Creatures 30
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1
Angelic Aberration
Angelic Aberration
Creature — Eldrazi Angel
4/4
Devoid (This card has no color.)
Flying, vigilance
When this creature enters, sacrifice any number of creatures each with base power or toughness 1 or less. Create that many 4/4 colorless Eldrazi Angel creature tokens with flying and vigilance.
- Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
- If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
- Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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Artisan of Kozilek
Artisan of Kozilek
Creature — Eldrazi
10/9
When you cast this spell, you may return target creature card from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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Azlask, the Swelling Scourge
Azlask, the Swelling Scourge
Legendary Creature — Eldrazi
2/2
Whenever Azlask or another colorless creature you control dies, you get an experience counter.
: Creatures you control get +X/+X until end of turn, where X is the number of experience counters you have. Scions and Spawns you control gain indestructible and annihilator 1 until end of turn.
- All experience counters are identical, no matter how you got them. For example, the last ability will count experience counters that you got from the first ability, from another ability, from proliferating, and so on.
- The value of X is determined only once, as Azlask's last ability resolves.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player sacrifices the required number of permanents of their choice before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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Benthic Anomaly
Benthic Anomaly
Creature — Eldrazi Serpent
7/8
Devoid (This card has no color.)
When you cast this spell, for each opponent, choose a creature that player controls. Create a token that's a copy of one of those creatures, except its power is equal to the total power of those creatures, its toughness is equal to the total toughness of those creatures, and it's a colorless Eldrazi creature.
- Benthic Anomaly's triggered ability will resolve before Benthic Anomaly does. If Benthic Anomaly is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- The token copies exactly what was printed on the original card and nothing else, with the listed exceptions (unless that creature is itself copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied, with the listed exceptions.
- If the copied creature has in its mana cost, X is 0.
- If the copied creature is itself a token, the token created by Benthic Anomaly's ability copies the original characteristics of that token as stated by the effect that created it, with the listed exception.
- The token is an Eldrazi creature instead of its other types and subtypes and is colorless instead of retaining any of its colors. It retains any supertypes it had, such as legendary or snow. These are copiable values of the token that other effects may copy.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the creature will also work.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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Bismuth Mindrender
Bismuth Mindrender
Creature — Eldrazi
4/3
Devoid (This card has no color.)
Menace
Whenever this creature deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may cast that card by paying life equal to the spell's mana value rather than paying its mana cost.
- You choose whether or not to cast the exiled card as Bismuth Mindrender's triggered ability resolves. If you do, you do so as part of the resolution of that ability. You can't wait to cast it later in the turn. Timing restrictions based on the card's type are ignored.
- If a spell you cast this way has in its mana cost, you must choose 0 as the value of X when casting it.
- If you cast a spell for another cost "rather than paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.
- If you choose not to cast the card, it remains in exile.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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Chittering Dispatcher
Chittering Dispatcher
Creature — Eldrazi Drone
2/3
Devoid (This card has no color.)
Myriad
When this creature leaves the battlefield, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
- Myriad is a triggered ability. 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.
- 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, the controller of the planeswalker the creature was attacking at the time it became an attacking creature this combat, or the protector of the battle this 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 are 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.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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Deepfathom Skulker
Deepfathom Skulker
Creature — Eldrazi
4/4
Devoid (This card has no color.)
Whenever a creature you control deals combat damage to a player, you may draw a card.
: Target creature can't be blocked this turn. ( represents colorless mana.)
- Activating Deepfathom Skulker’s last ability after it’s been legally blocked won’t change or undo that block. The declare attackers step is the last time you can activate the ability and have it be effective.
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Drowner of Hope
Drowner of Hope
Creature — Eldrazi
5/5
Devoid (This card has no color.)
When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
Sacrifice an Eldrazi Scion: Tap target creature.
- You can sacrifice any Eldrazi Scion to activate Drowner of Hope's last ability, not just one created by Drowner of Hope.
- You can't sacrifice the same permanent to pay two different costs. Notably, if you sacrifice an Eldrazi Scion to activate the last ability of Drowner of Hope, you won't add .
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Eldrazi Scions are similar to Eldrazi Spawn, seen in the Zendikar block. Note that Eldrazi Scions are 1/1, not 0/1.
- Eldrazi and Scion are each separate creature types. Anything that affects Eldrazi will affect these tokens, for example.
- Sacrificing an Eldrazi Scion creature token to add is a mana ability. It doesn't use the stack and can't be responded to.
- Some instants and sorceries that create Eldrazi Scions require targets. If all targets for such a spell have become illegal by the time that spell tries to resolve, the spell won't resolve and none of its effects will happen. You won't get any Eldrazi Scions.
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Elder Deep-Fiend
Elder Deep-Fiend
Creature — Eldrazi Octopus
5/6
Flash
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, tap up to four target permanents.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.”
- If you sacrifice a creature with in its mana cost, that X is 0.
- A creature’s mana value is determined solely by the mana symbols printed in its upper right corner (unless that creature is the back face of a double-faced card, is a melded permanent, or is copying something else; see below). If the mana cost includes , X is 0. If it’s a single-faced card with no mana symbols in its upper right corner (because it’s an animated land, for example), its mana value is 0. Ignore any alternative costs or additional costs (such as kicker) that were paid as the creature was cast.
- Colored mana components of emerge costs can’t be reduced with emerge.
- You may sacrifice a creature with a mana value of 0, such as a token creature that’s not a copy of another permanent, to cast a spell for its emerge cost. You’ll just pay the full emerge cost with no reduction.
- You may sacrifice a creature with mana value greater than or equal to the emerge cost. If you do, you’ll pay only the colored mana component of the emerge cost.
- The mana value of the back face of a double-faced card is the mana value of its front face. The mana value of a melded permanent is the sum of the mana values of its front faces. A creature that’s a copy of either has a mana value of 0.
- The mana value of a creature spell with emerge isn’t affected by whether its emerge cost is paid. For example, if you cast Decimator of the Provinces for its emerge cost and sacrifice a creature whose mana value is 3, Decimator of the Provinces’s mana value remains 10.
- The creature chosen to be sacrificed is still on the battlefield as the cost of the emerge spell is determined and as you activate mana abilities to cast the emerge spell. Its abilities may affect the spell’s cost, be activated to generate mana, and so on. However, if it has an ability that triggers when a spell is cast, it will have been sacrificed before that ability can trigger.
- Once you begin to cast a spell with emerge, no player may take actions until you’re done. Notably, opponents can’t try to remove the creature you wish to sacrifice.
- If you cast a spell for another cost “rather than paying its mana cost,” such as an emerge cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.
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Eldrazi Displacer
Eldrazi Displacer
Creature — Eldrazi
3/3
Devoid (This card has no color.)
: Exile another target creature, then return it to the battlefield tapped under its owner's control. ( represents colorless mana.)
- If a creature token is exiled this way, it will cease to exist and will not return to the battlefield.
- After the creature returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won’t be in combat or have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
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Endbringer
Endbringer
Creature — Eldrazi
5/5
Untap this creature during each other player's untap step.
: This creature deals 1 damage to any target.
, : Target creature can't attack or block this turn.
, : Draw a card.
- Endbringer untaps at the same time as the active player's permanents. You can't choose to not untap it at that time.
- If an effect states that Endbringer doesn't untap during your untap step, that effect won't apply during another player's untap step.
- Activating the second activated ability after a creature has legally been declared as an attacker or blocker won't change or undo that attack or block.
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Glaring Fleshraker
Glaring Fleshraker
Creature — Eldrazi Drone
2/2
Whenever you cast a colorless spell, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Whenever another colorless creature you control enters, this creature deals 1 damage to each opponent.
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Hideous Taskmaster
Hideous Taskmaster
Creature — Eldrazi
7/2
Devoid (This card has no color.)
When you cast this spell, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain trample, haste, and annihilator 1 until end of turn.
Trample, haste, annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
- Hideous Taskmaster's second ability will resolve before Hideous Taskmaster does. If Hideous Taskmaster is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player sacrifices the required number of permanents of their choice before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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Inversion Behemoth
Inversion Behemoth
Creature — Eldrazi
2/9
At the beginning of combat on your turn, switch the power and toughness of each of any number of target creatures until end of turn.
- Effects that switch a creature's power and toughness apply after all other effects, regardless of when those effects began to apply. For instance, if you switch a 2/4 creature's power and toughness and then give it +2/+0 later in the turn, it's a 4/4 creature, not a 6/2 creature.
- Because damage remains marked on a creature until the cleanup step or an effect removes that damage, nonlethal damage dealt to a creature may become lethal if you switch its power and toughness during that turn.
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Morophon, the Boundless
Morophon, the Boundless
Legendary Creature — Shapeshifter
6/6
Changeling (This card is every creature type.)
As Morophon enters, choose a creature type.
Spells of the chosen type you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
Other creatures you control of the chosen type get +1/+1.
- You must choose an existing creature type, such as Sliver or Warrior. Card types such as artifact, and supertypes such as legendary or snow, can't be chosen.
- Morophon's effect reduces the total cost by up to one mana of each color. For example, if a spell of the chosen type costs , it will cost after applying Morophon's effect.
- If a spell has hybrid mana symbols in its mana cost, you choose which half you will be paying before determining the total cost. For example, if a spell of the chosen type costs , you may choose for the cost to be and then reduce it to .
- Cost reduction effects are applied after other cost modifiers, so Morophon can reduce additional costs or alternative costs of spells of the chosen type.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to other creatures you control of the chosen type may become lethal if Morophon leaves the battlefield during that turn.
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Mutated Cultist
Mutated Cultist
Creature — Eldrazi Horror
1/3
Devoid (This card has no color.)
When you cast this spell, remove all counters from up to one target permanent or opponent. The next spell you cast this turn costs less to cast for each counter removed this way.
Deathtouch
- Mutated Cultist's triggered ability will resolve before Mutated Cultist does. If Mutated Cultist is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- The triggered ability can target a permanent controlled by any player, but it can't target you. It can target a permanent or opponent with no counters. If the targeted permanent or opponent has more than one kind of counter, you must remove all of them.
- Counters that players could have include energy counters, experience counters, poison counters, rad counters, and ticket counters.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Mutated Cultist's second ability). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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Oblivion Sower
Oblivion Sower
Creature — Eldrazi
5/8
When you cast this spell, target opponent exiles the top four cards of their library, then you may put any number of land cards that player owns from exile onto the battlefield under your control.
- Oblivion Sower's ability allows you to put any land cards the player owns from exile onto the battlefield, regardless of how those cards were exiled.
- Cards that are face down in exile have no characteristics. Such cards can't be put onto the battlefield with Oblivion Sower's ability.
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Sifter of Skulls
Sifter of Skulls
Creature — Eldrazi
4/3
Devoid (This card has no color.)
Whenever another nontoken creature you control dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ." ( represents colorless mana.)
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Sire of Stagnation
Sire of Stagnation
Creature — Eldrazi
5/7
Devoid (This card has no color.)
Whenever a land an opponent controls enters, that player exiles the top two cards of their library and you draw two cards.
- The cards are exiled from the library face up.
- If that player has one card in their library when Sire of Stagnation’s triggered ability resolves, that card will be exiled. If their library has zero cards, no cards are exiled. In both cases, you’ll still draw two cards. That player won’t lose the game (until they attempt to draw a card from an empty library).
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It’s not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it’s just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object’s color (like the one created by devoid) are considered before the object loses devoid.
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Snapping Voidcraw
Snapping Voidcraw
Creature — Eldrazi Turtle
1/3
Devoid (This card has no color.)
: Add .
, : Draw a card.
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Spawnbed Protector
Spawnbed Protector
Creature — Eldrazi
6/8
At the beginning of your end step, return up to one target Eldrazi creature card from your graveyard to your hand. Create two 1/1 colorless Eldrazi Scion creature tokens with "Sacrifice this token: Add ."
- You do not have to choose a target for Spawnbed Protector's ability, and if you don't, you will still create Eldrazi Scion tokens. If you do choose a target but the target Eldrazi creature card is illegal as Spawnbed Protector's ability tries to resolve, it won't resolve and none of its effects will happen. You won't create Eldrazi Scion tokens.
