Creatures 28
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Altered Ego
Altered Ego
Creature — Shapeshifter
0/0
This spell can't be countered.
You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
- Altered Ego 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 and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- Any "enters" abilities of the copied creature will trigger when Altered Ego enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the chosen creature will also work.
- If the chosen creature is a token, Altered Ego copies the original characteristics of that token as stated by the effect that created that token. Altered Ego isn't a token.
- If you copy a double-faced creature, Altered Ego will be a copy of the face that's up when Altered Ego enters. Because Altered Ego is not a double-faced card, it won't be able to transform. If an effect instructs you to return it to the battlefield transformed when it leaves the battlefield, it won't return and will remain in its new zone.
- If Altered Ego somehow enters at the same time as another creature, Altered Ego can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- If the chosen creature has in its mana cost, that X is considered to be 0. The value of X in Altered Ego's last ability will be whatever value was chosen for X while casting Altered Ego.
- If the chosen creature is copying something else (for example, if the chosen creature is another Altered Ego), then your Altered Ego enters as whatever the chosen creature copied.
- You can choose not to copy anything. In that case, Altered Ego enters as a 0/0 creature and is probably put into the graveyard immediately. It won't have +1/+1 counters placed on it by its ability.
- X can be 0. Altered Ego won't enter with any additional +1/+1 counters, and it will just be a copy of the chosen creature.
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Benevolent Hydra
Benevolent Hydra
Creature — Hydra
1/1
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
- "Put on another creature you control" includes creatures other than Benevolent Hydra that enter the battlefield with +1/+1 counters on them. If another creature would enter the battlefield with a number of +1/+1 counters on it while you control Benevolent Hydra, it enters with that many counters plus one.
- Each additional Benevolent Hydra you control will increase the number of +1/+1 counters placed on anther creature by one.
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Deekah, Fractal Theorist
Deekah, Fractal Theorist
Legendary Creature — Human Wizard
3/3
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value.
: Target creature token can't be blocked this turn.
- 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.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- 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
Elusive Otter // Grove's Bounty
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Elusive Otter
Creature — Otter
1/1
- 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 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.
- 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.
- 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 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 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 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.
- 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.
- 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.
- 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 compare Elusive Otter's power to the power of any creature trying to block it only as blockers are assigned. Once Elusive Otter has been legally blocked by a creature, changing the power of either creature won't change or undo the block.
- If some of the creatures are illegal targets as Grove's Bounty tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.
- You choose how the counters will be distributed as you cast Grove's Bounty. Each target must receive at least one +1/+1 counter.
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Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
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Goldvein Hydra
Goldvein Hydra
Creature — Hydra
0/0
Vigilance, trample, haste
This creature enters with X +1/+1 counters on it.
When this creature dies, create a number of tapped Treasure tokens equal to its power.
- Use Goldvein Hydra's power as it last existed on the battlefield to determine how many Treasure tokens to create.
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Guardian Augmenter
Guardian Augmenter
Creature — Troll Wizard
2/2
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
- Being a commander is not a copiable characteristic; these effects do not apply to copies of a player's commander.
- These effects apply to any commanders you control, not just your own commander.
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Hangarback Walker
Hangarback Walker
Artifact Creature — Construct
0/0
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature.
, : Put a +1/+1 counter on this creature.
- The value of each X in Hangarback Walker's mana cost must be equal. For example, if X is 2, you'll pay to cast Hangarback Walker and it will enter the battlefield with two +1/+1 counters on it.
- If enough -1/-1 counters are put on Hangarback Walker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many Thopter tokens you get. For example, if there are three +1/+1 counters on Hangarback Walker and it gets four -1/-1 counters, you'll get three Thopter tokens. That's because Hangarback Walker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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Hydroid Krasis
Hydroid Krasis
Creature — Jellyfish Hydra Beast
0/0
When you cast this spell, you gain half X life and draw half X cards. Round down each time.
Flying, trample
This creature enters with X +1/+1 counters on it.
- Hydroid Krasis's first ability triggers as you cast it, and that ability resolves before the spell itself. It resolves even if Hydroid Krasis is countered.
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Ingenious Prodigy
Ingenious Prodigy
Creature — Human Wizard
0/1
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
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Kami of Whispered Hopes
Kami of Whispered Hopes
Creature — Spirit
1/1
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
- If you control two Kamis of Whispered Hopes, the number of +1/+1 counters put on a permanent is two plus the original number. Three Kamis of Whispered Hopes add three, and so on.
- If another permanent you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- The last ability is a mana ability. It doesn't use the stack and can't be responded to.
- However, if Kami of Whispered Hopes somehow enters the battlefield with +1/+1 counters it, its first ability won't apply to itself.
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Kinetic Ooze
Kinetic Ooze
Creature — Ooze
0/0
This creature enters with X +1/+1 counters on it.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
- If a permanent has in its mana cost, X is 0 for the purpose of determining its mana value.
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Lifeblood Hydra
Lifeblood Hydra
Creature — Hydra
0/0
Trample
This creature enters with X +1/+1 counters on it.
When this creature dies, you gain life and draw cards equal to its power.
- Use Lifeblood Hydra's power when it died (including any +1/+1 counters it had) to determine how much life to gain and how many cards to draw.
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Nev, the Practical Dean
Nev, the Practical Dean
Legendary Creature — Merfolk Wizard
2/2
Creatures you control with counters on them have trample.
Whenever you cast your first spell with in its mana cost each turn, put X +1/+1 counters on Nev.
- If you cast your first spell with in its mana cost during a turn before Nev is on the battlefield, casting another spell with in its mana cost later in the turn won't cause his last ability to trigger.
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Owlin Spiralmancer
Owlin Spiralmancer
Creature — Bird Wizard
3/4
Flying, vigilance
Whenever you cast your first spell with in its mana cost each turn, you may copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
- Any choices made when the spell resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.
- If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
- A resolving copy of a permanent spell becomes a token. That token isn't "created" and won't interact with abilities that care about tokens being created.
- If you cast your first spell with in its mana cost during a turn before Owlin Spiralmancer is on the battlefield, casting another spell with in its mana cost later in the turn won't cause its last ability to trigger.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
- If the copied spell divides damage or distributes counters among a number of targets, the division and number of targets can't be changed. If you choose new targets, you must choose the same number of targets.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for a copied spell. 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 copy too.
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Primo, the Unbounded
Primo, the Unbounded
Legendary Creature — Fractal Wolf
0/0
Trample
Primo enters with twice X +1/+1 counters on it.
Whenever one or more creatures you control with base power 0 deal combat damage to a player, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the damage dealt.
- Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
- If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
- Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness.
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Primordial Hydra
Primordial Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on this creature.
This creature has trample as long as it has ten or more +1/+1 counters on it.
- Consider only the number of +1/+1 counters on Primordial Hydra when determining if it has trample, not its power and toughness. For example, a Primordial Hydra with six +1/+1 counters on it that's been the target of Titanic Growth (giving it +4/+4) would not have trample.
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Quandrix Apprentice
Quandrix Apprentice
Creature — Human Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in any order.
- 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.
- 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.
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Steelbane Hydra
Steelbane Hydra
Creature — Turtle Hydra
0/0
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
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Stonecoil Serpent
Stonecoil Serpent
Artifact Creature — Snake
0/0
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
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Striding Shotcaller // Run the Play
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Striding Shotcaller
Creature — Troll Druid
0/4
- 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.").
- 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.
- 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.
- Preparation cards can only be cast with their base characteristics.
- 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.
- 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.
- A creature without a prepare spell can't become prepared.
- 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.
- 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.
- 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.
- 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 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.
- 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.
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Tanazir Quandrix
Tanazir Quandrix
Legendary Creature — Elder Dragon
4/4
Flying, trample
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
- As the last ability resolves, the base power and toughness of other creatures you control are set to Tanazir Quandrix's actual power and toughness, not just its base power and toughness. If Tanazir Quandrix's power or toughness changes later in the turn, the other creatures you control aren't affected.
- Any effects that modify a creature's power and/or toughness without setting them to a specific value (i.e. ones that don't affect base power and/or toughness) will apply after its base power and toughness are set, regardless of the order those effects were created. The same is true for counters that modify its power and toughness.
- Tanazir Quandrix's last ability overwrites all previous effects that set a creature's power and toughness to specific values. Other effects that set its power or toughness to specific values that start to apply after the ability resolves will overwrite this effect.
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The Goose Mother
The Goose Mother
Legendary Creature — Bird Hydra
2/2
Flying
The Goose Mother enters with X +1/+1 counters on it.
When The Goose Mother enters, create half X Food tokens, rounded up.
Whenever The Goose Mother attacks, you may sacrifice a Food. If you do, draw a card.
- If an effect refers to a Food, it means any Food artifact, not just a Food artifact token. For example, you can sacrifice Tough Cookie (an Artifact Creature — Food Golem) to activate Maraleaf Rider's ability (an ability with "Sacrifice a Food" in its cost).
- Whatever you do, don't eat the delicious cards.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
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Troyan, Gutsy Explorer
Troyan, Gutsy Explorer
Legendary Creature — Vedalken Scout
1/3
: Add . Spend this mana only to cast spells with mana value 5 or greater or spells with in their mana costs.
, : Draw a card, then discard a card.
- You don't have to spend the two mana on the same spell.
- You can spend mana generated by Troyan on any part of the cost of a spell that contains in its mana cost. You're not limited to spending it only on the part.
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Yavimaya Bloomsage // Channel
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Yavimaya Bloomsage
Creature — Dryad Druid
2/2
- A creature without a prepare spell can't become prepared.
- 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 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.
