Creatures 25
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1
Aerith, Last Ancient
Aerith, Last Ancient
Legendary Creature — Human Cleric Druid
3/5
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
- Aerith's last ability checks at the moment it would trigger to see if you gained life this turn. If you didn't, the ability won't trigger at all. Once your end step begins, it's too late to gain life in order to cause this ability to trigger. However, the last part of the ability will check how much life you've gained as the ability resolves, so if you've only gained 5 life this turn by the time the end step comes around, you could still gain 2 more life while this ability is on the stack in order to return the target creature card to the battlefield instead of your hand.
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1
Armory Automaton
Armory Automaton
Artifact Creature — Construct
2/2
Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
- The triggered ability triggers both when Armory Automaton enters the battlefield and whenever it attacks. You don't have to choose only one.
- Armory Automaton's ability can cause an Equipment one player controls to become attached to a creature another player controls. The controller of the Equipment can pay the equip cost to attach that Equipment to a creature they control, but only any time that player could cast a sorcery. The controller of Armory Automaton can't activate equip abilities of Equipment they don't control.
- If Armory Automaton leaves the battlefield before its ability resolves, nothing happens to any of the Equipment it targeted. If they were already attached to other creatures, they remain attached to those creatures.
- You can choose to target no Equipment if you don't want to attach any to Armory Automaton. Because the ability is optional, you also don't have to attach the Equipment it targets as you resolve the ability. However, you must either attach all of the target Equipment or attach none of them.
- If an Equipment an opponent controls is attached to a creature you control, any ability of that Equipment that says "you" refers to that opponent. However, if the Equipment says that the equipped creature has an ability, the word "you" in that ability refers to you, the controller of the creature.
- An ability of an Equipment that triggers "whenever equipped creature attacks" triggers only if the Equipment was attached to a creature at the moment that creature was declared as an attacker, and any references to "that creature" in the effect refer to the creature the Equipment was attached to when the ability triggered.
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1
Avalanche of Sector 7
Avalanche of Sector 7
Legendary Creature — Human Rebel
*/3
Menace
Avalanche of Sector 7's power is equal to the number of artifacts your opponents control.
Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text.
- The ability that defines Avalanche of Sector 7's power applies in all zones, not just the battlefield.
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1
Barret Wallace
Barret Wallace
Legendary Creature — Human Rebel
4/4
Reach
Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player.
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1
Barret, Avalanche Leader
Barret, Avalanche Leader
Legendary Creature — Human Rebel
4/4
Reach
Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token.
At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control.
- You can't use Barret's last ability to try to attach an Equipment to a Rebel if that Equipment can't legally be attached to that Rebel.
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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1
Bronze Guardian
Bronze Guardian
Artifact Creature — Golem
*/5
Double strike
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other artifacts you control have ward .
Bronze Guardian's power is equal to the number of artifacts you control.
- Once a ward ability has triggered, it doesn't matter if the artifact loses ward (most likely because Bronze Guardian leaves the battlefield in response) before the ability resolves. The controller of the spell or ability will still have to pay or the spell or ability will be countered.
- The ability that defines Bronze Guardian's power applies in all zones, not only while it is on the battlefield.
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1
Bugenhagen, Wise Elder
Bugenhagen, Wise Elder
Legendary Creature — Human Shaman
1/3
Reach
At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card.
: Add one mana of any color.
- Bugenhagen's second ability checks at the moment it would trigger to see if you control a creature with power 7 or greater. If you don't, the ability won't trigger at all. If it does trigger, the ability will check again as it tries to resolve. If you don't control a creature with power 7 or greater at that time, the ability won't resolve and none of its effects will happen.
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1
Cait Sith, Fortune Teller
Cait Sith, Fortune Teller
Legendary Artifact Creature — Cat Moogle
3/3
Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value.
- You pay all costs and follow all timing rules for cards played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty and only if you have an available land play remaining.
- The value of X is calculated only once, as the reflexive triggered ability resolves.
- You don't choose a target for Cait Sith's ability at the time it triggers. Rather, a second "reflexive" ability triggers when you exile a card this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
- If the exiled card has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Cid, Freeflier Pilot
Cid, Freeflier Pilot
Legendary Creature — Human Warrior Pilot
2/2
Equipment and Vehicle spells you cast cost less to cast.
Jump — During your turn, Cid has flying.
, : Return target Equipment or Vehicle card from your graveyard to your hand.
- The cost reduction applies only to generic mana in the total cost of Equipment and Vehicle spells you cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of Cid's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
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1
Cloud, Ex-SOLDIER
Cloud, Ex-SOLDIER
Legendary Creature — Human Soldier Mercenary
4/4
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
- You can't use Cloud's second ability to try to attach an Equipment to Cloud if that Equipment can't legally be attached to Cloud.
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1
Elena, Turk Recruit
Elena, Turk Recruit
Legendary Creature — Human Assassin
1/4
When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Whenever you cast a historic spell, put a +1/+1 counter on Elena.
- A historic spell is a spell that is legendary, is an artifact, or is a Saga.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary permanent.
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1
Heidegger, Shinra Executive
Heidegger, Shinra Executive
Legendary Creature — Human Soldier
3/3
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control.
At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you.
- The value of X is calculated only once, as Heidegger's first ability resolves.
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1
Helitrooper
Helitrooper
Creature — Human Soldier
1/2
Flying
Whenever this creature attacks, another target attacking creature gains flying until end of turn.
Equip abilities you activate that target this creature cost less to activate.
- Helitrooper's last ability reduces only the amount of generic mana you pay for equip abilities that target Helitrooper. For example, it will reduce to , but it will have no effect on an equip cost of .
- Some Equipment creature cards in other sets have reconfigure, a different ability that attaches them to a creature. Reconfigure is not an equip ability, and reconfigure costs are not reduced by Helitrooper's last ability. Equip variants or equip abilities with restrictions, like the "equip legendary creature" ability of Wrecking Ball Arm, are still equip abilities, and their costs will be reduced by Helitrooper's last ability. (Sure, Helitrooper isn't normally legendary, but there are ways to fix that.)
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1
Hellkite Tyrant
Hellkite Tyrant
Creature — Dragon
6/5
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
- If you don't control twenty or more artifacts at the beginning of your upkeep, Hellkite Tyrant's last ability won't trigger. If it does trigger, it will check again when it tries to resolve. If you don't control twenty or more artifacts at that time, the ability will do nothing.
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1
Professional Face-Breaker
Professional Face-Breaker
Creature — Human Warrior
2/3
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
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1
Professor Hojo
Professor Hojo
Legendary Creature — Human Scientist
2/2
The first activated ability you activate during your turn that targets a creature you control costs less to activate.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text.
- Professor Hojo's last ability resolves before the activated ability that caused it to trigger. It resolves even if that activated ability is countered or otherwise leaves the stack.
- Professor Hojo's first ability reduces only the amount of generic mana in the first activated ability you activate during your turn that targets a creature. For example, it will reduce an activation cost of to , but it will have no effect on an activation cost of .
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1
Puresteel Paladin
Puresteel Paladin
Creature — Human Knight
2/2
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
- Once the equip ability is activated, causing Puresteel Paladin to leave the battlefield or causing its controller to control fewer than three artifacts won't stop the equip ability from resolving.
- You may still activate the Equipment's other equip abilities if you wish.
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1
Red XIII, Proud Warrior
Red XIII, Proud Warrior
Legendary Creature — Beast Warrior
3/3
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
- An Aura controlled by another player 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
Sephiroth, Fallen Hero
Sephiroth, Fallen Hero
Legendary Creature — Human Avatar Soldier
7/5
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
- Sephiroth's first ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify its power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
- An Aura controlled by another player does not cause a creature you control to be modified.
- A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
- 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.
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1
Summon: Kujata
Summon: Kujata
Enchantment Creature — Saga Ox
7/5
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
- If the discarded card has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Tifa, Martial Artist
Tifa, Martial Artist
Legendary Creature — Human Monk
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Tifa and another player with five creatures, Tifa will get +2/+2 until end of turn.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
- Tifa's last ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
- Melee will trigger if the creature with melee attacks a planeswalker or battle. However, the effect counts only opponents (and not planeswalkers or battles) that you attacked with a creature when determining the bonus.