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Titans' Vanguard
Titans' Vanguard
Creature — Eldrazi
5/5
Devoid (This card has no color.)
When you cast this spell and whenever this creature attacks, put a +1/+1 counter on each colorless creature you control.
Trample
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Twins of Discord
Twins of Discord
Creature — Eldrazi
8/6
Whenever you attack, choose odd or even. Creatures with mana value of that quality can't block this turn. (Zero is even.)
Each other colorless creature you control has bloodthirst 2. (If an opponent was dealt damage this turn, that creature enters with two additional +1/+1 counters on it.)
- The mana value of a face-down creature is 0.
- The mana value of a token that isn't a copy of another object is 0.
- If a creature on the battlefield has in its mana cost, X is 0 when determining its mana value.
- Multiple instances of bloodthirst are cumulative. For example, if you control Twins of Discord and a colorless creature with bloodthirst 1 enters the battlefield under your control, that creature will enter the battlefield with three +1/+1 counters on it if an opponent has been dealt damage that turn.
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Ulalek, Fused Atrocity
Ulalek, Fused Atrocity
Legendary Creature — Eldrazi
2/5
Devoid (This card has no color.)
Whenever you cast an Eldrazi spell, you may pay . If you do, copy all spells you control, then copy all other activated and triggered abilities you control. You may choose new targets for the copies. (Mana abilities can't be copied.)
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Ulalek must be on the battlefield in order for its triggered ability to trigger. Casting Ulalek itself won't cause that ability to trigger.
- Each copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If the spell is a permanent spell with targets, such as an Aura, you may also choose a new target for that spell. The new targets must be legal. If, for any target, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- The copies are created on the stack, so they're not "cast" or "activated." Creating the copies won't cause abilities that trigger when a player casts a spell or activates an ability to trigger. Abilities of copied spells that say "When you cast [this spell]" won't trigger.
- If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell or ability that's copied has an X whose value was determined as it was cast or activated, the copy will have the same value of X.
- If the spell or ability that's copied has damage divided as it was cast or activated, the division can't be changed (although the targets receiving that damage still can). The same is true of spells and abilities that distribute counters.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
- Resolving copies of permanent spells become tokens as they enter the battlefield. These tokens are not considered "created" when this happens.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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Ulamog's Crusher
Ulamog's Crusher
Creature — Eldrazi
8/8
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
This creature attacks each combat if able.
- If Ulamog's Crusher can't attack for any reason (such as becoming tapped or having just entered the battlefield), 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.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Ulamog's Dreadsire
Ulamog's Dreadsire
Creature — Eldrazi
10/10
Vigilance
Ward—Sacrifice a permanent with mana value 1 or greater.
: Create a 10/10 colorless Eldrazi creature token.
- If a permanent on the battlefield has in its mana cost, X is 0 when determining its mana value.
- The mana value of a face-down permanent is 0.
- The mana value of a token that isn't a copy of another object is 0.
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1
Ulamog's Nullifier
Ulamog's Nullifier
Creature — Eldrazi Processor
2/3
Devoid (This card has no color.)
Flash
Flying
When this creature enters, you may put two cards your opponents own from exile into their owners' graveyards. If you do, counter target spell.
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It’s not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it’s just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object’s color (like the one created by devoid) are considered before the object loses devoid.
- If a spell or ability requires that you put more than one exiled card into the graveyard, you may choose cards owned by different opponents. Each card chosen will be put into its owner’s graveyard.
- If a replacement effect will cause cards that would be put into a graveyard from anywhere to be exiled instead (such as the one created by Anafenza, the Foremost), you can still put an exiled card into its opponent’s graveyard. The card becomes a new object and remains in exile. In this situation, you can’t use a single exiled card if required to put more than one exiled card into the graveyard. Conversely, you could use the same card in this situation if two separate spells or abilities each required you to put a single exiled card into its owner’s graveyard.
- You can’t look at face-down cards in exile unless an effect allows you to.
- Face-down cards in exile are grouped using two criteria: what caused them to be exiled face down and when they were exiled face down. If you want to put a face-down card in exile into its owner’s graveyard, you must first choose one of these groups and then choose a card from within that group at random. For example, say an artifact causes your opponent to exile their hand of three cards face down. Then on a later turn, that artifact causes your opponent to exile another two cards face down. If you use Wasteland Strangler to put one of those cards into their graveyard, you would pick the first or second pile and put a card chosen at random from that pile into the graveyard.
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1
Vile Redeemer
Vile Redeemer
Creature — Eldrazi
3/3
Devoid (This card has no color.)
Flash
When you cast this spell, you may pay . If you do, create a 1/1 colorless Eldrazi Scion creature token for each nontoken creature that died under your control this turn. Those tokens have "Sacrifice this token: Add ."
- Vile Redeemer's last ability will count any nontoken creature that died while under your control, even if you weren't the creature's owner. It doesn't matter where the card is as the ability resolves. It doesn't have to still be in a graveyard.
- Vile Redeemer's last ability won't count nontoken creatures that didn't go to a graveyard because of a replacement effect (for example, a creature that was exiled instead).
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1
Wastescape Battlemage
Wastescape Battlemage
Creature — Eldrazi Wizard
2/2
Kicker and/or
When you cast this spell, if it was kicked with its kicker, exile target artifact or enchantment an opponent controls.
When you cast this spell, if it was kicked with its kicker, return target creature an opponent controls to its owner's hand.
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1
World Breaker
World Breaker
Creature — Eldrazi
5/7
Devoid (This card has no color.)
When you cast this spell, exile target artifact, enchantment, or land.
Reach
, Sacrifice a land: Return this card from your graveyard to your hand. ( represents colorless mana.)
- You can activate the last ability only if World Breaker is in your graveyard.
Instants 7
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1
Crib Swap
Crib Swap
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.)
Exile target creature. Its controller creates a 1/1 colorless Shapeshifter creature token with changeling.
- Kindred is a card type (like creature or instant), not a supertype (like legendary).
- Changeling applies in all zones, not just the battlefield.
- If the target creature is an illegal target by the time Crib Swap tries to resolve, the spell won't resolve. No player will create a Shapeshifter token.
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1
Eldrazi Confluence
Eldrazi Confluence
Instant
Choose three. You may choose the same mode more than once.
- Target creature gets +3/-3 until end of turn.
- Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
- Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
- You choose the modes as you cast the spell. Once modes are chosen, they can't be changed.
- If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose. Each time you select that mode, you can choose a different target, or you can choose the same target.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the same mode is chosen more than once, you choose their relative order as you cast the spell. For example, if you choose the second mode of Eldrazi Confluence more than once, you choose the relative order to exile and return the target nonland permanents.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until a spell is done resolving.
- If a Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If all targets for the chosen modes become illegal before a Confluence resolves, the spell will be countered and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
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1
Eldritch Immunity
Eldritch Immunity
Kindred Instant — Eldrazi
Target creature you control gains protection from each color until end of turn.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- Overload doesn't change when you can cast the spell.
- Effects that cause you to pay more or less for a spell will cause you to pay that much more or less while casting it for its overload cost, too.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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1
Kozilek's Return
Kozilek's Return
Instant
Devoid (This card has no color.)
Kozilek's Return deals 2 damage to each creature.
Whenever you cast an Eldrazi creature spell with mana value 7 or greater, you may exile this card from your graveyard. If you do, this card deals 5 damage to each creature.
- The last ability triggers only if Kozilek's Return is in your graveyard as you cast the Eldrazi creature spell. That ability will resolve before the Eldrazi creature spell does. In other words, that Eldrazi won't be on the battlefield yet and won't be dealt damage by Kozilek's Return.
- Exiling Kozilek's Return due to the last ability isn't the same as casting it as a spell. Cards that say "Counter target spell" won't work.
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1
Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
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1
Suffer the Past
Suffer the Past
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
- The life that’s lost and the life that’s gained are based on the number of cards that are actually exiled, not on the value of X (in case any of the targeted cards somehow leave the graveyard in response and thus can’t be exiled this way).
- If the targeted player becomes an illegal target by the time Suffer the Past resolves but the targeted cards don’t, you still exile the cards and gain life. The player won’t be lose any life, though.
- Suffer the Past’s effect causes a single life-gain event, not a number of separate ones. This matters for cards such as Cradle of Vitality.
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1
Warping Wail
Warping Wail
Instant
( represents colorless mana.)
Choose one —
- Exile target creature with power or toughness 1 or less.
- Counter target sorcery spell.
- Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
Sorceries 6
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1
All Is Dust
All Is Dust
Kindred Sorcery — Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- A land card that produces colored mana, even a land with a basic land type, normally has no color.
- All Is Dust doesn't destroy permanents. Rather, it causes them to be sacrificed. Regeneration, umbra armor, and indestructible can't save permanents from All Is Dust.
- Tokens may have one or more colors. The effect that creates a token states what color it is or whether it's colorless.
- All permanents with one or more colors are sacrificed at the same time.
- Lands have no mana cost, so they are colorless unless an effect states otherwise.
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1
Ancient Stirrings
Ancient Stirrings
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
- Objects with no mana cost, including lands that could produce colored mana, are colorless by default.
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1
Rishkar's Expertise
Rishkar's Expertise
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
- If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
- You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
- A card's mana value 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 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
- While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
- Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
- Effects that allow you to "cast" a card don't allow you to play a land card.
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1
Selective Obliteration
Selective Obliteration
Sorcery
Each player chooses a color. Then exile each permanent unless it's colorless or it's only the color its controller chose.
- Players decide and announce in turn order, starting with the active player, which color they are choosing. Players later in the turn order will know which colors were chosen by players before them.
- Lands have no mana cost, so they are colorless unless an effect states otherwise. The colors of mana that a land can produce do not affect that land's color.
- No matter what color any player chooses, all multicolored permanents will be exiled.
- The colors chosen by players affect only whether or not permanents they control will be exiled. That choice does not affect whether particular permanents controlled by other players will be exiled.
- For example, say you control a colorless creature, a blue creature, a green creature, and a creature that's both blue and green. No matter what you choose, your colorless creature will not be exiled, and your creature that's both blue and green will be exiled. If you choose blue or green, the creature you control that is only that color will not be exiled. It doesn't matter what anyone else chooses.
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1
Skittering Invasion
Skittering Invasion
Kindred Sorcery — Eldrazi
Create five 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add ."
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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1
Ugin's Insight
Ugin's Insight
Sorcery
Scry X, where X is the highest mana value among permanents you control, then draw three cards.
- Use the highest mana value among permanents you control as Ugin's Insight resolves to determine how many cards you scry.
- If X is 0, you won't scry at all. Any abilities that trigger whenever you scry won't trigger.
Artifacts 14
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Dreamstone Hedron
Dreamstone Hedron
Artifact
: Add .
, , Sacrifice this artifact: Draw three cards.
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1
Eldrazi Monument
Eldrazi Monument
Artifact
Creatures you control get +1/+1 and have flying and indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice this artifact.
- Lethal damage and effects that say “destroy” won’t cause a creature with indestructible to be put into the graveyard. However, a creature with indestructible can be put into the graveyard for a number of reasons. The most likely reasons are if it’s sacrificed, if it’s legendary and another legendary creature with the same name is controlled by the same player, or if its toughness is 0 or less.
- If you control any creatures as the triggered ability resolves, you must sacrifice one. You can’t choose to sacrifice Eldrazi Monument instead. You sacrifice the Monument only if you had no creatures to sacrifice.
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1
Everflowing Chalice
Everflowing Chalice
Artifact
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add for each charge counter on this artifact.
- You can cast Everflowing Chalice without kicking it at all if you wish. However, if Everflowing Chalice has no charge counters on it, activating its last ability won't produce any mana.
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1
Forsaken Monument
Forsaken Monument
Legendary Artifact
Colorless creatures you control get +2/+2.
Whenever you tap a permanent for , add an additional .
Whenever you cast a colorless spell, you gain 2 life.