- Once your life total is 0, you can't pay any more life, even if you've somehow not lost the game yet.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 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.
- 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.
- 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.
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Zimone, All-Questioning
Zimone, All-Questioning
Legendary Creature — Human Wizard
1/1
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
- If you don't control a prime number of lands as Zimone's ability tries to resolve, it won't resolve.
- There are a few more prime numbers, but we couldn't fit them all on the card. (Some of them would take up more room than we have in the text box by themselves, but you probably won't control that many lands.)
- In case you do end up with more than 31 lands, the remaining prime numbers below 100 are 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, and 97.
- If a land hasn't entered the battlefield under your control during your turn by the time your end step begins, Zimone's ability won't trigger at all. You won't be able to put a land onto the battlefield under your control during your end step in time to have the ability trigger.
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Zimone, Infinite Analyst
Zimone, Infinite Analyst
Legendary Creature — Human Wizard
0/4
The first spell you cast with in its mana cost each turn costs less to cast for each +1/+1 counter on Zimone.
Whenever you cast your first spell with in its mana cost each turn, put two +1/+1 counters on Zimone.
- If you cast your first spell with in its mana cost during a turn before Zimone is on the battlefield, casting another spell with in its mana cost later in the turn won't cause her last ability to trigger. That spell also won't have the cost reduction from Zimone's first ability.
- Zimone'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.
- Since Zimone's last ability won't trigger until you've finished casting your first spell with in its mana cost each turn, the counters from that ability won't be placed on Zimone until after that spell's cost has been determined. The counters put on Zimone from casting your first spell with in its mana cost do not reduce that same spell's cost.
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1
Zimone, Quandrix Prodigy
Zimone, Quandrix Prodigy
Legendary Creature — Human Wizard
1/2
, : You may put a land card from your hand onto the battlefield tapped.
, : Draw a card. If you control eight or more lands, draw two cards instead.
- Zimone's first ability isn't the same as playing a land. As it resolves, you may put a land card from your hand onto the battlefield tapped even if you have no available land plays or it's another player's turn.
- Zimone's last ability counts the number of lands you control as it resolves, not as you activate it.
Instants 15
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Biomass Mutation
Biomass Mutation
Instant
Creatures you control have base power and toughness X/X until end of turn.
- Choosing 0 as the value for X will likely cause creatures you control to become 0/0 and be put into the graveyard.
- Biomass Mutation overwrites any effects that set the power and/or toughness of a creature you control to a specific value. Effects that modify power and/or toughness but don't set them to a specific value (like the one created by Giant Growth), power/toughness changes from counters, and effects that switch a creature's power and toughness will continue to apply. For example, say you control a 1/1 creature that's getting +4/+2 from an Aura, has a +1/+1 counter on it, and is affected by an effect that switches its power and toughness. This creature is 4/6. If you cast Biomass Mutation with X equal to 4, the creature would become 7/9 (4/4, +4/+2 from the Aura, +1/+1 from the counter, then switch power and toughness).
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1
Commander's Insight
Commander's Insight
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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1
Decisive Denial
Decisive Denial
Instant
Choose one —
- Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
- Counter target noncreature spell unless its controller pays .
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1
Eureka Moment
Eureka Moment
Instant
Draw two cards. You may put a land card from your hand onto the battlefield.
- Putting a land card from your hand onto the battlefield is not the same as playing a land. You may do it even if you have already played a land on your turn, or if you're casting Eureka Moment on your opponent's turn.
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1
Nexus Mentality
Nexus Mentality
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Move all counters from target nonland permanent you control onto another target nonland permanent you control.
- Remove all counters from target nonland permanent you control. Draw a card for each counter removed this way.
- Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
- To move a counter from one permanent to another, the counter is removed from the first permanent and put onto the second. Any abilities that care about a counter being removed from or placed on a permanent will apply.
- The commander you control doesn't have to be your commander.
- Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
- There's no extra bonus if you control more than one commander.
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1
Perplexing Test
Perplexing Test
Instant
Choose one —
- Return all creature tokens to their owners' hands.
- Return all nontoken creatures to their owners' hands.
- A token that is returned to its owner's hand ceases to exist as a state-based action the next time a player would receive priority.
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1
Pull from Tomorrow
Pull from Tomorrow
Instant
Draw X cards, then discard a card.
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1
Quandrix Charm
Quandrix Charm
Instant
Choose one —
- Counter target spell unless its controller pays .
- Destroy target enchantment.
- Target creature has base power and toughness 5/5 until end of turn.
- The effect of Quandrix Charm's last mode will overwrite any previous effects that set the creature's power and toughness to specific values. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
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1
Quandrix Command
Quandrix Command
Instant
Choose two —
- Return target creature or planeswalker to its owner's hand.
- Counter target artifact or enchantment spell.
- Put two +1/+1 counters on target creature.
- Target player shuffles up to three target cards from their graveyard into their library.
- If at least one target is still legal as Quandrix Command tries to resolve, it will resolve and do as much as it can.
- As Quandrix Command tries to resolve, if the fourth mode is chosen and all of the target cards are illegal, but the target player is still legal, that player will still shuffle their library.
- If all of Quandrix Command's targets are illegal as it tries to resolve, it will do nothing.
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1
Rapid Hybridization
Rapid Hybridization
Instant
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
- If Rapid Hybridization resolves and the creature isn't destroyed (perhaps because it has indestructible), its controller will still get the Frog Lizard token.
- If the creature is an illegal target when Rapid Hybridization tries to resolve, it won't resolve and none of its effects will happen. No Frog Lizard token will be created.
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1
Silkguard
Silkguard
Instant
Put a +1/+1 counter on each of up to X target creatures you control.
Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
- An Aura controlled by an opponent does not cause a creature you control to be modified.
- A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature.
- A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
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1
Stroke of Genius
Stroke of Genius
Instant
Target player draws X cards.
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1
Tyvar's Stand
Tyvar's Stand
Instant
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
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1
Zimone's Hypothesis
Zimone's Hypothesis
Instant
You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.)
- You choose odd or even while Zimone's Hypothesis is resolving. Players can't take any actions between the time you make that choice and the time creatures are returned to their owners' hands.
Sorceries 9
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1
Animist's Awakening
Animist's Awakening
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
- Check to see if there are two or more instant and/or sorcery cards in your graveyard as the spell resolves to determine whether the spell mastery ability applies. The spell itself won't count because it's still on the stack as you make this check.
- If the spell mastery ability applies, you untap only the lands put onto the battlefield with Animist's Awakening.
- No player will know the order of the cards put on the bottom of your library. Practically speaking, the cards should be shuffled (although this is not the game action of "shuffling").
- If you have X or less cards in your library, you'll reveal all the cards from your library, put all land cards from among them onto the battlefield tapped, and then put the rest of the cards back in your library in a random order. (This is effectively the same as shuffling your library, although it's still not technically a shuffle.)
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1
Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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1
Entrancing Melody
Entrancing Melody
Sorcery
Gain control of target creature with mana value X.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well, and any effects that give the player control of permanents immediately end.
- The control-change effect of Entrancing Melody lasts indefinitely. It doesn't wear off during the cleanup step.
- If a permanent has in its mana cost, X is considered to be 0.
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1
Expansion Algorithm
Expansion Algorithm
Sorcery
Proliferate X times. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
- You don't have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If you proliferate multiple times, you don't have to choose the same set of players and/or permanents to get additional counters each time.
- When you proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- While proliferating multiple times, players can't respond between proliferating the first time and proliferating the second time, and so on.
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1
Nature's Lore
Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
- You may find a basic Forest or any land card with the land type Forest.
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1
Open the Way
Open the Way
Sorcery
X can't be greater than the number of players in the game.
Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
- The number of players in the game is checked only as you choose the value for X. Once you've cast Open the Way, players leaving the game in response to the spell won't affect the number of land cards you'll find.
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1
Oversimplify
Oversimplify
Sorcery
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
- Oversimplify counts the total power of the creatures as they last existed on the battlefield, not the power of those cards in exile.
- If a commander is exiled this way, its power will be counted along with the other creatures. Once Oversimplify finishes resolving, that commander's owner may move it to the command zone.
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1
Primal Might
Primal Might
Sorcery
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
- If the creature you control is an illegal target as Primal Might tries to resolve, no creature gets +X/+X. If that creature is a legal target but the creature you don't control isn't, it still gets +X/+X.
- You can cast Primal Might targeting only the creature you control.
- If you choose two target creatures and either target is an illegal target as Primal Might tries to resolve, neither creature will deal or be dealt damage.
- You can cast Primal Might with 0 as the value of X to just have the two target creatures fight.
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1
Three Visits
Three Visits
Sorcery
Search your library for a Forest card, put it onto the battlefield, then shuffle.
- Three Visits allows you to search your library for any card with the land type Forest, not just a card with the name Forest.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
Artifacts 7
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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
Astral Cornucopia
Astral Cornucopia
Artifact
This artifact enters with X charge counters on it.
: Choose a color. Add one mana of that color for each charge counter on this artifact.
- If you choose 1 for the value of X, Astral Cornucopia will cost to cast and enter the battlefield with one charge counter. If you choose 2 for the value of X, it will cost to cast and enter the battlefield with two charge counters, and so on.
- The last ability is a mana ability. It doesn't use the stack and can't be responded to.
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1
Brass Infiniscope
Brass Infiniscope
Artifact
: Add . When you next cast a spell with in its mana cost this turn, you draw a card and gain half X life, rounded down.
- You'll only gain half X life no matter how many instances of are in the mana cost of the spell you cast.