- Tifa's last ability cares about the power of each individual creature that dealt combat damage to a player, not their total power.
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1
Vincent, Vengeful Atoner
Vincent, Vengeful Atoner
Legendary Creature — Assassin
3/3
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
- The damage dealt by Vincent as a result of its last ability is not combat damage and therefore doesn't cause the ability to trigger again.
- If Vincent isn't on the battlefield when its last ability resolves, use its power as it last existed on the battlefield to determine whether it deals damage to each other opponent.
- Vincent's last ability doesn't care what Vincent's power is when it deals combat damage to an opponent; it only matters what its power is when the ability resolves. For example, if Vincent's power was 7 when it dealt combat damage to an opponent but is reduced to 6 just before its last ability resolves, it won't deal any additional damage when the last ability resolves.
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1
Yuffie, Materia Hunter
Yuffie, Materia Hunter
Legendary Creature — Human Ninja
3/3
Ninjutsu ( , Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
- As you activate Yuffie's ninjutsu ability, you reveal Yuffie from your hand and return the attacking creature. Yuffie isn't put onto the battlefield until the ability resolves. If Yuffie leaves your hand before then, it won't enter at all.
- Although Yuffie enters attacking when its ninjutsu ability resolves, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
- If at least one creature in combat has first strike or double strike, you can activate Yuffie's ninjutsu ability during the first-strike combat damage step. In that case, Yuffie will deal combat damage during the regular combat damage step, even if it has first strike.
- If the target of Yuffie's last ability is illegal as the ability tries to resolve, it won't resolve and none of its effects will happen. You won't attach any Equipment to Yuffie.
- The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
- Yuffie enters attacking the same player, planeswalker, or battle the returned creature was attacking. This is a rule specific to ninjutsu; in other cases, when a creature is put onto the battlefield attacking, that creature's controller chooses which player, planeswalker, or battle it's attacking.
- The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, Yuffie won't normally deal combat damage.
- If you lose control of Yuffie or it leaves the battlefield before its last ability resolves, you won't gain control of the target noncreature artifact.
- You can't use Yuffie's last ability to try to attach an Equipment to Yuffie if that Equipment can't legally be attached to Yuffie.
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1
Zack Fair
Zack Fair
Legendary Creature — Human Soldier
0/1
Zack Fair enters with a +1/+1 counter on it.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
Instants 6
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1
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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1
Clever Concealment
Clever Concealment
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
- Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- Phasing out doesn't cause permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
- Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
- An attacking or blocking creature that phases out is removed from combat.
- Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
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Cloud's Limit Break
Cloud's Limit Break
Instant
Tiered (Choose one additional cost.)
- Cross-Slash — — Destroy target tapped creature.
- Blade Beam — — Destroy any number of target tapped creatures with different controllers.
- Omnislash — — Destroy all tapped creatures.
- You choose the mode as you cast the spell with tiered. Once the mode is chosen, it can't be changed.
- The mana value of a spell with tiered is determined only by its mana cost (in the upper right corner of the card). It doesn't matter which mode you choose or which additional costs you pay, including any additional costs imposed by other effects.
- If an effect allows you to cast a spell with tiered "without paying its mana cost," you must still choose exactly one mode and pay the associated additional cost.
- You must choose exactly one of the listed modes and pay its associated additional cost in order to cast a spell with tiered.
- If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose.
- If a spell with tiered is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose a new mode.
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1
Dispatch
Dispatch
Instant
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
- If you control three or more artifacts when Dispatch resolves, you'll tap the creature, then exile it.
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1
Lifestream's Blessing
Lifestream's Blessing
Instant
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- The value of X is determined only once, as you cast Lifestream's Blessing. It doesn't matter what happens to your creatures after this; the value of X won't change.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
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1
Ultimate Magic: Holy
Ultimate Magic: Holy
Instant
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
Sorceries 11
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1
Austere Command
Austere Command
Sorcery
Choose two —
- Destroy all artifacts.
- Destroy all enchantments.
- Destroy all creatures with mana value 3 or less.
- Destroy all creatures with mana value 4 or greater.
- Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
- If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
- If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
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1
Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
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1
Decimate
Decimate
Sorcery
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
- You must choose a legal target for each target required by Decimate. However, if a permanent has multiple card types, it may be chosen as the target for more than one instance of the word "target." For example, you could cast Decimate targeting an artifact creature, an enchantment, and a land.
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1
Harmonize
Harmonize
Sorcery
Draw three cards.
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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
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
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1
Secret Rendezvous
Secret Rendezvous
Sorcery
You and target opponent each draw three cards.
- If the opponent is an illegal target as Secret Rendezvous tries to resolve, neither player will draw cards.
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1
Ultimate Magic: Meteor
Ultimate Magic: Meteor
Sorcery
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
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1
Unfinished Business
Unfinished Business
Sorcery
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
- Any target Equipment cards that can't legally be attached to the creature will enter the battlefield unattached.
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1
Vandalblast
Vandalblast
Sorcery
Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
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1
Vanquish the Horde
Vanquish the Horde
Sorcery
This spell costs less to cast for each creature on the battlefield.
Destroy all creatures.
Artifacts 19
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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
Behemoth Sledge
Behemoth Sledge
Artifact — Equipment
Equipped creature gets +2/+2 and has trample and lifelink.
Equip
- Multiple instances of lifelink on the same creature are redundant. If a creature with multiple instances of lifelink deals damage, its controller still only gains life equal to the damage dealt.
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1
Champion's Helm
Champion's Helm
Artifact — Equipment
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
- It's possible for a Champion's Helm you control to be attached to a creature an opponent controls (if an opponent gains control of your equipped creature, for example). In this case, the creature couldn't be the target of spells or abilities you control, as you are an opponent of the controller of the creature with hexproof.
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1
Colossus Hammer
Colossus Hammer
Artifact — Equipment
Equipped creature gets +10/+10 and loses flying.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the equipped creature gains flying after Colossus Hammer became attached to it, it will keep flying.
- Colossus Hammer can be attached to a creature that didn't have flying to begin with. It just won't lose flying.
- If an ability of the equipped creature states that it has flying "as long as" a particular condition is true, that condition becoming true will not cause that creature to gain flying. For example, if the equipped creature "has flying as long as it's attacking," it will not gain flying, even if it attacks after Colossus Hammer becomes attached to it.
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1
Conformer Shuriken
Conformer Shuriken
Legendary Artifact — Equipment
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip
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1
Conqueror's Flail
Conqueror's Flail
Artifact — Equipment
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip
- If Conquerer's Flail is attached to a creature you control and you activate its equip ability targeting another creature you control, there's no time in between activating that ability and the resolution of that ability during which it's not attached to a creature. Assuming it's your turn, your opponents won't be able to cast spells.
- The five colors are white, blue, black, red, and green. Conqueror's Flail can't give a creature more than +5/+5. (Gold, artifact, and colorless aren't colors.)
- The first ability of Conqueror's Flail constantly updates as the number of colors among permanents you control changes. If the number of colors decreases and the damage that was marked on the equipped creature earlier in the turn is now lethal damage, that creature is destroyed. Similarly, if its toughness becomes 0, that creature is put into its owner's graveyard.
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1
Darksteel Plate
Darksteel Plate
Artifact — Equipment
Indestructible
Equipped creature has indestructible.
Equip
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1
Explorer's Scope
Explorer's Scope
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Hero's Blade
Hero's Blade
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the legendary creature that entered the battlefield leaves the battlefield before Hero's Blade becomes attached, Hero's Blade stays as it was. If it's already attached to another creature, it remains attached to that creature.
- The triggered ability will trigger when one of the Gods from Theros block enters the battlefield only if your devotion is high enough that it's a creature when it enters. If Hero's Blade is attached to a God that stops being a creature (or any creature that stops being a creature), it will become unattached.
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1
Hero's Heirloom
Hero's Heirloom
Artifact — Equipment
Equipped creature gets +2/+1.
