany
Temple of Epiphany
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
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
Turbulent Springs
Turbulent Springs
Land — Island Mountain
( : Add or .)
This land enters tapped unless your opponents control eight or more lands.
- Unlike some other dual lands, Turbulent Springs has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl (included in the Secrets of Strixhaven Commander decks).
- If this land enters the battlefield at the same time as any number of lands your opponents control, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
2 17
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1
Abrade
Abrade
Instant
Choose one —
- Abrade deals 3 damage to target creature.
- Destroy target artifact.
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1
Arcane Denial
Arcane Denial
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
- The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Determined Iteration
Determined Iteration
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
- If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
- Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
- Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
- The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
- If you control no creature tokens when you populate, nothing will happen.
- The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
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1
Expressive Iteration
Expressive Iteration
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
- If you choose to play the exiled card this turn, you must still pay all costs and follow all timing restrictions required by that card. If it's a land, you can't play it unless you have a land play available.
- If there are fewer than three cards in your library, follow the instructions in the order given for any cards that are there. For example, if there are two cards in your library, you'll put one of them into your hand and one of them on the bottom of your library. You won't have the option to exile either of them.
- If you don't play the exiled card, it remains exiled. It won't be available to be played on future turns.
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1
Faerie Mastermind
Faerie Mastermind
Creature — Faerie Rogue
2/1
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
- Faerie Mastermind doesn't need to have been under your control when the first card is drawn for its ability to trigger. As long as you control it when an opponent draws their second card in a turn, that ability will trigger.
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1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
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1
Harmonic Prodigy
Harmonic Prodigy
Creature — Human Wizard
1/3
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
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1
Inspired Skypainter // Maestro's Gift
//
Inspired Skypainter
Creature — Lizard Wizard
2/2
- The token created by Maestro's Gift copies exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. If it is a Vehicle, it is not crewed.
- If the copied creature is copying something else, then the token enters as whatever that creature copied.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.
- Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.
- Preparation cards can only be cast with their base characteristics.
- As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.
- Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.
- A creature without a prepare spell can't become prepared.
- If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.
- Any enters abilities of the copied creature will trigger when the token enters. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied creature will also work.
- A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").
- If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.
- A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.
- If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.
- If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.
- Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.
- If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Prismari Charm
Prismari Charm
Instant
Choose one —
- Surveil 2, then draw a card.
- Prismari Charm deals 1 damage to each of one or two targets.
- Return target nonland permanent to its owner's hand.
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1
Reality Shift
Reality Shift
Instant
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
- There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
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1
Resculpt
Resculpt
Instant
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
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1
Stormcatch Mentor
Stormcatch Mentor
Creature — Otter Wizard
1/1
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost less to cast.
- The cost reduction applies only to generic mana in the total cost of instant and sorcery spells you cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of this ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
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1
Talisman of Creativity
Talisman of Creativity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Thunderclap Drake
Thunderclap Drake
Creature — Drake
2/1
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
- The last sentence of Thunderclap Drake's rules text was inadvertently omitted from the card. Its Oracle text has been updated to include that sentence.
- You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copies too.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode or modes. You can't choose different ones.
- Thunderclap Drake's second ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast instant and sorcery spells.
- If a spell that's copied has an X whose value was determined as it was cast, the copies will have the same value of X.
- If you have multiple commanders, you'll copy the next instant or sorcery spell you cast this turn for each time you've cast either of them. For example, if you've cast one commander once and one twice, you'll copy that spell three times.
- The copies made by Thunderclap Drake's delayed triggered ability are created on the stack, so they're not "cast."
- Thunderclap Drake's second ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell's cost.
- If the spell that's copied divides damage or distributes counters among a number of targets, the division and number of targets can't be changed.
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1
Twinflame
Twinflame
Sorcery
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
- If the copied creature is copying something else (for example, if the copied creature is a Clone), then the token enters the battlefield as whatever that creature copied.