- The value of X in the delayed triggered ability created by Brass Infiniscope's ability is the value of X of the spell you cast as it exists on the stack when that ability resolves. (Usually this will be the same as the value chosen for X when the spell was cast.)
- The delayed triggered ability created by Brass Infiniscope'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. In that case, use the value of X as that spell last existed on the stack to determine the value of X for the delayed triggered ability.
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1
Elementalist's Palette
Elementalist's Palette
Artifact
Whenever you cast a spell with in its mana cost, put two charge counters on this artifact.
: Add one mana of any color.
: Add for each charge counter on this artifact. Spend this mana only on costs that contain .
- The mana added by the last ability can be used only to pay costs with at least one , but it can be used to pay for any part of that cost, not just the . That could be in a spell's total cost, an ability's activation cost, or a cost you're asked to pay as a spell or ability resolves.
- The mana added by the last ability doesn't all have to spent on the same cost.
- If you cast a spell with multiple mana symbols in its cost, the first ability triggers only once.
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1
Fractal Harness
Fractal Harness
Artifact — Equipment
When this Equipment enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it and attach this Equipment to it.
Whenever equipped creature attacks, double the number of +1/+1 counters on it.
Equip
- If you put Fractal Harness onto the battlefield without casting it, or if you choose 0 as the value of X, the token you create will be 0/0. Unless something else is raising its toughness, that token will enter the battlefield and die before you could take any actions.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
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1
Ozolith, the Shattered Spire
Ozolith, the Shattered Spire
Legendary Artifact
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling ( , Discard this card: Draw a card.)
- However, if Ozolith, the Shattered Spire somehow enters the battlefield with +1/+1 counters it, its first ability won't apply to itself.
- If another artifact or creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- If you somehow control two copies of Ozolith, the Shattered Spire, the number of +1/+1 counters put on an artifact or creature you control is two plus the original number. Three Ozoliths add three, and so on.
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1
Sol Ring
Sol Ring
Artifact
: Add .
Enchantments 4
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1
Hardened Scales
Hardened Scales
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
- If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put on a creature you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- Each additional Hardened Scales you control will increase the number of +1/+1 counters placed on a creature you control by one.
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1
Lattice Library
Lattice Library
Enchantment
This enchantment enters with X study counters on it.
When this enchantment enters and whenever you cast your first spell with in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
- If you cast your first spell with in its mana cost during a turn before Lattice Library is on the battlefield (including Lattice Library itself), casting another spell with in its mana cost later in the turn won't cause its last ability to trigger.
- Lattice Library'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.
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1
Mana Bloom
Mana Bloom
Enchantment
This enchantment enters with X charge counters on it.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
- Mana Bloom's last ability will trigger only if it has no charge counters on it at the beginning of your upkeep. If it has one charge counter on it as your turn begins, you won't have priority to remove the counter until after this check.
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1
Unbound Flourishing
Unbound Flourishing
Enchantment
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
- Unbound Flourishing raises the value of X for permanent spells, but you don't pay any more mana.
- Unbound Flourishing's ability will copy any instant spell, sorcery spell, or activated ability whose mana cost or activation cost contains , not just one with targets.
- If a permanent has an ability that triggers when it's cast and that references the value of X, you choose whether to double the value of X before or after that ability resolves.
- Spells with additional costs that include won't be affected by Unbound Flourishing. must be in the spell's mana cost.
- The copy that Unbound Flourishing's ability creates is created on the stack, so it's not "cast" or "activated." Abilities that trigger when a player casts a spell or activates an ability won't trigger.
- If the value chosen for X is 0, Unbound Flourishing will double the value to 0 for permanent spells, and copy other spells and abilities.
- You can't choose to pay any additional costs for a copied spell. 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 copy too.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have a colon in their reminder text. Triggered abilities (starting with "when," "whenever," or "at") that ask a player to pay aren't copied.
- If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- An ability with a cost that includes X, but not the mana symbol , won't be copied.
- A copy is created even if the spell or ability that caused Unbound Flourishing's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
- The copy has the same value of X.
- The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
- If you control two Unbound Flourishings, the value of X for permanent spells will be multiplied by four. If you control three, it will be multiplied by eight, and so on. On the other hand, spells and abilities that include will only be copied twice if you control two Unbound Flourishings, three times if you control three, and so on.
Lands 37
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1
Alchemist's Refuge
Alchemist's Refuge
Land
: Add .
, : You may cast spells this turn as though they had flash.
- The last ability applies to nonland cards in any zone, provided something is allowing you to cast them. For example, you could cast a sorcery with flashback as though it had flash.
- You can cast a nonland card with flash any time you could cast an instant.
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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
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
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6
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
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7
Island
Island
Basic Land — Island
( : Add .)
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Oran-Rief, the Vastwood
Oran-Rief, the Vastwood
Land
This land enters tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered this turn.
- Oran-Rief's last ability affects all permanents that are green creatures that entered this turn, not just the ones you control.
- Oran-Rief's last ability cares about permanents' characteristics at the time the ability resolves, not their characteristics at the time they entered. For example, if a blue creature enters, then is turned green by a spell or ability, then Oran-Rief's second ability resolves, you'll put a +1/+1 counter on that creature.
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1
Overflowing Basin
Overflowing Basin
Land
, : Add .
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1
Paradox Gardens
Paradox Gardens
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
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
Quandrix Campus
Quandrix 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
Rain-Slicked Copse
Rain-Slicked Copse
Land — Forest Island
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
- This land has two basic land types. It's not basic, so cards such as Tend the Sprigs can't find it, but it does have the appropriate land types for effects such as that of Kishla Village (from the Tarkir: Dragonstorm release).
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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
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Sodden Verdure
Sodden Verdure
Land — Forest Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- This land has two basic land types. It's not basic, so cards such as Tend the Sprigs can't find it, but it does have the appropriate land types for effects such as that of Kishla Village (from the Tarkir: Dragonstorm release).
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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
Tangled Islet
Tangled Islet
Land — Forest Island
( : Add or .)
This land enters tapped.
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1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
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 Wilderness
Turbulent Wilderness
Land — Forest Island
( : Add or .)
This land enters tapped unless your opponents control eight or more lands.
- Unlike some other dual lands, Turbulent Wilderness 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 Vineglimmer 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.
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1
Vineglimmer Snarl
Vineglimmer Snarl
Land
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
- 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.
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
Blue 13
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1
Commander's Insight
Commander's Insight
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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1
Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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1
Deekah, Fractal Theorist
Deekah, Fractal Theorist
Legendary Creature — Human Wizard
3/3
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value.
: Target creature token can't be blocked this turn.
- 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.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- 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
Entrancing Melody
Entrancing Melody
Sorcery
Gain control of target creature with mana value X.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well, and any effects that give the player control of permanents immediately end.
- The control-change effect of Entrancing Melody lasts indefinitely. It doesn't wear off during the cleanup step.
- If a permanent has in its mana cost, X is considered to be 0.
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1
Expansion Algorithm
Expansion Algorithm
Sorcery
Proliferate X times. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
- You don't have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If you proliferate multiple times, you don't have to choose the same set of players and/or permanents to get additional counters each time.
- When you proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- While proliferating multiple times, players can't respond between proliferating the first time and proliferating the second time, and so on.
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1
Ingenious Prodigy
Ingenious Prodigy
Creature — Human Wizard
0/1
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
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1
Nexus Mentality
Nexus Mentality
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Move all counters from target nonland permanent you control onto another target nonland permanent you control.
- Remove all counters from target nonland permanent you control. Draw a card for each counter removed this way.
- Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
- To move a counter from one permanent to another, the counter is removed from the first permanent and put onto the second. Any abilities that care about a counter being removed from or placed on a permanent will apply.
- The commander you control doesn't have to be your commander.
- Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
- There's no extra bonus if you control more than one commander.
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1
Owlin Spiralmancer
Owlin Spiralmancer
Creature — Bird Wizard
3/4
Flying, vigilance
Whenever you cast your first spell with in its mana cost each turn, you may copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
- Any choices made when the spell resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.
- If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
- A resolving copy of a permanent spell becomes a token. That token isn't "created" and won't interact with abilities that care about tokens being created.
- If you cast your first spell with in its mana cost during a turn before Owlin Spiralmancer is on the battlefield, casting another spell with in its mana cost later in the turn won't cause its last ability to trigger.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
- If the copied spell divides damage or distributes counters among a number of targets, the division and number of targets can't be changed. If you choose new targets, you must choose the same number of targets.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for a copied spell. 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 copy too.
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1
Perplexing Test
Perplexing Test
Instant
Choose one —
- Return all creature tokens to their owners' hands.
- Return all nontoken creatures to their owners' hands.
- A token that is returned to its owner's hand ceases to exist as a state-based action the next time a player would receive priority.
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1
Pull from Tomorrow
Pull from Tomorrow
Instant
Draw X cards, then discard a card.
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1
Rapid Hybridization
Rapid Hybridization
Instant
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
- If Rapid Hybridization resolves and the creature isn't destroyed (perhaps because it has indestructible), its controller will still get the Frog Lizard token.
- If the creature is an illegal target when Rapid Hybridization tries to resolve, it won't resolve and none of its effects will happen. No Frog Lizard token will be created.
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1
Stroke of Genius
Stroke of Genius
Instant
Target player draws X cards.
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1
Zimone's Hypothesis
Zimone's Hypothesis
Instant
You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.)
- You choose odd or even while Zimone's Hypothesis is resolving. Players can't take any actions between the time you make that choice and the time creatures are returned to their owners' hands.
Green 26
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1
Animist's Awakening
Animist's Awakening
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
- Check to see if there are two or more instant and/or sorcery cards in your graveyard as the spell resolves to determine whether the spell mastery ability applies. The spell itself won't count because it's still on the stack as you make this check.
