Creatures 37
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Alela, Artful Provocateur
Alela, Artful Provocateur
Legendary Creature — Faerie Warlock
2/3
Flying, deathtouch, lifelink
Other creatures you control with flying get +1/+0.
Whenever you cast an artifact or enchantment spell, create a 1/1 blue Faerie creature token with flying.
- Alela's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- A spell that's both an artifact and an enchantment spell causes Alela's last ability to trigger only once.
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Angel of the Ruins
Angel of the Ruins
Artifact Creature — Angel
5/7
Flying
When this creature enters, exile up to two target artifacts and/or enchantments.
Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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Armix, Filigree Thrasher
Armix, Filigree Thrasher
Legendary Artifact Creature — Golem
3/2
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard.
Partner (You can have two commanders if both have partner.)
- Armix's ability goes on the stack without a target. While that ability is resolving, you may discard a card. If you do, a second ability triggers and you pick one target to get -X/-X. This is different from abilities that say "If you do . . ." in that players may cast spells and activate abilities after you've discarded a card but before the creature gets -X/-X.
- While resolving Armix's ability, you can't discard more than one card to give more than one creature -X/-X.
- The value of X is determined only as Armix's ability resolves. Once that happens, the value of X won't change later in the turn, even if the number of artifacts in your graveyard and under your control changes.
- If the discarded card is an artifact card, it will be counted as you determine the value of X, provided it's still in the graveyard or, optimistically, on the battlefield under your control at that time.
- If a creature is attacking a planeswalker, that planeswalker's controller is the defending player.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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Baleful Strix
Baleful Strix
Artifact Creature — Bird
1/1
Flying, deathtouch
When this creature enters, draw a card.
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Bronze Guardian
Bronze Guardian
Artifact Creature — Golem
*/5
Double strike
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other artifacts you control have ward .
Bronze Guardian's power is equal to the number of artifacts you control.
- Once a ward ability has triggered, it doesn't matter if the artifact loses ward (most likely because Bronze Guardian leaves the battlefield in response) before the ability resolves. The controller of the spell or ability will still have to pay or the spell or ability will be countered.
- The ability that defines Bronze Guardian's power applies in all zones, not only while it is on the battlefield.
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Chief of the Foundry
Chief of the Foundry
Artifact Creature — Construct
2/3
Other artifact creatures you control get +1/+1.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to an artifact creature you control may become lethal if Chief of the Foundry leaves the battlefield during that turn.
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Chrome Courier
Chrome Courier
Artifact Creature — Thopter
1/1
Flying
When this creature enters, reveal the top two cards of your library. Put one of them into your hand and the other into your graveyard. If you put an artifact card into your hand this way, you gain 3 life.
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Darksteel Juggernaut
Darksteel Juggernaut
Artifact Creature — Juggernaut
*/*
Indestructible
Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control.
This creature attacks each combat if able.
- Since Darksteel Juggernaut is itself an artifact, its power and toughness will always be at least 1 while it's on the battlefield (unless a spell or ability somehow changes its card type).
- Lethal damage and effects that say "destroy" won't cause Darksteel Juggernaut to be put into the graveyard. However, it can be put into the graveyard for a number of other reasons. The most likely reasons are if its toughness is 0 or less or it's sacrificed.
- If, during your declare attackers step, Darksteel Juggernaut is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Darksteel Juggernaut attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
- The first ability works in all zones.
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Digsite Engineer
Digsite Engineer
Creature — Dwarf Artificer
3/3
Whenever you cast an artifact spell, you may pay . If you do, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
- The token gets created before the artifact spell that triggered its creation resolves. Fortunately, the token counts itself, so it's at least 1/1.
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Etched Champion
Etched Champion
Artifact Creature — Soldier
2/2
Metalcraft — This creature has protection from each color as long as you control three or more artifacts.
- "Protection from all colors" means protection from white, from blue, from black, from red, and from green. (In other words, it doesn't just mean "protection from objects that have all five colors.")
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Etherium Sculptor
Etherium Sculptor
Artifact Creature — Vedalken Artificer
1/2
Artifact spells you cast cost less to cast.
- This effect doesn't change the mana cost or mana value of an artifact spell. Rather, it reduces the total cost of the spell, which is the amount you actually pay while casting it. The total cost takes into account additional or alternative costs.
- This effect can reduce only the generic portion of the artifact spell's total cost.
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Ethersworn Adjudicator
Ethersworn Adjudicator
Artifact Creature — Vedalken Knight
4/4
Flying
, : Destroy target creature or enchantment.