- If another creature becomes or enters the battlefield as a copy of the token, that creature will have haste, but you won't exile it. However, if Twinflame creates multiple tokens copying a single creature due to a replacement effect (like the one Doubling Season creates), you'll exile each of them.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- 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 the copied creature is a token, the token created by Twinflame copies the original characteristics of that token as stated by the effect that put that token onto the battlefield.
- 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.
- 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.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
- If the copied creature has in its mana cost, X is considered to be 0.
- 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.
- The tokens see each other enter the battlefield. If any of them have a triggered ability that triggers whenever a creature enters the battlefield, they'll trigger for one another.
- 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).
3 10
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1
Brazen Borrower // Petty Theft
//
Brazen Borrower
Creature — Faerie Rogue
3/1
- If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.
- An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
- If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.
- If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to play the copy as a permanent.
- If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
- If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.
- An adventurer card uses only its non-Adventure characteristics in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."
- If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
- Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
- You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.
- If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.
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1
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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1
Cursed Mirror
Cursed Mirror
Artifact
: Add .
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
- If Cursed Mirror somehow enters the battlefield at the same time as a creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- Cursed Mirror copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras or Equipment attached to it, or any non-copy effects that have changed its types, color, power and toughness, and so on.
- If the copied creature has in its mana cost, X is considered to be 0.
- If something else becomes a copy of Cursed Mirror while Cursed Mirror is a copy of a creature, the duration of the effect is not copied. The new copy will still be a creature (with haste) after Cursed Mirror stops being a copy at the end of the turn.
- While it is copying a creature, Cursed Mirror does not have " : Add " (unless the creature it's copying also has that ability).
- If the copied creature is copying something else, then Cursed Mirror enters the battlefield as a copy of whatever that creature is copying.
- Any enters-the-battlefield abilities of the copied creature will trigger when Cursed Mirror enters the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
- If the copied creature is a token, Cursed Mirror copies the original characteristics of that token as stated by the effect that created the token. Copying a token doesn't make Cursed Mirror a token. Similarly, if Cursed Mirror itself is a token, copying a nontoken permanent doesn't make it stop being a token.
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1
Dirgur Focusmage // Braingeyser
//
Dirgur Focusmage
Creature — Djinn Monk
1/4
- Dirgur Focusmage's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A creature without a prepare spell can't become prepared.
- Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.
- While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.
- A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.
- If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.
- A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").
- Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.
- Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.
- If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Dirgur Focusmage's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Preparation cards can only be cast with their base characteristics.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.
- If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.
- If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
- If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.
- Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.
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1
Leitmotif Composer
Leitmotif Composer
Creature — Human Bard
2/2
Whenever this creature deals combat damage to a player, draw a card.
Whenever you cast an instant or sorcery spell with mana value 5 or greater, create a token that's a copy of this creature.
: Creatures named Leitmotif Composer can't be blocked this turn.
- Leitmotif Composer's second ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
- The token copy will have Leitmotif Composer's ability and will be able to create copies of itself.
- In the unusual case where Leitmotif Composer becomes a copy of something else while its triggered ability is on the stack but before it resolves, the token will enter as a copy of whatever Leitmotif Composer is copying.
- The token doesn't copy whether Leitmotif Composer is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
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1
Prismari Command
Prismari Command
Instant
Choose two —
- Prismari Command deals 2 damage to any target.
- Target player draws two cards, then discards two cards.
- Target player creates a Treasure token.
- Destroy target artifact.
- If all of Prismari Command's targets are illegal as it tries to resolve, it will do nothing.
- If at least one target is still legal as Prismari Command tries to resolve, it will resolve and do as much as it can.
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1
Prismari Pianist
Prismari Pianist
Creature — Djinn Bard
2/1
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Elemental creature token. If that spell's mana value is 5 or greater, create three of those tokens instead.
- Prismari Pianist's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
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1
Redoubled Stormsinger
Redoubled Stormsinger
Creature — Orc Wizard
3/3
First strike
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.
- Although the tokens are attacking, they were never declared as attacking creatures. This means that abilities that trigger whenever a creature attacks won't trigger when these tokens enter attacking.
