Creatures 37
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Amphin Mutineer
Amphin Mutineer
Creature — Salamander Pirate
3/3
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore ( , Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
- If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.
- Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.
- Opponents who have left the game aren't counted when determining how many tokens to create.
- The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.
- If the target non-Salamander creature is an illegal target by the time Amphin Mutineer's ability tries to resolve, the ability doesn't resolve. No player creates a Salamander Warrior token.
- If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
- If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
- Each token must attack the appropriate player if able.
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Avenger of Zendikar
Avenger of Zendikar
Creature — Elemental
5/5
When this creature enters, create a 0/1 green Plant creature token for each land you control.
Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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Colossal Grave-Reaver
Colossal Grave-Reaver
Creature — Dragon
7/6
Flying
Whenever this creature enters or attacks, mill three cards.
Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.
- All three of the milled cards are put into your graveyard at the same time. If there is more than one creature card among those cards, the last ability triggers only once.
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Consuming Aberration
Consuming Aberration
Creature — Horror
*/*
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
- The ability that defines Consuming Aberration's power and toughness works in all zones, not just the battlefield.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If an opponent has no land cards in their library, all the cards from that library will be revealed and put into their graveyard.
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Dauthi Voidwalker
Dauthi Voidwalker
Creature — Dauthi Rogue
3/2
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
- If an attacking creature has multiple evasion abilities, such as shadow and flying, a creature can block it only if that creature satisfies all of the appropriate evasion abilities.
- If your opponent discards a card while you control Dauthi Voidwalker, abilities that function when that card is discarded still work, even though that card never reaches that player's graveyard. In addition, spells or abilities that check the characteristics of the discarded card can find that card in exile.
- While Dauthi Voidwalker is on the battlefield, nontoken creatures your opponents control won't die. They'll be exiled instead. Abilities that would trigger when those creatures die won't trigger.
- Tokens still die while Dauthi Voidwalker is on the battlefield.
- If a card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Playing a card with Dauthi Voidwalker's last ability is still subject to normal timing restrictions.
- If you cast a card this way, you may not cast it for any other alternative costs it has, but you may pay for additional costs, such as kicker costs. If the spell requires an additional cost, you must pay that cost.
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Disciple of Bolas
Disciple of Bolas
Creature — Human Wizard
2/1
When this creature enters, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
- If you control at least one other creature when the ability resolves, you must sacrifice one. If you don't control any other creatures at that time, the ability won't do anything.
- The creature's power as it last existed on the battlefield is the amount of life you gain and the number of cards you draw.
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Diviner of Mist
Diviner of Mist
Creature — Dragon
4/5
Flying
Whenever this creature attacks, mill four cards. You may cast an instant or sorcery spell from your graveyard with mana value 4 or less without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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Floral Evoker
Floral Evoker
Creature — Snake Druid
2/3
Landfall — Whenever a land you control enters, put a+1/+1 counter on this creature.
, Discard a creature card: Return target land card from your graveyard to the battlefield tapped.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn’t trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve. (As a result, you can have those abilities resolve in the order of your choosing.)
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Gravecrawler
Gravecrawler
Creature — Zombie
2/1
This creature can't block.
You may cast this card from your graveyard as long as you control a Zombie.
- Gravecrawler's ability doesn't change when you could cast it.
- Once you've cast Gravecrawler and it's on the stack, it doesn't matter if you lose control of the other Zombie.
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Hedron Crab
Hedron Crab
Creature — Crab
0/2
Landfall — Whenever a land you control enters, target player mills three cards.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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Jarad, Golgari Lich Lord
Jarad, Golgari Lich Lord
Legendary Creature — Zombie Elf
2/2
Jarad gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
- Jarad's first ability applies only when Jarad is on the battlefield.
- The life loss is based on the power of the sacrificed creature as it last existed on the battlefield.
- To activate Jarad's last ability, you must sacrifice two lands. It doesn't matter what other land types the two lands have, as long as one is a Swamp and one is a Forest. Even if one of the lands you sacrifice is both a Swamp and a Forest, you have to sacrifice another land that is a Swamp or a Forest.
- You can sacrifice any land with the land type Swamp or Forest, not just ones named Swamp or Forest. For example, you could sacrifice two Overgrown Tombs.
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Junji, the Midnight Sky
Junji, the Midnight Sky
Legendary Creature — Dragon Spirit
5/5
Flying, menace
When Junji dies, choose one —
- Each opponent discards two cards and loses 2 life.
- Put target non-Dragon creature card from a graveyard onto the battlefield under your control. You lose 2 life.
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Kishla Skimmer
Kishla Skimmer
Creature — Bird Scout
2/2
Flying
Whenever a card leaves your graveyard during your turn, draw a card. This ability triggers only once each turn.
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Kotis, Sibsig Champion
Kotis, Sibsig Champion
Legendary Creature — Zombie Warrior
3/3
Once during each of your turns, you may cast a creature spell from your graveyard by exiling three other cards from your graveyard in addition to paying its other costs.
Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.
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Lord of Extinction
Lord of Extinction
Creature — Elemental
*/*
Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards.
- The ability that defines Lord of Extinction's power and toughness works in all zones, not just the battlefield. If Lord of Extinction is in your graveyard, it will count itself.
- If an instant or sorcery spell deals damage to Lord of Extinction or lowers its toughness, that spell is put into its owner's graveyard before state-based actions are performed. That card will raise Lord of Extinction's toughness before the game checks to see if it dies.
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Lord of the Forsaken
Lord of the Forsaken
Creature — Demon
6/6
Flying, trample
, Sacrifice another creature: Target player mills three cards.
Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.
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Meren of Clan Nel Toth
Meren of Clan Nel Toth
Legendary Creature — Human Shaman
3/4
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
- If Meren of Clan Nel Toth leaves the battlefield at the same time as other creatures you control die, its first ability will trigger for each of those creatures.
- You can’t choose to put the creature card into your hand if its mana value is less than or equal to the number of experience counters you have as the ability resolves.
- If a creature card in your graveyard has in its mana cost, X is 0.
- Experience counters are the second kind of counters a player can have, joining poison.
- All experience counters are identical, no matter how you got them. For example, the last ability will count experience counters that you got from the first ability, from another ability, from proliferating, and so on.
- Each game pack includes a card labeled “Experience” with the suggestion “Place your experience counters here.” This card isn’t required for play. It’s simply a convenient spot to put your experience counters, which can be represented with dice, glass beads, or other small items.
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Millikin
Millikin
Artifact Creature — Construct
0/1
, Mill a card: Add . (To mill a card, put the top card of your library into your graveyard.)
- If an effect allows you to look at the top card of your library any time or to play with the top card of your library revealed, and you activate Millikin’s mana ability while casting a spell, you can’t look at the new top card of your library until you are done casting the spell. The same is true if you activate Millikin’s ability while activating another ability.
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Multani, Yavimaya's Avatar
Multani, Yavimaya's Avatar
Legendary Creature — Elemental Avatar
0/0
Reach, trample
Multani gets +1/+1 for each land you control and each land card in your graveyard.
, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
- Multani's ability that modifies its power and toughness applies only while it's on the battlefield. In all other zones, it's a 0/0 creature card.
- To activate Multani's last ability, you must return lands you control from the battlefield to their owner's hand. Land cards in your graveyard can't be returned this way.
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Necropolis Fiend
Necropolis Fiend
Creature — Demon
4/5
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Flying
, , Exile X cards from your graveyard: Target creature gets -X/-X until end of turn.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
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Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
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Nyx Weaver
Nyx Weaver
Enchantment Creature — Spider
2/3
Reach
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this creature: Return target card from your graveyard to your hand.
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Ob Nixilis, the Fallen
Ob Nixilis, the Fallen
Legendary Creature — Demon
3/3
Landfall — Whenever a land you control enters, you may have target player lose 3 life. If you do, put three +1/+1 counters on Ob Nixilis.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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Reassembling Skeleton
Reassembling Skeleton
Creature — Skeleton Warrior
1/1
: Return this card from your graveyard to the battlefield tapped.