: Untap this creature.
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Filigree Attendant
Filigree Attendant
Artifact Creature — Homunculus
*/3
Flying
Filigree Attendant's power is equal to the number of artifacts you control.
- The ability that defines Filigree Attendant's power works in all zones, not just the battlefield.
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Hexavus
Hexavus
Artifact Creature — Construct
0/0
Flying
This creature enters with six +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Put a flying counter on another target creature.
, Remove a counter from another creature you control: Put a +1/+1 counter on this creature.
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Indomitable Archangel
Indomitable Archangel
Creature — Angel
4/4
Flying
Metalcraft — Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.)
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Losheel, Clockwork Scholar
Losheel, Clockwork Scholar
Legendary Creature — Elephant Artificer
2/4
Prevent all combat damage that would be dealt to attacking artifact creatures you control.
Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
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Marionette Master
Marionette Master
Creature — Human Artificer
1/3
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.)
Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
- The amount of life lost is determined as Marionette Master's last ability resolves. If Marionette Master is no longer on the battlefield, use its power as it last existed on the battlefield to determine how much life is lost.
- If Marionette Master's power is negative, the target opponent doesn't lose (or gain) life.
- If Marionette Master and an artifact you control are put into a graveyard at the same time, Marionette Master's ability triggers.
- Artifact tokens that are sacrificed or destroyed are put into their owner's graveyard before ceasing to exist. If you controlled the token, Marionette Master's last ability will trigger.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
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Master of Etherium
Master of Etherium
Artifact Creature — Vedalken Wizard
*/*
Master of Etherium's power and toughness are each equal to the number of artifacts you control.
Other artifact creatures you control get +1/+1.
- The ability that defines Master of Etherium's power and toughness applies in all zones, not just the battlefield.
- As long as Master of Etherium is on the battlefield, its ability will count itself.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Master of Etherium may become lethal if other artifacts you control leave the battlefield during that turn, and damage dealt to other artifact creatures you control may become lethal if Master of Etherium leaves the battlefield during that turn.
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Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
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Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
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Sai, Master Thopterist
Sai, Master Thopterist
Legendary Creature — Human Artificer
1/4
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
, Sacrifice two artifacts: Draw a card.
- Sai's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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Sanwell, Avenger Ace
Sanwell, Avenger Ace
Legendary Creature — Human Pilot
3/1
As long as an artifact creature you control is attacking, prevent all damage that would be dealt to Sanwell.
Whenever Sanwell becomes tapped, exile the top six cards of your library. You may cast a Vehicle or artifact creature spell from among them. Then put the rest on the bottom of your library in a random order.
- If Sanwell, Avenger Ace is somehow an artifact creature, its first ability will see itself while it is attacking.
- You must pay all costs for a spell cast using Sanwell's last ability.
- If you choose not to cast a spell this way, it goes to the bottom of the library with the other exiled cards. You can't wait and cast it later.
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Scholar of New Horizons
Scholar of New Horizons
Creature — Human Scout
1/1
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
- You may choose to put the card into your hand rather than onto the battlefield even if an opponent controls more lands than you.
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Sharding Sphinx
Sharding Sphinx
Artifact Creature — Sphinx
4/4
Flying
Whenever an artifact creature you control deals combat damage to a player, you may create a 1/1 blue Thopter artifact creature token with flying.
- The only difference between a colored artifact and a colorless artifact is, obviously, its color. Unlike most artifacts, a colored artifact requires colored mana to cast. Also unlike most artifacts, a colored artifact has a color in all zones. It will interact with cards that care about color. Other than that, a colored artifact behaves just like any other artifact. It will interact as normal with any card that cares about artifacts, such as Shatter or Arcbound Ravager.
- If combat damage is dealt to players by multiple artifact creatures you control (including, perhaps, Sharding Sphinx itself), Sharding Sphinx's ability will trigger that many times. You'll get that many Thopter tokens. You'll get just one token per creature, no matter how much combat damage that creature dealt.
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Sharuum the Hegemon
Sharuum the Hegemon
Legendary Artifact Creature — Sphinx
5/5
Flying
When Sharuum enters, you may return target artifact card from your graveyard to the battlefield.
- If Sharuum the Hegemon is put into your graveyard as a state-based action immediately after Sharuum the Hegemon enters the battlefield (most likely due to the "legend rule") it can be the artifact card targeted by its own ability.