- You “tap a permanent for ” only if you activate a mana ability of that permanent that includes the symbol in its cost, and only if it produces one or more as it resolves.
- If you tap a permanent for more than one , you add only one additional .
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Forsaken Monument’s last ability won’t trigger when you play a land.
- A land is normally colorless, regardless of what colors of mana that land can produce. If an effect makes a colorless land into a creature without specifying that it becomes a certain color, the land creature gets +2/+2.
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1
Hedron Archive
Hedron Archive
Artifact
: Add .
, , Sacrifice this artifact: Draw two cards.
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1
Herald's Horn
Herald's Horn
Artifact
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
- If you somehow control a Herald's Horn with no chosen creature type, no spells will cost less to cast, not even creature spells with no creature type. You'll be able to look at the top card of your library at the beginning of each of your upkeeps, but you can never put it into your hand this way, even if it's a creature card with no creature type.
- The effect of Herald's Horn reduces only generic mana in a spell's cost. If that cost has no generic mana, the cost isn't reduced.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you don't put the top card of your library into your hand, you put it back on top of your library without revealing it. You'll draw it in that turn's draw step.
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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.
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1
Mystic Forge
Mystic Forge
Artifact
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
, Pay 1 life: Exile the top card of your library.
- Because you never "cast" a land card, Mystic Forge doesn't allow you to play an artifact land from the top of your library.
- You must follow the normal timing permissions and restrictions of the spells you cast from your library.
- You still pay all costs for a spell you cast from your library, including additional costs. You may also pay alternative costs.
- Mystic Forge lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
- If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
- If the top card of your library has a morph ability, you can cast it face down from the top of your library, even if it's normally not a colorless card.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Talisman of Curiosity
Talisman of Curiosity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Impulse
Talisman of Impulse
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Resilience
Talisman of Resilience
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
Enchantments 4
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1
Awakening Zone
Awakening Zone
Enchantment
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
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1
Eldrazi Conscription
Eldrazi Conscription
Kindred Enchantment — Eldrazi Aura
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- This card was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- If a creature has multiple instances of annihilator, each triggers separately when that creature attacks.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- Eldrazi Conscription is an Eldrazi. However, it doesn't turn the enchanted creature into an Eldrazi.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Garruk's Uprising
Garruk's Uprising
Enchantment
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
- The first ability of Garruk's Uprising has you draw just one card, no matter how many creatures you control with power 4 or greater.
- If one or more static abilities that apply to a creature entering change its power, those abilities are considered when determining whether Garruk's Uprising's last ability triggers. The same is true for replacement effects that apply to it, such as entering with one or more +1/+1 counters or entering as a copy of another creature.
- If you don't control a creature with power 4 or greater immediately after Garruk's Uprising enters, its first ability won't trigger. If you don't control one as the ability resolves, you don't draw a card. They don't have to be the same creature both times, however.
- Once the last ability of Garruk's Uprising has triggered, lowering the power of the creature or removing it from the battlefield won't stop you from drawing a card.
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1
Imprisoned in the Moon
Imprisoned in the Moon
Enchantment — Aura
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with " : Add " and loses all other card types and abilities.
- If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.
- If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for , only for .
- Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.
- At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.
- The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.
Lands 38
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1
Adarkar Wastes
Adarkar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Battlefield Forge
Battlefield Forge
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
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1
Bonders' Enclave
Bonders' Enclave
Land
: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
- Once you've activated the last ability of Bonders' Enclave, it doesn't check again at any point whether you control a creature with power 4 or greater.
- Once you announce that you're activating the last ability of Bonders' Enclave, no player may take actions until you've finished activating it. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
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1
Brushland
Brushland
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Cascading Cataracts
Cascading Cataracts
Land
Indestructible
: Add .
, : Add five mana in any combination of colors.
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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.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Corrupted Crossroads
Corrupted Crossroads
Land
: Add . ( represents colorless mana.)
, Pay 1 life: Add one mana of any color. Spend this mana only to cast a spell with devoid.
- The mana produced by the last ability can’t be spent on a colorless spell unless that spell specifically has the devoid ability.
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1
Eldrazi Temple
Eldrazi Temple
Land
: Add .
: Add . Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi.
- The mana generated by the last ability can’t be spent to activate abilities of Eldrazi sources that aren’t on the battlefield.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Island
Island
Basic Land — Island
( : Add .)
-
1
Karplusan Forest
Karplusan Forest
Land
: Add .
: Add or . This land deals 1 damage to you.
-
1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Ruins of Oran-Rief
Ruins of Oran-Rief
Land
This land enters tapped.
: Add . ( represents colorless mana.)
: Put a +1/+1 counter on target colorless creature that entered this turn.
- The target of the last ability didn’t necessarily have to be a colorless creature as it entered the battlefield, provided it entered the battlefield during that turn. However, it does have to be a colorless creature to be a legal target of the ability.
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1
Secluded Courtyard
Secluded Courtyard
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
- If Secluded Courtyard is somehow on the battlefield without a chosen type, mana from its second mana ability can't be spent on anything.
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1
Shivan Reef
Shivan Reef
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Shrine of the Forsaken Gods
Shrine of the Forsaken Gods
Land
: Add .
: Add . Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
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1
Spawning Bed
Spawning Bed
Land
: Add .
, , Sacrifice this land: Create three 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
- Eldrazi Scions are similar to Eldrazi Spawn, seen in the Zendikar block. Note that Eldrazi Scions are 1/1, not 0/1.
- Eldrazi and Scion are each separate creature types. Anything that affects Eldrazi will affect these tokens, for example.
- Sacrificing an Eldrazi Scion creature token to add is a mana ability. It doesn't use the stack and can't be responded to.
- Some instants and sorceries that create Eldrazi Scions require targets. If all targets for such a spell have become illegal by the time that spell tries to resolve, the spell won't resolve and none of its effects will happen. You won't get any Eldrazi Scions.
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1
Sulfurous Springs
Sulfurous Springs
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tectonic Edge
Tectonic Edge
Land
: Add .
, , Sacrifice this land: Destroy target nonbasic land. Activate only if an opponent controls four or more lands.
- Tectonic Edge’s second ability checks how many lands an opponent controls only at the time you activate the ability.
- Assuming you can activate Tectonic Edge’s second ability, you can target any nonbasic land with it (not just one controlled by an opponent that controls four or more lands).
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1
Temple of Malady
Temple of Malady
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
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.
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1
Tendo Ice Bridge
Tendo Ice Bridge
Land
This land enters with a charge counter on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
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1
Tomb of the Spirit Dragon
Tomb of the Spirit Dragon
Land
: Add .
, : You gain 1 life for each colorless creature you control.
- Count the number of colorless creatures you control (including face-down creatures) as the last ability resolves to determine how much life you gain.
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1
Tranquil Landscape
Tranquil Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Twisted Landscape
Twisted Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
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1
Underground River
Underground River
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Wastes
Wastes
Basic Land
: Add .
- In Limited events (including Sealed Deck and Booster Draft), Wastes must be in your card pool to be included in your deck. You can't add Wastes to your card pool in the same way that you can add other basic lands.
- Because Wastes is a basic land, you can include as many of them as you like in your Constructed decks.
- Wastes is not a land type. If something asks you to name a land type, you can't choose Wastes.
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
White 3
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1
Angelic Aberration
Angelic Aberration
Creature — Eldrazi Angel
4/4
Devoid (This card has no color.)
Flying, vigilance
When this creature enters, sacrifice any number of creatures each with base power or toughness 1 or less. Create that many 4/4 colorless Eldrazi Angel creature tokens with flying and vigilance.
- Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
- If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
- Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Crib Swap
Crib Swap
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.)
Exile target creature. Its controller creates a 1/1 colorless Shapeshifter creature token with changeling.
- Kindred is a card type (like creature or instant), not a supertype (like legendary).
- Changeling applies in all zones, not just the battlefield.
- If the target creature is an illegal target by the time Crib Swap tries to resolve, the spell won't resolve. No player will create a Shapeshifter token.
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1
Eldrazi Displacer
Eldrazi Displacer
Creature — Eldrazi
3/3
Devoid (This card has no color.)
: Exile another target creature, then return it to the battlefield tapped under its owner's control. ( represents colorless mana.)
- If a creature token is exiled this way, it will cease to exist and will not return to the battlefield.
- After the creature returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won’t be in combat or have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
Blue 5
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1
Benthic Anomaly
Benthic Anomaly
Creature — Eldrazi Serpent
7/8
Devoid (This card has no color.)
When you cast this spell, for each opponent, choose a creature that player controls. Create a token that's a copy of one of those creatures, except its power is equal to the total power of those creatures, its toughness is equal to the total toughness of those creatures, and it's a colorless Eldrazi creature.
- Benthic Anomaly's triggered ability will resolve before Benthic Anomaly does. If Benthic Anomaly is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- The token copies exactly what was printed on the original card and nothing else, with the listed exceptions (unless that creature is itself copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied, with the listed exceptions.
- If the copied creature has in its mana cost, X is 0.
- If the copied creature is itself a token, the token created by Benthic Anomaly's ability copies the original characteristics of that token as stated by the effect that created it, with the listed exception.
- The token is an Eldrazi creature instead of its other types and subtypes and is colorless instead of retaining any of its colors. It retains any supertypes it had, such as legendary or snow. These are copiable values of the token that other effects may copy.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the creature will also work.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Deepfathom Skulker
Deepfathom Skulker
Creature — Eldrazi
4/4
Devoid (This card has no color.)
Whenever a creature you control deals combat damage to a player, you may draw a card.
: Target creature can't be blocked this turn. ( represents colorless mana.)
- Activating Deepfathom Skulker’s last ability after it’s been legally blocked won’t change or undo that block. The declare attackers step is the last time you can activate the ability and have it be effective.
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1
Drowner of Hope
Drowner of Hope
Creature — Eldrazi
5/5
Devoid (This card has no color.)
When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
Sacrifice an Eldrazi Scion: Tap target creature.
- You can sacrifice any Eldrazi Scion to activate Drowner of Hope's last ability, not just one created by Drowner of Hope.
- You can't sacrifice the same permanent to pay two different costs. Notably, if you sacrifice an Eldrazi Scion to activate the last ability of Drowner of Hope, you won't add .
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Eldrazi Scions are similar to Eldrazi Spawn, seen in the Zendikar block. Note that Eldrazi Scions are 1/1, not 0/1.
- Eldrazi and Scion are each separate creature types. Anything that affects Eldrazi will affect these tokens, for example.
- Sacrificing an Eldrazi Scion creature token to add is a mana ability. It doesn't use the stack and can't be responded to.
- Some instants and sorceries that create Eldrazi Scions require targets. If all targets for such a spell have become illegal by the time that spell tries to resolve, the spell won't resolve and none of its effects will happen. You won't get any Eldrazi Scions.
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1
Imprisoned in the Moon
Imprisoned in the Moon
Enchantment — Aura
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with " : Add " and loses all other card types and abilities.
- If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.
- If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for , only for .
- Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.
- At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.
- The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.
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1
Ugin's Insight
Ugin's Insight
Sorcery
Scry X, where X is the highest mana value among permanents you control, then draw three cards.
- Use the highest mana value among permanents you control as Ugin's Insight resolves to determine how many cards you scry.
- If X is 0, you won't scry at all. Any abilities that trigger whenever you scry won't trigger.
Black 4
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1
Bismuth Mindrender
Bismuth Mindrender
Creature — Eldrazi
4/3
Devoid (This card has no color.)
Menace
Whenever this creature deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may cast that card by paying life equal to the spell's mana value rather than paying its mana cost.
- You choose whether or not to cast the exiled card as Bismuth Mindrender's triggered ability resolves. If you do, you do so as part of the resolution of that ability. You can't wait to cast it later in the turn. Timing restrictions based on the card's type are ignored.
- If a spell you cast this way has in its mana cost, you must choose 0 as the value of X when casting it.
- If you cast a spell for another cost "rather than paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.
