Creatures 32
-
1
Adeline, Resplendent Cathar
Adeline, Resplendent Cathar
Legendary Creature — Human Knight
*/4
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
- The ability that defines Adeline's power works in all zones, not just the battlefield. As long as Adeline is on the battlefield (and still a creature), that ability will count Adeline itself.
- Attacking with any creatures will cause Adeline's last ability to trigger. Adeline doesn't have to be among them.
- Tokens will be created for each of your opponents, not just opponents that you attacked.
- You choose whether each token is attacking that opponent or a planeswalker they control as those tokens enter the battlefield.
- Although the Human tokens created by the triggered ability are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
-
1
Ainok Strike Leader
Ainok Strike Leader
Creature — Dog Warrior
2/2
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
-
1
Angel of Invention
Angel of Invention
Creature — Angel
2/1
Flying, vigilance, lifelink
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Other creatures you control get +1/+1.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
-
1
Aron, Benalia's Ruin
Aron, Benalia's Ruin
Legendary Creature — Phyrexian Human
3/3
Menace (This creature can't be blocked except by two or more creatures.)
, , Sacrifice another creature: Put a +1/+1 counter on each creature you control.
-
1
Beetleback Chief
Beetleback Chief
Creature — Goblin Warrior
2/2
When this creature enters, create two 1/1 red Goblin creature tokens.
-
1
Bone Devourer
Bone Devourer
Creature — Dragon
2/2
Flash
Flying
This creature enters with a number of +1/+1 counters on it equal to the number of creatures that died this turn.
When this creature dies, you draw X cards and you lose X life, where X is the number of +1/+1 counters on it.
- If Bone Devourer has +1/+1 counters put on it, and then enough -1/-1 counters are put on it to cause its toughness to be 0, X is equal to the number of +1/+1 counters it had at the time those -1/-1 counters were put on it.
-
1
Chittering Witch
Chittering Witch
Creature — Human Warlock
2/2
When this creature enters, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.
, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
- You can sacrifice Chittering Witch to pay the cost of its last ability.
- In a multiplayer game, opponents who have left the game aren't counted by Chittering Witch's triggered ability.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- 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
Gix, Yawgmoth Praetor
Gix, Yawgmoth Praetor
Legendary Creature — Phyrexian Praetor
3/3
Whenever a creature deals combat damage to one of your opponents, its controller may pay 1 life. If they do, they draw a card.
, Discard X cards: Exile the top X cards of target opponent's library. You may play lands and cast spells from among cards exiled this way without paying their mana costs.
- You must play the cards as you resolve the last ability. You can't wait and play them later.
- You may play a land this way only during your own turn and only if you have not yet played a land this turn.
- If a spell you cast this way has an in its mana cost, you must choose 0 for X.
-
1
Goldlust Triad
Goldlust Triad
Creature — Dragon
4/3
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one. You can’t have any of the tokens attack a battle.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
- The tokens created by a single instance of myriad all enter at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any “enters” abilities of the copied creature will trigger when the tokens enter. Any “as [this creature] enters” or “[this creature] enters with” abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
-
1
Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
-
1
Grenzo, Havoc Raiser
Grenzo, Havoc Raiser
Legendary Creature — Goblin Rogue
2/2
Whenever a creature you control deals combat damage to a player, choose one —
- Goad target creature that player controls.
- Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If you exile a land card this way, you can't play it.
- Casting the exiled card follows the normal rules for casting that card. You must pay its costs, and you must follow all applicable timing rules. For example, if you exile a creature card this way, you must wait until your main phase to cast it.
- If you don't cast the card, it will remain in exile.
- The card exiled by the second mode is exiled face up.
-
1
Hero of Bladehold
Hero of Bladehold
Creature — Human Knight
3/4
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever this creature attacks, create two 1/1 white Soldier creature tokens that are tapped and attacking.
- Whenever Hero of Bladehold attacks, both abilities will trigger. You can put them onto the stack in any order. If the token-creating ability resolves first, the tokens each get +1/+0 until end of turn from the battle cry ability.
- You choose which opponent or planeswalker an opponent controls that each token is attacking when it is put onto the battlefield.
- Although the tokens are attacking, they never were declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
-
1
Ironwill Forger
Ironwill Forger
Creature — Orc Artificer
3/3
Lieutenant — At the beginning of combat on your turn, if you control your commander, target nonlegendary creature you control gains myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one. You can’t have any of the tokens attack a battle.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
- The tokens created by a single instance of myriad all enter at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any “enters” abilities of the copied creature will trigger when the tokens enter. Any “as [this creature] enters” or “[this creature] enters with” abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
-
1
Legion Warboss
Legion Warboss
Creature — Goblin Soldier
2/2
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
- If the token can't attack for any reason (such as becoming tapped), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
- Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
- If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
- If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
-
1
Loyal Apprentice
Loyal Apprentice
Creature — Human Artificer
2/1
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
- If you don't control your commander as the lieutenant ability resolves, you won't get its effect.
- The lieutenant effect happens only once each combat, even if you somehow control multiple commanders (perhaps because you have two commanders with a partner ability from the Battlebond™ set).
- If you have multiple commanders, you need to control only one for the lieutenant effect to happen.
-
1
Mindblade Render
Mindblade Render
Creature — Azra Warrior
1/3
Whenever your opponents are dealt combat damage, if any of that damage was dealt by a Warrior, you draw a card and you lose 1 life.
- Mindblade Render's ability triggers only once, regardless of how many opponents were dealt damage, how much damage they were dealt, or how many Warriors dealt damage.
- Mindblade Render's ability triggers if a Warrior an opponent controls deals combat damage to another player who's also your opponent. You can't choose not to draw a card or lose 1 life if this happens.
-
1
Morbid Opportunist
Morbid Opportunist
Creature — Human Rogue
1/3
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
- If Morbid Opportunist dies at the same time as one or more other creatures, Morbid Opportunist's ability still triggers.
-
1
Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
-
1
Neriv, Crackling Vanguard
Neriv, Crackling Vanguard
Legendary Creature — Spirit Dragon
4/4
Flying, deathtouch
When Neriv enters, create two 1/1 red Goblin creature tokens.
Whenever Neriv attacks, exile a number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.
- The effect that creates a token may set the name of that token. A token that’s a copy of something else has the name of the object it’s a copy of, unless otherwise specified. All other tokens have a name that matches the subtypes of the token that was created plus the word “Token.” For example, an effect that says “Create a 1/1 green Elf creature token” creates a token that’s name is “Elf Token.”
- To determine the number of differently named tokens you control, count each token you control once, but only if its English name isn’t the same as another token you’ve already counted this way. For example, if you control two tokens named “Elf Token” and one token named “Goblin Token,” you exile two cards from the top of your library.
-
1
Ogre Battledriver
Ogre Battledriver
Creature — Ogre Warrior
3/3
Whenever another creature you control enters, that creature gets +2/+0 and gains haste until end of turn. (It can attack and this turn.)
-
1
Ophiomancer
Ophiomancer
Creature — Human Shaman
2/2
At the beginning of each upkeep, if you control no Snakes, create a 1/1 black Snake creature token with deathtouch.