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Shimmer Dragon
Shimmer Dragon
Creature — Dragon
5/6
Flying
As long as you control four or more artifacts, this creature has hexproof. (It can't be the target of spells or abilities your opponents control.)
Tap two untapped artifacts you control: Draw a card.
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Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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Steel Hellkite
Steel Hellkite
Artifact Creature — Dragon
5/5
Flying
: This creature gets +1/+0 until end of turn.
: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
- Steel Hellkite's last ability destroys only nonland permanents whose mana value is exactly equal to X, and only those controlled by players who have been dealt combat damage by Steel Hellkite this turn.
- It doesn't matter who controlled those permanents at the time Steel Hellkite dealt combat damage, or if those permanents were even on the battlefield at that time.
- You may activate the last ability even if Steel Hellkite hasn't dealt combat damage to any players that turn. If you do, the ability won't do anything.
- If Steel Hellkite's third ability is activated with X equal to 0, it will destroy each nonland permanent with mana value 0 the appropriate players control.
- The mana value of a permanent is determined solely by the mana symbols printed in its upper right corner, unless it's copying something else (see below). The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If a permanent is copying something else, its mana value is the mana value of whatever it's copying.
- In all cases, ignore any alternative costs or additional costs (such as kicker) paid when the permanent was cast.
- If the mana cost of a permanent includes , X is 0 for the purpose of determining its mana value.
- If a nonland permanent has no mana symbols in its upper right corner (because it's a token that's not copying something else, for example), its mana value is 0.
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Steel Overseer
Steel Overseer
Artifact Creature — Construct
1/1
: Put a +1/+1 counter on each artifact creature you control.
- Steel Overseer's ability puts a +1/+1 counter on each artifact creature you control, including Steel Overseer.
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Tawnos, Solemn Survivor
Tawnos, Solemn Survivor
Legendary Creature — Human Artificer
1/3
, : Create a token that's a copy of up to one target artifact token you control. Mill two cards.
, , Sacrifice two artifact tokens, Exile an artifact or creature card from your graveyard: Create a token that's a copy of the exiled card, except it's an artifact in addition to its other types. Activate only as a sorcery.
- The token you create with the first ability copies the original characteristics of the token it’s copying as stated by the effect that created that token. The newly created token doesn’t copy whether the original token is tapped or untapped, whether it has any counters on it, whether it has any Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the original token is copying something else, the token you create will use the copiable values of the original token. In most cases, it will be a copy of whatever the original token is copying.
- For both abilities, if a token is created copying a token or card with in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the token you create will trigger when it enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied token or card will also work.
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Teshar, Ancestor's Apostle
Teshar, Ancestor's Apostle
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary land, as the Ixalan and Rivals of Ixalan double-faced cards do.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
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Thought Monitor
Thought Monitor
Artifact Creature — Construct
2/2
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
When this creature enters, draw two cards.
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Urza, Chief Artificer
Urza, Chief Artificer
Legendary Creature — Human Artificer
4/5
Affinity for artifact creatures (This spell costs less to cast for each artifact creature you control.)
Artifact creatures you control have menace.
At the beginning of your end step, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
- The ability of that Construct token does count the Construct itself, so it'll be at least 1/1.
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Vedalken Humiliator
Vedalken Humiliator
Creature — Vedalken Wizard
3/4
Metalcraft — Whenever this creature attacks, if you control three or more artifacts, creatures your opponents control lose all abilities and have base power and toughness 1/1 until end of turn.
- All creatures your opponents control are affected by Vedalken Humiliator's ability, not just those controlled by the player it's attacking.
- Vedalken Humiliator's ability overwrites all previous effects that set an affected creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply to a creature after the ability resolves will overwrite this effect.
- Any power- or toughness-modifying effects (those that give +N/+N, for example) and counters will apply to the creature's new base power and toughness, even if they started to apply before Vedalken Humiliator's ability resolved.
- If you don't control three artifacts as Vedalken Humiliator's ability resolves, it has no effect. If you do, the effect continues to apply even if you lose control of Vedalken Humiliator or your artifacts later in the turn.
- Vedalken Humiliator's ability affects only creatures your opponents control at the time it resolves. Creatures they begin to control later in the turn won't lose power, toughness, or abilities.
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Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
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Wire Surgeons
Wire Surgeons
Creature — Human Artificer
6/5
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Each artifact creature card in your graveyard has encore. Its encore cost is equal to its mana cost. (Exile it and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
- Exiling the card with encore is a cost to activate the ability. Once you announce that you’re activating it, no player may take actions until you’ve finished. They can’t try to remove the card from your graveyard to stop you from paying the cost.