As long as equipped creature is legendary, it has trample and haste.
Equip
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1
Inspiring Statuary
Inspiring Statuary
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for .)
- Multiple instances of improvise are redundant.
- If you cast a nonartifact spell that requires you to sacrifice a permanent as an additional cost, you may tap that permanent (if it's an artifact) for the spell's improvise ability before you sacrifice it to pay that cost.
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Mask of Memory
Mask of Memory
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Summoning Materia
Summoning Materia
Artifact — Equipment
You may look at the top card of your library any time.
As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library.
Equipped creature gets +2/+2 and has vigilance and " : Add ."
Equip
- The top card of your library isn't in your hand, so you can't cycle it, discard it, or activate any of its abilities that could be activated from your hand.
- Summoning Materia lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
- If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
- You must follow all normal timing rules for spells cast using the second ability and must pay all costs for spells cast this way. To cast a spell this way, you may choose to pay any alternative costs or optional additional costs the spell may have (such as a kicker cost). You must pay any mandatory additional costs.
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1
Sword of the Animist
Sword of the Animist
Legendary Artifact — Equipment
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
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1
Trailblazer's Boots
Trailblazer's Boots
Artifact — Equipment
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
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1
Wrecking Ball Arm
Wrecking Ball Arm
Legendary Artifact — Equipment
Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less.
Equip legendary creature
Equip
- Wrecking Ball Arm overwrites all previous effects that set the creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply afterward will overwrite this effect.
- Effects that modify the creature's power and/or toughness without setting base power and/or toughness will apply to the creature no matter when they started to take effect. The same is true for counters that change its power and/or toughness and effects that switch its power and toughness.
- Once a creature equipped with Wrecking Ball Arm has been blocked, changing the blocking creature's power to 2 or less won't cause the creature to become unblocked.
Enchantments 2
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1
Furious Rise
Furious Rise
Enchantment
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.
- If you don't control a creature with power 4 or greater as your end step begins, Furious Rise's ability doesn't trigger. If you don't control one as the ability resolves, it has no effect. It doesn't have to be the same creature at both times, however.
- Furious Rise's ability has you exile only one card, no matter how many creatures with power 4 or greater you control beyond the first.
- Furious Rise's effect doesn't change when you can play the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can't play it unless you have land plays available.
- Playing an exiled card causes it to leave exile. You can't play it multiple times.
- If Furious Rise leaves the battlefield before you play the most recently exiled card, you can play that card for as long as it remains exiled.
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1
SOLDIER Military Program
SOLDIER Military Program
Enchantment
At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead.
- Create a 1/1 white Soldier creature token.
- Put a +1/+1 counter on each of up to two Soldiers you control.
- There's no extra bonus if you control more than one commander.
- The commander you control doesn't have to be your commander.
Lands 37
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Battlefield Forge
Battlefield Forge
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.
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1
Bonders' Enclave
Bonders' Enclave
Land
: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
- Once you've activated the last ability of Bonders' Enclave, it doesn't check again at any point whether you control a creature with power 4 or greater.
- Once you announce that you're activating the last ability of Bonders' Enclave, no player may take actions until you've finished activating it. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
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1
Brushland
Brushland
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
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1
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
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1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
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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
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- 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
Fire-Lit Thicket
Fire-Lit Thicket
Land
: Add .
, : Add , , or .
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3
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village 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
Furycalm Snarl
Furycalm Snarl
Land
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
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1
Game Trail
Game Trail
Land
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Game Trail itself is neither a Mountain nor a Forest, even though it produces red and green mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Game Trail onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Game Trail.
- If a Mountain or Forest is entering the battlefield from your hand at the same time as Game Trail, you may reveal the other land to have Game Trail enter untapped.
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1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
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1
Mossfire Valley
Mossfire Valley
Land
, : Add .
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3
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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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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3
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Radiant Grove
Radiant Grove
Land — Forest Plains
( : Add or .)
This land enters tapped.
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1
Rootbound Crag
Rootbound Crag
Land
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
- This checks for lands you control with the land type Mountain or Forest, not for lands named Mountain or Forest. The lands it checks for don't have to be basic lands. For example, if you control Temple Garden (a nonbasic land with the land types Forest and Plains), Rootbound Crag will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Rugged Prairie
Rugged Prairie
Land
: Add .
, : Add , , or .
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1
Sacred Peaks
Sacred Peaks
Land — Mountain Plains
( : Add or .)
This land enters tapped.
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1
Scavenger Grounds
Scavenger Grounds
Land — Desert
: Add .
, , Sacrifice a Desert: Exile all graveyards.
- The sacrificed Desert will be in your graveyard to be exiled by the last ability of Scavenger Grounds.
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1
Slayers' Stronghold
Slayers' Stronghold
Land
: Add .
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
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1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Sunpetal Grove
Sunpetal Grove
Land
This land enters tapped unless you control a Forest or a Plains.
: Add or .
- This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Sunscorched Divide
Sunscorched Divide
Land
, : Add .
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1
Wooded Ridgeline
Wooded Ridgeline
Land — Mountain Forest
( : Add or .)
This land enters tapped.
White 17
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1
Austere Command
Austere Command
Sorcery
Choose two —
- Destroy all artifacts.
- Destroy all enchantments.
- Destroy all creatures with mana value 3 or less.
- Destroy all creatures with mana value 4 or greater.
- Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
- If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
- If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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1
Bronze Guardian
Bronze Guardian
Artifact Creature — Golem
*/5
Double strike
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other artifacts you control have ward .
Bronze Guardian's power is equal to the number of artifacts you control.
- Once a ward ability has triggered, it doesn't matter if the artifact loses ward (most likely because Bronze Guardian leaves the battlefield in response) before the ability resolves. The controller of the spell or ability will still have to pay or the spell or ability will be countered.
- The ability that defines Bronze Guardian's power applies in all zones, not only while it is on the battlefield.
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1
Cid, Freeflier Pilot
Cid, Freeflier Pilot
Legendary Creature — Human Warrior Pilot
2/2
Equipment and Vehicle spells you cast cost less to cast.
Jump — During your turn, Cid has flying.
, : Return target Equipment or Vehicle card from your graveyard to your hand.
- The cost reduction applies only to generic mana in the total cost of Equipment and Vehicle spells you cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of Cid's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
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1
Clever Concealment
Clever Concealment
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
- Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- Phasing out doesn't cause permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
- Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
- An attacking or blocking creature that phases out is removed from combat.
- Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
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1
Cloud's Limit Break
Cloud's Limit Break
Instant
Tiered (Choose one additional cost.)
- Cross-Slash — — Destroy target tapped creature.
- Blade Beam — — Destroy any number of target tapped creatures with different controllers.
- Omnislash — — Destroy all tapped creatures.
- You choose the mode as you cast the spell with tiered. Once the mode is chosen, it can't be changed.
- The mana value of a spell with tiered is determined only by its mana cost (in the upper right corner of the card). It doesn't matter which mode you choose or which additional costs you pay, including any additional costs imposed by other effects.
- If an effect allows you to cast a spell with tiered "without paying its mana cost," you must still choose exactly one mode and pay the associated additional cost.
- You must choose exactly one of the listed modes and pay its associated additional cost in order to cast a spell with tiered.
- If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose.
- If a spell with tiered is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose a new mode.
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1
Dispatch
Dispatch
Instant
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
- If you control three or more artifacts when Dispatch resolves, you'll tap the creature, then exile it.
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1
Elena, Turk Recruit
Elena, Turk Recruit
Legendary Creature — Human Assassin
1/4
When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Whenever you cast a historic spell, put a +1/+1 counter on Elena.
- A historic spell is a spell that is legendary, is an artifact, or is a Saga.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary permanent.
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1
Heidegger, Shinra Executive
Heidegger, Shinra Executive
Legendary Creature — Human Soldier
3/3
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control.
At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you.
- The value of X is calculated only once, as Heidegger's first ability resolves.
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1
Helitrooper
Helitrooper
Creature — Human Soldier
1/2
Flying
Whenever this creature attacks, another target attacking creature gains flying until end of turn.