- Ophiomancer's ability checks if you control a Snake at the beginning of each upkeep. If you do, the ability won't trigger.
- If the ability does trigger, but you control a Snake when it tries to resolve, the ability will do nothing. No Snake token will be created.
- Ophiomancer's ability considers any creature you control with the creature type Snake, not just the tokens Ophiomancer creates.
-
1
Redoubled Stormsinger
Redoubled Stormsinger
Creature — Orc Wizard
3/3
First strike
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.
- Although the tokens are attacking, they were never declared as attacking creatures. This means that abilities that trigger whenever a creature attacks won't trigger when these tokens enter attacking.
- Any enters-the-battlefield abilities of the copied token will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied token will also work.
- Each of the tokens created by Redoubled Stormsinger's last ability copies the original characteristics of the token it's copying as stated by the effect that created that token.
- If a creature token you control that entered this turn is copying something else, then the token enters the battlefield as whatever that creature token copied.
- You declare which player, planeswalker, or battle each token is attacking as you put it onto the battlefield. It doesn't have to be the same player, planeswalker, or battle as Redoubled Stormsinger or any of the other tokens created by Redoubled Stormsinger's last ability.
-
1
Selfless Spirit
Selfless Spirit
Creature — Spirit Cleric
2/1
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
- The set of creatures affected by Selfless Spirit's last ability is determined as the ability resolves. Creatures you begin to control later in the turn won't gain indestructible.
-
1
Siege-Gang Commander
Siege-Gang Commander
Creature — Goblin
2/2
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
- You can sacrifice any Goblin you control to activate Siege-Gang Commander's activated ability, including Siege-Gang Commander itself.
-
1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
-
1
Sun Titan
Sun Titan
Creature — Giant
6/6
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
- If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
- A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
- The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
-
1
Thalisse, Reverent Medium
Thalisse, Reverent Medium
Legendary Creature — Human Cleric
3/4
At the beginning of each end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of tokens you created this turn.
- Thalisse's ability counts all tokens you created that turn prior to the ability resolving, including both noncreature tokens and creature tokens. It doesn't matter if those tokens are still on the battlefield or still under your control.
- If an effect creates a copy of a permanent spell, that spell becomes a token on the battlefield under your control, but that token has not been "created." It won't count for Thalisse's ability.
-
1
Twilight Drover
Twilight Drover
Creature — Spirit
1/1
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.
, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
- The first ability only cares that creature tokens leave the battlefield. It doesn't matter where they went.
- If a player leaves a multiplayer game, all creature tokens that player owns also leave the game. Twilight Drover's ability will trigger once per token.
- If Spirit tokens created by Twilight Drover leave the battlefield, they will trigger its first ability.
- Note that Twilight Drover doesn't have any way to sacrifice tokens or otherwise cause them to leave the battlefield.
-
1
Viscera Seer
Viscera Seer
Creature — Vampire Wizard
1/1
Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- You can sacrifice Viscera Seer to activate its own ability.
- If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.
-
1
Yahenni, Undying Partisan
Yahenni, Undying Partisan
Legendary Creature — Aetherborn Vampire
2/2
Haste
Whenever a creature an opponent controls dies, put a +1/+1 counter on Yahenni.
Sacrifice another creature: Yahenni gains indestructible until end of turn.
- If Yahenni and a creature an opponent controls die simultaneously (perhaps because they fought or were in combat together), Yahenni won't be on the battlefield as its triggered ability resolves. It can't be saved by the +1/+1 counter that would have been put on it.
-
1
Zurgo Stormrender
Zurgo Stormrender
Legendary Creature — Orc Warrior
3/3
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.
- If Zurgo Stormrender leaves the battlefield at the same time as one or more creature tokens you control, its last ability will trigger once for each of those creature tokens.
- You choose the player, planeswalker, or battle each Warrior token is attacking. They don’t all have to attack the same one, and they don’t have to attack the same player, planeswalker, or battle as the creature with mobilize.
- Although the Warrior tokens enter as attacking creatures, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won’t trigger when the tokens enter attacking.
Instants 7
-
1
Abrade
Abrade
Instant
Choose one —
- Abrade deals 3 damage to target creature.
- Destroy target artifact.
-
1
Bitter Triumph
Bitter Triumph
Instant
As an additional cost to cast this spell, discard a card or pay 3 life.
Destroy target creature or planeswalker.
-
1
Deadly Dispute
Deadly Dispute
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
-
1
Grand Crescendo
Grand Crescendo
Instant
Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.
-
1
Stroke of Midnight
Stroke of Midnight
Instant
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
- If the target permanent is an illegal target by the time Stroke of Midnight tries to resolve, the spell doesn't resolve. No player creates a Human token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Human token.
-
1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
-
1
Will of the Mardu
Will of the Mardu
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
- Will of the Mardu deals damage to target creature equal to the number of creatures you control.
- 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.
Sorceries 6
-
1
Eliminate the Competition
Eliminate the Competition
Sorcery
As an additional cost to cast this spell, sacrifice X creatures.
Destroy X target creatures.
- Once you announce that you're casting Eliminate the Competition, players can't try to remove creatures you'd like to sacrifice.
- If you somehow cast Eliminate the Competition without paying its mana cost, you'll still choose a value for X and sacrifice X creatures.
-
1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Lingering Souls
Lingering Souls
Sorcery
Create two 1/1 white Spirit creature tokens with flying.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "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.
- 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.
- 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 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.
-
1
Release the Dogs
Release the Dogs
Sorcery
Create four 1/1 white Dog creature tokens.
-
1
Shadow Summoning
Shadow Summoning
Sorcery
Create two tapped 1/1 white Spirit creature tokens with flying.
-
1
Tempt with Vengeance
Tempt with Vengeance
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
- Your opponents decide in turn order whether or not they accept the offer, starting with the opponent on your left. Each opponent will know the decisions of previous opponents in turn order when making their decision.
- After each opponent has decided, the effect happens simultaneously for each one who accepted the offer. Then, the effect happens again for you a number of times equal to the number of opponents who accepted.
Artifacts 11
-
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
Blade of Selves
Blade of Selves
Artifact — Equipment
Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Equip
- If a creature has multiple instances of myriad, each triggers separately. You'll get two tokens per opponent other than the defending player.
- If the tokens aren't creatures (perhaps because the equipped creature was an animated land), they'll enter the battlefield but they won't be attacking. You'll still exile those tokens at end of combat.
- If the equipped creature is legendary, the tokens will all enter the battlefield. Then you'll choose one of them to remain on the battlefield. The others will be put into your graveyard. Any enters-the-battlefield or dies triggers of the tokens will work.
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking at the time it became an attacking creature this combat, or the controller of the planeswalker the creature was attacking at the time it became an attacking creature this combat.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created.
- Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there any costs to have a creature attack, those costs won't apply to the tokens.
- The token creatures all enter the battlefield at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied creature will also work.
- If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
-
1
Fellwar Stone
Fellwar Stone
Artifact
: 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. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
- It only produces one mana even if the land can produce more than one.