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River Kelpie
River Kelpie
Creature — Beast
3/3
Whenever this creature or another permanent enters from a graveyard, draw a card.
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
- If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
- The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
- If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
- If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
- When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
- If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
- If a creature with persist stops being a creature, persist will still work.
- If River Kelpie and another permanent are each put onto the battlefield from a graveyard at the same time, River Kelpie's first ability will trigger twice. (It will see the other permanent entering.)
- If you cast another artifact, creature, enchantment, or planeswalker spell from a graveyard, only the second ability triggers. That's because the card is put onto the stack, not onto the battlefield.
- If you cast River Kelpie itself from your graveyard (by using Yawgmoth's Will, for example), neither ability triggers. The first ability doesn't trigger because River Kelpie is put onto the stack; the second ability doesn't trigger because it works only while River Kelpie is already on the battlefield.
- If you play a land card from a graveyard (by using Crucible of Worlds, for example), only the first ability triggers. That's because the land (which isn't a spell) is put directly onto the battlefield from the graveyard.
- River Kelpie doesn't give you the ability to cast spells from graveyards. Its second ability merely triggers whenever a spell is cast this way (by using Memory Plunder, for example).
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Sakura-Tribe Elder
Sakura-Tribe Elder
Creature — Snake Shaman
1/1
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Satyr Wayfinder
Satyr Wayfinder
Creature — Satyr
1/1
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
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Shigeki, Jukai Visionary
Shigeki, Jukai Visionary
Legendary Enchantment Creature — Snake Druid
1/3
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
- Discarding the card is part of the cost to activate a channel ability.
- If a channel ability requires a target, you may not activate it without a target just to discard the card.
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Skull Prophet
Skull Prophet
Creature — Human Druid
3/1
: Add or .
: Mill two cards.
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Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
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Steward of the Harvest
Steward of the Harvest
Creature — Human Druid
3/3
When this creature enters, exile up to three target land cards from your graveyard.
Creatures you control have all activated abilities of all land cards exiled with this creature.
- Creatures you control gain only activated abilities of the exiled land cards. They don’t gain triggered abilities, static abilities, or keyword abilities that aren’t activated abilities.
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities; they have colons in their reminder text.
- If an activated ability of a land card exiled with Steward of the Harvest references the card it’s printed on by name, treat the version of that ability on each creature you control as though it referenced the creature that has it by name instead.
- Land cards with one or more basic land types have the intrinsic activated ability “ : Add [mana symbol],” even if the text box doesn’t actually contain that text or the card has no text box. For Plains, [mana symbol] is ; for Islands, ; for Swamps, ; for Mountains, ; and for Forests, .
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Stitcher's Supplier
Stitcher's Supplier
Creature — Zombie
1/1
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
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Tasigur, the Golden Fang
Tasigur, the Golden Fang
Legendary Creature — Human Shaman
4/5
Delve (Each card you exile from your graveyard while casting this spell pays for .)
: Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.
- Tasigur, the Golden Fang is banned as a commander in Duel Commander format, but it may be part of your deck.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Tasigur's last ability doesn't target any card or player. You choose an opponent and that player chooses a nonland card only after you mill two cards.
- The chosen opponent can choose any nonland card in your graveyard, not just one of the milled cards.
- The chosen opponent can choose any nonland card in your graveyard, not just one of the cards that was just put there.
- Tasigur's last ability doesn't target any card or player. You choose an opponent as the ability resolves and that player chooses a nonland card after you put the top two cards of your library into your graveyard.
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Teval, the Balanced Scale
Teval, the Balanced Scale
Legendary Creature — Spirit Dragon
4/4
Flying
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
- If multiple cards leave your graveyard at the same time, Teval’s last ability will trigger only once.
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Timeless Witness
Timeless Witness
Creature — Human Shaman
2/1
When this creature enters, return target card from your graveyard to your hand.
Eternalize ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
- If a creature card with eternalize is put into your graveyard during your main phase, you'll have priority immediately afterward. You can activate its eternalize ability before any player can try to exile it.
- Once you've activated an eternalize ability, the card is immediately exiled. Opponents can't try to stop the ability by exiling the card.
- The token copies exactly what was printed on the original card and nothing else, except the characteristics specifically modified by eternalize. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The token is a Zombie in addition to its other types and is black instead of its other colors. Its base power and toughness are 4/4. It has no mana cost, and thus its mana value is 0. These are copiable values of the token that other effects may copy.
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Woe Strider
Woe Strider
Creature — Horror
3/2
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape— , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
- Escape's permission doesn't change when you may cast the spell from your graveyard.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape 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 and no matter whether an alternative cost was paid.
- After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
- If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
- If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
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Wonder
Wonder
Creature — Incarnation
2/2
Flying
As long as this card is in your graveyard and you control an Island, creatures you control have flying.
Instants 7
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Forbidden Alchemy
Forbidden Alchemy
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If you have fewer than four cards in your library, you'll look at all the cards there and put one into your hand and the rest into your graveyard.
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Grapple with the Past
Grapple with the Past
Instant
Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
- Grapple with the Past doesn't target the card to return to your hand. After putting the top three cards of your library into your graveyard, you may choose from among any creature or land cards there.
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Grisly Salvage
Grisly Salvage
Instant
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
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Harrow
Harrow
Instant
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
- The sacrifice of a land is part of the cost of casting Harrow. You can't pay this cost more than once to get a multiple effect.
- The two lands do not count toward your normal one land you can play each turn.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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Lethal Scheme
Lethal Scheme
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.)
Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- When multiple creatures are instructed to connive simultaneously, they connive one at a time in the order of their controller's choice.
- Once an ability that causes a creature to connive begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the conniving creature after you discard a nonland card but before it receives a counter.
- If no card is discarded, most likely because that player's hand is empty and an effect says they can't draw cards, the conniving creature does not receive a +1/+1 counter.
- If a resolving spell or ability instructs a specific creature to connive but that creature has left the battlefield, the creature still connives. If you discard a nonland card this way, you won't put a +1/+1 counter on anything. Abilities that trigger "when [that creature] connives" will trigger.
- You can't tap more creatures to convoke Lethal Scheme than it takes to pay for its total cost. This means that normally no more than four creatures can convoke it.
-
1
Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
-
1
Tear Asunder
Tear Asunder
Instant
Kicker (You may pay an additional as you cast this spell.)
Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- If Tear Asunder is kicked, it can target any nonland permanent, not just an artifact or enchantment.
Sorceries 12
-
1
Afterlife from the Loam
Afterlife from the Loam
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
-
1
Casualties of War
Casualties of War
Sorcery
Choose one or more —
- Destroy target artifact.
- Destroy target creature.
- Destroy target enchantment.
- Destroy target land.
- Destroy target planeswalker.
- You can choose any number of the modes for Casualties of War, but you can't choose a mode more than once.
- Each target permanent is destroyed in the order specified. Abilities that trigger when one is destroyed won't be put onto the stack until Casualties of War has finished resolving.
-
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
Farseek
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
- Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
-
1
Life from the Loam
Life from the Loam
Sorcery
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
- Dredge can replace any card draw, not only the one during your draw step.
- If an effect puts a card into your hand without specifically using the word "draw," you're not drawing a card. Dredge can't replace this event.
- One card draw can't be replaced by multiple dredge abilities.
- You can't attempt to use a dredge ability if you don't have enough cards in your library.
- Once you've announced that you're applying a card's dredge ability to replace a draw, players can't take any actions until you've put that card into your hand and milled cards.
- If you're drawing multiple cards, each draw is performed one at a time. For example, if you're instructed to draw two cards and you replace the first draw with a dredge ability, another card with a dredge ability (including one that was milled by the first dredge ability) may be used to replace the second draw.
-
1
Living Death
Living Death
Sorcery
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
- As Living Death resolves, all players exile their creature cards from graveyards at the same time. Then all players sacrifice all creatures they control at the same time. Then all players put all creatures they exiled onto the battlefield at the same time.
- Only cards exiled by Living Death's first instruction are put onto the battlefield. If a replacement effect (such as that of Leyline of the Void) causes any of the sacrificed creatures to be exiled instead of put into a graveyard, those cards aren't returned to the battlefield.