Equip abilities you activate that target this creature cost less to activate.
- Helitrooper's last ability reduces only the amount of generic mana you pay for equip abilities that target Helitrooper. For example, it will reduce to , but it will have no effect on an equip cost of .
- Some Equipment creature cards in other sets have reconfigure, a different ability that attaches them to a creature. Reconfigure is not an equip ability, and reconfigure costs are not reduced by Helitrooper's last ability. Equip variants or equip abilities with restrictions, like the "equip legendary creature" ability of Wrecking Ball Arm, are still equip abilities, and their costs will be reduced by Helitrooper's last ability. (Sure, Helitrooper isn't normally legendary, but there are ways to fix that.)
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1
Puresteel Paladin
Puresteel Paladin
Creature — Human Knight
2/2
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
- Once the equip ability is activated, causing Puresteel Paladin to leave the battlefield or causing its controller to control fewer than three artifacts won't stop the equip ability from resolving.
- You may still activate the Equipment's other equip abilities if you wish.
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1
Secret Rendezvous
Secret Rendezvous
Sorcery
You and target opponent each draw three cards.
- If the opponent is an illegal target as Secret Rendezvous tries to resolve, neither player will draw cards.
-
1
SOLDIER Military Program
SOLDIER Military Program
Enchantment
At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead.
- Create a 1/1 white Soldier creature token.
- Put a +1/+1 counter on each of up to two Soldiers you control.
- There's no extra bonus if you control more than one commander.
- The commander you control doesn't have to be your commander.
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1
Ultimate Magic: Holy
Ultimate Magic: Holy
Instant
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Unfinished Business
Unfinished Business
Sorcery
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
- Any target Equipment cards that can't legally be attached to the creature will enter the battlefield unattached.
-
1
Vanquish the Horde
Vanquish the Horde
Sorcery
This spell costs less to cast for each creature on the battlefield.
Destroy all creatures.
-
1
Zack Fair
Zack Fair
Legendary Creature — Human Soldier
0/1
Zack Fair enters with a +1/+1 counter on it.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
Red 12
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1
Avalanche of Sector 7
Avalanche of Sector 7
Legendary Creature — Human Rebel
*/3
Menace
Avalanche of Sector 7's power is equal to the number of artifacts your opponents control.
Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text.
- The ability that defines Avalanche of Sector 7's power applies in all zones, not just the battlefield.
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1
Barret Wallace
Barret Wallace
Legendary Creature — Human Rebel
4/4
Reach
Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player.
-
1
Cait Sith, Fortune Teller
Cait Sith, Fortune Teller
Legendary Artifact Creature — Cat Moogle
3/3
Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value.
- You pay all costs and follow all timing rules for cards played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty and only if you have an available land play remaining.
- The value of X is calculated only once, as the reflexive triggered ability resolves.
- You don't choose a target for Cait Sith's ability at the time it triggers. Rather, a second "reflexive" ability triggers when you exile a card this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
- If the exiled card has in its mana cost, X is 0 for the purpose of determining its mana value.
-
1
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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1
Furious Rise
Furious Rise
Enchantment
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.
- If you don't control a creature with power 4 or greater as your end step begins, Furious Rise's ability doesn't trigger. If you don't control one as the ability resolves, it has no effect. It doesn't have to be the same creature at both times, however.
- Furious Rise's ability has you exile only one card, no matter how many creatures with power 4 or greater you control beyond the first.
- Furious Rise's effect doesn't change when you can play the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can't play it unless you have land plays available.
- Playing an exiled card causes it to leave exile. You can't play it multiple times.
- If Furious Rise leaves the battlefield before you play the most recently exiled card, you can play that card for as long as it remains exiled.
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1
Hellkite Tyrant
Hellkite Tyrant
Creature — Dragon
6/5
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
- If you don't control twenty or more artifacts at the beginning of your upkeep, Hellkite Tyrant's last ability won't trigger. If it does trigger, it will check again when it tries to resolve. If you don't control twenty or more artifacts at that time, the ability will do nothing.
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1
Professional Face-Breaker
Professional Face-Breaker
Creature — Human Warrior
2/3
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
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1
Summon: Kujata
Summon: Kujata
Enchantment Creature — Saga Ox
7/5
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
- If the discarded card has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Ultimate Magic: Meteor
Ultimate Magic: Meteor
Sorcery
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
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1
Vandalblast
Vandalblast
Sorcery
Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
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1
Vincent, Vengeful Atoner
Vincent, Vengeful Atoner
Legendary Creature — Assassin
3/3
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
- The damage dealt by Vincent as a result of its last ability is not combat damage and therefore doesn't cause the ability to trigger again.
- If Vincent isn't on the battlefield when its last ability resolves, use its power as it last existed on the battlefield to determine whether it deals damage to each other opponent.
- Vincent's last ability doesn't care what Vincent's power is when it deals combat damage to an opponent; it only matters what its power is when the ability resolves. For example, if Vincent's power was 7 when it dealt combat damage to an opponent but is reduced to 6 just before its last ability resolves, it won't deal any additional damage when the last ability resolves.
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1
Yuffie, Materia Hunter
Yuffie, Materia Hunter
Legendary Creature — Human Ninja
3/3
Ninjutsu ( , Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
- As you activate Yuffie's ninjutsu ability, you reveal Yuffie from your hand and return the attacking creature. Yuffie isn't put onto the battlefield until the ability resolves. If Yuffie leaves your hand before then, it won't enter at all.
- Although Yuffie enters attacking when its ninjutsu ability resolves, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
- If at least one creature in combat has first strike or double strike, you can activate Yuffie's ninjutsu ability during the first-strike combat damage step. In that case, Yuffie will deal combat damage during the regular combat damage step, even if it has first strike.
- If the target of Yuffie's last ability is illegal as the ability tries to resolve, it won't resolve and none of its effects will happen. You won't attach any Equipment to Yuffie.
- The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
- Yuffie enters attacking the same player, planeswalker, or battle the returned creature was attacking. This is a rule specific to ninjutsu; in other cases, when a creature is put onto the battlefield attacking, that creature's controller chooses which player, planeswalker, or battle it's attacking.
- The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, Yuffie won't normally deal combat damage.
- If you lose control of Yuffie or it leaves the battlefield before its last ability resolves, you won't gain control of the target noncreature artifact.
- You can't use Yuffie's last ability to try to attach an Equipment to Yuffie if that Equipment can't legally be attached to Yuffie.
Green 8
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1
Bugenhagen, Wise Elder
Bugenhagen, Wise Elder
Legendary Creature — Human Shaman
1/3
Reach
At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card.
: Add one mana of any color.
- Bugenhagen's second ability checks at the moment it would trigger to see if you control a creature with power 7 or greater. If you don't, the ability won't trigger at all. If it does trigger, the ability will check again as it tries to resolve. If you don't control a creature with power 7 or greater at that time, the ability won't resolve and none of its effects will happen.
-
1
Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
-
1
Harmonize
Harmonize
Sorcery
Draw three cards.
-
1
Lifestream's Blessing
Lifestream's Blessing
Instant
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- The value of X is determined only once, as you cast Lifestream's Blessing. It doesn't matter what happens to your creatures after this; the value of X won't change.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
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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
Professor Hojo
Professor Hojo
Legendary Creature — Human Scientist
2/2
The first activated ability you activate during your turn that targets a creature you control costs less to activate.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text.
- Professor Hojo's last ability resolves before the activated ability that caused it to trigger. It resolves even if that activated ability is countered or otherwise leaves the stack.
- Professor Hojo's first ability reduces only the amount of generic mana in the first activated ability you activate during your turn that targets a creature. For example, it will reduce an activation cost of to , but it will have no effect on an activation cost of .
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1
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
-
1
Summoning Materia
Summoning Materia
Artifact — Equipment
You may look at the top card of your library any time.
As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library.
Equipped creature gets +2/+2 and has vigilance and " : Add ."
Equip
- The top card of your library isn't in your hand, so you can't cycle it, discard it, or activate any of its abilities that could be activated from your hand.