-
1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
-
1
Infantry Shield
Infantry Shield
Artifact — Equipment
Equipped creature has menace and mobilize X, where X is its power. (Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Equip
- You choose the player, planeswalker, or battle each Warrior token is attacking. They don’t all have to attack the same one, and they don’t have to attack the same player, planeswalker, or battle as the creature with mobilize.
- Although the Warrior tokens enter as attacking creatures, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won’t trigger when the tokens enter attacking.
-
1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
-
1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Talisman of Conviction
Talisman of Conviction
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Talisman of Hierarchy
Talisman of Hierarchy
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Wayfarer's Bauble
Wayfarer's Bauble
Artifact
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Enchantments 6
-
1
Bastion of Remembrance
Bastion of Remembrance
Enchantment
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
- If one or more creatures you control die at the same time that Bastion of Remembrance leaves the battlefield, its last ability triggers for each of those creatures.
- If your life total is brought to 0 or less at the same time that creatures you control are dealt lethal damage, you lose the game before the last ability goes on the stack.
- In a Two-Headed Giant game, Bastion of Remembrance's last ability causes the opposing team to lose 2 life and you to gain 1 life.
-
1
Commander's Insignia
Commander's Insignia
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
- Commander’s Insignia counts each time you’ve cast your commander, even the times it was countered or when your commander spell is still on the stack.
- Certain cards in other sets with the partner keyword may allow you to have more than one commander. If you do, Commander’s Insignia counts the total number of times you’ve cast each of your commanders.
-
1
Divine Visitation
Divine Visitation
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
- The token's characteristics are entirely replaced by a 4/4 white Angel creature token with flying and vigilance. It doesn't have any abilities the token would have been created with. Anything else specified in the effect creating the token (such as tapped, attacking, "That token gains haste," or "Exile that token at end of combat") still applies.
- If you create a noncreature token that will be a creature as it enters the battlefield, perhaps because of an effect such as that of March of the Machines, Divine Visitation's effect doesn't apply to that token's creation. (This is because Divine Visitation's effect modifies how the tokens are created, and March of the Machines's effect doesn't apply until you consider how the tokens are entering the battlefield.)
- If an effect changes under whose control a token would be created, that effect applies before Divine Visitation's effect applies. If an effect changes under whose control a token would enter the battlefield, that effect applies after Divine Visitation's effect is able to be applied.
-
1
Legion Loyalty
Legion Loyalty
Enchantment
Creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
-
1
Tocasia's Welcome
Tocasia's Welcome
Enchantment
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
-
1
Within Range
Within Range
Enchantment
When this enchantment enters, create two 1/1 red Warrior creature tokens.
Whenever you attack, each opponent loses life equal to the number of creatures attacking them.
Lands 37
-
1
Battlefield Forge
Battlefield Forge
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.
-
1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
-
1
Canyon Slough
Canyon Slough
Land — Swamp Mountain
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
-
1
Castle Ardenvale
Castle Ardenvale
Land
This land enters tapped unless you control a Plains.
: Add .
, : Create a 1/1 white Human creature token.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Castle Embereth
Castle Embereth
Land
This land enters tapped unless you control a Mountain.
: Add .
, : Creatures you control get +1/+0 until end of turn.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Caves of Koilos
Caves of Koilos
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.
-
1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
-
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
Dragonskull Summit
Dragonskull Summit
Land
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
- This checks for lands you control with the land type Swamp or Mountain, not for lands named Swamp or Mountain. The lands it checks for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
-
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 .
-
1
Fetid Heath
Fetid Heath
Land
: Add .
, : Add , , or .
-
1
Isolated Chapel
Isolated Chapel
Land
This land enters tapped unless you control a Plains or a Swamp.
: Add or .
-
5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: Add , , or .
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
-
5
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Shattered Landscape
Shattered Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
-
1
Shattered Sanctum
Shattered Sanctum
Land
This land enters tapped unless you control two or more other lands.
: Add or .
-
1
Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : 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 Silence
Temple of Silence
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
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
Vault of the Archangel
Vault of the Archangel
Land
: Add .
, : Creatures you control gain deathtouch and lifelink until end of turn.
- Multiple instances of deathtouch or lifelink on the same creature are redundant.
- Vault of the Archangel's last ability affects only creatures you control when that ability resolves. It won't affect creatures that come under your control later in the turn.
-
1
Windbrisk Heights
Windbrisk Heights
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
- At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.
White 21
-
1
Adeline, Resplendent Cathar
Adeline, Resplendent Cathar
Legendary Creature — Human Knight
*/4
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
- The ability that defines Adeline's power works in all zones, not just the battlefield. As long as Adeline is on the battlefield (and still a creature), that ability will count Adeline itself.
- Attacking with any creatures will cause Adeline's last ability to trigger. Adeline doesn't have to be among them.
- Tokens will be created for each of your opponents, not just opponents that you attacked.
- You choose whether each token is attacking that opponent or a planeswalker they control as those tokens enter the battlefield.
- Although the Human tokens created by the triggered ability are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
-
1
Ainok Strike Leader
Ainok Strike Leader
Creature — Dog Warrior
2/2
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
-
1
Angel of Invention
Angel of Invention
Creature — Angel
2/1
Flying, vigilance, lifelink
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Other creatures you control get +1/+1.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
-
1
Commander's Insignia
Commander's Insignia
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
- Commander’s Insignia counts each time you’ve cast your commander, even the times it was countered or when your commander spell is still on the stack.
- Certain cards in other sets with the partner keyword may allow you to have more than one commander. If you do, Commander’s Insignia counts the total number of times you’ve cast each of your commanders.
-
1
Divine Visitation
Divine Visitation
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
- The token's characteristics are entirely replaced by a 4/4 white Angel creature token with flying and vigilance. It doesn't have any abilities the token would have been created with. Anything else specified in the effect creating the token (such as tapped, attacking, "That token gains haste," or "Exile that token at end of combat") still applies.
- If you create a noncreature token that will be a creature as it enters the battlefield, perhaps because of an effect such as that of March of the Machines, Divine Visitation's effect doesn't apply to that token's creation. (This is because Divine Visitation's effect modifies how the tokens are created, and March of the Machines's effect doesn't apply until you consider how the tokens are entering the battlefield.)
- If an effect changes under whose control a token would be created, that effect applies before Divine Visitation's effect applies. If an effect changes under whose control a token would enter the battlefield, that effect applies after Divine Visitation's effect is able to be applied.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- 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
Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
-
1
Grand Crescendo
Grand Crescendo
Instant
Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.
-
1
Hero of Bladehold
Hero of Bladehold
Creature — Human Knight
3/4
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever this creature attacks, create two 1/1 white Soldier creature tokens that are tapped and attacking.
- Whenever Hero of Bladehold attacks, both abilities will trigger. You can put them onto the stack in any order. If the token-creating ability resolves first, the tokens each get +1/+0 until end of turn from the battle cry ability.
- You choose which opponent or planeswalker an opponent controls that each token is attacking when it is put onto the battlefield.