-
1
Necromantic Selection
Necromantic Selection
Sorcery
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
- Necromantic Selection doesn't overwrite any of the creature's colors or types. Rather, it adds another color and another creature type.
- If the creature is normally colorless, it will simply become black. It can't be both black and colorless.
-
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.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
-
1
Treasure Cruise
Treasure Cruise
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Draw three cards.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
-
1
Victimize
Victimize
Sorcery
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
- You must choose two targets. You can't cast Victimize targeting only one creature card.
- If one of the targeted creature cards is an illegal target (for instance, because it has left your graveyard before Victimize resolves), you'll still sacrifice a creature and put the other card onto the battlefield. If both are illegal targets, Victimize won't resolve. You won't sacrifice a creature.
- The creature you sacrifice isn't chosen until Victimize resolves. You can't return the creature you sacrifice because it will still be on the battlefield at the time targets are chosen.
- As Victimize resolves, you must sacrifice a creature if able. You can't change your mind and choose not to sacrifice anything.
-
1
Welcome the Dead
Welcome the Dead
Sorcery
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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1
Will of the Sultai
Will of the Sultai
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
- Put X+1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
- The value of X is calculated only once, as Will of the Sultai resolves.
- The commander you control doesn’t have to be your commander.
- Once you’ve announced that you’re casting this spell, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove your commander to change how many modes you may choose.
- Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won’t change the number of modes chosen.
Artifacts 4
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Conduit of Worlds
Conduit of Worlds
Artifact
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
- The first ability of Conduit of Worlds doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
- The second ability of Conduit of Worlds allows you to cast the target card as the ability resolves. You can't wait and cast that card later in the turn. If you cast it, you can't cast any other spells this turn, even if another effect would allow you to.
- The second ability of Conduit of Worlds will count spells you cast earlier in the turn even if Conduit of Worlds wasn't on the battlefield or under your control at that time. It will also count a spell you cast that subsequently was countered or failed to resolve. Notably, it will also include Conduit of Worlds itself on the turn you cast it.
-
1
Essence Anchor
Essence Anchor
Artifact
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Create a 2/2 black Zombie Druid creature token. Activate only during your turn and only if a card left your graveyard this turn.
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1
Sol Ring
Sol Ring
Artifact
: Add .
Enchantments 3
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1
Crawling Sensation
Crawling Sensation
Enchantment
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
- If multiple land cards are put into your graveyard at once, Crawling Sensation's last ability triggers only once. This could happen because an effect (such as that of Crawling Sensation's first ability) put them there from your library at once, or because they were destroyed at the same time (such as two land creatures that were dealt lethal combat damage).
-
1
Phyrexian Reclamation
Phyrexian Reclamation
Enchantment
, Pay 2 life: Return target creature card from your graveyard to your hand.
-
1
Teval's Judgment
Teval's Judgment
Enchantment
Whenever one or more cards leave your graveyard, choose one that hasn't been chosen this turn —
- Draw a card.
- Create a Treasure token.
- Create a 2/2 black Zombie Druid creature token.
Lands 37
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1
Cephalid Coliseum
Cephalid Coliseum
Land
: Add . This land deals 1 damage to you.
Threshold — , , Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.
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1
Command Beacon
Command Beacon
Land
: Add .
, Sacrifice this land: Put your commander into your hand from the command zone.
- If you cast a commander from your hand, the commander tax doesn't apply. Additionally, that casting won't add to commander tax if you later cast the commander from the command zone.
- If your commander isn't in the command zone (or you don't have a commander) as the last ability resolves, nothing happens.
- If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
- If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
- If you cast a commander from your hand, the additional cost based on the number of times you've cast it from your command zone (sometimes referred to as the "commander tax") doesn't apply. Additionally, that casting won't add to the tax if you later cast the commander from the command zone.
- If your commander isn't in the command zone (or you're not playing Commander) as the last ability resolves, nothing happens.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you don't have a commander, Command Tower's ability produces no mana.
-
1
Contaminated Aquifer
Contaminated Aquifer
Land — Island Swamp
( : Add or .)
This land enters tapped.
-
1
Crypt of Agadeem
Crypt of Agadeem
Land
This land enters tapped.
: Add .
, : Add for each black creature card in your graveyard.
-
1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
-
1
Dreamroot Cascade
Dreamroot Cascade
Land
This land enters tapped unless you control two or more other lands.
: Add or .
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1
Drownyard Temple
Drownyard Temple
Land
: Add .
: Return this card from your graveyard to the battlefield tapped.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
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1
Fetid Pools
Fetid Pools
Land — Island Swamp
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Foreboding Landscape
Foreboding Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Swamp, Forest, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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6
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Haunted Mire
Haunted Mire
Land — Swamp Forest
( : Add or .)
This land enters tapped.
-
1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
-
4
Island
Island
Basic Land — Island
( : Add .)
-
1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Memorial to Folly
Memorial to Folly
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Return target creature card from your graveyard to your hand.
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
1
Temple of Malady
Temple of Malady
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
-
1
Woodland Cemetery
Woodland Cemetery
Land
This land enters tapped unless you control a Swamp or a Forest.
: Add or .
Blue 8
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1
Amphin Mutineer
Amphin Mutineer
Creature — Salamander Pirate
3/3
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore ( , Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
- If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.
- Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.
- Opponents who have left the game aren't counted when determining how many tokens to create.
- The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.
- If the target non-Salamander creature is an illegal target by the time Amphin Mutineer's ability tries to resolve, the ability doesn't resolve. No player creates a Salamander Warrior token.
- If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
- If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
- Each token must attack the appropriate player if able.
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1
Diviner of Mist
Diviner of Mist
Creature — Dragon
4/5
Flying
Whenever this creature attacks, mill four cards. You may cast an instant or sorcery spell from your graveyard with mana value 4 or less without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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1
Essence Anchor
Essence Anchor
Artifact
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Create a 2/2 black Zombie Druid creature token. Activate only during your turn and only if a card left your graveyard this turn.
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1
Forbidden Alchemy
Forbidden Alchemy
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If you have fewer than four cards in your library, you'll look at all the cards there and put one into your hand and the rest into your graveyard.
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1
Hedron Crab
Hedron Crab
Creature — Crab
0/2
Landfall — Whenever a land you control enters, target player mills three cards.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
River Kelpie
River Kelpie
Creature — Beast
3/3
Whenever this creature or another permanent enters from a graveyard, draw a card.
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
- If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
- The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
- If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
- If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
- When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
- If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
- If a creature with persist stops being a creature, persist will still work.
- If River Kelpie and another permanent are each put onto the battlefield from a graveyard at the same time, River Kelpie's first ability will trigger twice. (It will see the other permanent entering.)
- If you cast another artifact, creature, enchantment, or planeswalker spell from a graveyard, only the second ability triggers. That's because the card is put onto the stack, not onto the battlefield.
- If you cast River Kelpie itself from your graveyard (by using Yawgmoth's Will, for example), neither ability triggers. The first ability doesn't trigger because River Kelpie is put onto the stack; the second ability doesn't trigger because it works only while River Kelpie is already on the battlefield.
- If you play a land card from a graveyard (by using Crucible of Worlds, for example), only the first ability triggers. That's because the land (which isn't a spell) is put directly onto the battlefield from the graveyard.
- River Kelpie doesn't give you the ability to cast spells from graveyards. Its second ability merely triggers whenever a spell is cast this way (by using Memory Plunder, for example).
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1
Treasure Cruise
Treasure Cruise
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Draw three cards.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
-
1
Wonder
Wonder
Creature — Incarnation
2/2
Flying
As long as this card is in your graveyard and you control an Island, creatures you control have flying.
Black 20
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1
Afterlife from the Loam
Afterlife from the Loam
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
-
1
Dauthi Voidwalker
Dauthi Voidwalker
Creature — Dauthi Rogue
3/2
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
- If an attacking creature has multiple evasion abilities, such as shadow and flying, a creature can block it only if that creature satisfies all of the appropriate evasion abilities.