- Any enters-the-battlefield abilities of the copied token will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied token will also work.
- Each of the tokens created by Redoubled Stormsinger's last ability copies the original characteristics of the token it's copying as stated by the effect that created that token.
- If a creature token you control that entered this turn is copying something else, then the token enters the battlefield as whatever that creature token copied.
- You declare which player, planeswalker, or battle each token is attacking as you put it onto the battlefield. It doesn't have to be the same player, planeswalker, or battle as Redoubled Stormsinger or any of the other tokens created by Redoubled Stormsinger's last ability.
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1
Rootha, Mercurial Artist
Rootha, Mercurial Artist
Legendary Creature — Orc Shaman
1/4
, Return Rootha to its owner's hand: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
- Rootha, Mercurial Artist's ability must have a target to be activated. You can't activate it without a target in order to return Rootha to your hand.
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1
Veyran, Voice of Duality
Veyran, Voice of Duality
Legendary Creature — Efreet Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
- Veyran, Voice of Duality's last ability causes each of your magecraft abilities, including Veyran's own, to trigger an additional time.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Veyran's effect doesn't copy the triggered ability; it just causes the ability to trigger again. Any choices you make as you put the ability on the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution are also made individually.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- If you somehow control two Veyrans (which would be poetic), you casting an instant or sorcery spell causes abilities to trigger three times. A third Veyran (less poetic) causes abilities to trigger four times, and so on.
4 13
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1
Archmage Emeritus
Archmage Emeritus
Creature — Human Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
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1
Big Score
Big Score
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
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1
Curiosity Crafter
Curiosity Crafter
Creature — Bird Wizard
3/3
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
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1
Deep Analysis
Deep Analysis
Sorcery
Target player draws two cards.
Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
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1
Galazeth Prismari
Galazeth Prismari
Legendary Creature — Elder Dragon
3/4
Flying
When Galazeth Prismari enters, create a Treasure token.
Artifacts you control have " : Add one mana of any color. Spend this mana only to cast an instant or sorcery spell."
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1
Manaform Hellkite
Manaform Hellkite
Creature — Dragon
4/4
Flying
Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
- Manaform Hellkite's triggered ability looks at the mana that was actually spent to cast the spell, which may be different than the mana cost of that spell. For example, if you cast a noncreature spell without paying its mana cost, this ability creates a 0/0 Dragon Illusion token. In most cases, such a creature would immediately be put into your graveyard.
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1
Muddle, the Ever-Changing
Muddle, the Ever-Changing
Legendary Creature — Elemental Otter Shapeshifter
3/3
Whenever you cast an instant or sorcery spell, Muddle becomes a copy of up to one target nonlegendary creature you control until end of turn, except it has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
- While Muddle is a copy of something else, it won't have its own triggered ability. However, if Muddle still has abilities on the stack waiting to resolve, they will do so. (It won't get multiple instances of myriad this way.)
- If the copied creature is a token, Muddle copies the original characteristics of that token as stated by the effect that created that token, with the stated exception.
- If the copied creature is copying something else, then Muddle becomes a copy of whatever that creature copied, with the stated exception.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it's attacking a planeswalker, you choose which one. You can't have any of the tokens attack a battle.
- The tokens created by a single instance of myriad all enter at the same time.
- Any "enters" abilities of the copied creature will trigger when the tokens enter. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
- Muddle's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
- Except for the listed exception, Muddle copies exactly what was printed on the target creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the target creature is an illegal target as Muddle's ability tries to resolve, it won't resolve and none of its effects will happen. Muddle won't have myriad.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won't apply to the tokens.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- When Muddle becomes a copy of the target creature, it's neither entering nor leaving the battlefield. Any enters abilities or leaves-the-battlefield abilities won't trigger.
- The term "defending player" in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
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1
Rite of Replication
Rite of Replication
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
- If the copied creature is a token, the tokens created copy the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the creature will also work.
- If the copied creature has in its mana cost, X is 0.
- The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is itself copying something else; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the tokens enter the battlefield as whatever that creature copied.
- "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell."