- Although the tokens are attacking, they never were declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
-
1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Ironwill Forger
Ironwill Forger
Creature — Orc Artificer
3/3
Lieutenant — At the beginning of combat on your turn, if you control your commander, target nonlegendary creature you control gains myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one. You can’t have any of the tokens attack a battle.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
- The tokens created by a single instance of myriad all enter at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any “enters” abilities of the copied creature will trigger when the tokens enter. Any “as [this creature] enters” or “[this creature] enters with” abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
-
1
Legion Loyalty
Legion Loyalty
Enchantment
Creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
-
1
Lingering Souls
Lingering Souls
Sorcery
Create two 1/1 white Spirit creature tokens with flying.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "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.
- 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.
- 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 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.
-
1
Release the Dogs
Release the Dogs
Sorcery
Create four 1/1 white Dog creature tokens.
-
1
Selfless Spirit
Selfless Spirit
Creature — Spirit Cleric
2/1
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
- The set of creatures affected by Selfless Spirit's last ability is determined as the ability resolves. Creatures you begin to control later in the turn won't gain indestructible.
-
1
Stroke of Midnight
Stroke of Midnight
Instant
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
- If the target permanent is an illegal target by the time Stroke of Midnight tries to resolve, the spell doesn't resolve. No player creates a Human token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Human token.
-
1
Sun Titan
Sun Titan
Creature — Giant
6/6
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
- If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
- A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
- The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
-
1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
-
1
Tocasia's Welcome
Tocasia's Welcome
Enchantment
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
-
1
Twilight Drover
Twilight Drover
Creature — Spirit
1/1
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.
, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
- The first ability only cares that creature tokens leave the battlefield. It doesn't matter where they went.
- If a player leaves a multiplayer game, all creature tokens that player owns also leave the game. Twilight Drover's ability will trigger once per token.
- If Spirit tokens created by Twilight Drover leave the battlefield, they will trigger its first ability.
- Note that Twilight Drover doesn't have any way to sacrifice tokens or otherwise cause them to leave the battlefield.
-
1
Will of the Mardu
Will of the Mardu
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
- Will of the Mardu deals damage to target creature equal to the number of creatures you control.
- 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.
Black 13
-
1
Bastion of Remembrance
Bastion of Remembrance
Enchantment
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
- If one or more creatures you control die at the same time that Bastion of Remembrance leaves the battlefield, its last ability triggers for each of those creatures.
- If your life total is brought to 0 or less at the same time that creatures you control are dealt lethal damage, you lose the game before the last ability goes on the stack.
- In a Two-Headed Giant game, Bastion of Remembrance's last ability causes the opposing team to lose 2 life and you to gain 1 life.
-
1
Bitter Triumph
Bitter Triumph
Instant
As an additional cost to cast this spell, discard a card or pay 3 life.
Destroy target creature or planeswalker.
-
1
Bone Devourer
Bone Devourer
Creature — Dragon
2/2
Flash
Flying
This creature enters with a number of +1/+1 counters on it equal to the number of creatures that died this turn.
When this creature dies, you draw X cards and you lose X life, where X is the number of +1/+1 counters on it.
- If Bone Devourer has +1/+1 counters put on it, and then enough -1/-1 counters are put on it to cause its toughness to be 0, X is equal to the number of +1/+1 counters it had at the time those -1/-1 counters were put on it.
-
1
Chittering Witch
Chittering Witch
Creature — Human Warlock
2/2
When this creature enters, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.
, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
- You can sacrifice Chittering Witch to pay the cost of its last ability.
- In a multiplayer game, opponents who have left the game aren't counted by Chittering Witch's triggered ability.
-
1
Deadly Dispute
Deadly Dispute
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
-
1
Eliminate the Competition
Eliminate the Competition
Sorcery
As an additional cost to cast this spell, sacrifice X creatures.
Destroy X target creatures.
- Once you announce that you're casting Eliminate the Competition, players can't try to remove creatures you'd like to sacrifice.
- If you somehow cast Eliminate the Competition without paying its mana cost, you'll still choose a value for X and sacrifice X creatures.
-
1
Gix, Yawgmoth Praetor
Gix, Yawgmoth Praetor
Legendary Creature — Phyrexian Praetor
3/3
Whenever a creature deals combat damage to one of your opponents, its controller may pay 1 life. If they do, they draw a card.
, Discard X cards: Exile the top X cards of target opponent's library. You may play lands and cast spells from among cards exiled this way without paying their mana costs.
- You must play the cards as you resolve the last ability. You can't wait and play them later.
- You may play a land this way only during your own turn and only if you have not yet played a land this turn.
- If a spell you cast this way has an in its mana cost, you must choose 0 for X.
-
1
Mindblade Render
Mindblade Render
Creature — Azra Warrior
1/3
Whenever your opponents are dealt combat damage, if any of that damage was dealt by a Warrior, you draw a card and you lose 1 life.
- Mindblade Render's ability triggers only once, regardless of how many opponents were dealt damage, how much damage they were dealt, or how many Warriors dealt damage.
- Mindblade Render's ability triggers if a Warrior an opponent controls deals combat damage to another player who's also your opponent. You can't choose not to draw a card or lose 1 life if this happens.
-
1
Morbid Opportunist
Morbid Opportunist
Creature — Human Rogue
1/3
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
- If Morbid Opportunist dies at the same time as one or more other creatures, Morbid Opportunist's ability still triggers.
-
1
Ophiomancer
Ophiomancer
Creature — Human Shaman
2/2
At the beginning of each upkeep, if you control no Snakes, create a 1/1 black Snake creature token with deathtouch.
- Ophiomancer's ability checks if you control a Snake at the beginning of each upkeep. If you do, the ability won't trigger.
- If the ability does trigger, but you control a Snake when it tries to resolve, the ability will do nothing. No Snake token will be created.
- Ophiomancer's ability considers any creature you control with the creature type Snake, not just the tokens Ophiomancer creates.
-
1
Viscera Seer
Viscera Seer
Creature — Vampire Wizard
1/1
Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- You can sacrifice Viscera Seer to activate its own ability.
- If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.
-
1
Within Range
Within Range
Enchantment
When this enchantment enters, create two 1/1 red Warrior creature tokens.
Whenever you attack, each opponent loses life equal to the number of creatures attacking them.
-
1
Yahenni, Undying Partisan
Yahenni, Undying Partisan
Legendary Creature — Aetherborn Vampire
2/2
Haste
Whenever a creature an opponent controls dies, put a +1/+1 counter on Yahenni.
Sacrifice another creature: Yahenni gains indestructible until end of turn.
- If Yahenni and a creature an opponent controls die simultaneously (perhaps because they fought or were in combat together), Yahenni won't be on the battlefield as its triggered ability resolves. It can't be saved by the +1/+1 counter that would have been put on it.
Red 11
-
1
Abrade
Abrade
Instant
Choose one —
- Abrade deals 3 damage to target creature.
- Destroy target artifact.
-
1
Beetleback Chief
Beetleback Chief
Creature — Goblin Warrior
2/2
When this creature enters, create two 1/1 red Goblin creature tokens.