- If your opponent discards a card while you control Dauthi Voidwalker, abilities that function when that card is discarded still work, even though that card never reaches that player's graveyard. In addition, spells or abilities that check the characteristics of the discarded card can find that card in exile.
- While Dauthi Voidwalker is on the battlefield, nontoken creatures your opponents control won't die. They'll be exiled instead. Abilities that would trigger when those creatures die won't trigger.
- Tokens still die while Dauthi Voidwalker is on the battlefield.
- If a card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Playing a card with Dauthi Voidwalker's last ability is still subject to normal timing restrictions.
- If you cast a card this way, you may not cast it for any other alternative costs it has, but you may pay for additional costs, such as kicker costs. If the spell requires an additional cost, you must pay that cost.
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1
Disciple of Bolas
Disciple of Bolas
Creature — Human Wizard
2/1
When this creature enters, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
- If you control at least one other creature when the ability resolves, you must sacrifice one. If you don't control any other creatures at that time, the ability won't do anything.
- The creature's power as it last existed on the battlefield is the amount of life you gain and the number of cards you draw.
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1
Gravecrawler
Gravecrawler
Creature — Zombie
2/1
This creature can't block.
You may cast this card from your graveyard as long as you control a Zombie.
- Gravecrawler's ability doesn't change when you could cast it.
- Once you've cast Gravecrawler and it's on the stack, it doesn't matter if you lose control of the other Zombie.
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1
Junji, the Midnight Sky
Junji, the Midnight Sky
Legendary Creature — Dragon Spirit
5/5
Flying, menace
When Junji dies, choose one —
- Each opponent discards two cards and loses 2 life.
- Put target non-Dragon creature card from a graveyard onto the battlefield under your control. You lose 2 life.
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1
Lethal Scheme
Lethal Scheme
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.)
Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- When multiple creatures are instructed to connive simultaneously, they connive one at a time in the order of their controller's choice.
- Once an ability that causes a creature to connive begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the conniving creature after you discard a nonland card but before it receives a counter.
- If no card is discarded, most likely because that player's hand is empty and an effect says they can't draw cards, the conniving creature does not receive a +1/+1 counter.
- If a resolving spell or ability instructs a specific creature to connive but that creature has left the battlefield, the creature still connives. If you discard a nonland card this way, you won't put a +1/+1 counter on anything. Abilities that trigger "when [that creature] connives" will trigger.
- You can't tap more creatures to convoke Lethal Scheme than it takes to pay for its total cost. This means that normally no more than four creatures can convoke it.
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1
Living Death
Living Death
Sorcery
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
- As Living Death resolves, all players exile their creature cards from graveyards at the same time. Then all players sacrifice all creatures they control at the same time. Then all players put all creatures they exiled onto the battlefield at the same time.
- Only cards exiled by Living Death's first instruction are put onto the battlefield. If a replacement effect (such as that of Leyline of the Void) causes any of the sacrificed creatures to be exiled instead of put into a graveyard, those cards aren't returned to the battlefield.
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1
Lord of the Forsaken
Lord of the Forsaken
Creature — Demon
6/6
Flying, trample
, Sacrifice another creature: Target player mills three cards.
Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.
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1
Necromantic Selection
Necromantic Selection
Sorcery
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
- Necromantic Selection doesn't overwrite any of the creature's colors or types. Rather, it adds another color and another creature type.
- If the creature is normally colorless, it will simply become black. It can't be both black and colorless.
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1
Necropolis Fiend
Necropolis Fiend
Creature — Demon
4/5
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Flying
, , Exile X cards from your graveyard: Target creature gets -X/-X until end of turn.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
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1
Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
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1
Ob Nixilis, the Fallen
Ob Nixilis, the Fallen
Legendary Creature — Demon
3/3
Landfall — Whenever a land you control enters, you may have target player lose 3 life. If you do, put three +1/+1 counters on Ob Nixilis.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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1
Phyrexian Reclamation
Phyrexian Reclamation
Enchantment
, Pay 2 life: Return target creature card from your graveyard to your hand.
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1
Reassembling Skeleton
Reassembling Skeleton
Creature — Skeleton Warrior
1/1
: Return this card from your graveyard to the battlefield tapped.
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1
Stitcher's Supplier
Stitcher's Supplier
Creature — Zombie
1/1
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
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1
Tasigur, the Golden Fang
Tasigur, the Golden Fang
Legendary Creature — Human Shaman
4/5
Delve (Each card you exile from your graveyard while casting this spell pays for .)
: Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.
- Tasigur, the Golden Fang is banned as a commander in Duel Commander format, but it may be part of your deck.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Tasigur's last ability doesn't target any card or player. You choose an opponent and that player chooses a nonland card only after you mill two cards.
- The chosen opponent can choose any nonland card in your graveyard, not just one of the milled cards.
- The chosen opponent can choose any nonland card in your graveyard, not just one of the cards that was just put there.
- Tasigur's last ability doesn't target any card or player. You choose an opponent as the ability resolves and that player chooses a nonland card after you put the top two cards of your library into your graveyard.
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1
Teval's Judgment
Teval's Judgment
Enchantment
Whenever one or more cards leave your graveyard, choose one that hasn't been chosen this turn —
- Draw a card.
- Create a Treasure token.
- Create a 2/2 black Zombie Druid creature token.
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1
Victimize
Victimize
Sorcery
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
- You must choose two targets. You can't cast Victimize targeting only one creature card.
- If one of the targeted creature cards is an illegal target (for instance, because it has left your graveyard before Victimize resolves), you'll still sacrifice a creature and put the other card onto the battlefield. If both are illegal targets, Victimize won't resolve. You won't sacrifice a creature.
- The creature you sacrifice isn't chosen until Victimize resolves. You can't return the creature you sacrifice because it will still be on the battlefield at the time targets are chosen.
- As Victimize resolves, you must sacrifice a creature if able. You can't change your mind and choose not to sacrifice anything.
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1
Welcome the Dead
Welcome the Dead
Sorcery
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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1
Woe Strider
Woe Strider
Creature — Horror
3/2
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape— , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
- Escape's permission doesn't change when you may cast the spell from your graveyard.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape 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 and no matter whether an alternative cost was paid.
- After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
- If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
- If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
Green 19
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1
Avenger of Zendikar
Avenger of Zendikar
Creature — Elemental
5/5
When this creature enters, create a 0/1 green Plant creature token for each land you control.
Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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1
Conduit of Worlds
Conduit of Worlds
Artifact
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
- The first ability of Conduit of Worlds doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
- The second ability of Conduit of Worlds allows you to cast the target card as the ability resolves. You can't wait and cast that card later in the turn. If you cast it, you can't cast any other spells this turn, even if another effect would allow you to.
- The second ability of Conduit of Worlds will count spells you cast earlier in the turn even if Conduit of Worlds wasn't on the battlefield or under your control at that time. It will also count a spell you cast that subsequently was countered or failed to resolve. Notably, it will also include Conduit of Worlds itself on the turn you cast it.
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1
Crawling Sensation
Crawling Sensation
Enchantment
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
- If multiple land cards are put into your graveyard at once, Crawling Sensation's last ability triggers only once. This could happen because an effect (such as that of Crawling Sensation's first ability) put them there from your library at once, or because they were destroyed at the same time (such as two land creatures that were dealt lethal combat damage).
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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
Farseek
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
- Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
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1
Floral Evoker
Floral Evoker
Creature — Snake Druid
2/3
Landfall — Whenever a land you control enters, put a+1/+1 counter on this creature.
, Discard a creature card: Return target land card from your graveyard to the battlefield tapped.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn’t trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve. (As a result, you can have those abilities resolve in the order of your choosing.)
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1
Grapple with the Past
Grapple with the Past
Instant
Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
- Grapple with the Past doesn't target the card to return to your hand. After putting the top three cards of your library into your graveyard, you may choose from among any creature or land cards there.
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1
Harrow
Harrow
Instant
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
- The sacrifice of a land is part of the cost of casting Harrow. You can't pay this cost more than once to get a multiple effect.
- The two lands do not count toward your normal one land you can play each turn.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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1
Life from the Loam
Life from the Loam
Sorcery
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
- Dredge can replace any card draw, not only the one during your draw step.