- 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 a spell's kicker cost was paid, the spell is "kicked."
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- 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.
- The kicker ability doesn't let you pay a kicker cost more than once.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
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1
Rootha, Mastering the Moment
Rootha, Mastering the Moment
Legendary Creature — Orc Sorcerer
3/4
At the beginning of combat on your turn, if you've cast an instant or sorcery spell this turn, create an X/X blue and red Elemental creature token with flying and haste, where X is the greatest mana value among instant and sorcery spells you've cast this turn.
- For spells you cast with in their mana costs, use the value chosen for X to determine the spell's mana value.
- Rootha's ability will check as your beginning of combat step starts to see if you've cast an instant or sorcery spell this turn. If you haven't, the ability won't trigger at all. It's not possible to cast an instant or sorcery spell during your beginning of combat step in time to have the ability trigger.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
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1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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1
Storm-Kiln Artist
Storm-Kiln Artist
Creature — Dwarf Shaman
2/2
This creature gets +1/+0 for each artifact you control.
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
- Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
- If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
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1
Throes of Chaos
Throes of Chaos
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You exile the cards face up. All players will be able to see them.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- When a spell you cast with retrace resolves or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- Throes of Chaos does nothing as it resolves. All of its chaos happens before it resolves.
5 11
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1
Aether Gale
Aether Gale
Sorcery
Return six target nonland permanents to their owners' hands.
- You must choose six different legal targets in order to cast Aether Gale. If some, but not all, of those targets become illegal before Aether Gale resolves, the remaining legal targets will be put into their owners' hands.
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1
Creative Technique
Creative Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
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1
Goldspan Dragon
Goldspan Dragon
Creature — Dragon
4/4
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have " , Sacrifice this artifact: Add two mana of any one color."
- If a spell targets Goldspan Dragon more than once, the triggered ability will trigger only once.
- An ability that triggers when a creature becomes the target of a spell resolves before the spell that caused it to trigger. Such an ability resolves even if that spell is countered.
- Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
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1
Mana Geyser
Mana Geyser
Sorcery
Add for each tapped land your opponents control.
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1
Mirrorwing Dragon
Mirrorwing Dragon
Creature — Dragon
4/5
Flying
Whenever a player casts an instant or sorcery spell that targets only this creature, that player copies that spell for each other creature they control that the spell could target. Each copy targets a different one of those creatures.
- The ability triggers whenever a player casts an instant or sorcery spell that targets only Mirrorwing Dragon and no other object or player.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode. A different mode cannot be chosen.
- The copies that the ability creates are created on the stack, so they're not cast. Abilities that trigger when a player casts a spell (like Mirrorwing Dragon's ability itself) won't trigger.
- If a player casts an instant or sorcery spell that has multiple targets and Mirrorwing Dragon is chosen as the target in each instance, Mirrorwing Dragon's ability will trigger. Each of the copies will similarly be targeting only one of the player's other creatures.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
- The copies are only created targeting creatures that the spell's controller controls. Copies are not created for all creatures on the battlefield, and the affected creatures may be controlled by a different player than the controller of Mirrorwing Dragon. Notably, if you cast Murder targeting your opponent's Mirrorwing Dragon, your creatures will each get a Murder, not your opponent's.
- If the spell that's copied has an X whose value was determined as it was cast (like Burn from Within does), the copies have the same value of X.
- Any creature the player controls that couldn't be targeted by the original spell (due to shroud, protection abilities, targeting restrictions, or any other reason) is just ignored by Mirrorwing Dragon's ability. If the spell has multiple targets, a given creature must be a legal target for all of them or else a copy won't be created for that creature.
- The player who cast the original spell controls all the copies. That player chooses the order the copies are put onto the stack. The original spell will be on the stack beneath those copies and will resolve last.
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1
Plargg and Nassari
Plargg and Nassari
Legendary Creature — Orc Efreet
5/4
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
- In a multiplayer game, you choose an opponent to choose a nonland card exiled with Plargg and Nassari.
- In a two-player game, assuming each player eventually exiles a nonland card, your opponent will choose one of them, and you'll be able to cast the other one.