-
1
Goldlust Triad
Goldlust Triad
Creature — Dragon
4/3
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one. You can’t have any of the tokens attack a battle.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
- The tokens created by a single instance of myriad all enter at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any “enters” abilities of the copied creature will trigger when the tokens enter. Any “as [this creature] enters” or “[this creature] enters with” abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
-
1
Grenzo, Havoc Raiser
Grenzo, Havoc Raiser
Legendary Creature — Goblin Rogue
2/2
Whenever a creature you control deals combat damage to a player, choose one —
- Goad target creature that player controls.
- Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If you exile a land card this way, you can't play it.
- Casting the exiled card follows the normal rules for casting that card. You must pay its costs, and you must follow all applicable timing rules. For example, if you exile a creature card this way, you must wait until your main phase to cast it.
- If you don't cast the card, it will remain in exile.
- The card exiled by the second mode is exiled face up.
-
1
Infantry Shield
Infantry Shield
Artifact — Equipment
Equipped creature has menace and mobilize X, where X is its power. (Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Equip
- You choose the player, planeswalker, or battle each Warrior token is attacking. They don’t all have to attack the same one, and they don’t have to attack the same player, planeswalker, or battle as the creature with mobilize.
- Although the Warrior tokens enter as attacking creatures, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won’t trigger when the tokens enter attacking.
-
1
Legion Warboss
Legion Warboss
Creature — Goblin Soldier
2/2
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
- If the token can't attack for any reason (such as becoming tapped), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
- Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
- If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
- If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
-
1
Loyal Apprentice
Loyal Apprentice
Creature — Human Artificer
2/1
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
- If you don't control your commander as the lieutenant ability resolves, you won't get its effect.
- The lieutenant effect happens only once each combat, even if you somehow control multiple commanders (perhaps because you have two commanders with a partner ability from the Battlebond™ set).
- If you have multiple commanders, you need to control only one for the lieutenant effect to happen.
-
1
Ogre Battledriver
Ogre Battledriver
Creature — Ogre Warrior
3/3
Whenever another creature you control enters, that creature gets +2/+0 and gains haste until end of turn. (It can attack and this turn.)
-
1
Redoubled Stormsinger
Redoubled Stormsinger
Creature — Orc Wizard
3/3
First strike
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.
- Although the tokens are attacking, they were never declared as attacking creatures. This means that abilities that trigger whenever a creature attacks won't trigger when these tokens enter attacking.
- Any enters-the-battlefield abilities of the copied token will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied token will also work.
- Each of the tokens created by Redoubled Stormsinger's last ability copies the original characteristics of the token it's copying as stated by the effect that created that token.
- If a creature token you control that entered this turn is copying something else, then the token enters the battlefield as whatever that creature token copied.
- You declare which player, planeswalker, or battle each token is attacking as you put it onto the battlefield. It doesn't have to be the same player, planeswalker, or battle as Redoubled Stormsinger or any of the other tokens created by Redoubled Stormsinger's last ability.
-
1
Siege-Gang Commander
Siege-Gang Commander
Creature — Goblin
2/2
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
- You can sacrifice any Goblin you control to activate Siege-Gang Commander's activated ability, including Siege-Gang Commander itself.
-
1
Tempt with Vengeance
Tempt with Vengeance
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
- Your opponents decide in turn order whether or not they accept the offer, starting with the opponent on your left. Each opponent will know the decisions of previous opponents in turn order when making their decision.
- After each opponent has decided, the effect happens simultaneously for each one who accepted the offer. Then, the effect happens again for you a number of times equal to the number of opponents who accepted.
Multicolor 6
-
1
Aron, Benalia's Ruin
Aron, Benalia's Ruin
Legendary Creature — Phyrexian Human
3/3
Menace (This creature can't be blocked except by two or more creatures.)
, , Sacrifice another creature: Put a +1/+1 counter on each creature you control.
-
1
Kaya, Geist Hunter
Kaya, Geist Hunter
Legendary Planeswalker — Kaya
+1: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
- The tokens that Kaya's second ability creates are exact copies of the tokens that were being created in the first place.
-
1
Neriv, Crackling Vanguard
Neriv, Crackling Vanguard
Legendary Creature — Spirit Dragon
4/4
Flying, deathtouch
When Neriv enters, create two 1/1 red Goblin creature tokens.
Whenever Neriv attacks, exile a number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.
- The effect that creates a token may set the name of that token. A token that’s a copy of something else has the name of the object it’s a copy of, unless otherwise specified. All other tokens have a name that matches the subtypes of the token that was created plus the word “Token.” For example, an effect that says “Create a 1/1 green Elf creature token” creates a token that’s name is “Elf Token.”
- To determine the number of differently named tokens you control, count each token you control once, but only if its English name isn’t the same as another token you’ve already counted this way. For example, if you control two tokens named “Elf Token” and one token named “Goblin Token,” you exile two cards from the top of your library.
-
1
Shadow Summoning
Shadow Summoning
Sorcery
Create two tapped 1/1 white Spirit creature tokens with flying.
-
1
Thalisse, Reverent Medium
Thalisse, Reverent Medium
Legendary Creature — Human Cleric
3/4
At the beginning of each end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of tokens you created this turn.
- Thalisse's ability counts all tokens you created that turn prior to the ability resolving, including both noncreature tokens and creature tokens. It doesn't matter if those tokens are still on the battlefield or still under your control.
- If an effect creates a copy of a permanent spell, that spell becomes a token on the battlefield under your control, but that token has not been "created." It won't count for Thalisse's ability.
-
1
Zurgo Stormrender
Zurgo Stormrender
Legendary Creature — Orc Warrior
3/3
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.
- If Zurgo Stormrender leaves the battlefield at the same time as one or more creature tokens you control, its last ability will trigger once for each of those creature tokens.
- You choose the player, planeswalker, or battle each Warrior token is attacking. They don’t all have to attack the same one, and they don’t have to attack the same player, planeswalker, or battle as the creature with mobilize.
- Although the Warrior tokens enter as attacking creatures, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won’t trigger when the tokens enter attacking.
Colorless 12
-
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
Blade of Selves
Blade of Selves
Artifact — Equipment
Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Equip
- If a creature has multiple instances of myriad, each triggers separately. You'll get two tokens per opponent other than the defending player.
- If the tokens aren't creatures (perhaps because the equipped creature was an animated land), they'll enter the battlefield but they won't be attacking. You'll still exile those tokens at end of combat.
- If the equipped creature is legendary, the tokens will all enter the battlefield. Then you'll choose one of them to remain on the battlefield. The others will be put into your graveyard. Any enters-the-battlefield or dies triggers of the tokens will work.
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking at the time it became an attacking creature this combat, or the controller of the planeswalker the creature was attacking at the time it became an attacking creature this combat.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created.
- Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there any costs to have a creature attack, those costs won't apply to the tokens.
- The token creatures all enter the battlefield at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied creature will also work.
- If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
-
1
Fellwar Stone
Fellwar Stone
Artifact
: 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. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
- It only produces one mana even if the land can produce more than one.
-
1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
-
1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
-
1
Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
-
1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
-
1
Talisman of Conviction
Talisman of Conviction
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Talisman of Hierarchy
Talisman of Hierarchy
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Wayfarer's Bauble
Wayfarer's Bauble
Artifact
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Lands 37
-
1
Battlefield Forge
Battlefield Forge
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.