- Opponents who have left the game aren’t counted when determining how many tokens to create.
- The tokens copy only what’s on the original card. Effects that modified that creature when it was previously on the battlefield won’t be copied.
- Each token must attack the appropriate player if able.
- If one of the tokens can’t attack for any reason (such as being tapped), then it doesn’t attack. If there’s a cost associated with having it attack, you aren’t forced to pay that cost, so it doesn’t have to attack in that case either.
- If an effect stops a token from attacking a specific player, that token can attack any player or planeswalker, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don’t have to pay that cost unless you want to attack that player.
- If one of the tokens somehow is under another player’s control as the delayed triggered ability resolves, you can’t sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
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Wreck Hunter
Wreck Hunter
Creature — Human Artificer
2/2
Flash
When this creature enters, choose target player. You create a tapped Powerstone token for each nonland card in that player's graveyard that was put there from the battlefield this turn. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
- Powerstone tokens are a kind of predefined token. Each one has the artifact subtype “Powerstone” and the ability “ : Add . This mana can’t be spent to cast a nonartifact spell.”
- You can use the added by a Powerstone token on anything that isn’t a nonartifact spell. This includes paying costs to activate abilities of both artifact and nonartifact permanents, paying ward costs, and so on.
- Although all the cards in The Brothers’ War that create Powerstone tokens create a tapped Powerstone token, entering the battlefield tapped isn’t part of the token’s definition. Notably, if you create a token that is a copy of a Powerstone token, the token copy won’t enter the battlefield tapped.
Instants 4
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Despark
Despark
Instant
Exile target permanent with mana value 4 or greater.
- If a permanent has in its mana cost, X is considered to be 0.
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Sphinx's Revelation
Sphinx's Revelation
Instant
You gain X life and draw X cards.
- If the value chosen for X is larger than the number of cards left in your library, you'll lose the game the next time state-based actions are performed.
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Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
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Unbreakable Formation
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
- Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
- If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
- Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
Sorceries 7
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Austere Command
Austere Command
Sorcery
Choose two —
- Destroy all artifacts.
- Destroy all enchantments.
- Destroy all creatures with mana value 3 or less.
- Destroy all creatures with mana value 4 or greater.
- Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
- If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
- If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
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March of Progress
March of Progress
Sorcery
Choose target artifact creature you control. For each creature chosen this way, create a token that's a copy of it.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
- Each token copies exactly what was printed on the original artifact creature and nothing more (unless that creature is copying something else or is a token; see below. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied artifact creature has in its mana cost, X is 0.
- If the chosen artifact creature is copying something else, then the token enters the battlefield as whatever the chosen creature is copying.
- If the chosen artifact creature is itself a token, the token March of Progress creates copies the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied artifact 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 chosen creature will also work.
- 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.
- Casting a spell with overload doesn’t change that spell’s mana cost. You just pay the overload cost instead.
- 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.
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One with the Machine
One with the Machine
Sorcery
Draw cards equal to the highest mana value among artifacts you control.
- If a permanent has in its mana cost, X is considered to be 0.
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Phyrexian Rebirth
Phyrexian Rebirth
Sorcery
Destroy all creatures, then create an X/X colorless Phyrexian Horror artifact creature token, where X is the number of creatures destroyed this way.
- If a creature regenerates or has indestructible, it won't be counted when determining the value of X.
- Any triggered abilities that trigger because a creature was destroyed won't be put onto the stack until after Phyrexian Rebirth finishes resolving. This means the Horror creature token can be targeted by those abilities, if applicable.
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1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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1
Urza's Ruinous Blast
Urza's Ruinous Blast
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
- You can't cast a legendary sorcery unless you control a legendary creature or a legendary planeswalker. Once you begin to cast a legendary sorcery, losing control of your legendary creatures and planeswalkers won't affect that spell.
- Other than the casting restriction, the legendary supertype on a sorcery carries no additional rules. You may cast any number of legendary sorceries in a turn, and your deck may contain any number of legendary cards (but no more than four of any with the same name).
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1
Vindicate
Vindicate
Sorcery
Destroy target permanent.
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
Azorius Signet
Azorius Signet
Artifact
, : Add .
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1
Bident of Thassa
Bident of Thassa
Legendary Enchantment Artifact
Whenever a creature you control deals combat damage to a player, you may draw a card.