- If a spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, those must be paid to cast it.
- All the spells you cast due to the triggered ability are cast during the resolution of that ability. You can cast them in any order.
- Cards not cast this way, including any land cards, remain in exile.
- A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it, but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
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1
Renegade Bull
Renegade Bull
Creature — Ox
0/5
Trample
Whenever you cast an instant or sorcery spell, this creature gets +X/+0 until end of turn, where X is that spell's mana value.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard and copy it. You may cast the copy without paying its mana cost.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.
- For spells on the stack with in their mana costs, use the value chosen for X to determine the spell's mana value.
- If you don't want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are checked.
- You cast the copy while Renegade Bull's last ability is resolving and still on the stack. You can't wait to cast it later in the turn.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- Renegade Bull's second ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If the spell you cast has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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1
Replication Technique
Replication Technique
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
- If the spell requires targets, you choose the target of the original spell as you cast it. If you create a copy of the spell, you may choose new targets for the copy as you create that copy. Similarly, the opponent you chose to create a copy may choose new targets for that copy as it's created. In other words, your opponent will know the targets of your original spell and your copy when choosing the new targets, if any, for their copy.
- If you copy a spell with demonstrate, you then immediately choose an opponent. If they copy the spell, it goes on top of the stack.
- You choose whether to make a copy as the demonstrate ability resolves. This happens before the original spell resolves. Your copy goes on the stack above the original spell.
- This means that if you cast a spell with demonstrate and both you and an opponent copy it, the opponent's copy will resolve first, then your copy will resolve, and finally the original spell will resolve.
- If you cast the spell and choose not to copy it, no opponent will get to copy it either.
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1
Rionya, Fire Dancer
Rionya, Fire Dancer
Legendary Creature — Human Wizard
3/4
At the beginning of combat on your turn, create X tokens that are copies of another target creature you control, where X is one plus the number of instant and sorcery spells you've cast this turn. They gain haste. Exile them at the beginning of the next end step.
- If the copied creature is itself a token, the tokens created by Rionya copy the original characteristics of that token as stated by the effect that created it.
- If the copied creature has in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the copied creature will trigger when the tokens enter the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
- The tokens copy exactly what is printed on the creature and nothing else (unless that creature is a token or is copying something else; see below). They don't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- The triggered ability counts all instants and sorceries that were cast before it resolves. If you cast instant spells in response to the ability, those spells will count.
- If the copied creature is copying something else, the tokens enter the battlefield as whatever that creature is copying.
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1
Rousing Refrain
Rousing Refrain
Sorcery
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
- Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
- Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
- Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
- Cards exiled with suspend are exiled face up.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
- If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
- If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
- If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
- If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
- If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
- When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
- The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
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1
Volcanic Torrent
Volcanic Torrent
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- You exile the cards face up. All players will be able to see them.
- If you copy a spell, Volcanic Torrent won't count the copy. However, if an effect instructs you to copy a card and then cast the copy, it will be counted by Volcanic Torrent.
- The value of X is calculated as Volcanic Torrent resolves. It will include Volcanic Torrent, spells you cast in response to Volcanic Torrent, and spells you cast prior to casting Volcanic Torrent, even if those spells haven't resolved yet. For example, say the first spell you cast in a turn has cascade and that cascade ability causes you to cast Volcanic Torrent. Then Volcanic Torrent's cascade ability causes you to cast another spell. When Volcanic Torrent resolves, X will be 3.
6 3
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1
Abstract Performance
Abstract Performance
Sorcery
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
- You choose which opponent chooses the pile while resolving Abstract Performance.
- If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.
- If the spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- You cast the spell while Abstract Performance is resolving and still on the stack. You can't wait to cast it later in the turn. Timing restrictions based on its types are ignored.
- You can't look at the cards in the face-down pile until you're instructed to do so or until they're moved to the graveyard (at which point they'll be face up).