- If you choose not to cast the card, it remains in exile.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Mutated Cultist
Mutated Cultist
Creature — Eldrazi Horror
1/3
Devoid (This card has no color.)
When you cast this spell, remove all counters from up to one target permanent or opponent. The next spell you cast this turn costs less to cast for each counter removed this way.
Deathtouch
- Mutated Cultist's triggered ability will resolve before Mutated Cultist does. If Mutated Cultist is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- The triggered ability can target a permanent controlled by any player, but it can't target you. It can target a permanent or opponent with no counters. If the targeted permanent or opponent has more than one kind of counter, you must remove all of them.
- Counters that players could have include energy counters, experience counters, poison counters, rad counters, and ticket counters.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Mutated Cultist's second ability). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Sifter of Skulls
Sifter of Skulls
Creature — Eldrazi
4/3
Devoid (This card has no color.)
Whenever another nontoken creature you control dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ." ( represents colorless mana.)
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1
Suffer the Past
Suffer the Past
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
- The life that’s lost and the life that’s gained are based on the number of cards that are actually exiled, not on the value of X (in case any of the targeted cards somehow leave the graveyard in response and thus can’t be exiled this way).
- If the targeted player becomes an illegal target by the time Suffer the Past resolves but the targeted cards don’t, you still exile the cards and gain life. The player won’t be lose any life, though.
- Suffer the Past’s effect causes a single life-gain event, not a number of separate ones. This matters for cards such as Cradle of Vitality.
Red 2
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1
Hideous Taskmaster
Hideous Taskmaster
Creature — Eldrazi
7/2
Devoid (This card has no color.)
When you cast this spell, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain trample, haste, and annihilator 1 until end of turn.
Trample, haste, annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
- Hideous Taskmaster's second ability will resolve before Hideous Taskmaster does. If Hideous Taskmaster is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player sacrifices the required number of permanents of their choice before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Kozilek's Return
Kozilek's Return
Instant
Devoid (This card has no color.)
Kozilek's Return deals 2 damage to each creature.
Whenever you cast an Eldrazi creature spell with mana value 7 or greater, you may exile this card from your graveyard. If you do, this card deals 5 damage to each creature.
- The last ability triggers only if Kozilek's Return is in your graveyard as you cast the Eldrazi creature spell. That ability will resolve before the Eldrazi creature spell does. In other words, that Eldrazi won't be on the battlefield yet and won't be dealt damage by Kozilek's Return.
- Exiling Kozilek's Return due to the last ability isn't the same as casting it as a spell. Cards that say "Counter target spell" won't work.
Green 8
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1
Ancient Stirrings
Ancient Stirrings
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
- Objects with no mana cost, including lands that could produce colored mana, are colorless by default.
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1
Awakening Zone
Awakening Zone
Enchantment
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
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1
Chittering Dispatcher
Chittering Dispatcher
Creature — Eldrazi Drone
2/3
Devoid (This card has no color.)
Myriad
When this creature leaves the battlefield, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
- Myriad is a triggered ability. 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.
- 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, the controller of the planeswalker the creature was attacking at the time it became an attacking creature this combat, or the protector of the battle this 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 are 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.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Garruk's Uprising
Garruk's Uprising
Enchantment
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
- The first ability of Garruk's Uprising has you draw just one card, no matter how many creatures you control with power 4 or greater.
- If one or more static abilities that apply to a creature entering change its power, those abilities are considered when determining whether Garruk's Uprising's last ability triggers. The same is true for replacement effects that apply to it, such as entering with one or more +1/+1 counters or entering as a copy of another creature.
- If you don't control a creature with power 4 or greater immediately after Garruk's Uprising enters, its first ability won't trigger. If you don't control one as the ability resolves, you don't draw a card. They don't have to be the same creature both times, however.
- Once the last ability of Garruk's Uprising has triggered, lowering the power of the creature or removing it from the battlefield won't stop you from drawing a card.
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1
Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
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1
Rishkar's Expertise
Rishkar's Expertise
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
- If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
- You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
- A card's mana value 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 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
- While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
- Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
- Effects that allow you to "cast" a card don't allow you to play a land card.
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1
Vile Redeemer
Vile Redeemer
Creature — Eldrazi
3/3
Devoid (This card has no color.)
Flash
When you cast this spell, you may pay . If you do, create a 1/1 colorless Eldrazi Scion creature token for each nontoken creature that died under your control this turn. Those tokens have "Sacrifice this token: Add ."
- Vile Redeemer's last ability will count any nontoken creature that died while under your control, even if you weren't the creature's owner. It doesn't matter where the card is as the ability resolves. It doesn't have to still be in a graveyard.
- Vile Redeemer's last ability won't count nontoken creatures that didn't go to a graveyard because of a replacement effect (for example, a creature that was exiled instead).
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1
World Breaker
World Breaker
Creature — Eldrazi
5/7
Devoid (This card has no color.)
When you cast this spell, exile target artifact, enchantment, or land.
Reach
, Sacrifice a land: Return this card from your graveyard to your hand. ( represents colorless mana.)
- You can activate the last ability only if World Breaker is in your graveyard.
Multicolor 4
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Sire of Stagnation
Sire of Stagnation
Creature — Eldrazi
5/7
Devoid (This card has no color.)
Whenever a land an opponent controls enters, that player exiles the top two cards of their library and you draw two cards.
- The cards are exiled from the library face up.
- If that player has one card in their library when Sire of Stagnation’s triggered ability resolves, that card will be exiled. If their library has zero cards, no cards are exiled. In both cases, you’ll still draw two cards. That player won’t lose the game (until they attempt to draw a card from an empty library).
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It’s not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it’s just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object’s color (like the one created by devoid) are considered before the object loses devoid.
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1
Snapping Voidcraw
Snapping Voidcraw
Creature — Eldrazi Turtle
1/3
Devoid (This card has no color.)
: Add .
, : Draw a card.
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1
Titans' Vanguard
Titans' Vanguard
Creature — Eldrazi
5/5
Devoid (This card has no color.)
When you cast this spell and whenever this creature attacks, put a +1/+1 counter on each colorless creature you control.
Trample
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1
Ulamog's Nullifier
Ulamog's Nullifier
Creature — Eldrazi Processor
2/3
Devoid (This card has no color.)
Flash
Flying
When this creature enters, you may put two cards your opponents own from exile into their owners' graveyards. If you do, counter target spell.
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It’s not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it’s just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object’s color (like the one created by devoid) are considered before the object loses devoid.
- If a spell or ability requires that you put more than one exiled card into the graveyard, you may choose cards owned by different opponents. Each card chosen will be put into its owner’s graveyard.
- If a replacement effect will cause cards that would be put into a graveyard from anywhere to be exiled instead (such as the one created by Anafenza, the Foremost), you can still put an exiled card into its opponent’s graveyard. The card becomes a new object and remains in exile. In this situation, you can’t use a single exiled card if required to put more than one exiled card into the graveyard. Conversely, you could use the same card in this situation if two separate spells or abilities each required you to put a single exiled card into its owner’s graveyard.
- You can’t look at face-down cards in exile unless an effect allows you to.
- Face-down cards in exile are grouped using two criteria: what caused them to be exiled face down and when they were exiled face down. If you want to put a face-down card in exile into its owner’s graveyard, you must first choose one of these groups and then choose a card from within that group at random. For example, say an artifact causes your opponent to exile their hand of three cards face down. Then on a later turn, that artifact causes your opponent to exile another two cards face down. If you use Wasteland Strangler to put one of those cards into their graveyard, you would pick the first or second pile and put a card chosen at random from that pile into the graveyard.
Colorless 36
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All Is Dust
All Is Dust
Kindred Sorcery — Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- A land card that produces colored mana, even a land with a basic land type, normally has no color.
- All Is Dust doesn't destroy permanents. Rather, it causes them to be sacrificed. Regeneration, umbra armor, and indestructible can't save permanents from All Is Dust.
- Tokens may have one or more colors. The effect that creates a token states what color it is or whether it's colorless.
- All permanents with one or more colors are sacrificed at the same time.
- Lands have no mana cost, so they are colorless unless an effect states otherwise.
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Artisan of Kozilek
Artisan of Kozilek
Creature — Eldrazi
10/9
When you cast this spell, you may return target creature card from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Azlask, the Swelling Scourge
Azlask, the Swelling Scourge
Legendary Creature — Eldrazi
2/2
Whenever Azlask or another colorless creature you control dies, you get an experience counter.
: Creatures you control get +X/+X until end of turn, where X is the number of experience counters you have. Scions and Spawns you control gain indestructible and annihilator 1 until end of turn.
- All experience counters are identical, no matter how you got them. For example, the last ability will count experience counters that you got from the first ability, from another ability, from proliferating, and so on.
- The value of X is determined only once, as Azlask's last ability resolves.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player sacrifices the required number of permanents of their choice before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Dreamstone Hedron
Dreamstone Hedron
Artifact
: Add .
, , Sacrifice this artifact: Draw three cards.
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1
Elder Deep-Fiend
Elder Deep-Fiend
Creature — Eldrazi Octopus
5/6
Flash
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, tap up to four target permanents.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.”
- If you sacrifice a creature with in its mana cost, that X is 0.
- A creature’s mana value is determined solely by the mana symbols printed in its upper right corner (unless that creature is the back face of a double-faced card, is a melded permanent, or is copying something else; see below). If the mana cost includes , X is 0. If it’s a single-faced card with no mana symbols in its upper right corner (because it’s an animated land, for example), its mana value is 0. Ignore any alternative costs or additional costs (such as kicker) that were paid as the creature was cast.
- Colored mana components of emerge costs can’t be reduced with emerge.
- You may sacrifice a creature with a mana value of 0, such as a token creature that’s not a copy of another permanent, to cast a spell for its emerge cost. You’ll just pay the full emerge cost with no reduction.
- You may sacrifice a creature with mana value greater than or equal to the emerge cost. If you do, you’ll pay only the colored mana component of the emerge cost.
- The mana value of the back face of a double-faced card is the mana value of its front face. The mana value of a melded permanent is the sum of the mana values of its front faces. A creature that’s a copy of either has a mana value of 0.
- The mana value of a creature spell with emerge isn’t affected by whether its emerge cost is paid. For example, if you cast Decimator of the Provinces for its emerge cost and sacrifice a creature whose mana value is 3, Decimator of the Provinces’s mana value remains 10.
- The creature chosen to be sacrificed is still on the battlefield as the cost of the emerge spell is determined and as you activate mana abilities to cast the emerge spell. Its abilities may affect the spell’s cost, be activated to generate mana, and so on. However, if it has an ability that triggers when a spell is cast, it will have been sacrificed before that ability can trigger.
- Once you begin to cast a spell with emerge, no player may take actions until you’re done. Notably, opponents can’t try to remove the creature you wish to sacrifice.
- If you cast a spell for another cost “rather than paying its mana cost,” such as an emerge cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.
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1
Eldrazi Confluence
Eldrazi Confluence
Instant
Choose three. You may choose the same mode more than once.
- Target creature gets +3/-3 until end of turn.
- Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
- Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
- You choose the modes as you cast the spell. Once modes are chosen, they can't be changed.
- If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose. Each time you select that mode, you can choose a different target, or you can choose the same target.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the same mode is chosen more than once, you choose their relative order as you cast the spell. For example, if you choose the second mode of Eldrazi Confluence more than once, you choose the relative order to exile and return the target nonland permanents.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until a spell is done resolving.
- If a Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If all targets for the chosen modes become illegal before a Confluence resolves, the spell will be countered and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
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1
Eldrazi Conscription
Eldrazi Conscription
Kindred Enchantment — Eldrazi Aura
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- This card was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- If a creature has multiple instances of annihilator, each triggers separately when that creature attacks.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- Eldrazi Conscription is an Eldrazi. However, it doesn't turn the enchanted creature into an Eldrazi.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Eldrazi Monument
Eldrazi Monument
Artifact
Creatures you control get +1/+1 and have flying and indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice this artifact.