-
1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
-
1
Canyon Slough
Canyon Slough
Land — Swamp Mountain
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
-
1
Castle Ardenvale
Castle Ardenvale
Land
This land enters tapped unless you control a Plains.
: Add .
, : Create a 1/1 white Human creature token.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Castle Embereth
Castle Embereth
Land
This land enters tapped unless you control a Mountain.
: Add .
, : Creatures you control get +1/+0 until end of turn.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Caves of Koilos
Caves of Koilos
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.
-
1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
-
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
Dragonskull Summit
Dragonskull Summit
Land
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
- This checks for lands you control with the land type Swamp or Mountain, not for lands named Swamp or Mountain. The lands it checks for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
-
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 .
-
1
Fetid Heath
Fetid Heath
Land
: Add .
, : Add , , or .
-
1
Isolated Chapel
Isolated Chapel
Land
This land enters tapped unless you control a Plains or a Swamp.
: Add or .
-
5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: Add , , or .
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
-
5
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Shattered Landscape
Shattered Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
-
1
Shattered Sanctum
Shattered Sanctum
Land
This land enters tapped unless you control two or more other lands.
: Add or .
-
1
Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : 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 Silence
Temple of Silence
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
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
Vault of the Archangel
Vault of the Archangel
Land
: Add .
, : Creatures you control gain deathtouch and lifelink until end of turn.
- Multiple instances of deathtouch or lifelink on the same creature are redundant.
- Vault of the Archangel's last ability affects only creatures you control when that ability resolves. It won't affect creatures that come under your control later in the turn.
-
1
Windbrisk Heights
Windbrisk Heights
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
- At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.
1 6
-
1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
-
1
Tempt with Vengeance
Tempt with Vengeance
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
- Your opponents decide in turn order whether or not they accept the offer, starting with the opponent on your left. Each opponent will know the decisions of previous opponents in turn order when making their decision.
- After each opponent has decided, the effect happens simultaneously for each one who accepted the offer. Then, the effect happens again for you a number of times equal to the number of opponents who accepted.
-
1
Viscera Seer
Viscera Seer
Creature — Vampire Wizard
1/1
Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- You can sacrifice Viscera Seer to activate its own ability.
- If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.
-
1
Wayfarer's Bauble
Wayfarer's Bauble
Artifact
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
2 17
-
1
Abrade
Abrade
Instant
Choose one —
- Abrade deals 3 damage to target creature.
- Destroy target artifact.
-
1
Ainok Strike Leader
Ainok Strike Leader
Creature — Dog Warrior
2/2
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
-
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
Bitter Triumph
Bitter Triumph
Instant
As an additional cost to cast this spell, discard a card or pay 3 life.
Destroy target creature or planeswalker.
-
1
Blade of Selves
Blade of Selves
Artifact — Equipment
Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Equip
- If a creature has multiple instances of myriad, each triggers separately. You'll get two tokens per opponent other than the defending player.
- If the tokens aren't creatures (perhaps because the equipped creature was an animated land), they'll enter the battlefield but they won't be attacking. You'll still exile those tokens at end of combat.
- If the equipped creature is legendary, the tokens will all enter the battlefield. Then you'll choose one of them to remain on the battlefield. The others will be put into your graveyard. Any enters-the-battlefield or dies triggers of the tokens will work.
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking at the time it became an attacking creature this combat, or the controller of the planeswalker the creature was attacking at the time it became an attacking creature this combat.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created.
- Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there any costs to have a creature attack, those costs won't apply to the tokens.
- The token creatures all enter the battlefield at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied creature will also work.
- If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
-
1
Deadly Dispute
Deadly Dispute
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
-
1
Fellwar Stone
Fellwar Stone
Artifact
: 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. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
- It only produces one mana even if the land can produce more than one.
-
1
Grand Crescendo
Grand Crescendo
Instant
Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.
-
1
Grenzo, Havoc Raiser
Grenzo, Havoc Raiser
Legendary Creature — Goblin Rogue
2/2
Whenever a creature you control deals combat damage to a player, choose one —
- Goad target creature that player controls.
- Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
- If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
- If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
- If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
- Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
- Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
- If you exile a land card this way, you can't play it.
- Casting the exiled card follows the normal rules for casting that card. You must pay its costs, and you must follow all applicable timing rules. For example, if you exile a creature card this way, you must wait until your main phase to cast it.
- If you don't cast the card, it will remain in exile.
- The card exiled by the second mode is exiled face up.
-
1
Idol of Oblivion
Idol of Oblivion
Artifact
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
- You can activate Idol of Oblivion's first ability even if the token you've created was created before Idol of Oblivion entered the battlefield or if the token has left the battlefield.
-
1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
-
1
Loyal Apprentice
Loyal Apprentice
Creature — Human Artificer
2/1
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
- If you don't control your commander as the lieutenant ability resolves, you won't get its effect.
- The lieutenant effect happens only once each combat, even if you somehow control multiple commanders (perhaps because you have two commanders with a partner ability from the Battlebond™ set).
- If you have multiple commanders, you need to control only one for the lieutenant effect to happen.
-
1
Mindblade Render
Mindblade Render
Creature — Azra Warrior
1/3
Whenever your opponents are dealt combat damage, if any of that damage was dealt by a Warrior, you draw a card and you lose 1 life.
- Mindblade Render's ability triggers only once, regardless of how many opponents were dealt damage, how much damage they were dealt, or how many Warriors dealt damage.
- Mindblade Render's ability triggers if a Warrior an opponent controls deals combat damage to another player who's also your opponent. You can't choose not to draw a card or lose 1 life if this happens.
-
1
Selfless Spirit
Selfless Spirit
Creature — Spirit Cleric
2/1
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
- The set of creatures affected by Selfless Spirit's last ability is determined as the ability resolves. Creatures you begin to control later in the turn won't gain indestructible.
-
1
Shadow Summoning
Shadow Summoning
Sorcery
Create two tapped 1/1 white Spirit creature tokens with flying.
-
1
Talisman of Conviction
Talisman of Conviction
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
-
1
Talisman of Hierarchy
Talisman of Hierarchy
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
3 17
-
1
Adeline, Resplendent Cathar
Adeline, Resplendent Cathar
Legendary Creature — Human Knight
*/4
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
- The ability that defines Adeline's power works in all zones, not just the battlefield. As long as Adeline is on the battlefield (and still a creature), that ability will count Adeline itself.
- Attacking with any creatures will cause Adeline's last ability to trigger. Adeline doesn't have to be among them.
- Tokens will be created for each of your opponents, not just opponents that you attacked.
- You choose whether each token is attacking that opponent or a planeswalker they control as those tokens enter the battlefield.
- Although the Human tokens created by the triggered ability are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
-
1
Aron, Benalia's Ruin
Aron, Benalia's Ruin
Legendary Creature — Phyrexian Human
3/3
Menace (This creature can't be blocked except by two or more creatures.)
, , Sacrifice another creature: Put a +1/+1 counter on each creature you control.
-
1
Bastion of Remembrance
Bastion of Remembrance
Enchantment
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
- If one or more creatures you control die at the same time that Bastion of Remembrance leaves the battlefield, its last ability triggers for each of those creatures.