- If an effect puts a card into your hand without specifically using the word "draw," you're not drawing a card. Dredge can't replace this event.
- One card draw can't be replaced by multiple dredge abilities.
- You can't attempt to use a dredge ability if you don't have enough cards in your library.
- Once you've announced that you're applying a card's dredge ability to replace a draw, players can't take any actions until you've put that card into your hand and milled cards.
- If you're drawing multiple cards, each draw is performed one at a time. For example, if you're instructed to draw two cards and you replace the first draw with a dredge ability, another card with a dredge ability (including one that was milled by the first dredge ability) may be used to replace the second draw.
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1
Multani, Yavimaya's Avatar
Multani, Yavimaya's Avatar
Legendary Creature — Elemental Avatar
0/0
Reach, trample
Multani gets +1/+1 for each land you control and each land card in your graveyard.
, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
- Multani's ability that modifies its power and toughness applies only while it's on the battlefield. In all other zones, it's a 0/0 creature card.
- To activate Multani's last ability, you must return lands you control from the battlefield to their owner's hand. Land cards in your graveyard can't be returned this way.
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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.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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1
Sakura-Tribe Elder
Sakura-Tribe Elder
Creature — Snake Shaman
1/1
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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1
Satyr Wayfinder
Satyr Wayfinder
Creature — Satyr
1/1
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
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1
Shigeki, Jukai Visionary
Shigeki, Jukai Visionary
Legendary Enchantment Creature — Snake Druid
1/3
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
- Discarding the card is part of the cost to activate a channel ability.
- If a channel ability requires a target, you may not activate it without a target just to discard the card.
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1
Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
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1
Steward of the Harvest
Steward of the Harvest
Creature — Human Druid
3/3
When this creature enters, exile up to three target land cards from your graveyard.
Creatures you control have all activated abilities of all land cards exiled with this creature.
- Creatures you control gain only activated abilities of the exiled land cards. They don’t gain triggered abilities, static abilities, or keyword abilities that aren’t activated abilities.
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities; they have colons in their reminder text.
- If an activated ability of a land card exiled with Steward of the Harvest references the card it’s printed on by name, treat the version of that ability on each creature you control as though it referenced the creature that has it by name instead.
- Land cards with one or more basic land types have the intrinsic activated ability “ : Add [mana symbol],” even if the text box doesn’t actually contain that text or the card has no text box. For Plains, [mana symbol] is ; for Islands, ; for Swamps, ; for Mountains, ; and for Forests, .
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1
Tear Asunder
Tear Asunder
Instant
Kicker (You may pay an additional as you cast this spell.)
Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- If Tear Asunder is kicked, it can target any nonland permanent, not just an artifact or enchantment.
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1
Timeless Witness
Timeless Witness
Creature — Human Shaman
2/1
When this creature enters, return target card from your graveyard to your hand.
Eternalize ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
- If a creature card with eternalize is put into your graveyard during your main phase, you'll have priority immediately afterward. You can activate its eternalize ability before any player can try to exile it.
- Once you've activated an eternalize ability, the card is immediately exiled. Opponents can't try to stop the ability by exiling the card.
- The token copies exactly what was printed on the original card and nothing else, except the characteristics specifically modified by eternalize. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The token is a Zombie in addition to its other types and is black instead of its other colors. Its base power and toughness are 4/4. It has no mana cost, and thus its mana value is 0. These are copiable values of the token that other effects may copy.
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1
Will of the Sultai
Will of the Sultai
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
- Put X+1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
- The value of X is calculated only once, as Will of the Sultai resolves.
- The commander you control doesn’t have to be your commander.
- Once you’ve announced that you’re casting this spell, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove your commander to change how many modes you may choose.
- Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won’t change the number of modes chosen.
Multicolor 13
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1
Casualties of War
Casualties of War
Sorcery
Choose one or more —
- Destroy target artifact.
- Destroy target creature.
- Destroy target enchantment.
- Destroy target land.
- Destroy target planeswalker.
- You can choose any number of the modes for Casualties of War, but you can't choose a mode more than once.
- Each target permanent is destroyed in the order specified. Abilities that trigger when one is destroyed won't be put onto the stack until Casualties of War has finished resolving.
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1
Colossal Grave-Reaver
Colossal Grave-Reaver
Creature — Dragon
7/6
Flying
Whenever this creature enters or attacks, mill three cards.
Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.
- All three of the milled cards are put into your graveyard at the same time. If there is more than one creature card among those cards, the last ability triggers only once.
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1
Consuming Aberration
Consuming Aberration
Creature — Horror
*/*
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
- The ability that defines Consuming Aberration's power and toughness works in all zones, not just the battlefield.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If an opponent has no land cards in their library, all the cards from that library will be revealed and put into their graveyard.
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1
Grisly Salvage
Grisly Salvage
Instant
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
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1
Jarad, Golgari Lich Lord
Jarad, Golgari Lich Lord
Legendary Creature — Zombie Elf
2/2
Jarad gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
- Jarad's first ability applies only when Jarad is on the battlefield.
- The life loss is based on the power of the sacrificed creature as it last existed on the battlefield.
- To activate Jarad's last ability, you must sacrifice two lands. It doesn't matter what other land types the two lands have, as long as one is a Swamp and one is a Forest. Even if one of the lands you sacrifice is both a Swamp and a Forest, you have to sacrifice another land that is a Swamp or a Forest.
- You can sacrifice any land with the land type Swamp or Forest, not just ones named Swamp or Forest. For example, you could sacrifice two Overgrown Tombs.
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1
Kishla Skimmer
Kishla Skimmer
Creature — Bird Scout
2/2
Flying
Whenever a card leaves your graveyard during your turn, draw a card. This ability triggers only once each turn.
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1
Kotis, Sibsig Champion
Kotis, Sibsig Champion
Legendary Creature — Zombie Warrior
3/3
Once during each of your turns, you may cast a creature spell from your graveyard by exiling three other cards from your graveyard in addition to paying its other costs.
Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.
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1
Lord of Extinction
Lord of Extinction
Creature — Elemental
*/*
Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards.
- The ability that defines Lord of Extinction's power and toughness works in all zones, not just the battlefield. If Lord of Extinction is in your graveyard, it will count itself.
- If an instant or sorcery spell deals damage to Lord of Extinction or lowers its toughness, that spell is put into its owner's graveyard before state-based actions are performed. That card will raise Lord of Extinction's toughness before the game checks to see if it dies.
-
1
Meren of Clan Nel Toth
Meren of Clan Nel Toth
Legendary Creature — Human Shaman
3/4
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
- If Meren of Clan Nel Toth leaves the battlefield at the same time as other creatures you control die, its first ability will trigger for each of those creatures.
- You can’t choose to put the creature card into your hand if its mana value is less than or equal to the number of experience counters you have as the ability resolves.
- If a creature card in your graveyard has in its mana cost, X is 0.
- Experience counters are the second kind of counters a player can have, joining poison.
- All experience counters are identical, no matter how you got them. For example, the last ability will count experience counters that you got from the first ability, from another ability, from proliferating, and so on.
- Each game pack includes a card labeled “Experience” with the suggestion “Place your experience counters here.” This card isn’t required for play. It’s simply a convenient spot to put your experience counters, which can be represented with dice, glass beads, or other small items.
-
1
Nyx Weaver
Nyx Weaver
Enchantment Creature — Spider
2/3
Reach
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this creature: Return target card from your graveyard to your hand.
-
1
Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
-
1
Skull Prophet
Skull Prophet
Creature — Human Druid
3/1
: Add or .
: Mill two cards.
-
1
Teval, the Balanced Scale
Teval, the Balanced Scale
Legendary Creature — Spirit Dragon
4/4
Flying
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
- If multiple cards leave your graveyard at the same time, Teval’s last ability will trigger only once.
Colorless 3
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Millikin
Millikin
Artifact Creature — Construct
0/1
, Mill a card: Add . (To mill a card, put the top card of your library into your graveyard.)