- Lethal damage and effects that say “destroy” won’t cause a creature with indestructible to be put into the graveyard. However, a creature with indestructible can be put into the graveyard for a number of reasons. The most likely reasons are if it’s sacrificed, if it’s legendary and another legendary creature with the same name is controlled by the same player, or if its toughness is 0 or less.
- If you control any creatures as the triggered ability resolves, you must sacrifice one. You can’t choose to sacrifice Eldrazi Monument instead. You sacrifice the Monument only if you had no creatures to sacrifice.
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1
Eldritch Immunity
Eldritch Immunity
Kindred Instant — Eldrazi
Target creature you control gains protection from each color until end of turn.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- Overload doesn't change when you can cast the spell.
- Effects that cause you to pay more or less for a spell will cause you to pay that much more or less while casting it for its overload cost, too.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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Endbringer
Endbringer
Creature — Eldrazi
5/5
Untap this creature during each other player's untap step.
: This creature deals 1 damage to any target.
, : Target creature can't attack or block this turn.
, : Draw a card.
- Endbringer untaps at the same time as the active player's permanents. You can't choose to not untap it at that time.
- If an effect states that Endbringer doesn't untap during your untap step, that effect won't apply during another player's untap step.
- Activating the second activated ability after a creature has legally been declared as an attacker or blocker won't change or undo that attack or block.
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1
Everflowing Chalice
Everflowing Chalice
Artifact
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add for each charge counter on this artifact.
- You can cast Everflowing Chalice without kicking it at all if you wish. However, if Everflowing Chalice has no charge counters on it, activating its last ability won't produce any mana.
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1
Forsaken Monument
Forsaken Monument
Legendary Artifact
Colorless creatures you control get +2/+2.
Whenever you tap a permanent for , add an additional .
Whenever you cast a colorless spell, you gain 2 life.
- You “tap a permanent for ” only if you activate a mana ability of that permanent that includes the symbol in its cost, and only if it produces one or more as it resolves.
- If you tap a permanent for more than one , you add only one additional .
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Forsaken Monument’s last ability won’t trigger when you play a land.
- A land is normally colorless, regardless of what colors of mana that land can produce. If an effect makes a colorless land into a creature without specifying that it becomes a certain color, the land creature gets +2/+2.
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1
Glaring Fleshraker
Glaring Fleshraker
Creature — Eldrazi Drone
2/2
Whenever you cast a colorless spell, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Whenever another colorless creature you control enters, this creature deals 1 damage to each opponent.
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1
Hedron Archive
Hedron Archive
Artifact
: Add .
, , Sacrifice this artifact: Draw two cards.
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1
Herald's Horn
Herald's Horn
Artifact
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
- If you somehow control a Herald's Horn with no chosen creature type, no spells will cost less to cast, not even creature spells with no creature type. You'll be able to look at the top card of your library at the beginning of each of your upkeeps, but you can never put it into your hand this way, even if it's a creature card with no creature type.
- The effect of Herald's Horn reduces only generic mana in a spell's cost. If that cost has no generic mana, the cost isn't reduced.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you don't put the top card of your library into your hand, you put it back on top of your library without revealing it. You'll draw it in that turn's draw step.
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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.
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1
Inversion Behemoth
Inversion Behemoth
Creature — Eldrazi
2/9
At the beginning of combat on your turn, switch the power and toughness of each of any number of target creatures until end of turn.
- Effects that switch a creature's power and toughness apply after all other effects, regardless of when those effects began to apply. For instance, if you switch a 2/4 creature's power and toughness and then give it +2/+0 later in the turn, it's a 4/4 creature, not a 6/2 creature.
- Because damage remains marked on a creature until the cleanup step or an effect removes that damage, nonlethal damage dealt to a creature may become lethal if you switch its power and toughness during that turn.
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1
Morophon, the Boundless
Morophon, the Boundless
Legendary Creature — Shapeshifter
6/6
Changeling (This card is every creature type.)
As Morophon enters, choose a creature type.
Spells of the chosen type you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
Other creatures you control of the chosen type get +1/+1.
- You must choose an existing creature type, such as Sliver or Warrior. Card types such as artifact, and supertypes such as legendary or snow, can't be chosen.
- Morophon's effect reduces the total cost by up to one mana of each color. For example, if a spell of the chosen type costs , it will cost after applying Morophon's effect.
- If a spell has hybrid mana symbols in its mana cost, you choose which half you will be paying before determining the total cost. For example, if a spell of the chosen type costs , you may choose for the cost to be and then reduce it to .
- Cost reduction effects are applied after other cost modifiers, so Morophon can reduce additional costs or alternative costs of spells of the chosen type.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to other creatures you control of the chosen type may become lethal if Morophon leaves the battlefield during that turn.
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Mystic Forge
Mystic Forge
Artifact
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
, Pay 1 life: Exile the top card of your library.
- Because you never "cast" a land card, Mystic Forge doesn't allow you to play an artifact land from the top of your library.
- You must follow the normal timing permissions and restrictions of the spells you cast from your library.
- You still pay all costs for a spell you cast from your library, including additional costs. You may also pay alternative costs.
- Mystic Forge lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
- If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
- If the top card of your library has a morph ability, you can cast it face down from the top of your library, even if it's normally not a colorless card.
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1
Oblivion Sower
Oblivion Sower
Creature — Eldrazi
5/8
When you cast this spell, target opponent exiles the top four cards of their library, then you may put any number of land cards that player owns from exile onto the battlefield under your control.
- Oblivion Sower's ability allows you to put any land cards the player owns from exile onto the battlefield, regardless of how those cards were exiled.
- Cards that are face down in exile have no characteristics. Such cards can't be put onto the battlefield with Oblivion Sower's ability.
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1
Selective Obliteration
Selective Obliteration
Sorcery
Each player chooses a color. Then exile each permanent unless it's colorless or it's only the color its controller chose.
- Players decide and announce in turn order, starting with the active player, which color they are choosing. Players later in the turn order will know which colors were chosen by players before them.
- Lands have no mana cost, so they are colorless unless an effect states otherwise. The colors of mana that a land can produce do not affect that land's color.
- No matter what color any player chooses, all multicolored permanents will be exiled.
- The colors chosen by players affect only whether or not permanents they control will be exiled. That choice does not affect whether particular permanents controlled by other players will be exiled.
- For example, say you control a colorless creature, a blue creature, a green creature, and a creature that's both blue and green. No matter what you choose, your colorless creature will not be exiled, and your creature that's both blue and green will be exiled. If you choose blue or green, the creature you control that is only that color will not be exiled. It doesn't matter what anyone else chooses.
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1
Skittering Invasion
Skittering Invasion
Kindred Sorcery — Eldrazi
Create five 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add ."
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Spawnbed Protector
Spawnbed Protector
Creature — Eldrazi
6/8
At the beginning of your end step, return up to one target Eldrazi creature card from your graveyard to your hand. Create two 1/1 colorless Eldrazi Scion creature tokens with "Sacrifice this token: Add ."
- You do not have to choose a target for Spawnbed Protector's ability, and if you don't, you will still create Eldrazi Scion tokens. If you do choose a target but the target Eldrazi creature card is illegal as Spawnbed Protector's ability tries to resolve, it won't resolve and none of its effects will happen. You won't create Eldrazi Scion tokens.
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1
Talisman of Curiosity
Talisman of Curiosity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Impulse
Talisman of Impulse
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Resilience
Talisman of Resilience
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Twins of Discord
Twins of Discord
Creature — Eldrazi
8/6
Whenever you attack, choose odd or even. Creatures with mana value of that quality can't block this turn. (Zero is even.)
Each other colorless creature you control has bloodthirst 2. (If an opponent was dealt damage this turn, that creature enters with two additional +1/+1 counters on it.)
- The mana value of a face-down creature is 0.
- The mana value of a token that isn't a copy of another object is 0.
- If a creature on the battlefield has in its mana cost, X is 0 when determining its mana value.
- Multiple instances of bloodthirst are cumulative. For example, if you control Twins of Discord and a colorless creature with bloodthirst 1 enters the battlefield under your control, that creature will enter the battlefield with three +1/+1 counters on it if an opponent has been dealt damage that turn.
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1
Ugin, the Ineffable
Ugin, the Ineffable
Legendary Planeswalker — Ugin
Colorless spells you cast cost less to cast.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Ugin). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- A colorless spell whose mana cost is or will cost to cast.
- Once you look at the exiled face-down card once, you may look at it again any time you wish. If another player gains control of the Spirit token, that player can't look at the exiled card.
- If the Spirit leaves the battlefield for any reason, you'll put the exiled card into your hand, even if Ugin left the battlefield before that happened.
- If you've activated Ugin's ability multiple times, you must keep track of which exiled card belongs to each Spirit token.
- If an effect such as that of Doubling Season causes Ugin to create two Spirit tokens, you still only exile one card from your library. You'll put that card into your hand the first time that either of the tokens leaves the battlefield.
- A land normally has no color, even if it can produce one or more colors of mana.
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1
Ulalek, Fused Atrocity
Ulalek, Fused Atrocity
Legendary Creature — Eldrazi
2/5
Devoid (This card has no color.)
Whenever you cast an Eldrazi spell, you may pay . If you do, copy all spells you control, then copy all other activated and triggered abilities you control. You may choose new targets for the copies. (Mana abilities can't be copied.)
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Ulalek must be on the battlefield in order for its triggered ability to trigger. Casting Ulalek itself won't cause that ability to trigger.
- Each copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If the spell is a permanent spell with targets, such as an Aura, you may also choose a new target for that spell. The new targets must be legal. If, for any target, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- The copies are created on the stack, so they're not "cast" or "activated." Creating the copies won't cause abilities that trigger when a player casts a spell or activates an ability to trigger. Abilities of copied spells that say "When you cast [this spell]" won't trigger.
- If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell or ability that's copied has an X whose value was determined as it was cast or activated, the copy will have the same value of X.
- If the spell or ability that's copied has damage divided as it was cast or activated, the division can't be changed (although the targets receiving that damage still can). The same is true of spells and abilities that distribute counters.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
- Resolving copies of permanent spells become tokens as they enter the battlefield. These tokens are not considered "created" when this happens.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Ulamog's Crusher
Ulamog's Crusher
Creature — Eldrazi
8/8
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
This creature attacks each combat if able.
- If Ulamog's Crusher can't attack for any reason (such as becoming tapped or having just entered the battlefield), 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.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Ulamog's Dreadsire
Ulamog's Dreadsire
Creature — Eldrazi
10/10
Vigilance
Ward—Sacrifice a permanent with mana value 1 or greater.
: Create a 10/10 colorless Eldrazi creature token.
- If a permanent on the battlefield has in its mana cost, X is 0 when determining its mana value.
- The mana value of a face-down permanent is 0.
- The mana value of a token that isn't a copy of another object is 0.
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1
Warping Wail
Warping Wail
Instant
( represents colorless mana.)
Choose one —
- Exile target creature with power or toughness 1 or less.
- Counter target sorcery spell.
- Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
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1
Wastescape Battlemage
Wastescape Battlemage
Creature — Eldrazi Wizard
2/2
Kicker and/or
When you cast this spell, if it was kicked with its kicker, exile target artifact or enchantment an opponent controls.
When you cast this spell, if it was kicked with its kicker, return target creature an opponent controls to its owner's hand.
Lands 38
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1
Adarkar Wastes
Adarkar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Battlefield Forge
Battlefield Forge
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
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1
Bonders' Enclave
Bonders' Enclave
Land
: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
- Once you've activated the last ability of Bonders' Enclave, it doesn't check again at any point whether you control a creature with power 4 or greater.
- Once you announce that you're activating the last ability of Bonders' Enclave, no player may take actions until you've finished activating it. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
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1
Brushland
Brushland
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Cascading Cataracts
Cascading Cataracts
Land
Indestructible
: Add .
, : Add five mana in any combination of colors.
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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.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Corrupted Crossroads
Corrupted Crossroads
Land
: Add . ( represents colorless mana.)
, Pay 1 life: Add one mana of any color. Spend this mana only to cast a spell with devoid.
- The mana produced by the last ability can’t be spent on a colorless spell unless that spell specifically has the devoid ability.