- If your life total is brought to 0 or less at the same time that creatures you control are dealt lethal damage, you lose the game before the last ability goes on the stack.
- In a Two-Headed Giant game, Bastion of Remembrance's last ability causes the opposing team to lose 2 life and you to gain 1 life.
-
1
Gix, Yawgmoth Praetor
Gix, Yawgmoth Praetor
Legendary Creature — Phyrexian Praetor
3/3
Whenever a creature deals combat damage to one of your opponents, its controller may pay 1 life. If they do, they draw a card.
, Discard X cards: Exile the top X cards of target opponent's library. You may play lands and cast spells from among cards exiled this way without paying their mana costs.
- You must play the cards as you resolve the last ability. You can't wait and play them later.
- You may play a land this way only during your own turn and only if you have not yet played a land this turn.
- If a spell you cast this way has an in its mana cost, you must choose 0 for X.
-
1
Infantry Shield
Infantry Shield
Artifact — Equipment
Equipped creature has menace and mobilize X, where X is its power. (Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Equip
- You choose the player, planeswalker, or battle each Warrior token is attacking. They don’t all have to attack the same one, and they don’t have to attack the same player, planeswalker, or battle as the creature with mobilize.
- Although the Warrior tokens enter as attacking creatures, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won’t trigger when the tokens enter attacking.
-
1
Kaya, Geist Hunter
Kaya, Geist Hunter
Legendary Planeswalker — Kaya
+1: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
- The tokens that Kaya's second ability creates are exact copies of the tokens that were being created in the first place.
-
1
Legion Warboss
Legion Warboss
Creature — Goblin Soldier
2/2
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
- If the token can't attack for any reason (such as becoming tapped), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
- Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
- If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
- If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
-
1
Lingering Souls
Lingering Souls
Sorcery
Create two 1/1 white Spirit creature tokens with flying.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "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.
- 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.
- 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 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.
-
1
Morbid Opportunist
Morbid Opportunist
Creature — Human Rogue
1/3
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
- If Morbid Opportunist dies at the same time as one or more other creatures, Morbid Opportunist's ability still triggers.
-
1
Ophiomancer
Ophiomancer
Creature — Human Shaman
2/2
At the beginning of each upkeep, if you control no Snakes, create a 1/1 black Snake creature token with deathtouch.
- Ophiomancer's ability checks if you control a Snake at the beginning of each upkeep. If you do, the ability won't trigger.
- If the ability does trigger, but you control a Snake when it tries to resolve, the ability will do nothing. No Snake token will be created.
- Ophiomancer's ability considers any creature you control with the creature type Snake, not just the tokens Ophiomancer creates.
-
1
Redoubled Stormsinger
Redoubled Stormsinger
Creature — Orc Wizard
3/3
First strike
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.
- Although the tokens are attacking, they were never declared as attacking creatures. This means that abilities that trigger whenever a creature attacks won't trigger when these tokens enter attacking.
- Any enters-the-battlefield abilities of the copied token will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied token will also work.
- Each of the tokens created by Redoubled Stormsinger's last ability copies the original characteristics of the token it's copying as stated by the effect that created that token.
- If a creature token you control that entered this turn is copying something else, then the token enters the battlefield as whatever that creature token copied.
- You declare which player, planeswalker, or battle each token is attacking as you put it onto the battlefield. It doesn't have to be the same player, planeswalker, or battle as Redoubled Stormsinger or any of the other tokens created by Redoubled Stormsinger's last ability.
-
1
Stroke of Midnight
Stroke of Midnight
Instant
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
- If the target permanent is an illegal target by the time Stroke of Midnight tries to resolve, the spell doesn't resolve. No player creates a Human token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Human token.
-
1
Tocasia's Welcome
Tocasia's Welcome
Enchantment
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
-
1
Twilight Drover
Twilight Drover
Creature — Spirit
1/1
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature.
, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
- The first ability only cares that creature tokens leave the battlefield. It doesn't matter where they went.
- If a player leaves a multiplayer game, all creature tokens that player owns also leave the game. Twilight Drover's ability will trigger once per token.
- If Spirit tokens created by Twilight Drover leave the battlefield, they will trigger its first ability.
- Note that Twilight Drover doesn't have any way to sacrifice tokens or otherwise cause them to leave the battlefield.
-
1
Will of the Mardu
Will of the Mardu
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead.
- Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
- Will of the Mardu deals damage to target creature equal to the number of creatures you control.
- 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.
-
1
Yahenni, Undying Partisan
Yahenni, Undying Partisan
Legendary Creature — Aetherborn Vampire
2/2
Haste
Whenever a creature an opponent controls dies, put a +1/+1 counter on Yahenni.
Sacrifice another creature: Yahenni gains indestructible until end of turn.
- If Yahenni and a creature an opponent controls die simultaneously (perhaps because they fought or were in combat together), Yahenni won't be on the battlefield as its triggered ability resolves. It can't be saved by the +1/+1 counter that would have been put on it.
-
1
Zurgo Stormrender
Zurgo Stormrender
Legendary Creature — Orc Warrior
3/3
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.
- If Zurgo Stormrender leaves the battlefield at the same time as one or more creature tokens you control, its last ability will trigger once for each of those creature tokens.
- You choose the player, planeswalker, or battle each Warrior token is attacking. They don’t all have to attack the same one, and they don’t have to attack the same player, planeswalker, or battle as the creature with mobilize.
- Although the Warrior tokens enter as attacking creatures, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won’t trigger when the tokens enter attacking.
4 12
-
1
Beetleback Chief
Beetleback Chief
Creature — Goblin Warrior
2/2
When this creature enters, create two 1/1 red Goblin creature tokens.
-
1
Bone Devourer
Bone Devourer
Creature — Dragon
2/2
Flash
Flying
This creature enters with a number of +1/+1 counters on it equal to the number of creatures that died this turn.
When this creature dies, you draw X cards and you lose X life, where X is the number of +1/+1 counters on it.
- If Bone Devourer has +1/+1 counters put on it, and then enough -1/-1 counters are put on it to cause its toughness to be 0, X is equal to the number of +1/+1 counters it had at the time those -1/-1 counters were put on it.
-
1
Chittering Witch
Chittering Witch
Creature — Human Warlock
2/2
When this creature enters, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.
, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
- You can sacrifice Chittering Witch to pay the cost of its last ability.
- In a multiplayer game, opponents who have left the game aren't counted by Chittering Witch's triggered ability.
-
1
Commander's Insignia
Commander's Insignia
Enchantment
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
- Commander’s Insignia counts each time you’ve cast your commander, even the times it was countered or when your commander spell is still on the stack.
- Certain cards in other sets with the partner keyword may allow you to have more than one commander. If you do, Commander’s Insignia counts the total number of times you’ve cast each of your commanders.
-
1
Emeria Angel
Emeria Angel
Creature — Angel
3/3
Flying
Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.
- 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
Goldnight Commander
Goldnight Commander
Creature — Human Cleric Soldier
2/2
Whenever another creature you control enters, creatures you control get +1/+1 until end of turn.