, : Creatures your opponents control attack this turn if able.
- The controller of each attacking creature still chooses which player or planeswalker that creature attacks.
- If a creature can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
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1
Cranial Plating
Cranial Plating
Artifact — Equipment
Equipped creature gets +1/+0 for each artifact you control.
: Attach this Equipment to target creature you control.
Equip
- Cranial Plating is counted by its own ability, so it gives at least +1/+0.
- Cranial Plating's first activated ability is similar to an equip ability, but it's not an equip ability. Most importantly, it can be activated any time you could cast an instant, even during another player's turn.
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1
Dimir Signet
Dimir Signet
Artifact
, : Add .
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1
Kayla's Music Box
Kayla's Music Box
Legendary Artifact
, : Look at the top card of your library, then exile it face down. (You may look at it any time.)
: Until end of turn, you may play cards you own exiled with Kayla's Music Box.
- No other player may look at the face-down cards you own exiled with Kayla’s Music Box, even if another player takes control of it.
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1
Liquimetal Torque
Liquimetal Torque
Artifact
: Add .
: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
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1
Orzhov Signet
Orzhov Signet
Artifact
, : Add .
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1
Relic of Progenitus
Relic of Progenitus
Artifact
: Target player exiles a card from their graveyard.
, Exile this artifact: Exile all graveyards. Draw a card.
- If you activate Relic of Progenitus's first ability, the targeted player chooses which card to exile. The choice is made as the ability resolves.
- You can activate Relic of Progenitus's second ability even if no players have any cards in their graveyards. You'll still draw a card.
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1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
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1
Thopter Shop
Thopter Shop
Artifact
Whenever one or more artifact creatures you control die, draw a card. This ability triggers only once each turn.
, : Create a 1/1 colorless Thopter artifact creature token with flying.
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1
Thought Vessel
Thought Vessel
Artifact
You have no maximum hand size.
: Add .
Enchantments 2
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1
Tempered Steel
Tempered Steel
Enchantment
Artifact creatures you control get +2/+2.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to artifact creatures you control may become lethal if Tempered Steel leaves the battlefield during that turn.
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1
Thopter Spy Network
Thopter Spy Network
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
- Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.
- The last ability will trigger, at most, once per combat damage step per player. However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step.
Lands 36
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1
Ancient Den
Ancient Den
Artifact Land
: Add .
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1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
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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
Azorius Chancery
Azorius Chancery
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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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
Darksteel Citadel
Darksteel Citadel
Artifact Land
Indestructible
: Add .
- Although Darksteel Citadel is an artifact, it can't be cast as a spell. Playing it follows the normal rules for playing a land.
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1
Dimir Aqueduct
Dimir Aqueduct
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Goldmire Bridge
Goldmire Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
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4
Island
Island
Basic Land — Island
( : Add .)
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1
Mistvault Bridge
Mistvault Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
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1
Orzhov Basilica
Orzhov Basilica
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
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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4
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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1
Razortide Bridge
Razortide Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
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1
River of Tears
River of Tears
Land
: Add . If you played a land this turn, add instead.
- The turn you play River of Tears, it will produce when tapped for mana.
- River of Tears produces only after you've played a land, not after you've put a land onto the battlefield (such as with Evolving Wilds).
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1
Seat of the Synod
Seat of the Synod
Artifact Land
: Add .
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1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
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1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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3
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of Deceit
Temple of Deceit
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of Enlightenment
Temple of Enlightenment
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of 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
Vault of Whispers
Vault of Whispers
Artifact Land
: Add .
White 14
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1
Angel of the Ruins
Angel of the Ruins
Artifact Creature — Angel
5/7
Flying
When this creature enters, exile up to two target artifacts and/or enchantments.
Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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1
Austere Command
Austere Command
Sorcery
Choose two —
- Destroy all artifacts.
- Destroy all enchantments.
- Destroy all creatures with mana value 3 or less.
- Destroy all creatures with mana value 4 or greater.
- Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
- If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
- If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
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1
Bronze Guardian
Bronze Guardian
Artifact Creature — Golem
*/5
Double strike
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other artifacts you control have ward .
Bronze Guardian's power is equal to the number of artifacts you control.
- Once a ward ability has triggered, it doesn't matter if the artifact loses ward (most likely because Bronze Guardian leaves the battlefield in response) before the ability resolves. The controller of the spell or ability will still have to pay or the spell or ability will be countered.