- Summoning Materia lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
- If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
- You must follow all normal timing rules for spells cast using the second ability and must pay all costs for spells cast this way. To cast a spell this way, you may choose to pay any alternative costs or optional additional costs the spell may have (such as a kicker cost). You must pay any mandatory additional costs.
Multicolor 8
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1
Aerith, Last Ancient
Aerith, Last Ancient
Legendary Creature — Human Cleric Druid
3/5
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
- Aerith's last ability checks at the moment it would trigger to see if you gained life this turn. If you didn't, the ability won't trigger at all. Once your end step begins, it's too late to gain life in order to cause this ability to trigger. However, the last part of the ability will check how much life you've gained as the ability resolves, so if you've only gained 5 life this turn by the time the end step comes around, you could still gain 2 more life while this ability is on the stack in order to return the target creature card to the battlefield instead of your hand.
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1
Barret, Avalanche Leader
Barret, Avalanche Leader
Legendary Creature — Human Rebel
4/4
Reach
Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token.
At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control.
- You can't use Barret's last ability to try to attach an Equipment to a Rebel if that Equipment can't legally be attached to that Rebel.
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1
Behemoth Sledge
Behemoth Sledge
Artifact — Equipment
Equipped creature gets +2/+2 and has trample and lifelink.
Equip
- Multiple instances of lifelink on the same creature are redundant. If a creature with multiple instances of lifelink deals damage, its controller still only gains life equal to the damage dealt.
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1
Cloud, Ex-SOLDIER
Cloud, Ex-SOLDIER
Legendary Creature — Human Soldier Mercenary
4/4
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
- You can't use Cloud's second ability to try to attach an Equipment to Cloud if that Equipment can't legally be attached to Cloud.
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1
Decimate
Decimate
Sorcery
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
- You must choose a legal target for each target required by Decimate. However, if a permanent has multiple card types, it may be chosen as the target for more than one instance of the word "target." For example, you could cast Decimate targeting an artifact creature, an enchantment, and a land.
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1
Red XIII, Proud Warrior
Red XIII, Proud Warrior
Legendary Creature — Beast Warrior
3/3
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
- An Aura controlled by another player 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
Sephiroth, Fallen Hero
Sephiroth, Fallen Hero
Legendary Creature — Human Avatar Soldier
7/5
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
- Sephiroth's first ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify its power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
- An Aura controlled by another player does not cause a creature you control to be modified.
- A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
- 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.
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1
Tifa, Martial Artist
Tifa, Martial Artist
Legendary Creature — Human Monk
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Tifa and another player with five creatures, Tifa will get +2/+2 until end of turn.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
- Tifa's last ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
- Melee will trigger if the creature with melee attacks a planeswalker or battle. However, the effect counts only opponents (and not planeswalkers or battles) that you attacked with a creature when determining the bonus.
- Tifa's last ability cares about the power of each individual creature that dealt combat damage to a player, not their total power.
Colorless 18
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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
Armory Automaton
Armory Automaton
Artifact Creature — Construct
2/2
Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
- The triggered ability triggers both when Armory Automaton enters the battlefield and whenever it attacks. You don't have to choose only one.
- Armory Automaton's ability can cause an Equipment one player controls to become attached to a creature another player controls. The controller of the Equipment can pay the equip cost to attach that Equipment to a creature they control, but only any time that player could cast a sorcery. The controller of Armory Automaton can't activate equip abilities of Equipment they don't control.
- If Armory Automaton leaves the battlefield before its ability resolves, nothing happens to any of the Equipment it targeted. If they were already attached to other creatures, they remain attached to those creatures.
- You can choose to target no Equipment if you don't want to attach any to Armory Automaton. Because the ability is optional, you also don't have to attach the Equipment it targets as you resolve the ability. However, you must either attach all of the target Equipment or attach none of them.
- If an Equipment an opponent controls is attached to a creature you control, any ability of that Equipment that says "you" refers to that opponent. However, if the Equipment says that the equipped creature has an ability, the word "you" in that ability refers to you, the controller of the creature.
- An ability of an Equipment that triggers "whenever equipped creature attacks" triggers only if the Equipment was attached to a creature at the moment that creature was declared as an attacker, and any references to "that creature" in the effect refer to the creature the Equipment was attached to when the ability triggered.
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1
Champion's Helm
Champion's Helm
Artifact — Equipment
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
- It's possible for a Champion's Helm you control to be attached to a creature an opponent controls (if an opponent gains control of your equipped creature, for example). In this case, the creature couldn't be the target of spells or abilities you control, as you are an opponent of the controller of the creature with hexproof.
-
1
Colossus Hammer
Colossus Hammer
Artifact — Equipment
Equipped creature gets +10/+10 and loses flying.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the equipped creature gains flying after Colossus Hammer became attached to it, it will keep flying.
- Colossus Hammer can be attached to a creature that didn't have flying to begin with. It just won't lose flying.
- If an ability of the equipped creature states that it has flying "as long as" a particular condition is true, that condition becoming true will not cause that creature to gain flying. For example, if the equipped creature "has flying as long as it's attacking," it will not gain flying, even if it attacks after Colossus Hammer becomes attached to it.
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1
Conformer Shuriken
Conformer Shuriken
Legendary Artifact — Equipment
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip
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1
Conqueror's Flail
Conqueror's Flail
Artifact — Equipment
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip
- If Conquerer's Flail is attached to a creature you control and you activate its equip ability targeting another creature you control, there's no time in between activating that ability and the resolution of that ability during which it's not attached to a creature. Assuming it's your turn, your opponents won't be able to cast spells.
- The five colors are white, blue, black, red, and green. Conqueror's Flail can't give a creature more than +5/+5. (Gold, artifact, and colorless aren't colors.)
- The first ability of Conqueror's Flail constantly updates as the number of colors among permanents you control changes. If the number of colors decreases and the damage that was marked on the equipped creature earlier in the turn is now lethal damage, that creature is destroyed. Similarly, if its toughness becomes 0, that creature is put into its owner's graveyard.
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1
Darksteel Plate
Darksteel Plate
Artifact — Equipment
Indestructible
Equipped creature has indestructible.
Equip
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1
Explorer's Scope
Explorer's Scope
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Hero's Blade
Hero's Blade
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the legendary creature that entered the battlefield leaves the battlefield before Hero's Blade becomes attached, Hero's Blade stays as it was. If it's already attached to another creature, it remains attached to that creature.
- The triggered ability will trigger when one of the Gods from Theros block enters the battlefield only if your devotion is high enough that it's a creature when it enters. If Hero's Blade is attached to a God that stops being a creature (or any creature that stops being a creature), it will become unattached.
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1
Hero's Heirloom
Hero's Heirloom
Artifact — Equipment
Equipped creature gets +2/+1.
As long as equipped creature is legendary, it has trample and haste.
Equip
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1
Inspiring Statuary
Inspiring Statuary
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for .)
- Multiple instances of improvise are redundant.
- If you cast a nonartifact spell that requires you to sacrifice a permanent as an additional cost, you may tap that permanent (if it's an artifact) for the spell's improvise ability before you sacrifice it to pay that cost.
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
-
1
Mask of Memory
Mask of Memory
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Sword of the Animist
Sword of the Animist
Legendary Artifact — Equipment
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
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1
Trailblazer's Boots
Trailblazer's Boots
Artifact — Equipment
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
-
1
Wrecking Ball Arm
Wrecking Ball Arm
Legendary Artifact — Equipment
Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less.
Equip legendary creature
Equip
- Wrecking Ball Arm overwrites all previous effects that set the creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply afterward will overwrite this effect.
- Effects that modify the creature's power and/or toughness without setting base power and/or toughness will apply to the creature no matter when they started to take effect. The same is true for counters that change its power and/or toughness and effects that switch its power and toughness.
- Once a creature equipped with Wrecking Ball Arm has been blocked, changing the blocking creature's power to 2 or less won't cause the creature to become unblocked.
Lands 37
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Battlefield Forge
Battlefield Forge
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.