- If the spell mastery ability applies, you untap only the lands put onto the battlefield with Animist's Awakening.
- No player will know the order of the cards put on the bottom of your library. Practically speaking, the cards should be shuffled (although this is not the game action of "shuffling").
- If you have X or less cards in your library, you'll reveal all the cards from your library, put all land cards from among them onto the battlefield tapped, and then put the rest of the cards back in your library in a random order. (This is effectively the same as shuffling your library, although it's still not technically a shuffle.)
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Benevolent Hydra
Benevolent Hydra
Creature — Hydra
1/1
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
- "Put on another creature you control" includes creatures other than Benevolent Hydra that enter the battlefield with +1/+1 counters on them. If another creature would enter the battlefield with a number of +1/+1 counters on it while you control Benevolent Hydra, it enters with that many counters plus one.
- Each additional Benevolent Hydra you control will increase the number of +1/+1 counters placed on anther creature by one.
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1
Elusive Otter // Grove's Bounty
//
Elusive Otter
Creature — Otter
1/1
- 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 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.
- 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.
- 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 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 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 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.
- 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.
- 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.
- 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 compare Elusive Otter's power to the power of any creature trying to block it only as blockers are assigned. Once Elusive Otter has been legally blocked by a creature, changing the power of either creature won't change or undo the block.
- If some of the creatures are illegal targets as Grove's Bounty tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.
- You choose how the counters will be distributed as you cast Grove's Bounty. Each target must receive at least one +1/+1 counter.
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1
Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
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1
Fractal Harness
Fractal Harness
Artifact — Equipment
When this Equipment enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it and attach this Equipment to it.
Whenever equipped creature attacks, double the number of +1/+1 counters on it.
Equip
- If you put Fractal Harness onto the battlefield without casting it, or if you choose 0 as the value of X, the token you create will be 0/0. Unless something else is raising its toughness, that token will enter the battlefield and die before you could take any actions.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
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1
Goldvein Hydra
Goldvein Hydra
Creature — Hydra
0/0
Vigilance, trample, haste
This creature enters with X +1/+1 counters on it.
When this creature dies, create a number of tapped Treasure tokens equal to its power.
- Use Goldvein Hydra's power as it last existed on the battlefield to determine how many Treasure tokens to create.
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1
Guardian Augmenter
Guardian Augmenter
Creature — Troll Wizard
2/2
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
- Being a commander is not a copiable characteristic; these effects do not apply to copies of a player's commander.
- These effects apply to any commanders you control, not just your own commander.
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1
Hardened Scales
Hardened Scales
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
- If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put on a creature you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- Each additional Hardened Scales you control will increase the number of +1/+1 counters placed on a creature you control by one.
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1
Kami of Whispered Hopes
Kami of Whispered Hopes
Creature — Spirit
1/1
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
- If you control two Kamis of Whispered Hopes, the number of +1/+1 counters put on a permanent is two plus the original number. Three Kamis of Whispered Hopes add three, and so on.
- If another permanent you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- The last ability is a mana ability. It doesn't use the stack and can't be responded to.
- However, if Kami of Whispered Hopes somehow enters the battlefield with +1/+1 counters it, its first ability won't apply to itself.
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1
Kinetic Ooze
Kinetic Ooze
Creature — Ooze
0/0
This creature enters with X +1/+1 counters on it.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
- If a permanent has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Lattice Library
Lattice Library
Enchantment
This enchantment enters with X study counters on it.
When this enchantment enters and whenever you cast your first spell with in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
- If you cast your first spell with in its mana cost during a turn before Lattice Library is on the battlefield (including Lattice Library itself), casting another spell with in its mana cost later in the turn won't cause its last ability to trigger.
- Lattice Library'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.
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1
Lifeblood Hydra
Lifeblood Hydra
Creature — Hydra
0/0
Trample
This creature enters with X +1/+1 counters on it.
When this creature dies, you gain life and draw cards equal to its power.
- Use Lifeblood Hydra's power when it died (including any +1/+1 counters it had) to determine how much life to gain and how many cards to draw.
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1
Mana Bloom
Mana Bloom
Enchantment
This enchantment enters with X charge counters on it.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
- Mana Bloom's last ability will trigger only if it has no charge counters on it at the beginning of your upkeep. If it has one charge counter on it as your turn begins, you won't have priority to remove the counter until after this check.
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1
Nature's Lore
Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
- You may find a basic Forest or any land card with the land type Forest.
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1
Nev, the Practical Dean
Nev, the Practical Dean
Legendary Creature — Merfolk Wizard
2/2
Creatures you control with counters on them have trample.
Whenever you cast your first spell with in its mana cost each turn, put X +1/+1 counters on Nev.
- If you cast your first spell with in its mana cost during a turn before Nev is on the battlefield, casting another spell with in its mana cost later in the turn won't cause his last ability to trigger.
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1
Open the Way
Open the Way
Sorcery
X can't be greater than the number of players in the game.
Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
- The number of players in the game is checked only as you choose the value for X. Once you've cast Open the Way, players leaving the game in response to the spell won't affect the number of land cards you'll find.
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1
Ozolith, the Shattered Spire
Ozolith, the Shattered Spire
Legendary Artifact
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling ( , Discard this card: Draw a card.)
- However, if Ozolith, the Shattered Spire somehow enters the battlefield with +1/+1 counters it, its first ability won't apply to itself.
- If another artifact or creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- If you somehow control two copies of Ozolith, the Shattered Spire, the number of +1/+1 counters put on an artifact or creature you control is two plus the original number. Three Ozoliths add three, and so on.
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1
Primal Might
Primal Might
Sorcery
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
- If the creature you control is an illegal target as Primal Might tries to resolve, no creature gets +X/+X. If that creature is a legal target but the creature you don't control isn't, it still gets +X/+X.
- You can cast Primal Might targeting only the creature you control.
- If you choose two target creatures and either target is an illegal target as Primal Might tries to resolve, neither creature will deal or be dealt damage.
- You can cast Primal Might with 0 as the value of X to just have the two target creatures fight.
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1
Primordial Hydra
Primordial Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on this creature.
This creature has trample as long as it has ten or more +1/+1 counters on it.
- Consider only the number of +1/+1 counters on Primordial Hydra when determining if it has trample, not its power and toughness. For example, a Primordial Hydra with six +1/+1 counters on it that's been the target of Titanic Growth (giving it +4/+4) would not have trample.
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1
Silkguard
Silkguard
Instant
Put a +1/+1 counter on each of up to X target creatures you control.
Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
- An Aura controlled by an opponent does not cause a creature you control to be modified.
- A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature.
- A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
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1
Steelbane Hydra
Steelbane Hydra
Creature — Turtle Hydra
0/0
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
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1
Three Visits
Three Visits
Sorcery
Search your library for a Forest card, put it onto the battlefield, then shuffle.
- Three Visits allows you to search your library for any card with the land type Forest, not just a card with the name Forest.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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1
Tyvar's Stand
Tyvar's Stand
Instant
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
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1
Unbound Flourishing
Unbound Flourishing
Enchantment
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
- Unbound Flourishing raises the value of X for permanent spells, but you don't pay any more mana.
- Unbound Flourishing's ability will copy any instant spell, sorcery spell, or activated ability whose mana cost or activation cost contains , not just one with targets.
- If a permanent has an ability that triggers when it's cast and that references the value of X, you choose whether to double the value of X before or after that ability resolves.
- Spells with additional costs that include won't be affected by Unbound Flourishing. must be in the spell's mana cost.
- The copy that Unbound Flourishing's ability creates is created on the stack, so it's not "cast" or "activated." Abilities that trigger when a player casts a spell or activates an ability won't trigger.
- If the value chosen for X is 0, Unbound Flourishing will double the value to 0 for permanent spells, and copy other spells and abilities.
- You can't choose to pay any additional costs for a copied spell. 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 copy too.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have a colon in their reminder text. Triggered abilities (starting with "when," "whenever," or "at") that ask a player to pay aren't copied.
- If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- An ability with a cost that includes X, but not the mana symbol , won't be copied.
- A copy is created even if the spell or ability that caused Unbound Flourishing's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
- The copy has the same value of X.
- The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
- If you control two Unbound Flourishings, the value of X for permanent spells will be multiplied by four. If you control three, it will be multiplied by eight, and so on. On the other hand, spells and abilities that include will only be copied twice if you control two Unbound Flourishings, three times if you control three, and so on.
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1
Yavimaya Bloomsage // Channel
//
Yavimaya Bloomsage
Creature — Dryad Druid
2/2
- A creature without a prepare spell can't become prepared.
- 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 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.
- Once your life total is 0, you can't pay any more life, even if you've somehow not lost the game yet.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 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.
- 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.
- 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.
Multicolor 16
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1
Altered Ego
Altered Ego
Creature — Shapeshifter
0/0
This spell can't be countered.
You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
- Altered Ego 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 and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- Any "enters" abilities of the copied creature will trigger when Altered Ego enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the chosen creature will also work.
- If the chosen creature is a token, Altered Ego copies the original characteristics of that token as stated by the effect that created that token. Altered Ego isn't a token.
- If you copy a double-faced creature, Altered Ego will be a copy of the face that's up when Altered Ego enters. Because Altered Ego is not a double-faced card, it won't be able to transform. If an effect instructs you to return it to the battlefield transformed when it leaves the battlefield, it won't return and will remain in its new zone.
- If Altered Ego somehow enters at the same time as another creature, Altered Ego can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- If the chosen creature has in its mana cost, that X is considered to be 0. The value of X in Altered Ego's last ability will be whatever value was chosen for X while casting Altered Ego.