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1
Eldrazi Temple
Eldrazi Temple
Land
: Add .
: Add . Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi.
- The mana generated by the last ability can’t be spent to activate abilities of Eldrazi sources that aren’t on the battlefield.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Island
Island
Basic Land — Island
( : Add .)
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1
Karplusan Forest
Karplusan Forest
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Ruins of Oran-Rief
Ruins of Oran-Rief
Land
This land enters tapped.
: Add . ( represents colorless mana.)
: Put a +1/+1 counter on target colorless creature that entered this turn.
- The target of the last ability didn’t necessarily have to be a colorless creature as it entered the battlefield, provided it entered the battlefield during that turn. However, it does have to be a colorless creature to be a legal target of the ability.
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1
Secluded Courtyard
Secluded Courtyard
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
- If Secluded Courtyard is somehow on the battlefield without a chosen type, mana from its second mana ability can't be spent on anything.
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1
Shivan Reef
Shivan Reef
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Shrine of the Forsaken Gods
Shrine of the Forsaken Gods
Land
: Add .
: Add . Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
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1
Spawning Bed
Spawning Bed
Land
: Add .
, , Sacrifice this land: Create three 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
- Eldrazi Scions are similar to Eldrazi Spawn, seen in the Zendikar block. Note that Eldrazi Scions are 1/1, not 0/1.
- Eldrazi and Scion are each separate creature types. Anything that affects Eldrazi will affect these tokens, for example.
- Sacrificing an Eldrazi Scion creature token to add is a mana ability. It doesn't use the stack and can't be responded to.
- Some instants and sorceries that create Eldrazi Scions require targets. If all targets for such a spell have become illegal by the time that spell tries to resolve, the spell won't resolve and none of its effects will happen. You won't get any Eldrazi Scions.
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1
Sulfurous Springs
Sulfurous Springs
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tectonic Edge
Tectonic Edge
Land
: Add .
, , Sacrifice this land: Destroy target nonbasic land. Activate only if an opponent controls four or more lands.
- Tectonic Edge’s second ability checks how many lands an opponent controls only at the time you activate the ability.
- Assuming you can activate Tectonic Edge’s second ability, you can target any nonbasic land with it (not just one controlled by an opponent that controls four or more lands).
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1
Temple of Malady
Temple of Malady
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
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.
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1
Tendo Ice Bridge
Tendo Ice Bridge
Land
This land enters with a charge counter on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
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1
Tomb of the Spirit Dragon
Tomb of the Spirit Dragon
Land
: Add .
, : You gain 1 life for each colorless creature you control.
- Count the number of colorless creatures you control (including face-down creatures) as the last ability resolves to determine how much life you gain.
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1
Tranquil Landscape
Tranquil Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Twisted Landscape
Twisted Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
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1
Underground River
Underground River
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Wastes
Wastes
Basic Land
: Add .
- In Limited events (including Sealed Deck and Booster Draft), Wastes must be in your card pool to be included in your deck. You can't add Wastes to your card pool in the same way that you can add other basic lands.
- Because Wastes is a basic land, you can include as many of them as you like in your Constructed decks.
- Wastes is not a land type. If something asks you to name a land type, you can't choose Wastes.
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
1 4
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1
Ancient Stirrings
Ancient Stirrings
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
- Objects with no mana cost, including lands that could produce colored mana, are colorless by default.
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1
Eldritch Immunity
Eldritch Immunity
Kindred Instant — Eldrazi
Target creature you control gains protection from each color until end of turn.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- If you don't pay the overload cost of a spell, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
- Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
- Overload doesn't change when you can cast the spell.
- Effects that cause you to pay more or less for a spell will cause you to pay that much more or less while casting it for its overload cost, too.
- If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Suffer the Past
Suffer the Past
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
- The life that’s lost and the life that’s gained are based on the number of cards that are actually exiled, not on the value of X (in case any of the targeted cards somehow leave the graveyard in response and thus can’t be exiled this way).
- If the targeted player becomes an illegal target by the time Suffer the Past resolves but the targeted cards don’t, you still exile the cards and gain life. The player won’t be lose any life, though.
- Suffer the Past’s effect causes a single life-gain event, not a number of separate ones. This matters for cards such as Cradle of Vitality.
2 8
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
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.
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1
Talisman of Curiosity
Talisman of Curiosity
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Dominance
Talisman of Dominance
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Impulse
Talisman of Impulse
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Talisman of Resilience
Talisman of Resilience
Artifact
: Add .
: Add or . This artifact deals 1 damage to you.
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1
Warping Wail
Warping Wail
Instant
( represents colorless mana.)
Choose one —
- Exile target creature with power or toughness 1 or less.
- Counter target sorcery spell.
- Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
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1
Wastescape Battlemage
Wastescape Battlemage
Creature — Eldrazi Wizard
2/2
Kicker and/or
When you cast this spell, if it was kicked with its kicker, exile target artifact or enchantment an opponent controls.
When you cast this spell, if it was kicked with its kicker, return target creature an opponent controls to its owner's hand.
3 13
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1
Awakening Zone
Awakening Zone
Enchantment
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
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1
Azlask, the Swelling Scourge
Azlask, the Swelling Scourge
Legendary Creature — Eldrazi
2/2
Whenever Azlask or another colorless creature you control dies, you get an experience counter.
: Creatures you control get +X/+X until end of turn, where X is the number of experience counters you have. Scions and Spawns you control gain indestructible and annihilator 1 until end of turn.
- All experience counters are identical, no matter how you got them. For example, the last ability will count experience counters that you got from the first ability, from another ability, from proliferating, and so on.
- The value of X is determined only once, as Azlask's last ability resolves.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player sacrifices the required number of permanents of their choice before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Chittering Dispatcher
Chittering Dispatcher
Creature — Eldrazi Drone
2/3
Devoid (This card has no color.)
Myriad
When this creature leaves the battlefield, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
- Myriad is a triggered ability. 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.
- 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, the controller of the planeswalker the creature was attacking at the time it became an attacking creature this combat, or the protector of the battle this 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 are 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.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Crib Swap
Crib Swap
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.)
Exile target creature. Its controller creates a 1/1 colorless Shapeshifter creature token with changeling.
- Kindred is a card type (like creature or instant), not a supertype (like legendary).
- Changeling applies in all zones, not just the battlefield.
- If the target creature is an illegal target by the time Crib Swap tries to resolve, the spell won't resolve. No player will create a Shapeshifter token.
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1
Eldrazi Displacer
Eldrazi Displacer
Creature — Eldrazi
3/3
Devoid (This card has no color.)
: Exile another target creature, then return it to the battlefield tapped under its owner's control. ( represents colorless mana.)
- If a creature token is exiled this way, it will cease to exist and will not return to the battlefield.
- After the creature returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won’t be in combat or have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
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1
Garruk's Uprising
Garruk's Uprising
Enchantment
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
- The first ability of Garruk's Uprising has you draw just one card, no matter how many creatures you control with power 4 or greater.
- If one or more static abilities that apply to a creature entering change its power, those abilities are considered when determining whether Garruk's Uprising's last ability triggers. The same is true for replacement effects that apply to it, such as entering with one or more +1/+1 counters or entering as a copy of another creature.
- If you don't control a creature with power 4 or greater immediately after Garruk's Uprising enters, its first ability won't trigger. If you don't control one as the ability resolves, you don't draw a card. They don't have to be the same creature both times, however.
- Once the last ability of Garruk's Uprising has triggered, lowering the power of the creature or removing it from the battlefield won't stop you from drawing a card.
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1
Glaring Fleshraker
Glaring Fleshraker
Creature — Eldrazi Drone
2/2
Whenever you cast a colorless spell, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Whenever another colorless creature you control enters, this creature deals 1 damage to each opponent.
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1
Herald's Horn
Herald's Horn
Artifact
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
- If you somehow control a Herald's Horn with no chosen creature type, no spells will cost less to cast, not even creature spells with no creature type. You'll be able to look at the top card of your library at the beginning of each of your upkeeps, but you can never put it into your hand this way, even if it's a creature card with no creature type.
- The effect of Herald's Horn reduces only generic mana in a spell's cost. If that cost has no generic mana, the cost isn't reduced.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- If you don't put the top card of your library into your hand, you put it back on top of your library without revealing it. You'll draw it in that turn's draw step.
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1
Imprisoned in the Moon
Imprisoned in the Moon
Enchantment — Aura
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with " : Add " and loses all other card types and abilities.
- If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.
- If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for , only for .
- Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.
- At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.
- The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.
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1
Kozilek's Return
Kozilek's Return
Instant
Devoid (This card has no color.)
Kozilek's Return deals 2 damage to each creature.
Whenever you cast an Eldrazi creature spell with mana value 7 or greater, you may exile this card from your graveyard. If you do, this card deals 5 damage to each creature.
- The last ability triggers only if Kozilek's Return is in your graveyard as you cast the Eldrazi creature spell. That ability will resolve before the Eldrazi creature spell does. In other words, that Eldrazi won't be on the battlefield yet and won't be dealt damage by Kozilek's Return.
- Exiling Kozilek's Return due to the last ability isn't the same as casting it as a spell. Cards that say "Counter target spell" won't work.
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Mutated Cultist
Mutated Cultist
Creature — Eldrazi Horror
1/3
Devoid (This card has no color.)
When you cast this spell, remove all counters from up to one target permanent or opponent. The next spell you cast this turn costs less to cast for each counter removed this way.
Deathtouch
- Mutated Cultist's triggered ability will resolve before Mutated Cultist does. If Mutated Cultist is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- The triggered ability can target a permanent controlled by any player, but it can't target you. It can target a permanent or opponent with no counters. If the targeted permanent or opponent has more than one kind of counter, you must remove all of them.
- Counters that players could have include energy counters, experience counters, poison counters, rad counters, and ticket counters.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Mutated Cultist's second ability). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Snapping Voidcraw
Snapping Voidcraw
Creature — Eldrazi Turtle
1/3
Devoid (This card has no color.)
: Add .
, : Draw a card.
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1
Vile Redeemer
Vile Redeemer
Creature — Eldrazi
3/3
Devoid (This card has no color.)
Flash
When you cast this spell, you may pay . If you do, create a 1/1 colorless Eldrazi Scion creature token for each nontoken creature that died under your control this turn. Those tokens have "Sacrifice this token: Add ."
- Vile Redeemer's last ability will count any nontoken creature that died while under your control, even if you weren't the creature's owner. It doesn't matter where the card is as the ability resolves. It doesn't have to still be in a graveyard.
- Vile Redeemer's last ability won't count nontoken creatures that didn't go to a graveyard because of a replacement effect (for example, a creature that was exiled instead).
4 7
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Bismuth Mindrender
Bismuth Mindrender
Creature — Eldrazi
4/3
Devoid (This card has no color.)
Menace
Whenever this creature deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may cast that card by paying life equal to the spell's mana value rather than paying its mana cost.
- You choose whether or not to cast the exiled card as Bismuth Mindrender's triggered ability resolves. If you do, you do so as part of the resolution of that ability. You can't wait to cast it later in the turn. Timing restrictions based on the card's type are ignored.
- If a spell you cast this way has in its mana cost, you must choose 0 as the value of X when casting it.
- If you cast a spell for another cost "rather than paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.
- If you choose not to cast the card, it remains in exile.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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Eldrazi Confluence
Eldrazi Confluence
Instant
Choose three. You may choose the same mode more than once.
- Target creature gets +3/-3 until end of turn.
- Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
- Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
- You choose the modes as you cast the spell. Once modes are chosen, they can't be changed.
- If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose. Each time you select that mode, you can choose a different target, or you can choose the same target.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the same mode is chosen more than once, you choose their relative order as you cast the spell. For example, if you choose the second mode of Eldrazi Confluence more than once, you choose the relative order to exile and return the target nonland permanents.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until a spell is done resolving.
- If a Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If all targets for the chosen modes become illegal before a Confluence resolves, the spell will be countered and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
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Hedron Archive
Hedron Archive
Artifact
: Add .