- If an effect allows you to look at the top card of your library any time or to play with the top card of your library revealed, and you activate Millikin’s mana ability while casting a spell, you can’t look at the new top card of your library until you are done casting the spell. The same is true if you activate Millikin’s ability while activating another ability.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
Lands 37
-
1
Cephalid Coliseum
Cephalid Coliseum
Land
: Add . This land deals 1 damage to you.
Threshold — , , Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.
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1
Command Beacon
Command Beacon
Land
: Add .
, Sacrifice this land: Put your commander into your hand from the command zone.
- If you cast a commander from your hand, the commander tax doesn't apply. Additionally, that casting won't add to commander tax if you later cast the commander from the command zone.
- If your commander isn't in the command zone (or you don't have a commander) as the last ability resolves, nothing happens.
- If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
- If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
- If you cast a commander from your hand, the additional cost based on the number of times you've cast it from your command zone (sometimes referred to as the "commander tax") doesn't apply. Additionally, that casting won't add to the tax if you later cast the commander from the command zone.
- If your commander isn't in the command zone (or you're not playing Commander) as the last ability resolves, nothing happens.
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you don't have a commander, Command Tower's ability produces no mana.
-
1
Contaminated Aquifer
Contaminated Aquifer
Land — Island Swamp
( : Add or .)
This land enters tapped.
-
1
Crypt of Agadeem
Crypt of Agadeem
Land
This land enters tapped.
: Add .
, : Add for each black creature card in your graveyard.
-
1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
-
1
Dreamroot Cascade
Dreamroot Cascade
Land
This land enters tapped unless you control two or more other lands.
: Add or .
-
1
Drownyard Temple
Drownyard Temple
Land
: Add .
: Return this card from your graveyard to the battlefield tapped.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
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1
Fetid Pools
Fetid Pools
Land — Island Swamp
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Foreboding Landscape
Foreboding Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Swamp, Forest, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
-
6
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Haunted Mire
Haunted Mire
Land — Swamp Forest
( : Add or .)
This land enters tapped.
-
1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
-
4
Island
Island
Basic Land — Island
( : Add .)
-
1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Memorial to Folly
Memorial to Folly
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Return target creature card from your graveyard to your hand.
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
-
1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
1
Temple of Malady
Temple of Malady
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
-
1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
-
1
Woodland Cemetery
Woodland Cemetery
Land
This land enters tapped unless you control a Swamp or a Forest.
: Add or .
1 5
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1
Gravecrawler
Gravecrawler
Creature — Zombie
2/1
This creature can't block.
You may cast this card from your graveyard as long as you control a Zombie.
- Gravecrawler's ability doesn't change when you could cast it.
- Once you've cast Gravecrawler and it's on the stack, it doesn't matter if you lose control of the other Zombie.
-
1
Hedron Crab
Hedron Crab
Creature — Crab
0/2
Landfall — Whenever a land you control enters, target player mills three cards.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
-
1
Phyrexian Reclamation
Phyrexian Reclamation
Enchantment
, Pay 2 life: Return target creature card from your graveyard to your hand.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Stitcher's Supplier
Stitcher's Supplier
Creature — Zombie
1/1
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
2 15
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Dauthi Voidwalker
Dauthi Voidwalker
Creature — Dauthi Rogue
3/2
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
- If an attacking creature has multiple evasion abilities, such as shadow and flying, a creature can block it only if that creature satisfies all of the appropriate evasion abilities.
- If your opponent discards a card while you control Dauthi Voidwalker, abilities that function when that card is discarded still work, even though that card never reaches that player's graveyard. In addition, spells or abilities that check the characteristics of the discarded card can find that card in exile.
- While Dauthi Voidwalker is on the battlefield, nontoken creatures your opponents control won't die. They'll be exiled instead. Abilities that would trigger when those creatures die won't trigger.
- Tokens still die while Dauthi Voidwalker is on the battlefield.
- If a card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Playing a card with Dauthi Voidwalker's last ability is still subject to normal timing restrictions.
- If you cast a card this way, you may not cast it for any other alternative costs it has, but you may pay for additional costs, such as kicker costs. If the spell requires an additional cost, you must pay that cost.
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1
Farseek
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
- Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
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1
Grapple with the Past
Grapple with the Past
Instant
Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
- Grapple with the Past doesn't target the card to return to your hand. After putting the top three cards of your library into your graveyard, you may choose from among any creature or land cards there.
-
1
Grisly Salvage
Grisly Salvage
Instant
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
-
1
Kishla Skimmer
Kishla Skimmer
Creature — Bird Scout
2/2
Flying
Whenever a card leaves your graveyard during your turn, draw a card. This ability triggers only once each turn.
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1
Life from the Loam
Life from the Loam
Sorcery
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
- Dredge can replace any card draw, not only the one during your draw step.
- If an effect puts a card into your hand without specifically using the word "draw," you're not drawing a card. Dredge can't replace this event.
- One card draw can't be replaced by multiple dredge abilities.
- You can't attempt to use a dredge ability if you don't have enough cards in your library.
- Once you've announced that you're applying a card's dredge ability to replace a draw, players can't take any actions until you've put that card into your hand and milled cards.
- If you're drawing multiple cards, each draw is performed one at a time. For example, if you're instructed to draw two cards and you replace the first draw with a dredge ability, another card with a dredge ability (including one that was milled by the first dredge ability) may be used to replace the second draw.
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1
Millikin
Millikin
Artifact Creature — Construct
0/1
, Mill a card: Add . (To mill a card, put the top card of your library into your graveyard.)
- If an effect allows you to look at the top card of your library any time or to play with the top card of your library revealed, and you activate Millikin’s mana ability while casting a spell, you can’t look at the new top card of your library until you are done casting the spell. The same is true if you activate Millikin’s ability while activating another ability.
-
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.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
-
1
Reassembling Skeleton
Reassembling Skeleton
Creature — Skeleton Warrior
1/1
: Return this card from your graveyard to the battlefield tapped.
-
1
Sakura-Tribe Elder
Sakura-Tribe Elder
Creature — Snake Shaman
1/1
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
-
1
Satyr Wayfinder
Satyr Wayfinder
Creature — Satyr
1/1
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
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1
Shigeki, Jukai Visionary
Shigeki, Jukai Visionary
Legendary Enchantment Creature — Snake Druid
1/3
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
- Discarding the card is part of the cost to activate a channel ability.
- If a channel ability requires a target, you may not activate it without a target just to discard the card.
-
1
Skull Prophet
Skull Prophet
Creature — Human Druid
3/1
: Add or .
: Mill two cards.
-
1
Tear Asunder
Tear Asunder
Instant
Kicker (You may pay an additional as you cast this spell.)
Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- If Tear Asunder is kicked, it can target any nonland permanent, not just an artifact or enchantment.
3 13
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1
Crawling Sensation
Crawling Sensation
Enchantment
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
- If multiple land cards are put into your graveyard at once, Crawling Sensation's last ability triggers only once. This could happen because an effect (such as that of Crawling Sensation's first ability) put them there from your library at once, or because they were destroyed at the same time (such as two land creatures that were dealt lethal combat damage).
-
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
Essence Anchor
Essence Anchor
Artifact
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Create a 2/2 black Zombie Druid creature token. Activate only during your turn and only if a card left your graveyard this turn.
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1
Floral Evoker
Floral Evoker
Creature — Snake Druid
2/3
Landfall — Whenever a land you control enters, put a+1/+1 counter on this creature.
, Discard a creature card: Return target land card from your graveyard to the battlefield tapped.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn’t trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve. (As a result, you can have those abilities resolve in the order of your choosing.)
-
1
Forbidden Alchemy
Forbidden Alchemy
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If you have fewer than four cards in your library, you'll look at all the cards there and put one into your hand and the rest into your graveyard.
-
1
Harrow
Harrow
Instant
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
- The sacrifice of a land is part of the cost of casting Harrow. You can't pay this cost more than once to get a multiple effect.
- The two lands do not count toward your normal one land you can play each turn.
- Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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1
Kotis, Sibsig Champion
Kotis, Sibsig Champion
Legendary Creature — Zombie Warrior
3/3
Once during each of your turns, you may cast a creature spell from your graveyard by exiling three other cards from your graveyard in addition to paying its other costs.
Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.