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1
Bonders' Enclave
Bonders' Enclave
Land
: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
- Once you've activated the last ability of Bonders' Enclave, it doesn't check again at any point whether you control a creature with power 4 or greater.
- Once you announce that you're activating the last ability of Bonders' Enclave, no player may take actions until you've finished activating it. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
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1
Brushland
Brushland
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
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1
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
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1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
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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
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- 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
Fire-Lit Thicket
Fire-Lit Thicket
Land
: Add .
, : Add , , or .
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3
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village 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
Furycalm Snarl
Furycalm Snarl
Land
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
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1
Game Trail
Game Trail
Land
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Game Trail itself is neither a Mountain nor a Forest, even though it produces red and green mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Game Trail onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Game Trail.
- If a Mountain or Forest is entering the battlefield from your hand at the same time as Game Trail, you may reveal the other land to have Game Trail enter untapped.
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1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
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1
Mossfire Valley
Mossfire Valley
Land
, : Add .
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3
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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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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3
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Radiant Grove
Radiant Grove
Land — Forest Plains
( : Add or .)
This land enters tapped.
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1
Rootbound Crag
Rootbound Crag
Land
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
- This checks for lands you control with the land type Mountain or Forest, not for lands named Mountain or Forest. The lands it checks for don't have to be basic lands. For example, if you control Temple Garden (a nonbasic land with the land types Forest and Plains), Rootbound Crag will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Rugged Prairie
Rugged Prairie
Land
: Add .
, : Add , , or .
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1
Sacred Peaks
Sacred Peaks
Land — Mountain Plains
( : Add or .)
This land enters tapped.
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1
Scavenger Grounds
Scavenger Grounds
Land — Desert
: Add .
, , Sacrifice a Desert: Exile all graveyards.
- The sacrificed Desert will be in your graveyard to be exiled by the last ability of Scavenger Grounds.
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1
Slayers' Stronghold
Slayers' Stronghold
Land
: Add .
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
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1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Sunpetal Grove
Sunpetal Grove
Land
This land enters tapped unless you control a Forest or a Plains.
: Add or .
- This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Sunscorched Divide
Sunscorched Divide
Land
, : Add .
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1
Wooded Ridgeline
Wooded Ridgeline
Land — Mountain Forest
( : Add or .)
This land enters tapped.
1 7
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1
Colossus Hammer
Colossus Hammer
Artifact — Equipment
Equipped creature gets +10/+10 and loses flying.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the equipped creature gains flying after Colossus Hammer became attached to it, it will keep flying.
- Colossus Hammer can be attached to a creature that didn't have flying to begin with. It just won't lose flying.
- If an ability of the equipped creature states that it has flying "as long as" a particular condition is true, that condition becoming true will not cause that creature to gain flying. For example, if the equipped creature "has flying as long as it's attacking," it will not gain flying, even if it attacks after Colossus Hammer becomes attached to it.
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1
Dispatch
Dispatch
Instant
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
- If you control three or more artifacts when Dispatch resolves, you'll tap the creature, then exile it.
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1
Explorer's Scope
Explorer's Scope
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Vandalblast
Vandalblast
Sorcery
Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
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1
Zack Fair
Zack Fair
Legendary Creature — Human Soldier
0/1
Zack Fair enters with a +1/+1 counter on it.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
2 18
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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
Bugenhagen, Wise Elder
Bugenhagen, Wise Elder
Legendary Creature — Human Shaman
1/3
Reach
At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card.
: Add one mana of any color.
- Bugenhagen's second ability checks at the moment it would trigger to see if you control a creature with power 7 or greater. If you don't, the ability won't trigger at all. If it does trigger, the ability will check again as it tries to resolve. If you don't control a creature with power 7 or greater at that time, the ability won't resolve and none of its effects will happen.
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1
Cid, Freeflier Pilot
Cid, Freeflier Pilot
Legendary Creature — Human Warrior Pilot
2/2
Equipment and Vehicle spells you cast cost less to cast.
Jump — During your turn, Cid has flying.
, : Return target Equipment or Vehicle card from your graveyard to your hand.
- The cost reduction applies only to generic mana in the total cost of Equipment and Vehicle spells you cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of Cid's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
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1
Cloud's Limit Break
Cloud's Limit Break
Instant
Tiered (Choose one additional cost.)
- Cross-Slash — — Destroy target tapped creature.
- Blade Beam — — Destroy any number of target tapped creatures with different controllers.
- Omnislash — — Destroy all tapped creatures.
- You choose the mode as you cast the spell with tiered. Once the mode is chosen, it can't be changed.
- The mana value of a spell with tiered is determined only by its mana cost (in the upper right corner of the card). It doesn't matter which mode you choose or which additional costs you pay, including any additional costs imposed by other effects.
- If an effect allows you to cast a spell with tiered "without paying its mana cost," you must still choose exactly one mode and pay the associated additional cost.
- You must choose exactly one of the listed modes and pay its associated additional cost in order to cast a spell with tiered.
- If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose.
- If a spell with tiered is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose a new mode.
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1
Conformer Shuriken
Conformer Shuriken
Legendary Artifact — Equipment
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip
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1
Conqueror's Flail
Conqueror's Flail
Artifact — Equipment
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip
- If Conquerer's Flail is attached to a creature you control and you activate its equip ability targeting another creature you control, there's no time in between activating that ability and the resolution of that ability during which it's not attached to a creature. Assuming it's your turn, your opponents won't be able to cast spells.
- The five colors are white, blue, black, red, and green. Conqueror's Flail can't give a creature more than +5/+5. (Gold, artifact, and colorless aren't colors.)
- The first ability of Conqueror's Flail constantly updates as the number of colors among permanents you control changes. If the number of colors decreases and the damage that was marked on the equipped creature earlier in the turn is now lethal damage, that creature is destroyed. Similarly, if its toughness becomes 0, that creature is put into its owner's graveyard.
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1
Helitrooper
Helitrooper
Creature — Human Soldier
1/2
Flying
Whenever this creature attacks, another target attacking creature gains flying until end of turn.
Equip abilities you activate that target this creature cost less to activate.
- Helitrooper's last ability reduces only the amount of generic mana you pay for equip abilities that target Helitrooper. For example, it will reduce to , but it will have no effect on an equip cost of .
- Some Equipment creature cards in other sets have reconfigure, a different ability that attaches them to a creature. Reconfigure is not an equip ability, and reconfigure costs are not reduced by Helitrooper's last ability. Equip variants or equip abilities with restrictions, like the "equip legendary creature" ability of Wrecking Ball Arm, are still equip abilities, and their costs will be reduced by Helitrooper's last ability. (Sure, Helitrooper isn't normally legendary, but there are ways to fix that.)
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1
Hero's Blade
Hero's Blade
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the legendary creature that entered the battlefield leaves the battlefield before Hero's Blade becomes attached, Hero's Blade stays as it was. If it's already attached to another creature, it remains attached to that creature.
- The triggered ability will trigger when one of the Gods from Theros block enters the battlefield only if your devotion is high enough that it's a creature when it enters. If Hero's Blade is attached to a God that stops being a creature (or any creature that stops being a creature), it will become unattached.
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1
Hero's Heirloom
Hero's Heirloom
Artifact — Equipment
Equipped creature gets +2/+1.
As long as equipped creature is legendary, it has trample and haste.
Equip
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Mask of Memory
Mask of Memory
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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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
Professor Hojo
Professor Hojo
Legendary Creature — Human Scientist
2/2
The first activated ability you activate during your turn that targets a creature you control costs less to activate.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text.
- Professor Hojo's last ability resolves before the activated ability that caused it to trigger. It resolves even if that activated ability is countered or otherwise leaves the stack.
- Professor Hojo's first ability reduces only the amount of generic mana in the first activated ability you activate during your turn that targets a creature. For example, it will reduce an activation cost of to , but it will have no effect on an activation cost of .
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1
Puresteel Paladin
Puresteel Paladin
Creature — Human Knight
2/2
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
- Once the equip ability is activated, causing Puresteel Paladin to leave the battlefield or causing its controller to control fewer than three artifacts won't stop the equip ability from resolving.