, , Sacrifice this artifact: Draw two cards.
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Inversion Behemoth
Inversion Behemoth
Creature — Eldrazi
2/9
At the beginning of combat on your turn, switch the power and toughness of each of any number of target creatures until end of turn.
- Effects that switch a creature's power and toughness apply after all other effects, regardless of when those effects began to apply. For instance, if you switch a 2/4 creature's power and toughness and then give it +2/+0 later in the turn, it's a 4/4 creature, not a 6/2 creature.
- Because damage remains marked on a creature until the cleanup step or an effect removes that damage, nonlethal damage dealt to a creature may become lethal if you switch its power and toughness during that turn.
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Mystic Forge
Mystic Forge
Artifact
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
, Pay 1 life: Exile the top card of your library.
- Because you never "cast" a land card, Mystic Forge doesn't allow you to play an artifact land from the top of your library.
- You must follow the normal timing permissions and restrictions of the spells you cast from your library.
- You still pay all costs for a spell you cast from your library, including additional costs. You may also pay alternative costs.
- Mystic Forge lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
- If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
- If the top card of your library has a morph ability, you can cast it face down from the top of your library, even if it's normally not a colorless card.
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Sifter of Skulls
Sifter of Skulls
Creature — Eldrazi
4/3
Devoid (This card has no color.)
Whenever another nontoken creature you control dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ." ( represents colorless mana.)
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Ulamog's Nullifier
Ulamog's Nullifier
Creature — Eldrazi Processor
2/3
Devoid (This card has no color.)
Flash
Flying
When this creature enters, you may put two cards your opponents own from exile into their owners' graveyards. If you do, counter target spell.
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It’s not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it’s just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object’s color (like the one created by devoid) are considered before the object loses devoid.
- If a spell or ability requires that you put more than one exiled card into the graveyard, you may choose cards owned by different opponents. Each card chosen will be put into its owner’s graveyard.
- If a replacement effect will cause cards that would be put into a graveyard from anywhere to be exiled instead (such as the one created by Anafenza, the Foremost), you can still put an exiled card into its opponent’s graveyard. The card becomes a new object and remains in exile. In this situation, you can’t use a single exiled card if required to put more than one exiled card into the graveyard. Conversely, you could use the same card in this situation if two separate spells or abilities each required you to put a single exiled card into its owner’s graveyard.
- You can’t look at face-down cards in exile unless an effect allows you to.
- Face-down cards in exile are grouped using two criteria: what caused them to be exiled face down and when they were exiled face down. If you want to put a face-down card in exile into its owner’s graveyard, you must first choose one of these groups and then choose a card from within that group at random. For example, say an artifact causes your opponent to exile their hand of three cards face down. Then on a later turn, that artifact causes your opponent to exile another two cards face down. If you use Wasteland Strangler to put one of those cards into their graveyard, you would pick the first or second pile and put a card chosen at random from that pile into the graveyard.
5 7
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Eldrazi Monument
Eldrazi Monument
Artifact
Creatures you control get +1/+1 and have flying and indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice this artifact.
- Lethal damage and effects that say “destroy” won’t cause a creature with indestructible to be put into the graveyard. However, a creature with indestructible can be put into the graveyard for a number of reasons. The most likely reasons are if it’s sacrificed, if it’s legendary and another legendary creature with the same name is controlled by the same player, or if its toughness is 0 or less.
- If you control any creatures as the triggered ability resolves, you must sacrifice one. You can’t choose to sacrifice Eldrazi Monument instead. You sacrifice the Monument only if you had no creatures to sacrifice.
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Forsaken Monument
Forsaken Monument
Legendary Artifact
Colorless creatures you control get +2/+2.
Whenever you tap a permanent for , add an additional .
Whenever you cast a colorless spell, you gain 2 life.
- You “tap a permanent for ” only if you activate a mana ability of that permanent that includes the symbol in its cost, and only if it produces one or more as it resolves.
- If you tap a permanent for more than one , you add only one additional .
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Forsaken Monument’s last ability won’t trigger when you play a land.
- A land is normally colorless, regardless of what colors of mana that land can produce. If an effect makes a colorless land into a creature without specifying that it becomes a certain color, the land creature gets +2/+2.
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Return of the Wildspeaker
Return of the Wildspeaker
Instant
Choose one —
- Draw cards equal to the greatest power among non-Human creatures you control.
- Non-Human creatures you control get +3/+3 until end of turn.
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Selective Obliteration
Selective Obliteration
Sorcery
Each player chooses a color. Then exile each permanent unless it's colorless or it's only the color its controller chose.
- Players decide and announce in turn order, starting with the active player, which color they are choosing. Players later in the turn order will know which colors were chosen by players before them.
- Lands have no mana cost, so they are colorless unless an effect states otherwise. The colors of mana that a land can produce do not affect that land's color.
- No matter what color any player chooses, all multicolored permanents will be exiled.
- The colors chosen by players affect only whether or not permanents they control will be exiled. That choice does not affect whether particular permanents controlled by other players will be exiled.
- For example, say you control a colorless creature, a blue creature, a green creature, and a creature that's both blue and green. No matter what you choose, your colorless creature will not be exiled, and your creature that's both blue and green will be exiled. If you choose blue or green, the creature you control that is only that color will not be exiled. It doesn't matter what anyone else chooses.
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Titans' Vanguard
Titans' Vanguard
Creature — Eldrazi
5/5
Devoid (This card has no color.)
When you cast this spell and whenever this creature attacks, put a +1/+1 counter on each colorless creature you control.
Trample
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Ugin's Insight
Ugin's Insight
Sorcery
Scry X, where X is the highest mana value among permanents you control, then draw three cards.
- Use the highest mana value among permanents you control as Ugin's Insight resolves to determine how many cards you scry.
- If X is 0, you won't scry at all. Any abilities that trigger whenever you scry won't trigger.
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Ulalek, Fused Atrocity
Ulalek, Fused Atrocity
Legendary Creature — Eldrazi
2/5
Devoid (This card has no color.)
Whenever you cast an Eldrazi spell, you may pay . If you do, copy all spells you control, then copy all other activated and triggered abilities you control. You may choose new targets for the copies. (Mana abilities can't be copied.)
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Ulalek must be on the battlefield in order for its triggered ability to trigger. Casting Ulalek itself won't cause that ability to trigger.
- Each copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If the spell is a permanent spell with targets, such as an Aura, you may also choose a new target for that spell. The new targets must be legal. If, for any target, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- The copies are created on the stack, so they're not "cast" or "activated." Creating the copies won't cause abilities that trigger when a player casts a spell or activates an ability to trigger. Abilities of copied spells that say "When you cast [this spell]" won't trigger.
- If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell or ability that's copied has an X whose value was determined as it was cast or activated, the copy will have the same value of X.
- If the spell or ability that's copied has damage divided as it was cast or activated, the division can't be changed (although the targets receiving that damage still can). The same is true of spells and abilities that distribute counters.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
- Resolving copies of permanent spells become tokens as they enter the battlefield. These tokens are not considered "created" when this happens.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
6 9
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Angelic Aberration
Angelic Aberration
Creature — Eldrazi Angel
4/4
Devoid (This card has no color.)
Flying, vigilance
When this creature enters, sacrifice any number of creatures each with base power or toughness 1 or less. Create that many 4/4 colorless Eldrazi Angel creature tokens with flying and vigilance.
- Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
- If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
- Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Deepfathom Skulker
Deepfathom Skulker
Creature — Eldrazi
4/4
Devoid (This card has no color.)
Whenever a creature you control deals combat damage to a player, you may draw a card.
: Target creature can't be blocked this turn. ( represents colorless mana.)
- Activating Deepfathom Skulker’s last ability after it’s been legally blocked won’t change or undo that block. The declare attackers step is the last time you can activate the ability and have it be effective.
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1
Dreamstone Hedron
Dreamstone Hedron
Artifact
: Add .
, , Sacrifice this artifact: Draw three cards.
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1
Drowner of Hope
Drowner of Hope
Creature — Eldrazi
5/5
Devoid (This card has no color.)
When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
Sacrifice an Eldrazi Scion: Tap target creature.
- You can sacrifice any Eldrazi Scion to activate Drowner of Hope's last ability, not just one created by Drowner of Hope.
- You can't sacrifice the same permanent to pay two different costs. Notably, if you sacrifice an Eldrazi Scion to activate the last ability of Drowner of Hope, you won't add .
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Eldrazi Scions are similar to Eldrazi Spawn, seen in the Zendikar block. Note that Eldrazi Scions are 1/1, not 0/1.
- Eldrazi and Scion are each separate creature types. Anything that affects Eldrazi will affect these tokens, for example.
- Sacrificing an Eldrazi Scion creature token to add is a mana ability. It doesn't use the stack and can't be responded to.
- Some instants and sorceries that create Eldrazi Scions require targets. If all targets for such a spell have become illegal by the time that spell tries to resolve, the spell won't resolve and none of its effects will happen. You won't get any Eldrazi Scions.
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1
Endbringer
Endbringer
Creature — Eldrazi
5/5
Untap this creature during each other player's untap step.
: This creature deals 1 damage to any target.
, : Target creature can't attack or block this turn.
, : Draw a card.
- Endbringer untaps at the same time as the active player's permanents. You can't choose to not untap it at that time.
- If an effect states that Endbringer doesn't untap during your untap step, that effect won't apply during another player's untap step.
- Activating the second activated ability after a creature has legally been declared as an attacker or blocker won't change or undo that attack or block.
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1
Oblivion Sower
Oblivion Sower
Creature — Eldrazi
5/8
When you cast this spell, target opponent exiles the top four cards of their library, then you may put any number of land cards that player owns from exile onto the battlefield under your control.
- Oblivion Sower's ability allows you to put any land cards the player owns from exile onto the battlefield, regardless of how those cards were exiled.
- Cards that are face down in exile have no characteristics. Such cards can't be put onto the battlefield with Oblivion Sower's ability.
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1
Rishkar's Expertise
Rishkar's Expertise
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
- The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
- If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
- You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
- A card's mana value 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 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
- While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
- Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
- Effects that allow you to "cast" a card don't allow you to play a land card.
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1
Sire of Stagnation
Sire of Stagnation
Creature — Eldrazi
5/7
Devoid (This card has no color.)
Whenever a land an opponent controls enters, that player exiles the top two cards of their library and you draw two cards.
- The cards are exiled from the library face up.
- If that player has one card in their library when Sire of Stagnation’s triggered ability resolves, that card will be exiled. If their library has zero cards, no cards are exiled. In both cases, you’ll still draw two cards. That player won’t lose the game (until they attempt to draw a card from an empty library).
- Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
- A card with devoid is just colorless. It’s not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid color. If that happens, it’s just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object’s color (like the one created by devoid) are considered before the object loses devoid.
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1
Ugin, the Ineffable
Ugin, the Ineffable
Legendary Planeswalker — Ugin
Colorless spells you cast cost less to cast.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Ugin). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- A colorless spell whose mana cost is or will cost to cast.
- Once you look at the exiled face-down card once, you may look at it again any time you wish. If another player gains control of the Spirit token, that player can't look at the exiled card.
- If the Spirit leaves the battlefield for any reason, you'll put the exiled card into your hand, even if Ugin left the battlefield before that happened.
- If you've activated Ugin's ability multiple times, you must keep track of which exiled card belongs to each Spirit token.
- If an effect such as that of Doubling Season causes Ugin to create two Spirit tokens, you still only exile one card from your library. You'll put that card into your hand the first time that either of the tokens leaves the battlefield.
- A land normally has no color, even if it can produce one or more colors of mana.
7+ 13
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1
All Is Dust
All Is Dust
Kindred Sorcery — Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- A land card that produces colored mana, even a land with a basic land type, normally has no color.
- All Is Dust doesn't destroy permanents. Rather, it causes them to be sacrificed. Regeneration, umbra armor, and indestructible can't save permanents from All Is Dust.
- Tokens may have one or more colors. The effect that creates a token states what color it is or whether it's colorless.
- All permanents with one or more colors are sacrificed at the same time.