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1
Nyx Weaver
Nyx Weaver
Enchantment Creature — Spider
2/3
Reach
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this creature: Return target card from your graveyard to your hand.
-
1
Putrefy
Putrefy
Instant
Destroy target artifact or creature. It can't be regenerated.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an artifact, even if it changed from one to the other between targeting and resolution.
-
1
Springbloom Druid
Springbloom Druid
Creature — Elf Druid
1/1
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
- While resolving Springbloom Druid's triggered ability, you can't sacrifice multiple lands to search for more than two basic land cards.
-
1
Teval's Judgment
Teval's Judgment
Enchantment
Whenever one or more cards leave your graveyard, choose one that hasn't been chosen this turn —
- Draw a card.
- Create a Treasure token.
- Create a 2/2 black Zombie Druid creature token.
-
1
Victimize
Victimize
Sorcery
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
- You must choose two targets. You can't cast Victimize targeting only one creature card.
- If one of the targeted creature cards is an illegal target (for instance, because it has left your graveyard before Victimize resolves), you'll still sacrifice a creature and put the other card onto the battlefield. If both are illegal targets, Victimize won't resolve. You won't sacrifice a creature.
- The creature you sacrifice isn't chosen until Victimize resolves. You can't return the creature you sacrifice because it will still be on the battlefield at the time targets are chosen.
- As Victimize resolves, you must sacrifice a creature if able. You can't change your mind and choose not to sacrifice anything.
-
1
Woe Strider
Woe Strider
Creature — Horror
3/2
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape— , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
- Escape's permission doesn't change when you may cast the spell from your graveyard.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape 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 and no matter whether an alternative cost was paid.
- After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
- If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
- If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
4 11
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1
Amphin Mutineer
Amphin Mutineer
Creature — Salamander Pirate
3/3
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore ( , Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
- If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.
- Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.
- Opponents who have left the game aren't counted when determining how many tokens to create.
- The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.
- If the target non-Salamander creature is an illegal target by the time Amphin Mutineer's ability tries to resolve, the ability doesn't resolve. No player creates a Salamander Warrior token.
- If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
- If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
- Each token must attack the appropriate player if able.
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1
Conduit of Worlds
Conduit of Worlds
Artifact
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
- The first ability of Conduit of Worlds doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
- The second ability of Conduit of Worlds allows you to cast the target card as the ability resolves. You can't wait and cast that card later in the turn. If you cast it, you can't cast any other spells this turn, even if another effect would allow you to.
- The second ability of Conduit of Worlds will count spells you cast earlier in the turn even if Conduit of Worlds wasn't on the battlefield or under your control at that time. It will also count a spell you cast that subsequently was countered or failed to resolve. Notably, it will also include Conduit of Worlds itself on the turn you cast it.
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1
Disciple of Bolas
Disciple of Bolas
Creature — Human Wizard
2/1
When this creature enters, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
- If you control at least one other creature when the ability resolves, you must sacrifice one. If you don't control any other creatures at that time, the ability won't do anything.
- The creature's power as it last existed on the battlefield is the amount of life you gain and the number of cards you draw.
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1
Jarad, Golgari Lich Lord
Jarad, Golgari Lich Lord
Legendary Creature — Zombie Elf
2/2
Jarad gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
- Jarad's first ability applies only when Jarad is on the battlefield.
- The life loss is based on the power of the sacrificed creature as it last existed on the battlefield.
- To activate Jarad's last ability, you must sacrifice two lands. It doesn't matter what other land types the two lands have, as long as one is a Swamp and one is a Forest. Even if one of the lands you sacrifice is both a Swamp and a Forest, you have to sacrifice another land that is a Swamp or a Forest.
- You can sacrifice any land with the land type Swamp or Forest, not just ones named Swamp or Forest. For example, you could sacrifice two Overgrown Tombs.
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1
Lethal Scheme
Lethal Scheme
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.)
Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- When multiple creatures are instructed to connive simultaneously, they connive one at a time in the order of their controller's choice.
- Once an ability that causes a creature to connive begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the conniving creature after you discard a nonland card but before it receives a counter.
- If no card is discarded, most likely because that player's hand is empty and an effect says they can't draw cards, the conniving creature does not receive a +1/+1 counter.
- If a resolving spell or ability instructs a specific creature to connive but that creature has left the battlefield, the creature still connives. If you discard a nonland card this way, you won't put a +1/+1 counter on anything. Abilities that trigger "when [that creature] connives" will trigger.
- You can't tap more creatures to convoke Lethal Scheme than it takes to pay for its total cost. This means that normally no more than four creatures can convoke it.
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1
Meren of Clan Nel Toth
Meren of Clan Nel Toth
Legendary Creature — Human Shaman
3/4
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
- If Meren of Clan Nel Toth leaves the battlefield at the same time as other creatures you control die, its first ability will trigger for each of those creatures.
- You can’t choose to put the creature card into your hand if its mana value is less than or equal to the number of experience counters you have as the ability resolves.
- If a creature card in your graveyard has in its mana cost, X is 0.
- Experience counters are the second kind of counters a player can have, joining poison.
- All experience counters are identical, no matter how you got them. For example, the last ability will count experience counters that you got from the first ability, from another ability, from proliferating, and so on.
- Each game pack includes a card labeled “Experience” with the suggestion “Place your experience counters here.” This card isn’t required for play. It’s simply a convenient spot to put your experience counters, which can be represented with dice, glass beads, or other small items.
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1
Steward of the Harvest
Steward of the Harvest
Creature — Human Druid
3/3
When this creature enters, exile up to three target land cards from your graveyard.
Creatures you control have all activated abilities of all land cards exiled with this creature.
- Creatures you control gain only activated abilities of the exiled land cards. They don’t gain triggered abilities, static abilities, or keyword abilities that aren’t activated abilities.
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities; they have colons in their reminder text.
- If an activated ability of a land card exiled with Steward of the Harvest references the card it’s printed on by name, treat the version of that ability on each creature you control as though it referenced the creature that has it by name instead.
- Land cards with one or more basic land types have the intrinsic activated ability “ : Add [mana symbol],” even if the text box doesn’t actually contain that text or the card has no text box. For Plains, [mana symbol] is ; for Islands, ; for Swamps, ; for Mountains, ; and for Forests, .
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1
Teval, the Balanced Scale
Teval, the Balanced Scale
Legendary Creature — Spirit Dragon
4/4
Flying
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
- If multiple cards leave your graveyard at the same time, Teval’s last ability will trigger only once.
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1
Timeless Witness
Timeless Witness
Creature — Human Shaman
2/1
When this creature enters, return target card from your graveyard to your hand.
Eternalize ( , Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
- If a creature card with eternalize is put into your graveyard during your main phase, you'll have priority immediately afterward. You can activate its eternalize ability before any player can try to exile it.
- Once you've activated an eternalize ability, the card is immediately exiled. Opponents can't try to stop the ability by exiling the card.
- The token copies exactly what was printed on the original card and nothing else, except the characteristics specifically modified by eternalize. It doesn't copy any information about the object the card was before it was put into your graveyard.
- The token is a Zombie in addition to its other types and is black instead of its other colors. Its base power and toughness are 4/4. It has no mana cost, and thus its mana value is 0. These are copiable values of the token that other effects may copy.
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1
Welcome the Dead
Welcome the Dead
Sorcery
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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1
Wonder
Wonder
Creature — Incarnation
2/2
Flying
As long as this card is in your graveyard and you control an Island, creatures you control have flying.
5 8
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1
Consuming Aberration
Consuming Aberration
Creature — Horror
*/*
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
- The ability that defines Consuming Aberration's power and toughness works in all zones, not just the battlefield.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If an opponent has no land cards in their library, all the cards from that library will be revealed and put into their graveyard.
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1
Diviner of Mist
Diviner of Mist
Creature — Dragon
4/5
Flying
Whenever this creature attacks, mill four cards. You may cast an instant or sorcery spell from your graveyard with mana value 4 or less without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
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1
Junji, the Midnight Sky
Junji, the Midnight Sky
Legendary Creature — Dragon Spirit
5/5
Flying, menace
When Junji dies, choose one —
- Each opponent discards two cards and loses 2 life.