- You may still activate the Equipment's other equip abilities if you wish.
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1
Rampant Growth
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The land does not count toward your one per turn limit because it was put onto the battlefield by an effect.
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1
Sword of the Animist
Sword of the Animist
Legendary Artifact — Equipment
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
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1
Trailblazer's Boots
Trailblazer's Boots
Artifact — Equipment
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
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1
Wrecking Ball Arm
Wrecking Ball Arm
Legendary Artifact — Equipment
Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less.
Equip legendary creature
Equip
- Wrecking Ball Arm overwrites all previous effects that set the creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply afterward will overwrite this effect.
- Effects that modify the creature's power and/or toughness without setting base power and/or toughness will apply to the creature no matter when they started to take effect. The same is true for counters that change its power and/or toughness and effects that switch its power and toughness.
- Once a creature equipped with Wrecking Ball Arm has been blocked, changing the blocking creature's power to 2 or less won't cause the creature to become unblocked.
3 19
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1
Armory Automaton
Armory Automaton
Artifact Creature — Construct
2/2
Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
- The triggered ability triggers both when Armory Automaton enters the battlefield and whenever it attacks. You don't have to choose only one.
- Armory Automaton's ability can cause an Equipment one player controls to become attached to a creature another player controls. The controller of the Equipment can pay the equip cost to attach that Equipment to a creature they control, but only any time that player could cast a sorcery. The controller of Armory Automaton can't activate equip abilities of Equipment they don't control.
- If Armory Automaton leaves the battlefield before its ability resolves, nothing happens to any of the Equipment it targeted. If they were already attached to other creatures, they remain attached to those creatures.
- You can choose to target no Equipment if you don't want to attach any to Armory Automaton. Because the ability is optional, you also don't have to attach the Equipment it targets as you resolve the ability. However, you must either attach all of the target Equipment or attach none of them.
- If an Equipment an opponent controls is attached to a creature you control, any ability of that Equipment that says "you" refers to that opponent. However, if the Equipment says that the equipped creature has an ability, the word "you" in that ability refers to you, the controller of the creature.
- An ability of an Equipment that triggers "whenever equipped creature attacks" triggers only if the Equipment was attached to a creature at the moment that creature was declared as an attacker, and any references to "that creature" in the effect refer to the creature the Equipment was attached to when the ability triggered.
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1
Avalanche of Sector 7
Avalanche of Sector 7
Legendary Creature — Human Rebel
*/3
Menace
Avalanche of Sector 7's power is equal to the number of artifacts your opponents control.
Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player.
- Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text.
- The ability that defines Avalanche of Sector 7's power applies in all zones, not just the battlefield.
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1
Bastion Protector
Bastion Protector
Creature — Human Soldier
3/3
Commander creatures you control get +2/+2 and have indestructible.
- Bastion Protector's ability applies to any commander creature you control, whether you own it or not.
- A "commander creature" is a permanent that's both someone's commander and a creature.
- Bastion Protector's ability doesn't apply to commanders that aren't currently creatures.
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1
Behemoth Sledge
Behemoth Sledge
Artifact — Equipment
Equipped creature gets +2/+2 and has trample and lifelink.
Equip
- Multiple instances of lifelink on the same creature are redundant. If a creature with multiple instances of lifelink deals damage, its controller still only gains life equal to the damage dealt.
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1
Champion's Helm
Champion's Helm
Artifact — Equipment
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
- It's possible for a Champion's Helm you control to be attached to a creature an opponent controls (if an opponent gains control of your equipped creature, for example). In this case, the creature couldn't be the target of spells or abilities you control, as you are an opponent of the controller of the creature with hexproof.
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1
Chaos Warp
Chaos Warp
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
- A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
- The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
- If the revealed card is not a permanent card, it remains on top of that library.
- If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
- If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
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1
Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
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1
Darksteel Plate
Darksteel Plate
Artifact — Equipment
Indestructible
Equipped creature has indestructible.
Equip
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1
Elena, Turk Recruit
Elena, Turk Recruit
Legendary Creature — Human Assassin
1/4
When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Whenever you cast a historic spell, put a +1/+1 counter on Elena.
- A historic spell is a spell that is legendary, is an artifact, or is a Saga.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary permanent.
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1
Furious Rise
Furious Rise
Enchantment
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.
- If you don't control a creature with power 4 or greater as your end step begins, Furious Rise's ability doesn't trigger. If you don't control one as the ability resolves, it has no effect. It doesn't have to be the same creature at both times, however.
- Furious Rise's ability has you exile only one card, no matter how many creatures with power 4 or greater you control beyond the first.
- Furious Rise's effect doesn't change when you can play the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can't play it unless you have land plays available.
- Playing an exiled card causes it to leave exile. You can't play it multiple times.
- If Furious Rise leaves the battlefield before you play the most recently exiled card, you can play that card for as long as it remains exiled.
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1
Inspiring Statuary
Inspiring Statuary
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for .)
- Multiple instances of improvise are redundant.
- If you cast a nonartifact spell that requires you to sacrifice a permanent as an additional cost, you may tap that permanent (if it's an artifact) for the spell's improvise ability before you sacrifice it to pay that cost.
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1
Professional Face-Breaker
Professional Face-Breaker
Creature — Human Warrior
2/3
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
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1
Red XIII, Proud Warrior
Red XIII, Proud Warrior
Legendary Creature — Beast Warrior
3/3
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
- An Aura controlled by another player 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
Secret Rendezvous
Secret Rendezvous
Sorcery
You and target opponent each draw three cards.
- If the opponent is an illegal target as Secret Rendezvous tries to resolve, neither player will draw cards.
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1
SOLDIER Military Program
SOLDIER Military Program
Enchantment
At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead.
- Create a 1/1 white Soldier creature token.
- Put a +1/+1 counter on each of up to two Soldiers you control.
- There's no extra bonus if you control more than one commander.
- The commander you control doesn't have to be your commander.
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1
Summoning Materia
Summoning Materia
Artifact — Equipment
You may look at the top card of your library any time.
As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library.
Equipped creature gets +2/+2 and has vigilance and " : Add ."
Equip
- The top card of your library isn't in your hand, so you can't cycle it, discard it, or activate any of its abilities that could be activated from your hand.
- Summoning Materia lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
- If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
- You must follow all normal timing rules for spells cast using the second ability and must pay all costs for spells cast this way. To cast a spell this way, you may choose to pay any alternative costs or optional additional costs the spell may have (such as a kicker cost). You must pay any mandatory additional costs.
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1
Ultimate Magic: Holy
Ultimate Magic: Holy
Instant
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
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1
Vincent, Vengeful Atoner
Vincent, Vengeful Atoner
Legendary Creature — Assassin
3/3
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
- The damage dealt by Vincent as a result of its last ability is not combat damage and therefore doesn't cause the ability to trigger again.
- If Vincent isn't on the battlefield when its last ability resolves, use its power as it last existed on the battlefield to determine whether it deals damage to each other opponent.
- Vincent's last ability doesn't care what Vincent's power is when it deals combat damage to an opponent; it only matters what its power is when the ability resolves. For example, if Vincent's power was 7 when it dealt combat damage to an opponent but is reduced to 6 just before its last ability resolves, it won't deal any additional damage when the last ability resolves.
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1
Yuffie, Materia Hunter
Yuffie, Materia Hunter
Legendary Creature — Human Ninja
3/3
Ninjutsu ( , Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
- As you activate Yuffie's ninjutsu ability, you reveal Yuffie from your hand and return the attacking creature. Yuffie isn't put onto the battlefield until the ability resolves. If Yuffie leaves your hand before then, it won't enter at all.
- Although Yuffie enters attacking when its ninjutsu ability resolves, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
- If at least one creature in combat has first strike or double strike, you can activate Yuffie's ninjutsu ability during the first-strike combat damage step. In that case, Yuffie will deal combat damage during the regular combat damage step, even if it has first strike.
- If the target of Yuffie's last ability is illegal as the ability tries to resolve, it won't resolve and none of its effects will happen. You won't attach any Equipment to Yuffie.