- Lands have no mana cost, so they are colorless unless an effect states otherwise.
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1
Artisan of Kozilek
Artisan of Kozilek
Creature — Eldrazi
10/9
When you cast this spell, you may return target creature card from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Benthic Anomaly
Benthic Anomaly
Creature — Eldrazi Serpent
7/8
Devoid (This card has no color.)
When you cast this spell, for each opponent, choose a creature that player controls. Create a token that's a copy of one of those creatures, except its power is equal to the total power of those creatures, its toughness is equal to the total toughness of those creatures, and it's a colorless Eldrazi creature.
- Benthic Anomaly's triggered ability will resolve before Benthic Anomaly does. If Benthic Anomaly is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- The token copies exactly what was printed on the original card and nothing else, with the listed exceptions (unless that creature is itself copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied, with the listed exceptions.
- If the copied creature has in its mana cost, X is 0.
- If the copied creature is itself a token, the token created by Benthic Anomaly's ability copies the original characteristics of that token as stated by the effect that created it, with the listed exception.
- The token is an Eldrazi creature instead of its other types and subtypes and is colorless instead of retaining any of its colors. It retains any supertypes it had, such as legendary or snow. These are copiable values of the token that other effects may copy.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the creature will also work.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
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1
Elder Deep-Fiend
Elder Deep-Fiend
Creature — Eldrazi Octopus
5/6
Flash
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, tap up to four target permanents.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.”
- If you sacrifice a creature with in its mana cost, that X is 0.
- A creature’s mana value is determined solely by the mana symbols printed in its upper right corner (unless that creature is the back face of a double-faced card, is a melded permanent, or is copying something else; see below). If the mana cost includes , X is 0. If it’s a single-faced card with no mana symbols in its upper right corner (because it’s an animated land, for example), its mana value is 0. Ignore any alternative costs or additional costs (such as kicker) that were paid as the creature was cast.
- Colored mana components of emerge costs can’t be reduced with emerge.
- You may sacrifice a creature with a mana value of 0, such as a token creature that’s not a copy of another permanent, to cast a spell for its emerge cost. You’ll just pay the full emerge cost with no reduction.
- You may sacrifice a creature with mana value greater than or equal to the emerge cost. If you do, you’ll pay only the colored mana component of the emerge cost.
- The mana value of the back face of a double-faced card is the mana value of its front face. The mana value of a melded permanent is the sum of the mana values of its front faces. A creature that’s a copy of either has a mana value of 0.
- The mana value of a creature spell with emerge isn’t affected by whether its emerge cost is paid. For example, if you cast Decimator of the Provinces for its emerge cost and sacrifice a creature whose mana value is 3, Decimator of the Provinces’s mana value remains 10.
- The creature chosen to be sacrificed is still on the battlefield as the cost of the emerge spell is determined and as you activate mana abilities to cast the emerge spell. Its abilities may affect the spell’s cost, be activated to generate mana, and so on. However, if it has an ability that triggers when a spell is cast, it will have been sacrificed before that ability can trigger.
- Once you begin to cast a spell with emerge, no player may take actions until you’re done. Notably, opponents can’t try to remove the creature you wish to sacrifice.
- If you cast a spell for another cost “rather than paying its mana cost,” such as an emerge cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.
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1
Eldrazi Conscription
Eldrazi Conscription
Kindred Enchantment — Eldrazi Aura
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- This card was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- If a creature has multiple instances of annihilator, each triggers separately when that creature attacks.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- Eldrazi Conscription is an Eldrazi. However, it doesn't turn the enchanted creature into an Eldrazi.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Hideous Taskmaster
Hideous Taskmaster
Creature — Eldrazi
7/2
Devoid (This card has no color.)
When you cast this spell, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain trample, haste, and annihilator 1 until end of turn.
Trample, haste, annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
- Hideous Taskmaster's second ability will resolve before Hideous Taskmaster does. If Hideous Taskmaster is countered or otherwise leaves the stack in response to that triggered ability, the triggered ability will still resolve as normal.
- A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
- Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
- Devoid works in all zones, not just on the battlefield.
- If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
- Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player sacrifices the required number of permanents of their choice before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Morophon, the Boundless
Morophon, the Boundless
Legendary Creature — Shapeshifter
6/6
Changeling (This card is every creature type.)
As Morophon enters, choose a creature type.
Spells of the chosen type you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
Other creatures you control of the chosen type get +1/+1.
- You must choose an existing creature type, such as Sliver or Warrior. Card types such as artifact, and supertypes such as legendary or snow, can't be chosen.
- Morophon's effect reduces the total cost by up to one mana of each color. For example, if a spell of the chosen type costs , it will cost after applying Morophon's effect.
- If a spell has hybrid mana symbols in its mana cost, you choose which half you will be paying before determining the total cost. For example, if a spell of the chosen type costs , you may choose for the cost to be and then reduce it to .
- Cost reduction effects are applied after other cost modifiers, so Morophon can reduce additional costs or alternative costs of spells of the chosen type.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to other creatures you control of the chosen type may become lethal if Morophon leaves the battlefield during that turn.
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1
Skittering Invasion
Skittering Invasion
Kindred Sorcery — Eldrazi
Create five 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add ."
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
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1
Spawnbed Protector
Spawnbed Protector
Creature — Eldrazi
6/8
At the beginning of your end step, return up to one target Eldrazi creature card from your graveyard to your hand. Create two 1/1 colorless Eldrazi Scion creature tokens with "Sacrifice this token: Add ."
- You do not have to choose a target for Spawnbed Protector's ability, and if you don't, you will still create Eldrazi Scion tokens. If you do choose a target but the target Eldrazi creature card is illegal as Spawnbed Protector's ability tries to resolve, it won't resolve and none of its effects will happen. You won't create Eldrazi Scion tokens.
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1
Twins of Discord
Twins of Discord
Creature — Eldrazi
8/6
Whenever you attack, choose odd or even. Creatures with mana value of that quality can't block this turn. (Zero is even.)
Each other colorless creature you control has bloodthirst 2. (If an opponent was dealt damage this turn, that creature enters with two additional +1/+1 counters on it.)
- The mana value of a face-down creature is 0.
- The mana value of a token that isn't a copy of another object is 0.
- If a creature on the battlefield has in its mana cost, X is 0 when determining its mana value.
- Multiple instances of bloodthirst are cumulative. For example, if you control Twins of Discord and a colorless creature with bloodthirst 1 enters the battlefield under your control, that creature will enter the battlefield with three +1/+1 counters on it if an opponent has been dealt damage that turn.
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1
Ulamog's Crusher
Ulamog's Crusher
Creature — Eldrazi
8/8
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
This creature attacks each combat if able.
- If Ulamog's Crusher can't attack for any reason (such as becoming tapped or having just entered the battlefield), 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.
- Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
- If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
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1
Ulamog's Dreadsire
Ulamog's Dreadsire
Creature — Eldrazi
10/10
Vigilance
Ward—Sacrifice a permanent with mana value 1 or greater.
: Create a 10/10 colorless Eldrazi creature token.
- If a permanent on the battlefield has in its mana cost, X is 0 when determining its mana value.
- The mana value of a face-down permanent is 0.
- The mana value of a token that isn't a copy of another object is 0.
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1
World Breaker
World Breaker
Creature — Eldrazi
5/7
Devoid (This card has no color.)
When you cast this spell, exile target artifact, enchantment, or land.
Reach
, Sacrifice a land: Return this card from your graveyard to your hand. ( represents colorless mana.)
- You can activate the last ability only if World Breaker is in your graveyard.
Lands 38
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1
Adarkar Wastes
Adarkar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Battlefield Forge
Battlefield Forge
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
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1
Bonders' Enclave
Bonders' Enclave
Land
: Add .
, : Draw a card. Activate only if you control a creature with power 4 or greater.
- Once you've activated the last ability of Bonders' Enclave, it doesn't check again at any point whether you control a creature with power 4 or greater.
- Once you announce that you're activating the last ability of Bonders' Enclave, no player may take actions until you've finished activating it. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
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1
Brushland
Brushland
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Cascading Cataracts
Cascading Cataracts
Land
Indestructible
: Add .
, : Add five mana in any combination of colors.
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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.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Corrupted Crossroads
Corrupted Crossroads
Land
: Add . ( represents colorless mana.)
, Pay 1 life: Add one mana of any color. Spend this mana only to cast a spell with devoid.
- The mana produced by the last ability can’t be spent on a colorless spell unless that spell specifically has the devoid ability.
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1
Eldrazi Temple
Eldrazi Temple
Land
: Add .
: Add . Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi.
- The mana generated by the last ability can’t be spent to activate abilities of Eldrazi sources that aren’t on the battlefield.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Island
Island
Basic Land — Island
( : Add .)
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1
Karplusan Forest
Karplusan Forest
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Llanowar Wastes
Llanowar Wastes
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Opal Palace
Opal Palace
Land
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
- The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities.
- If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
- If you don't have a commander, Opal Palace's last ability produces no mana.
- If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce .
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Ruins of Oran-Rief
Ruins of Oran-Rief
Land
This land enters tapped.
: Add . ( represents colorless mana.)
: Put a +1/+1 counter on target colorless creature that entered this turn.
- The target of the last ability didn’t necessarily have to be a colorless creature as it entered the battlefield, provided it entered the battlefield during that turn. However, it does have to be a colorless creature to be a legal target of the ability.
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1
Secluded Courtyard
Secluded Courtyard
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
- If Secluded Courtyard is somehow on the battlefield without a chosen type, mana from its second mana ability can't be spent on anything.
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1
Shivan Reef
Shivan Reef
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Shrine of the Forsaken Gods
Shrine of the Forsaken Gods
Land
: Add .
: Add . Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
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1
Spawning Bed
Spawning Bed
Land
: Add .
, , Sacrifice this land: Create three 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ."
- Eldrazi Scions are similar to Eldrazi Spawn, seen in the Zendikar block. Note that Eldrazi Scions are 1/1, not 0/1.
- Eldrazi and Scion are each separate creature types. Anything that affects Eldrazi will affect these tokens, for example.
- Sacrificing an Eldrazi Scion creature token to add is a mana ability. It doesn't use the stack and can't be responded to.
- Some instants and sorceries that create Eldrazi Scions require targets. If all targets for such a spell have become illegal by the time that spell tries to resolve, the spell won't resolve and none of its effects will happen. You won't get any Eldrazi Scions.
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1
Sulfurous Springs
Sulfurous Springs
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Tectonic Edge
Tectonic Edge
Land
: Add .
, , Sacrifice this land: Destroy target nonbasic land. Activate only if an opponent controls four or more lands.
- Tectonic Edge’s second ability checks how many lands an opponent controls only at the time you activate the ability.
- Assuming you can activate Tectonic Edge’s second ability, you can target any nonbasic land with it (not just one controlled by an opponent that controls four or more lands).
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1
Temple of Malady
Temple of Malady
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
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.
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1
Tendo Ice Bridge
Tendo Ice Bridge
Land
This land enters with a charge counter on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
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1
Tomb of the Spirit Dragon
Tomb of the Spirit Dragon
Land
: Add .
, : You gain 1 life for each colorless creature you control.
- Count the number of colorless creatures you control (including face-down creatures) as the last ability resolves to determine how much life you gain.
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1
Tranquil Landscape
Tranquil Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Twisted Landscape
Twisted Landscape
Land
: Add .
, Sacrifice this land: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Unclaimed Territory
Unclaimed Territory
Land
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
- To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
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1
Underground River
Underground River
Land
: Add .
: Add or . This land deals 1 damage to you.
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1
Wastes
Wastes
Basic Land
: Add .
- In Limited events (including Sealed Deck and Booster Draft), Wastes must be in your card pool to be included in your deck. You can't add Wastes to your card pool in the same way that you can add other basic lands.
- Because Wastes is a basic land, you can include as many of them as you like in your Constructed decks.
- Wastes is not a land type. If something asks you to name a land type, you can't choose Wastes.
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1
Yavimaya Coast
Yavimaya Coast
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.