- Put target non-Dragon creature card from a graveyard onto the battlefield under your control. You lose 2 life.
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1
Living Death
Living Death
Sorcery
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
- As Living Death resolves, all players exile their creature cards from graveyards at the same time. Then all players sacrifice all creatures they control at the same time. Then all players put all creatures they exiled onto the battlefield at the same time.
- Only cards exiled by Living Death's first instruction are put onto the battlefield. If a replacement effect (such as that of Leyline of the Void) causes any of the sacrificed creatures to be exiled instead of put into a graveyard, those cards aren't returned to the battlefield.
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1
Lord of Extinction
Lord of Extinction
Creature — Elemental
*/*
Lord of Extinction's power and toughness are each equal to the number of cards in all graveyards.
- The ability that defines Lord of Extinction's power and toughness works in all zones, not just the battlefield. If Lord of Extinction is in your graveyard, it will count itself.
- If an instant or sorcery spell deals damage to Lord of Extinction or lowers its toughness, that spell is put into its owner's graveyard before state-based actions are performed. That card will raise Lord of Extinction's toughness before the game checks to see if it dies.
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1
Ob Nixilis, the Fallen
Ob Nixilis, the Fallen
Legendary Creature — Demon
3/3
Landfall — Whenever a land you control enters, you may have target player lose 3 life. If you do, put three +1/+1 counters on Ob Nixilis.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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1
River Kelpie
River Kelpie
Creature — Beast
3/3
Whenever this creature or another permanent enters from a graveyard, draw a card.
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
- If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
- The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
- If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
- If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
- When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
- If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
- If a creature with persist stops being a creature, persist will still work.
- If River Kelpie and another permanent are each put onto the battlefield from a graveyard at the same time, River Kelpie's first ability will trigger twice. (It will see the other permanent entering.)
- If you cast another artifact, creature, enchantment, or planeswalker spell from a graveyard, only the second ability triggers. That's because the card is put onto the stack, not onto the battlefield.
- If you cast River Kelpie itself from your graveyard (by using Yawgmoth's Will, for example), neither ability triggers. The first ability doesn't trigger because River Kelpie is put onto the stack; the second ability doesn't trigger because it works only while River Kelpie is already on the battlefield.
- If you play a land card from a graveyard (by using Crucible of Worlds, for example), only the first ability triggers. That's because the land (which isn't a spell) is put directly onto the battlefield from the graveyard.
- River Kelpie doesn't give you the ability to cast spells from graveyards. Its second ability merely triggers whenever a spell is cast this way (by using Memory Plunder, for example).
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1
Will of the Sultai
Will of the Sultai
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
- Put X+1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
- The value of X is calculated only once, as Will of the Sultai resolves.
- The commander you control doesn’t have to be your commander.
- Once you’ve announced that you’re casting this spell, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove your commander to change how many modes you may choose.
- Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won’t change the number of modes chosen.
6 5
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1
Casualties of War
Casualties of War
Sorcery
Choose one or more —
- Destroy target artifact.
- Destroy target creature.
- Destroy target enchantment.
- Destroy target land.
- Destroy target planeswalker.
- You can choose any number of the modes for Casualties of War, but you can't choose a mode more than once.
- Each target permanent is destroyed in the order specified. Abilities that trigger when one is destroyed won't be put onto the stack until Casualties of War has finished resolving.
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1
Lord of the Forsaken
Lord of the Forsaken
Creature — Demon
6/6
Flying, trample
, Sacrifice another creature: Target player mills three cards.
Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.
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1
Multani, Yavimaya's Avatar
Multani, Yavimaya's Avatar
Legendary Creature — Elemental Avatar
0/0
Reach, trample
Multani gets +1/+1 for each land you control and each land card in your graveyard.
, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand.
- Multani's ability that modifies its power and toughness applies only while it's on the battlefield. In all other zones, it's a 0/0 creature card.
- To activate Multani's last ability, you must return lands you control from the battlefield to their owner's hand. Land cards in your graveyard can't be returned this way.
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1
Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
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1
Tasigur, the Golden Fang
Tasigur, the Golden Fang
Legendary Creature — Human Shaman
4/5
Delve (Each card you exile from your graveyard while casting this spell pays for .)
: Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.
- Tasigur, the Golden Fang is banned as a commander in Duel Commander format, but it may be part of your deck.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Tasigur's last ability doesn't target any card or player. You choose an opponent and that player chooses a nonland card only after you mill two cards.
- The chosen opponent can choose any nonland card in your graveyard, not just one of the milled cards.
- The chosen opponent can choose any nonland card in your graveyard, not just one of the cards that was just put there.
- Tasigur's last ability doesn't target any card or player. You choose an opponent as the ability resolves and that player chooses a nonland card after you put the top two cards of your library into your graveyard.
7+ 6
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1
Afterlife from the Loam
Afterlife from the Loam
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
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1
Avenger of Zendikar
Avenger of Zendikar
Creature — Elemental
5/5
When this creature enters, create a 0/1 green Plant creature token for each land you control.
Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
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1
Colossal Grave-Reaver
Colossal Grave-Reaver
Creature — Dragon
7/6
Flying
Whenever this creature enters or attacks, mill three cards.
Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.
- All three of the milled cards are put into your graveyard at the same time. If there is more than one creature card among those cards, the last ability triggers only once.
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1
Necromantic Selection
Necromantic Selection
Sorcery
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
- Necromantic Selection doesn't overwrite any of the creature's colors or types. Rather, it adds another color and another creature type.
- If the creature is normally colorless, it will simply become black. It can't be both black and colorless.
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1
Necropolis Fiend
Necropolis Fiend
Creature — Demon
4/5
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Flying
, , Exile X cards from your graveyard: Target creature gets -X/-X until end of turn.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
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1
Treasure Cruise
Treasure Cruise
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Draw three cards.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
Lands 37
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1
Cephalid Coliseum
Cephalid Coliseum
Land
: Add . This land deals 1 damage to you.
Threshold — , , Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.
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1
Command Beacon
Command Beacon
Land
: Add .
, Sacrifice this land: Put your commander into your hand from the command zone.
- If you cast a commander from your hand, the commander tax doesn't apply. Additionally, that casting won't add to commander tax if you later cast the commander from the command zone.
- If your commander isn't in the command zone (or you don't have a commander) as the last ability resolves, nothing happens.
- If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
- If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
- If you cast a commander from your hand, the additional cost based on the number of times you've cast it from your command zone (sometimes referred to as the "commander tax") doesn't apply. Additionally, that casting won't add to the tax if you later cast the commander from the command zone.
- If your commander isn't in the command zone (or you're not playing Commander) as the last ability resolves, nothing happens.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you don't have a commander, Command Tower's ability produces no mana.
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1
Contaminated Aquifer
Contaminated Aquifer
Land — Island Swamp
( : Add or .)
This land enters tapped.
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1
Crypt of Agadeem
Crypt of Agadeem
Land
This land enters tapped.
: Add .
, : Add for each black creature card in your graveyard.
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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1
Dreamroot Cascade
Dreamroot Cascade
Land
This land enters tapped unless you control two or more other lands.
: Add or .
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1
Drownyard Temple
Drownyard Temple
Land
: Add .
: Return this card from your graveyard to the battlefield tapped.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
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1
Fetid Pools
Fetid Pools
Land — Island Swamp
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
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1
Foreboding Landscape
Foreboding Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Swamp, Forest, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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6
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Golgari Rot Farm
Golgari Rot Farm
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Haunted Mire
Haunted Mire
Land — Swamp Forest
( : Add or .)
This land enters tapped.
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1
Hinterland Harbor
Hinterland Harbor
Land
This land enters tapped unless you control a Forest or an Island.
: Add or .
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4
Island
Island
Basic Land — Island
( : Add .)
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1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Memorial to Folly
Memorial to Folly
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Return target creature card from your graveyard to your hand.
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of Malady
Temple of Malady
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Woodland Cemetery
Woodland Cemetery
Land
This land enters tapped unless you control a Swamp or a Forest.
: Add or .