- If the chosen creature is copying something else (for example, if the chosen creature is another Altered Ego), then your Altered Ego enters as whatever the chosen creature copied.
- You can choose not to copy anything. In that case, Altered Ego enters as a 0/0 creature and is probably put into the graveyard immediately. It won't have +1/+1 counters placed on it by its ability.
- X can be 0. Altered Ego won't enter with any additional +1/+1 counters, and it will just be a copy of the chosen creature.
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1
Decisive Denial
Decisive Denial
Instant
Choose one —
- Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
- Counter target noncreature spell unless its controller pays .
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1
Eureka Moment
Eureka Moment
Instant
Draw two cards. You may put a land card from your hand onto the battlefield.
- Putting a land card from your hand onto the battlefield is not the same as playing a land. You may do it even if you have already played a land on your turn, or if you're casting Eureka Moment on your opponent's turn.
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1
Hydroid Krasis
Hydroid Krasis
Creature — Jellyfish Hydra Beast
0/0
When you cast this spell, you gain half X life and draw half X cards. Round down each time.
Flying, trample
This creature enters with X +1/+1 counters on it.
- Hydroid Krasis's first ability triggers as you cast it, and that ability resolves before the spell itself. It resolves even if Hydroid Krasis is countered.
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1
Oversimplify
Oversimplify
Sorcery
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
- Oversimplify counts the total power of the creatures as they last existed on the battlefield, not the power of those cards in exile.
- If a commander is exiled this way, its power will be counted along with the other creatures. Once Oversimplify finishes resolving, that commander's owner may move it to the command zone.
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1
Primo, the Unbounded
Primo, the Unbounded
Legendary Creature — Fractal Wolf
0/0
Trample
Primo enters with twice X +1/+1 counters on it.
Whenever one or more creatures you control with base power 0 deal combat damage to a player, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the damage dealt.
- Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
- If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
- Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness.
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1
Quandrix Apprentice
Quandrix Apprentice
Creature — Human Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in any order.
- 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.
- 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.
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1
Quandrix Charm
Quandrix Charm
Instant
Choose one —
- Counter target spell unless its controller pays .
- Destroy target enchantment.
- Target creature has base power and toughness 5/5 until end of turn.
- The effect of Quandrix Charm's last mode will overwrite any previous effects that set the creature's power and toughness to specific values. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
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1
Quandrix Command
Quandrix Command
Instant
Choose two —
- Return target creature or planeswalker to its owner's hand.
- Counter target artifact or enchantment spell.
- Put two +1/+1 counters on target creature.
- Target player shuffles up to three target cards from their graveyard into their library.
- If at least one target is still legal as Quandrix Command tries to resolve, it will resolve and do as much as it can.
- As Quandrix Command tries to resolve, if the fourth mode is chosen and all of the target cards are illegal, but the target player is still legal, that player will still shuffle their library.
- If all of Quandrix Command's targets are illegal as it tries to resolve, it will do nothing.
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1
Striding Shotcaller // Run the Play
//
Striding Shotcaller
Creature — Troll Druid
0/4
- 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.").
- 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.
- 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.
- Preparation cards can only be cast with their base characteristics.
- 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.
- 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.
- A creature without a prepare spell can't become prepared.
- 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.
- 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.
- 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.
- 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 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.
- 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.
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1
Tanazir Quandrix
Tanazir Quandrix
Legendary Creature — Elder Dragon
4/4
Flying, trample
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
- As the last ability resolves, the base power and toughness of other creatures you control are set to Tanazir Quandrix's actual power and toughness, not just its base power and toughness. If Tanazir Quandrix's power or toughness changes later in the turn, the other creatures you control aren't affected.
- Any effects that modify a creature's power and/or toughness without setting them to a specific value (i.e. ones that don't affect base power and/or toughness) will apply after its base power and toughness are set, regardless of the order those effects were created. The same is true for counters that modify its power and toughness.
- Tanazir Quandrix's last ability overwrites all previous effects that set a creature's power and toughness to specific values. Other effects that set its power or toughness to specific values that start to apply after the ability resolves will overwrite this effect.
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1
The Goose Mother
The Goose Mother
Legendary Creature — Bird Hydra
2/2
Flying
The Goose Mother enters with X +1/+1 counters on it.
When The Goose Mother enters, create half X Food tokens, rounded up.
Whenever The Goose Mother attacks, you may sacrifice a Food. If you do, draw a card.
- If an effect refers to a Food, it means any Food artifact, not just a Food artifact token. For example, you can sacrifice Tough Cookie (an Artifact Creature — Food Golem) to activate Maraleaf Rider's ability (an ability with "Sacrifice a Food" in its cost).
- Whatever you do, don't eat the delicious cards.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
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1
Troyan, Gutsy Explorer
Troyan, Gutsy Explorer
Legendary Creature — Vedalken Scout
1/3
: Add . Spend this mana only to cast spells with mana value 5 or greater or spells with in their mana costs.
, : Draw a card, then discard a card.
- You don't have to spend the two mana on the same spell.
- You can spend mana generated by Troyan on any part of the cost of a spell that contains in its mana cost. You're not limited to spending it only on the part.
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1
Zimone, All-Questioning
Zimone, All-Questioning
Legendary Creature — Human Wizard
1/1
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
- If you don't control a prime number of lands as Zimone's ability tries to resolve, it won't resolve.
- There are a few more prime numbers, but we couldn't fit them all on the card. (Some of them would take up more room than we have in the text box by themselves, but you probably won't control that many lands.)
- In case you do end up with more than 31 lands, the remaining prime numbers below 100 are 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, and 97.
- If a land hasn't entered the battlefield under your control during your turn by the time your end step begins, Zimone's ability won't trigger at all. You won't be able to put a land onto the battlefield under your control during your end step in time to have the ability trigger.
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1
Zimone, Infinite Analyst
Zimone, Infinite Analyst
Legendary Creature — Human Wizard
0/4
The first spell you cast with in its mana cost each turn costs less to cast for each +1/+1 counter on Zimone.
Whenever you cast your first spell with in its mana cost each turn, put two +1/+1 counters on Zimone.
- If you cast your first spell with in its mana cost during a turn before Zimone is on the battlefield, casting another spell with in its mana cost later in the turn won't cause her last ability to trigger. That spell also won't have the cost reduction from Zimone's first ability.
- Zimone'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.
- Since Zimone's last ability won't trigger until you've finished casting your first spell with in its mana cost each turn, the counters from that ability won't be placed on Zimone until after that spell's cost has been determined. The counters put on Zimone from casting your first spell with in its mana cost do not reduce that same spell's cost.
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1
Zimone, Quandrix Prodigy
Zimone, Quandrix Prodigy
Legendary Creature — Human Wizard
1/2
, : You may put a land card from your hand onto the battlefield tapped.
, : Draw a card. If you control eight or more lands, draw two cards instead.
- Zimone's first ability isn't the same as playing a land. As it resolves, you may put a land card from your hand onto the battlefield tapped even if you have no available land plays or it's another player's turn.
- Zimone's last ability counts the number of lands you control as it resolves, not as you activate it.
Colorless 8
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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
Astral Cornucopia
Astral Cornucopia
Artifact
This artifact enters with X charge counters on it.
: Choose a color. Add one mana of that color for each charge counter on this artifact.
- If you choose 1 for the value of X, Astral Cornucopia will cost to cast and enter the battlefield with one charge counter. If you choose 2 for the value of X, it will cost to cast and enter the battlefield with two charge counters, and so on.
- The last ability is a mana ability. It doesn't use the stack and can't be responded to.
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1
Biomass Mutation
Biomass Mutation
Instant
Creatures you control have base power and toughness X/X until end of turn.
- Choosing 0 as the value for X will likely cause creatures you control to become 0/0 and be put into the graveyard.
- Biomass Mutation overwrites any effects that set the power and/or toughness of a creature you control to a specific value. Effects that modify power and/or toughness but don't set them to a specific value (like the one created by Giant Growth), power/toughness changes from counters, and effects that switch a creature's power and toughness will continue to apply. For example, say you control a 1/1 creature that's getting +4/+2 from an Aura, has a +1/+1 counter on it, and is affected by an effect that switches its power and toughness. This creature is 4/6. If you cast Biomass Mutation with X equal to 4, the creature would become 7/9 (4/4, +4/+2 from the Aura, +1/+1 from the counter, then switch power and toughness).
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1
Brass Infiniscope
Brass Infiniscope
Artifact
: Add . When you next cast a spell with in its mana cost this turn, you draw a card and gain half X life, rounded down.
- You'll only gain half X life no matter how many instances of are in the mana cost of the spell you cast.
- The value of X in the delayed triggered ability created by Brass Infiniscope's ability is the value of X of the spell you cast as it exists on the stack when that ability resolves. (Usually this will be the same as the value chosen for X when the spell was cast.)
- The delayed triggered ability created by Brass Infiniscope'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. In that case, use the value of X as that spell last existed on the stack to determine the value of X for the delayed triggered ability.
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1
Elementalist's Palette
Elementalist's Palette
Artifact
Whenever you cast a spell with in its mana cost, put two charge counters on this artifact.
: Add one mana of any color.
: Add for each charge counter on this artifact. Spend this mana only on costs that contain .
- The mana added by the last ability can be used only to pay costs with at least one , but it can be used to pay for any part of that cost, not just the . That could be in a spell's total cost, an ability's activation cost, or a cost you're asked to pay as a spell or ability resolves.
- The mana added by the last ability doesn't all have to spent on the same cost.