- If you have fewer than eight cards in your library, the second pile will be smaller than the first. If you have fewer than five cards in your library, only the face-down pile will have cards in it at all, and the second pile will be empty. In that case, your opponent will probably choose to put the pile with cards in it into your graveyard.
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1
Brudiclad, Telchor Engineer
Brudiclad, Telchor Engineer
Legendary Artifact Creature — Phyrexian Artificer
4/4
Creature tokens you control have haste.
At the beginning of combat on your turn, create a 2/1 blue Phyrexian Myr artifact creature token. Then you may choose a token you control. If you do, each other token you control becomes a copy of that token.
- Once a creature token that came under your control this turn has legally attacked, causing it to lose haste by removing Brudiclad from the battlefield won't cause that token to stop attacking.
- All other tokens you control become a copy of the chosen token, even those that aren't of the same type. For example, if you control a Treasure artifact token and choose the Myr token Brudiclad just created, your Treasure will become a copy of the Myr.
- The effect of Brudiclad's triggered ability lasts indefinitely. It continues to apply after Brudiclad leaves the game.
- Brudiclad copies only the values defined as the original token was created (unless that token is copying something else; see below). It doesn't copy whether that token 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 last effect of Brudiclad's triggered ability affects all tokens you control other than the chosen token, including the token that was just created if that isn't the chosen token.
- If the chosen token is copying something else (for example, if the chosen token was previously affected by Brudiclad's triggered ability), then your tokens become copies of whatever the chosen token copied.
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1
Surge to Victory
Surge to Victory
Sorcery
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
- Copying the card doesn't cause magecraft abilities to trigger, although casting the copies does.
- You cast the copies while the delayed triggered ability of Surge to Victory is resolving. Ignore any timing restrictions based on the copies' card types.
- If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.
- If the spell you cast has in its mana cost, you must choose 0 as the value of X.
7+ 7
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1
Blasphemous Act
Blasphemous Act
Sorcery
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
- Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
- Blasphemous Act's ability can't reduce the total cost to cast the spell below .
- The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add , the total cost of Blasphemous Act is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
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1
Dance with Calamity
Dance with Calamity
Sorcery
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
- If you cast any of the exiled cards, you do so as part of the resolution of the spell. You can't wait to cast them later in the turn. Timing restrictions based on a card's type are ignored.
- You can look at each card you exile before deciding whether to push your luck or stop.
- If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
- If you danced with calamity a little too closely, and the total mana value of the exiled cards is greater than 13, the cards you exiled will remain there and you won't get to cast any of them.
- If an exiled card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Any cards not cast, including land cards, remain in exile. They can't be cast on later turns.
- If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
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1
Dig Through Time
Dig Through Time
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
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1
Furygale Flocking
Furygale Flocking
Sorcery
This spell costs less to cast for each instant and sorcery card in your graveyard.
For each opponent, create two 3/3 blue and red Elemental creature tokens with flying that attack that opponent this turn if able. They gain haste until end of turn.
- If one of the Elemental tokens is tapped or is affected by a spell or ability that says it can't attack, then it doesn't attack.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Furygale Flocking's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Each of the tokens must attack the appropriate player if able, not a planeswalker that player controls or a battle they protect.
- If one of the tokens can't attack the appropriate player, its controller is free to have it attack any other player, planeswalker, or battle or to not attack with it. If there's a cost associated with attacking the appropriate player, its controller is free to have it attack any other player, planeswalker, or battle or not attack with it. However, if there's a cost associated with that token attacking at all, that token has to attack the appropriate player or not attack.
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1
Magma Opus
Magma Opus
Instant
Magma Opus deals 4 damage divided as you choose among any number of targets. Tap two target permanents. Create a 4/4 blue and red Elemental creature token. Draw two cards.
, Discard this card: Create a Treasure token.
- The same permanent can be chosen as a target for each of the two instances of "target." That is, you can have Magma Opus both deal damage to a creature or planeswalker and then tap it. (We're having a hard time imagining why you would, but you're the brilliant student.)
- You choose all targets for Magma Opus as you cast the spell. This includes up to four targets for the first effect and two target permanents for the second effect.