- The creature that entered will also get +1/+1 until end of turn if it's still on the battlefield when the ability resolves.
-
1
Hero of Bladehold
Hero of Bladehold
Creature — Human Knight
3/4
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever this creature attacks, create two 1/1 white Soldier creature tokens that are tapped and attacking.
- Whenever Hero of Bladehold attacks, both abilities will trigger. You can put them onto the stack in any order. If the token-creating ability resolves first, the tokens each get +1/+0 until end of turn from the battle cry ability.
- You choose which opponent or planeswalker an opponent controls that each token is attacking when it is put onto the battlefield.
- Although the tokens are attacking, they never were declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
-
1
Ironwill Forger
Ironwill Forger
Creature — Orc Artificer
3/3
Lieutenant — At the beginning of combat on your turn, if you control your commander, target nonlegendary creature you control gains myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one. You can’t have any of the tokens attack a battle.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
- The tokens created by a single instance of myriad all enter at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any “enters” abilities of the copied creature will trigger when the tokens enter. Any “as [this creature] enters” or “[this creature] enters with” abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
-
1
Ogre Battledriver
Ogre Battledriver
Creature — Ogre Warrior
3/3
Whenever another creature you control enters, that creature gets +2/+0 and gains haste until end of turn. (It can attack and this turn.)
-
1
Release the Dogs
Release the Dogs
Sorcery
Create four 1/1 white Dog creature tokens.
-
1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
-
1
Within Range
Within Range
Enchantment
When this enchantment enters, create two 1/1 red Warrior creature tokens.
Whenever you attack, each opponent loses life equal to the number of creatures attacking them.
5 7
-
1
Angel of Invention
Angel of Invention
Creature — Angel
2/1
Flying, vigilance, lifelink
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Other creatures you control get +1/+1.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
-
1
Divine Visitation
Divine Visitation
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
- The token's characteristics are entirely replaced by a 4/4 white Angel creature token with flying and vigilance. It doesn't have any abilities the token would have been created with. Anything else specified in the effect creating the token (such as tapped, attacking, "That token gains haste," or "Exile that token at end of combat") still applies.
- If you create a noncreature token that will be a creature as it enters the battlefield, perhaps because of an effect such as that of March of the Machines, Divine Visitation's effect doesn't apply to that token's creation. (This is because Divine Visitation's effect modifies how the tokens are created, and March of the Machines's effect doesn't apply until you consider how the tokens are entering the battlefield.)
- If an effect changes under whose control a token would be created, that effect applies before Divine Visitation's effect applies. If an effect changes under whose control a token would enter the battlefield, that effect applies after Divine Visitation's effect is able to be applied.
-
1
Eliminate the Competition
Eliminate the Competition
Sorcery
As an additional cost to cast this spell, sacrifice X creatures.
Destroy X target creatures.
- Once you announce that you're casting Eliminate the Competition, players can't try to remove creatures you'd like to sacrifice.
- If you somehow cast Eliminate the Competition without paying its mana cost, you'll still choose a value for X and sacrifice X creatures.
-
1
Goldlust Triad
Goldlust Triad
Creature — Dragon
4/3
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
- The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
- If the defending player is your only opponent, no tokens are put onto the battlefield.
- You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one. You can’t have any of the tokens attack a battle.
- Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
- The tokens created by a single instance of myriad all enter at the same time.
- Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any “enters” abilities of the copied creature will trigger when the tokens enter. Any “as [this creature] enters” or “[this creature] enters with” abilities of the copied creature will also work.
- If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
-
1
Neriv, Crackling Vanguard
Neriv, Crackling Vanguard
Legendary Creature — Spirit Dragon
4/4
Flying, deathtouch
When Neriv enters, create two 1/1 red Goblin creature tokens.
Whenever Neriv attacks, exile a number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.
- The effect that creates a token may set the name of that token. A token that’s a copy of something else has the name of the object it’s a copy of, unless otherwise specified. All other tokens have a name that matches the subtypes of the token that was created plus the word “Token.” For example, an effect that says “Create a 1/1 green Elf creature token” creates a token that’s name is “Elf Token.”
- To determine the number of differently named tokens you control, count each token you control once, but only if its English name isn’t the same as another token you’ve already counted this way. For example, if you control two tokens named “Elf Token” and one token named “Goblin Token,” you exile two cards from the top of your library.
-
1
Siege-Gang Commander
Siege-Gang Commander
Creature — Goblin
2/2
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
- You can sacrifice any Goblin you control to activate Siege-Gang Commander's activated ability, including Siege-Gang Commander itself.
-
1
Thalisse, Reverent Medium
Thalisse, Reverent Medium
Legendary Creature — Human Cleric
3/4
At the beginning of each end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of tokens you created this turn.
- Thalisse's ability counts all tokens you created that turn prior to the ability resolving, including both noncreature tokens and creature tokens. It doesn't matter if those tokens are still on the battlefield or still under your control.
- If an effect creates a copy of a permanent spell, that spell becomes a token on the battlefield under your control, but that token has not been "created." It won't count for Thalisse's ability.
7+ 3
-
1
Hour of Reckoning
Hour of Reckoning
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy all nontoken creatures.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Legion Loyalty
Legion Loyalty
Enchantment
Creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
-
1
Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
Lands 37
-
1
Battlefield Forge
Battlefield Forge
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.
-
1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
-
1
Canyon Slough
Canyon Slough
Land — Swamp Mountain
( : Add or .)
This land enters tapped.
Cycling ( , Discard this card: Draw a card.)
-
1
Castle Ardenvale
Castle Ardenvale
Land
This land enters tapped unless you control a Plains.
: Add .
, : Create a 1/1 white Human creature token.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Castle Embereth
Castle Embereth
Land
This land enters tapped unless you control a Mountain.
: Add .
, : Creatures you control get +1/+0 until end of turn.
- Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
- Although the common lands have basic land types, they aren't basic lands.
-
1
Caves of Koilos
Caves of Koilos
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.
-
1
Clifftop Retreat
Clifftop Retreat
Land
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
-
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
Dragonskull Summit
Dragonskull Summit
Land
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
- This checks for lands you control with the land type Swamp or Mountain, not for lands named Swamp or Mountain. The lands it checks for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
-
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 .
-
1
Fetid Heath
Fetid Heath
Land
: Add .
, : Add , , or .
-
1
Isolated Chapel
Isolated Chapel
Land
This land enters tapped unless you control a Plains or a Swamp.
: Add or .
-
5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: Add , , or .
-
1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
-
5
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Shattered Landscape
Shattered Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
-
1
Shattered Sanctum
Shattered Sanctum
Land
This land enters tapped unless you control two or more other lands.
: Add or .
-
1
Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : 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 Silence
Temple of Silence
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
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
Vault of the Archangel
Vault of the Archangel
Land
: Add .
, : Creatures you control gain deathtouch and lifelink until end of turn.
- Multiple instances of deathtouch or lifelink on the same creature are redundant.
- Vault of the Archangel's last ability affects only creatures you control when that ability resolves. It won't affect creatures that come under your control later in the turn.
-
1
Windbrisk Heights
Windbrisk Heights
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
- At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.