- If you cast a spell with multiple mana symbols in its cost, the first ability triggers only once.
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1
Hangarback Walker
Hangarback Walker
Artifact Creature — Construct
0/0
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature.
, : Put a +1/+1 counter on this creature.
- The value of each X in Hangarback Walker's mana cost must be equal. For example, if X is 2, you'll pay to cast Hangarback Walker and it will enter the battlefield with two +1/+1 counters on it.
- If enough -1/-1 counters are put on Hangarback Walker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many Thopter tokens you get. For example, if there are three +1/+1 counters on Hangarback Walker and it gets four -1/-1 counters, you'll get three Thopter tokens. That's because Hangarback Walker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Stonecoil Serpent
Stonecoil Serpent
Artifact Creature — Snake
0/0
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
Lands 37
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1
Alchemist's Refuge
Alchemist's Refuge
Land
: Add .
, : You may cast spells this turn as though they had flash.
- The last ability applies to nonland cards in any zone, provided something is allowing you to cast them. For example, you could cast a sorcery with flashback as though it had flash.
- You can cast a nonland card with flash any time you could cast an instant.
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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
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
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6
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
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7
Island
Island
Basic Land — Island
( : Add .)
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Oran-Rief, the Vastwood
Oran-Rief, the Vastwood
Land
This land enters tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered this turn.
- Oran-Rief's last ability affects all permanents that are green creatures that entered this turn, not just the ones you control.
- Oran-Rief's last ability cares about permanents' characteristics at the time the ability resolves, not their characteristics at the time they entered. For example, if a blue creature enters, then is turned green by a spell or ability, then Oran-Rief's second ability resolves, you'll put a +1/+1 counter on that creature.
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1
Overflowing Basin
Overflowing Basin
Land
, : Add .
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1
Paradox Gardens
Paradox Gardens
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
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
Quandrix Campus
Quandrix 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
Rain-Slicked Copse
Rain-Slicked Copse
Land — Forest Island
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
- This land has two basic land types. It's not basic, so cards such as Tend the Sprigs can't find it, but it does have the appropriate land types for effects such as that of Kishla Village (from the Tarkir: Dragonstorm release).
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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
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Sodden Verdure
Sodden Verdure
Land — Forest Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- This land has two basic land types. It's not basic, so cards such as Tend the Sprigs can't find it, but it does have the appropriate land types for effects such as that of Kishla Village (from the Tarkir: Dragonstorm release).
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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
Tangled Islet
Tangled Islet
Land — Forest Island
( : Add or .)
This land enters tapped.
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1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
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 Wilderness
Turbulent Wilderness
Land — Forest Island
( : Add or .)
This land enters tapped unless your opponents control eight or more lands.
- Unlike some other dual lands, Turbulent Wilderness 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 Vineglimmer 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.
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1
Vineglimmer Snarl
Vineglimmer Snarl
Land
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
- 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.
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
0 3
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1
Astral Cornucopia
Astral Cornucopia
Artifact
This artifact enters with X charge counters on it.
: Choose a color. Add one mana of that color for each charge counter on this artifact.
- If you choose 1 for the value of X, Astral Cornucopia will cost to cast and enter the battlefield with one charge counter. If you choose 2 for the value of X, it will cost to cast and enter the battlefield with two charge counters, and so on.
- The last ability is a mana ability. It doesn't use the stack and can't be responded to.
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1
Hangarback Walker
Hangarback Walker
Artifact Creature — Construct
0/0
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature.
, : Put a +1/+1 counter on this creature.
- The value of each X in Hangarback Walker's mana cost must be equal. For example, if X is 2, you'll pay to cast Hangarback Walker and it will enter the battlefield with two +1/+1 counters on it.
- If enough -1/-1 counters are put on Hangarback Walker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many Thopter tokens you get. For example, if there are three +1/+1 counters on Hangarback Walker and it gets four -1/-1 counters, you'll get three Thopter tokens. That's because Hangarback Walker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
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1
Stonecoil Serpent
Stonecoil Serpent
Artifact Creature — Snake
0/0
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
1 12
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1
Animist's Awakening
Animist's Awakening
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
- Check to see if there are two or more instant and/or sorcery cards in your graveyard as the spell resolves to determine whether the spell mastery ability applies. The spell itself won't count because it's still on the stack as you make this check.
- If the spell mastery ability applies, you untap only the lands put onto the battlefield with Animist's Awakening.
- No player will know the order of the cards put on the bottom of your library. Practically speaking, the cards should be shuffled (although this is not the game action of "shuffling").
- If you have X or less cards in your library, you'll reveal all the cards from your library, put all land cards from among them onto the battlefield tapped, and then put the rest of the cards back in your library in a random order. (This is effectively the same as shuffling your library, although it's still not technically a shuffle.)
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1
Elusive Otter // Grove's Bounty
//
Elusive Otter
Creature — Otter
1/1
- 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 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.
- 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.
- 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 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 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 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.
- 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.
- 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.
- 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 compare Elusive Otter's power to the power of any creature trying to block it only as blockers are assigned. Once Elusive Otter has been legally blocked by a creature, changing the power of either creature won't change or undo the block.
- If some of the creatures are illegal targets as Grove's Bounty tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.
- You choose how the counters will be distributed as you cast Grove's Bounty. Each target must receive at least one +1/+1 counter.
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1
Goldvein Hydra
Goldvein Hydra
Creature — Hydra
0/0
Vigilance, trample, haste
This creature enters with X +1/+1 counters on it.
When this creature dies, create a number of tapped Treasure tokens equal to its power.
- Use Goldvein Hydra's power as it last existed on the battlefield to determine how many Treasure tokens to create.
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1
Hardened Scales
Hardened Scales
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
- If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put on a creature you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- Each additional Hardened Scales you control will increase the number of +1/+1 counters placed on a creature you control by one.
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1
Ingenious Prodigy
Ingenious Prodigy
Creature — Human Wizard
0/1
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
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1
Kinetic Ooze
Kinetic Ooze
Creature — Ooze
0/0
This creature enters with X +1/+1 counters on it.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
- If a permanent has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Mana Bloom
Mana Bloom
Enchantment
This enchantment enters with X charge counters on it.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
- Mana Bloom's last ability will trigger only if it has no charge counters on it at the beginning of your upkeep. If it has one charge counter on it as your turn begins, you won't have priority to remove the counter until after this check.
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1
Primal Might
Primal Might
Sorcery
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
- If the creature you control is an illegal target as Primal Might tries to resolve, no creature gets +X/+X. If that creature is a legal target but the creature you don't control isn't, it still gets +X/+X.
- You can cast Primal Might targeting only the creature you control.
- If you choose two target creatures and either target is an illegal target as Primal Might tries to resolve, neither creature will deal or be dealt damage.
- You can cast Primal Might with 0 as the value of X to just have the two target creatures fight.
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1
Rapid Hybridization
Rapid Hybridization
Instant
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
- If Rapid Hybridization resolves and the creature isn't destroyed (perhaps because it has indestructible), its controller will still get the Frog Lizard token.
- If the creature is an illegal target when Rapid Hybridization tries to resolve, it won't resolve and none of its effects will happen. No Frog Lizard token will be created.
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1
Silkguard
Silkguard
Instant
Put a +1/+1 counter on each of up to X target creatures you control.
Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
- An Aura controlled by an opponent does not cause a creature you control to be modified.
- A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature.
- A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Tyvar's Stand
Tyvar's Stand
Instant
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
2 21
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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
Benevolent Hydra
Benevolent Hydra
Creature — Hydra
1/1
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
- "Put on another creature you control" includes creatures other than Benevolent Hydra that enter the battlefield with +1/+1 counters on them. If another creature would enter the battlefield with a number of +1/+1 counters on it while you control Benevolent Hydra, it enters with that many counters plus one.
- Each additional Benevolent Hydra you control will increase the number of +1/+1 counters placed on anther creature by one.
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1
Biomass Mutation
Biomass Mutation
Instant
Creatures you control have base power and toughness X/X until end of turn.
- Choosing 0 as the value for X will likely cause creatures you control to become 0/0 and be put into the graveyard.
- Biomass Mutation overwrites any effects that set the power and/or toughness of a creature you control to a specific value. Effects that modify power and/or toughness but don't set them to a specific value (like the one created by Giant Growth), power/toughness changes from counters, and effects that switch a creature's power and toughness will continue to apply. For example, say you control a 1/1 creature that's getting +4/+2 from an Aura, has a +1/+1 counter on it, and is affected by an effect that switches its power and toughness. This creature is 4/6. If you cast Biomass Mutation with X equal to 4, the creature would become 7/9 (4/4, +4/+2 from the Aura, +1/+1 from the counter, then switch power and toughness).
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1
Curse of the Swine
Curse of the Swine
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
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1
Decisive Denial
Decisive Denial
Instant
Choose one —
- Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
- Counter target noncreature spell unless its controller pays .
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1
Entrancing Melody
Entrancing Melody
Sorcery
Gain control of target creature with mana value X.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well, and any effects that give the player control of permanents immediately end.
- The control-change effect of Entrancing Melody lasts indefinitely. It doesn't wear off during the cleanup step.
- If a permanent has in its mana cost, X is considered to be 0.
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1
Expansion Algorithm
Expansion Algorithm
Sorcery
Proliferate X times. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
- You don't have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
- If you proliferate multiple times, you don't have to choose the same set of players and/or permanents to get additional counters each time.
- When you proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
- Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
- If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
- While proliferating multiple times, players can't respond between proliferating the first time and proliferating the second time, and so on.