- If somehow all of Magma Opus's targets are illegal as it tries to resolve, none of its effects happen. You will not create an Elemental token or draw two cards.
- You also choose how the 4 damage will be divided among the first group of targets as you cast Magma Opus. You must have at least 1 damage dealt to each of those targets.
- You must choose two different target permanents for the second effect. You may choose permanents that are already tapped.
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1
Treasure Cruise
Treasure Cruise
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Draw three cards.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
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1
Volcanic Salvo
Volcanic Salvo
Sorcery
This spell costs less to cast, where X is the total power of creatures you control.
Volcanic Salvo deals 6 damage to each of up to two target creatures and/or planeswalkers.
- The cost reduction applies only to generic mana in the cost of Volcanic Salvo. It can't reduce the requirement.
- If a creature's power is somehow less than 0, it subtracts from the total power of your other creatures. If the total power of your creatures is 0 or less, the cost remains .
- You can't target the same creature or planeswalker twice with Volcanic Salvo to deal 12 damage to it.
- Once you begin to cast Volcanic Salvo, players can't take other actions until you've finished casting it. Notably, they can't try to change the total power of your creatures.
- The total cost to cast Volcanic Salvo is locked in before you pay that cost. For example, if you control three 2/2 creatures, including one you can sacrifice to add , the total cost is . Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Volcanic Salvo). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Lands 38
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1
Cascade Bluffs
Cascade Bluffs
Land
: Add .
, : Add , , or .
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1
Coastal Peak
Coastal Peak
Land — Island Mountain
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
- Unlike some other dual lands, Coastal Peak has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Fabled Passage
Fabled Passage
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
- If you control four or more lands, the basic land doesn't enter untapped; it enters tapped and then you untap it.
- The land that you put onto the battlefield will be counted when determining whether you control four or more lands, but Fabled Passage will not.
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1
Ferrous Lake
Ferrous Lake
Land
, : Add .
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1
Frostboil Snarl
Frostboil Snarl
Land
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
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1
Hall of Oracles
Hall of Oracles
Land
: Add .
, : Add one mana of any color.
: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
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8
Island
Island
Basic Land — Island
( : Add .)
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1
Molten Tributary
Molten Tributary
Land — Island Mountain
( : Add or .)
This land enters tapped.
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7
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Mystic Sanctuary
Mystic Sanctuary
Land — Island
( : Add .)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
- As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Scapeshift, for example).
- If another effect puts these lands onto the battlefield tapped, they enter tapped, even if you control enough lands with the appropriate basic land type.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Prismari Campus
Prismari Campus
Land
This land enters tapped.
: Add or .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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1
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Restless Spire
Restless Spire
Land
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land.
Whenever this land attacks, scry 1.
- If this becomes a creature because of an effect other than its own ability, its last ability will still trigger whenever it attacks.
- If this becomes a creature but you haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it that turn.
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1
Scorched Geyser
Scorched Geyser
Land — Island Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Unlike some other dual lands, Scorched Geyser has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl (included in the Secrets of Strixhaven Commander decks).
- If this land 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
Shivan Reef
Shivan Reef
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Spectacle Summit
Spectacle Summit
Land
This land enters tapped.
: Add or .
, : Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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1
Study Hall
Study Hall
Land
: Add .
, : Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
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1
Sulfur Falls
Sulfur Falls
Land
This land enters tapped unless you control an Island or a Mountain.
: Add or .
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1
Temple of Epiphany
Temple of Epiphany
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
Temple of the False God
Temple of the False God
Land
: Add . Activate only if you control five or more lands.
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1
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
Turbulent Springs
Turbulent Springs
Land — Island Mountain
( : Add or .)
This land enters tapped unless your opponents control eight or more lands.
- Unlike some other dual lands, Turbulent Springs has two basic land types. It's not basic, so effects that search for basic lands can't find it, but it does have the appropriate land types for effects such as that of Frostboil Snarl (included in the Secrets of Strixhaven Commander decks).
- If this land enters the battlefield at the same time as any number of lands your opponents control, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.