- The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
- Yuffie enters attacking the same player, planeswalker, or battle the returned creature was attacking. This is a rule specific to ninjutsu; in other cases, when a creature is put onto the battlefield attacking, that creature's controller chooses which player, planeswalker, or battle it's attacking.
- The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, Yuffie won't normally deal combat damage.
- If you lose control of Yuffie or it leaves the battlefield before its last ability resolves, you won't gain control of the target noncreature artifact.
- You can't use Yuffie's last ability to try to attach an Equipment to Yuffie if that Equipment can't legally be attached to Yuffie.
4 9
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1
Aerith, Last Ancient
Aerith, Last Ancient
Legendary Creature — Human Cleric Druid
3/5
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
- Aerith's last ability checks at the moment it would trigger to see if you gained life this turn. If you didn't, the ability won't trigger at all. Once your end step begins, it's too late to gain life in order to cause this ability to trigger. However, the last part of the ability will check how much life you've gained as the ability resolves, so if you've only gained 5 life this turn by the time the end step comes around, you could still gain 2 more life while this ability is on the stack in order to return the target creature card to the battlefield instead of your hand.
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1
Barret Wallace
Barret Wallace
Legendary Creature — Human Rebel
4/4
Reach
Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player.
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1
Barret, Avalanche Leader
Barret, Avalanche Leader
Legendary Creature — Human Rebel
4/4
Reach
Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token.
At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control.
- You can't use Barret's last ability to try to attach an Equipment to a Rebel if that Equipment can't legally be attached to that Rebel.
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1
Cait Sith, Fortune Teller
Cait Sith, Fortune Teller
Legendary Artifact Creature — Cat Moogle
3/3
Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value.
- You pay all costs and follow all timing rules for cards played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty and only if you have an available land play remaining.
- The value of X is calculated only once, as the reflexive triggered ability resolves.
- You don't choose a target for Cait Sith's ability at the time it triggers. Rather, a second "reflexive" ability triggers when you exile a card this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
- If the exiled card has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Clever Concealment
Clever Concealment
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
- Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- Phasing out doesn't cause permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
- Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
- An attacking or blocking creature that phases out is removed from combat.
- Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
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1
Decimate
Decimate
Sorcery
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
- You must choose a legal target for each target required by Decimate. However, if a permanent has multiple card types, it may be chosen as the target for more than one instance of the word "target." For example, you could cast Decimate targeting an artifact creature, an enchantment, and a land.
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1
Harmonize
Harmonize
Sorcery
Draw three cards.
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1
Heidegger, Shinra Executive
Heidegger, Shinra Executive
Legendary Creature — Human Soldier
3/3
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control.
At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you.
- The value of X is calculated only once, as Heidegger's first ability resolves.
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1
Tifa, Martial Artist
Tifa, Martial Artist
Legendary Creature — Human Monk
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Tifa and another player with five creatures, Tifa will get +2/+2 until end of turn.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
- Tifa's last ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
- Melee will trigger if the creature with melee attacks a planeswalker or battle. However, the effect counts only opponents (and not planeswalkers or battles) that you attacked with a creature when determining the bonus.
- Tifa's last ability cares about the power of each individual creature that dealt combat damage to a player, not their total power.
5 4
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1
Bronze Guardian
Bronze Guardian
Artifact Creature — Golem
*/5
Double strike
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other artifacts you control have ward .
Bronze Guardian's power is equal to the number of artifacts you control.
- Once a ward ability has triggered, it doesn't matter if the artifact loses ward (most likely because Bronze Guardian leaves the battlefield in response) before the ability resolves. The controller of the spell or ability will still have to pay or the spell or ability will be countered.
- The ability that defines Bronze Guardian's power applies in all zones, not only while it is on the battlefield.
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1
Cloud, Ex-SOLDIER
Cloud, Ex-SOLDIER
Legendary Creature — Human Soldier Mercenary
4/4
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
- You can't use Cloud's second ability to try to attach an Equipment to Cloud if that Equipment can't legally be attached to Cloud.
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1
Sephiroth, Fallen Hero
Sephiroth, Fallen Hero
Legendary Creature — Human Avatar Soldier
7/5
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
- Sephiroth's first ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify its power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
- An Aura controlled by another player does not cause a creature you control to be modified.
- A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
- 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.
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1
Unfinished Business
Unfinished Business
Sorcery
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
- Any target Equipment cards that can't legally be attached to the creature will enter the battlefield unattached.
6 5
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1
Austere Command
Austere Command
Sorcery
Choose two —
- Destroy all artifacts.
- Destroy all enchantments.
- Destroy all creatures with mana value 3 or less.
- Destroy all creatures with mana value 4 or greater.
- Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
- If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
- If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
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1
Hellkite Tyrant
Hellkite Tyrant
Creature — Dragon
6/5
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
- If you don't control twenty or more artifacts at the beginning of your upkeep, Hellkite Tyrant's last ability won't trigger. If it does trigger, it will check again when it tries to resolve. If you don't control twenty or more artifacts at that time, the ability will do nothing.
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1
Lifestream's Blessing
Lifestream's Blessing
Instant
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- The value of X is determined only once, as you cast Lifestream's Blessing. It doesn't matter what happens to your creatures after this; the value of X won't change.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
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1
Summon: Kujata
Summon: Kujata
Enchantment Creature — Saga Ox
7/5
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
- If the discarded card has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Ultimate Magic: Meteor
Ultimate Magic: Meteor
Sorcery
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
- Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
- If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
- Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant, you'll have to wait until your next turn to cast it.
Lands 37
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Battlefield Forge
Battlefield Forge
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.
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1
Bonders' Enclave
Bonders' Enclave
Land
: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
- Once you've activated the last ability of Bonders' Enclave, it doesn't check again at any point whether you control a creature with power 4 or greater.
- Once you announce that you're activating the last ability of Bonders' Enclave, no player may take actions until you've finished activating it. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
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1
Brushland
Brushland
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
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1
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
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1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
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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
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- 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
Fire-Lit Thicket
Fire-Lit Thicket
Land
: Add .
, : Add , , or .
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3
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Fortified Village
Fortified Village
Land
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Fortified Village 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
Furycalm Snarl
Furycalm Snarl
Land
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
- The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
- If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
- If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
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1
Game Trail
Game Trail
Land
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Game Trail itself is neither a Mountain nor a Forest, even though it produces red and green mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Game Trail onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Game Trail.
- If a Mountain or Forest is entering the battlefield from your hand at the same time as Game Trail, you may reveal the other land to have Game Trail enter untapped.
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1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
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1
Mossfire Valley
Mossfire Valley
Land
, : Add .
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3
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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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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3
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Radiant Grove
Radiant Grove
Land — Forest Plains
( : Add or .)
This land enters tapped.
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1
Rootbound Crag
Rootbound Crag
Land
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
- This checks for lands you control with the land type Mountain or Forest, not for lands named Mountain or Forest. The lands it checks for don't have to be basic lands. For example, if you control Temple Garden (a nonbasic land with the land types Forest and Plains), Rootbound Crag will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Rugged Prairie
Rugged Prairie
Land
: Add .
, : Add , , or .
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1
Sacred Peaks
Sacred Peaks
Land — Mountain Plains
( : Add or .)
This land enters tapped.
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1
Scavenger Grounds
Scavenger Grounds
Land — Desert
: Add .
, , Sacrifice a Desert: Exile all graveyards.
- The sacrificed Desert will be in your graveyard to be exiled by the last ability of Scavenger Grounds.
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1
Slayers' Stronghold
Slayers' Stronghold
Land
: Add .
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
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1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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1
Sungrass Prairie
Sungrass Prairie
Land
, : Add .
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1
Sunpetal Grove
Sunpetal Grove
Land
This land enters tapped unless you control a Forest or a Plains.
: Add or .
- This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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1
Sunscorched Divide
Sunscorched Divide
Land
, : Add .
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1
Wooded Ridgeline
Wooded Ridgeline
Land — Mountain Forest
( : Add or .)
This land enters tapped.