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1
Hydroid Krasis
Hydroid Krasis
Creature — Jellyfish Hydra Beast
0/0
When you cast this spell, you gain half X life and draw half X cards. Round down each time.
Flying, trample
This creature enters with X +1/+1 counters on it.
- Hydroid Krasis's first ability triggers as you cast it, and that ability resolves before the spell itself. It resolves even if Hydroid Krasis is countered.
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1
Lattice Library
Lattice Library
Enchantment
This enchantment enters with X study counters on it.
When this enchantment enters and whenever you cast your first spell with in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
- If you cast your first spell with in its mana cost during a turn before Lattice Library is on the battlefield (including Lattice Library itself), casting another spell with in its mana cost later in the turn won't cause its last ability to trigger.
- Lattice Library'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.
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1
Nature's Lore
Nature's Lore
Sorcery
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
- You may find a basic Forest or any land card with the land type Forest.
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1
Open the Way
Open the Way
Sorcery
X can't be greater than the number of players in the game.
Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
- The number of players in the game is checked only as you choose the value for X. Once you've cast Open the Way, players leaving the game in response to the spell won't affect the number of land cards you'll find.
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1
Ozolith, the Shattered Spire
Ozolith, the Shattered Spire
Legendary Artifact
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling ( , Discard this card: Draw a card.)
- However, if Ozolith, the Shattered Spire somehow enters the battlefield with +1/+1 counters it, its first ability won't apply to itself.
- If another artifact or creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- If you somehow control two copies of Ozolith, the Shattered Spire, the number of +1/+1 counters put on an artifact or creature you control is two plus the original number. Three Ozoliths add three, and so on.
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1
Primordial Hydra
Primordial Hydra
Creature — Hydra
0/0
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on this creature.
This creature has trample as long as it has ten or more +1/+1 counters on it.
- Consider only the number of +1/+1 counters on Primordial Hydra when determining if it has trample, not its power and toughness. For example, a Primordial Hydra with six +1/+1 counters on it that's been the target of Titanic Growth (giving it +4/+4) would not have trample.
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1
Pull from Tomorrow
Pull from Tomorrow
Instant
Draw X cards, then discard a card.
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1
Quandrix Apprentice
Quandrix Apprentice
Creature — Human Wizard
2/2
Magecraft — Whenever you cast or copy an instant or sorcery spell, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in any order.
- 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.
- 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.
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1
Quandrix Charm
Quandrix Charm
Instant
Choose one —
- Counter target spell unless its controller pays .
- Destroy target enchantment.
- Target creature has base power and toughness 5/5 until end of turn.
- The effect of Quandrix Charm's last mode will overwrite any previous effects that set the creature's power and toughness to specific values. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
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1
Steelbane Hydra
Steelbane Hydra
Creature — Turtle Hydra
0/0
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
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1
Striding Shotcaller // Run the Play
//
Striding Shotcaller
Creature — Troll Druid
0/4
- 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.").
- 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.
- 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.
- Preparation cards can only be cast with their base characteristics.
- 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.
- 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.
- A creature without a prepare spell can't become prepared.
- 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.
- 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.
- 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.
- 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 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.
- 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.
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1
The Goose Mother
The Goose Mother
Legendary Creature — Bird Hydra
2/2
Flying
The Goose Mother enters with X +1/+1 counters on it.
When The Goose Mother enters, create half X Food tokens, rounded up.
Whenever The Goose Mother attacks, you may sacrifice a Food. If you do, draw a card.
- If an effect refers to a Food, it means any Food artifact, not just a Food artifact token. For example, you can sacrifice Tough Cookie (an Artifact Creature — Food Golem) to activate Maraleaf Rider's ability (an ability with "Sacrifice a Food" in its cost).
- Whatever you do, don't eat the delicious cards.
- Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
- You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
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1
Three Visits
Three Visits
Sorcery
Search your library for a Forest card, put it onto the battlefield, then shuffle.
- Three Visits allows you to search your library for any card with the land type Forest, not just a card with the name Forest.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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1
Zimone, Quandrix Prodigy
Zimone, Quandrix Prodigy
Legendary Creature — Human Wizard
1/2
, : You may put a land card from your hand onto the battlefield tapped.
, : Draw a card. If you control eight or more lands, draw two cards instead.
- Zimone's first ability isn't the same as playing a land. As it resolves, you may put a land card from your hand onto the battlefield tapped even if you have no available land plays or it's another player's turn.
- Zimone's last ability counts the number of lands you control as it resolves, not as you activate it.
3 16
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1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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1
Commander's Insight
Commander's Insight
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
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1
Elementalist's Palette
Elementalist's Palette
Artifact
Whenever you cast a spell with in its mana cost, put two charge counters on this artifact.
: Add one mana of any color.
: Add for each charge counter on this artifact. Spend this mana only on costs that contain .
- The mana added by the last ability can be used only to pay costs with at least one , but it can be used to pay for any part of that cost, not just the . That could be in a spell's total cost, an ability's activation cost, or a cost you're asked to pay as a spell or ability resolves.
- The mana added by the last ability doesn't all have to spent on the same cost.
- If you cast a spell with multiple mana symbols in its cost, the first ability triggers only once.
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1
Fractal Harness
Fractal Harness
Artifact — Equipment
When this Equipment enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it and attach this Equipment to it.
Whenever equipped creature attacks, double the number of +1/+1 counters on it.
Equip
- If you put Fractal Harness onto the battlefield without casting it, or if you choose 0 as the value of X, the token you create will be 0/0. Unless something else is raising its toughness, that token will enter the battlefield and die before you could take any actions.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
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1
Guardian Augmenter
Guardian Augmenter
Creature — Troll Wizard
2/2
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
- Being a commander is not a copiable characteristic; these effects do not apply to copies of a player's commander.
- These effects apply to any commanders you control, not just your own commander.
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1
Kami of Whispered Hopes
Kami of Whispered Hopes
Creature — Spirit
1/1
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
- If you control two Kamis of Whispered Hopes, the number of +1/+1 counters put on a permanent is two plus the original number. Three Kamis of Whispered Hopes add three, and so on.
- If another permanent you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
- If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
- The last ability is a mana ability. It doesn't use the stack and can't be responded to.
- However, if Kami of Whispered Hopes somehow enters the battlefield with +1/+1 counters it, its first ability won't apply to itself.
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1
Lifeblood Hydra
Lifeblood Hydra
Creature — Hydra
0/0
Trample
This creature enters with X +1/+1 counters on it.
When this creature dies, you gain life and draw cards equal to its power.
- Use Lifeblood Hydra's power when it died (including any +1/+1 counters it had) to determine how much life to gain and how many cards to draw.
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1
Nev, the Practical Dean
Nev, the Practical Dean
Legendary Creature — Merfolk Wizard
2/2
Creatures you control with counters on them have trample.
Whenever you cast your first spell with in its mana cost each turn, put X +1/+1 counters on Nev.
- If you cast your first spell with in its mana cost during a turn before Nev is on the battlefield, casting another spell with in its mana cost later in the turn won't cause his last ability to trigger.
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1
Primo, the Unbounded
Primo, the Unbounded
Legendary Creature — Fractal Wolf
0/0
Trample
Primo enters with twice X +1/+1 counters on it.
Whenever one or more creatures you control with base power 0 deal combat damage to a player, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the damage dealt.
- Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
- If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
- Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness.
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1
Quandrix Command
Quandrix Command
Instant
Choose two —
- Return target creature or planeswalker to its owner's hand.
- Counter target artifact or enchantment spell.
- Put two +1/+1 counters on target creature.
- Target player shuffles up to three target cards from their graveyard into their library.
- If at least one target is still legal as Quandrix Command tries to resolve, it will resolve and do as much as it can.
- As Quandrix Command tries to resolve, if the fourth mode is chosen and all of the target cards are illegal, but the target player is still legal, that player will still shuffle their library.
- If all of Quandrix Command's targets are illegal as it tries to resolve, it will do nothing.
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1
Stroke of Genius
Stroke of Genius
Instant
Target player draws X cards.
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1
Troyan, Gutsy Explorer
Troyan, Gutsy Explorer
Legendary Creature — Vedalken Scout
1/3
: Add . Spend this mana only to cast spells with mana value 5 or greater or spells with in their mana costs.
, : Draw a card, then discard a card.
- You don't have to spend the two mana on the same spell.
- You can spend mana generated by Troyan on any part of the cost of a spell that contains in its mana cost. You're not limited to spending it only on the part.
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1
Unbound Flourishing
Unbound Flourishing
Enchantment
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
- Unbound Flourishing raises the value of X for permanent spells, but you don't pay any more mana.
- Unbound Flourishing's ability will copy any instant spell, sorcery spell, or activated ability whose mana cost or activation cost contains , not just one with targets.
- If a permanent has an ability that triggers when it's cast and that references the value of X, you choose whether to double the value of X before or after that ability resolves.
- Spells with additional costs that include won't be affected by Unbound Flourishing. must be in the spell's mana cost.
- The copy that Unbound Flourishing's ability creates is created on the stack, so it's not "cast" or "activated." Abilities that trigger when a player casts a spell or activates an ability won't trigger.
- If the value chosen for X is 0, Unbound Flourishing will double the value to 0 for permanent spells, and copy other spells and abilities.
- You can't choose to pay any additional costs for a copied spell. 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 copy too.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have a colon in their reminder text. Triggered abilities (starting with "when," "whenever," or "at") that ask a player to pay aren't copied.
- If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- An ability with a cost that includes X, but not the mana symbol , won't be copied.
- A copy is created even if the spell or ability that caused Unbound Flourishing's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
- The copy has the same value of X.
- The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
- If you control two Unbound Flourishings, the value of X for permanent spells will be multiplied by four. If you control three, it will be multiplied by eight, and so on. On the other hand, spells and abilities that include will only be copied twice if you control two Unbound Flourishings, three times if you control three, and so on.
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1
Yavimaya Bloomsage // Channel
//
Yavimaya Bloomsage
Creature — Dryad Druid
2/2
- A creature without a prepare spell can't become prepared.
- 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 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.
- Once your life total is 0, you can't pay any more life, even if you've somehow not lost the game yet.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 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.
- 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.
- 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.
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1
Zimone, All-Questioning
Zimone, All-Questioning
Legendary Creature — Human Wizard
1/1
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
- If you don't control a prime number of lands as Zimone's ability tries to resolve, it won't resolve.
- There are a few more prime numbers, but we couldn't fit them all on the card. (Some of them would take up more room than we have in the text box by themselves, but you probably won't control that many lands.)
- In case you do end up with more than 31 lands, the remaining prime numbers below 100 are 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, and 97.
- If a land hasn't entered the battlefield under your control during your turn by the time your end step begins, Zimone's ability won't trigger at all. You won't be able to put a land onto the battlefield under your control during your end step in time to have the ability trigger.
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1
Zimone, Infinite Analyst
Zimone, Infinite Analyst
Legendary Creature — Human Wizard
0/4
The first spell you cast with in its mana cost each turn costs less to cast for each +1/+1 counter on Zimone.
Whenever you cast your first spell with in its mana cost each turn, put two +1/+1 counters on Zimone.
- If you cast your first spell with in its mana cost during a turn before Zimone is on the battlefield, casting another spell with in its mana cost later in the turn won't cause her last ability to trigger. That spell also won't have the cost reduction from Zimone's first ability.
- Zimone'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.
- Since Zimone's last ability won't trigger until you've finished casting your first spell with in its mana cost each turn, the counters from that ability won't be placed on Zimone until after that spell's cost has been determined. The counters put on Zimone from casting your first spell with in its mana cost do not reduce that same spell's cost.
4 6
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1
Altered Ego
Altered Ego
Creature — Shapeshifter
0/0
This spell can't be countered.
You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
- Altered Ego 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 and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- Any "enters" abilities of the copied creature will trigger when Altered Ego enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the chosen creature will also work.
- If the chosen creature is a token, Altered Ego copies the original characteristics of that token as stated by the effect that created that token. Altered Ego isn't a token.
- If you copy a double-faced creature, Altered Ego will be a copy of the face that's up when Altered Ego enters. Because Altered Ego is not a double-faced card, it won't be able to transform. If an effect instructs you to return it to the battlefield transformed when it leaves the battlefield, it won't return and will remain in its new zone.
- If Altered Ego somehow enters at the same time as another creature, Altered Ego can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
- If the chosen creature has in its mana cost, that X is considered to be 0. The value of X in Altered Ego's last ability will be whatever value was chosen for X while casting Altered Ego.
- If the chosen creature is copying something else (for example, if the chosen creature is another Altered Ego), then your Altered Ego enters as whatever the chosen creature copied.
- You can choose not to copy anything. In that case, Altered Ego enters as a 0/0 creature and is probably put into the graveyard immediately. It won't have +1/+1 counters placed on it by its ability.
- X can be 0. Altered Ego won't enter with any additional +1/+1 counters, and it will just be a copy of the chosen creature.
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1
Brass Infiniscope
Brass Infiniscope
Artifact
: Add . When you next cast a spell with in its mana cost this turn, you draw a card and gain half X life, rounded down.
- You'll only gain half X life no matter how many instances of are in the mana cost of the spell you cast.
- The value of X in the delayed triggered ability created by Brass Infiniscope's ability is the value of X of the spell you cast as it exists on the stack when that ability resolves. (Usually this will be the same as the value chosen for X when the spell was cast.)
- The delayed triggered ability created by Brass Infiniscope'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. In that case, use the value of X as that spell last existed on the stack to determine the value of X for the delayed triggered ability.
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1
Eureka Moment
Eureka Moment
Instant
Draw two cards. You may put a land card from your hand onto the battlefield.
- Putting a land card from your hand onto the battlefield is not the same as playing a land. You may do it even if you have already played a land on your turn, or if you're casting Eureka Moment on your opponent's turn.
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1
Forgotten Ancient
Forgotten Ancient
Creature — Elemental
0/3
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
- Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
- Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
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1
Nexus Mentality
Nexus Mentality
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Move all counters from target nonland permanent you control onto another target nonland permanent you control.
- Remove all counters from target nonland permanent you control. Draw a card for each counter removed this way.
- Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
- To move a counter from one permanent to another, the counter is removed from the first permanent and put onto the second. Any abilities that care about a counter being removed from or placed on a permanent will apply.
- The commander you control doesn't have to be your commander.
- Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
- There's no extra bonus if you control more than one commander.
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1
Owlin Spiralmancer
Owlin Spiralmancer
Creature — Bird Wizard
3/4
Flying, vigilance
Whenever you cast your first spell with in its mana cost each turn, you may copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
- Any choices made when the spell resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.
- If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
- A resolving copy of a permanent spell becomes a token. That token isn't "created" and won't interact with abilities that care about tokens being created.
- If you cast your first spell with in its mana cost during a turn before Owlin Spiralmancer is on the battlefield, casting another spell with in its mana cost later in the turn won't cause its last ability to trigger.
- If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
- If the copied spell divides damage or distributes counters among a number of targets, the division and number of targets can't be changed. If you choose new targets, you must choose the same number of targets.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for a copied spell. 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 copy too.
5 5
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1
Deekah, Fractal Theorist
Deekah, Fractal Theorist
Legendary Creature — Human Wizard
3/3
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is that spell's mana value.
: Target creature token can't be blocked this turn.
- 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.
- If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
- 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
Oversimplify
Oversimplify
Sorcery
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
- Oversimplify counts the total power of the creatures as they last existed on the battlefield, not the power of those cards in exile.
- If a commander is exiled this way, its power will be counted along with the other creatures. Once Oversimplify finishes resolving, that commander's owner may move it to the command zone.
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1
Perplexing Test
Perplexing Test
Instant
Choose one —
- Return all creature tokens to their owners' hands.
- Return all nontoken creatures to their owners' hands.
- A token that is returned to its owner's hand ceases to exist as a state-based action the next time a player would receive priority.
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1
Tanazir Quandrix
Tanazir Quandrix
Legendary Creature — Elder Dragon
4/4
Flying, trample
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
- To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
- As the last ability resolves, the base power and toughness of other creatures you control are set to Tanazir Quandrix's actual power and toughness, not just its base power and toughness. If Tanazir Quandrix's power or toughness changes later in the turn, the other creatures you control aren't affected.
- Any effects that modify a creature's power and/or toughness without setting them to a specific value (i.e. ones that don't affect base power and/or toughness) will apply after its base power and toughness are set, regardless of the order those effects were created. The same is true for counters that modify its power and toughness.
- Tanazir Quandrix's last ability overwrites all previous effects that set a creature's power and toughness to specific values. Other effects that set its power or toughness to specific values that start to apply after the ability resolves will overwrite this effect.
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1
Zimone's Hypothesis
Zimone's Hypothesis
Instant
You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.)
- You choose odd or even while Zimone's Hypothesis is resolving. Players can't take any actions between the time you make that choice and the time creatures are returned to their owners' hands.
Lands 37
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1
Alchemist's Refuge
Alchemist's Refuge
Land
: Add .
, : You may cast spells this turn as though they had flash.
- The last ability applies to nonland cards in any zone, provided something is allowing you to cast them. For example, you could cast a sorcery with flashback as though it had flash.
- You can cast a nonland card with flash any time you could cast an instant.
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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
Flooded Grove
Flooded Grove
Land
: Add .
, : Add , , or .
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6
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
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7
Island
Island
Basic Land — Island
( : Add .)
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Oran-Rief, the Vastwood
Oran-Rief, the Vastwood
Land
This land enters tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered this turn.
- Oran-Rief's last ability affects all permanents that are green creatures that entered this turn, not just the ones you control.
- Oran-Rief's last ability cares about permanents' characteristics at the time the ability resolves, not their characteristics at the time they entered. For example, if a blue creature enters, then is turned green by a spell or ability, then Oran-Rief's second ability resolves, you'll put a +1/+1 counter on that creature.
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1
Overflowing Basin
Overflowing Basin
Land
, : Add .
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1
Paradox Gardens
Paradox Gardens
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
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
Quandrix Campus
Quandrix 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
Rain-Slicked Copse
Rain-Slicked Copse
Land — Forest Island
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
- This land has two basic land types. It's not basic, so cards such as Tend the Sprigs can't find it, but it does have the appropriate land types for effects such as that of Kishla Village (from the Tarkir: Dragonstorm release).
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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
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
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1
Sodden Verdure
Sodden Verdure
Land — Forest Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- This land has two basic land types. It's not basic, so cards such as Tend the Sprigs can't find it, but it does have the appropriate land types for effects such as that of Kishla Village (from the Tarkir: Dragonstorm release).
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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
Tangled Islet
Tangled Islet
Land — Forest Island
( : Add or .)
This land enters tapped.
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1
Temple of Mystery
Temple of Mystery
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
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 Wilderness
Turbulent Wilderness
Land — Forest Island
( : Add or .)
This land enters tapped unless your opponents control eight or more lands.
- Unlike some other dual lands, Turbulent Wilderness 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 Vineglimmer 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.
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1
Vineglimmer Snarl
Vineglimmer Snarl
Land
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
- 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.
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.