- The ability that defines Bronze Guardian's power applies in all zones, not only while it is on the battlefield.
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1
Digsite Engineer
Digsite Engineer
Creature — Dwarf Artificer
3/3
Whenever you cast an artifact spell, you may pay . If you do, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
- The token gets created before the artifact spell that triggered its creation resolves. Fortunately, the token counts itself, so it's at least 1/1.
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1
Indomitable Archangel
Indomitable Archangel
Creature — Angel
4/4
Flying
Metalcraft — Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.)
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1
Losheel, Clockwork Scholar
Losheel, Clockwork Scholar
Legendary Creature — Elephant Artificer
2/4
Prevent all combat damage that would be dealt to attacking artifact creatures you control.
Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
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1
Phyrexian Rebirth
Phyrexian Rebirth
Sorcery
Destroy all creatures, then create an X/X colorless Phyrexian Horror artifact creature token, where X is the number of creatures destroyed this way.
- If a creature regenerates or has indestructible, it won't be counted when determining the value of X.
- Any triggered abilities that trigger because a creature was destroyed won't be put onto the stack until after Phyrexian Rebirth finishes resolving. This means the Horror creature token can be targeted by those abilities, if applicable.
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1
Sanwell, Avenger Ace
Sanwell, Avenger Ace
Legendary Creature — Human Pilot
3/1
As long as an artifact creature you control is attacking, prevent all damage that would be dealt to Sanwell.
Whenever Sanwell becomes tapped, exile the top six cards of your library. You may cast a Vehicle or artifact creature spell from among them. Then put the rest on the bottom of your library in a random order.
- If Sanwell, Avenger Ace is somehow an artifact creature, its first ability will see itself while it is attacking.
- You must pay all costs for a spell cast using Sanwell's last ability.
- If you choose not to cast a spell this way, it goes to the bottom of the library with the other exiled cards. You can't wait and cast it later.
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1
Scholar of New Horizons
Scholar of New Horizons
Creature — Human Scout
1/1
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
- You may choose to put the card into your hand rather than onto the battlefield even if an opponent controls more lands than you.
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1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
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1
Tempered Steel
Tempered Steel
Enchantment
Artifact creatures you control get +2/+2.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to artifact creatures you control may become lethal if Tempered Steel leaves the battlefield during that turn.
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1
Teshar, Ancestor's Apostle
Teshar, Ancestor's Apostle
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary land, as the Ixalan and Rivals of Ixalan double-faced cards do.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
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1
Unbreakable Formation
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
- Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
- If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
- Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
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1
Urza's Ruinous Blast
Urza's Ruinous Blast
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
- You can't cast a legendary sorcery unless you control a legendary creature or a legendary planeswalker. Once you begin to cast a legendary sorcery, losing control of your legendary creatures and planeswalkers won't affect that spell.
- Other than the casting restriction, the legendary supertype on a sorcery carries no additional rules. You may cast any number of legendary sorceries in a turn, and your deck may contain any number of legendary cards (but no more than four of any with the same name).
Blue 16
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1
Bident of Thassa
Bident of Thassa
Legendary Enchantment Artifact
Whenever a creature you control deals combat damage to a player, you may draw a card.
, : Creatures your opponents control attack this turn if able.
- The controller of each attacking creature still chooses which player or planeswalker that creature attacks.
- If a creature can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
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1
Etherium Sculptor
Etherium Sculptor
Artifact Creature — Vedalken Artificer
1/2
Artifact spells you cast cost less to cast.
- This effect doesn't change the mana cost or mana value of an artifact spell. Rather, it reduces the total cost of the spell, which is the amount you actually pay while casting it. The total cost takes into account additional or alternative costs.
- This effect can reduce only the generic portion of the artifact spell's total cost.
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1
Ethersworn Adjudicator
Ethersworn Adjudicator
Artifact Creature — Vedalken Knight
4/4
Flying
, : Destroy target creature or enchantment.
: Untap this creature.
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1
Filigree Attendant
Filigree Attendant
Artifact Creature — Homunculus
*/3
Flying
Filigree Attendant's power is equal to the number of artifacts you control.
- The ability that defines Filigree Attendant's power works in all zones, not just the battlefield.
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1
March of Progress
March of Progress
Sorcery
Choose target artifact creature you control. For each creature chosen this way, create a token that's a copy of it.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
- Each token copies exactly what was printed on the original artifact creature and nothing more (unless that creature is copying something else or is a token; see below. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied artifact creature has in its mana cost, X is 0.
- If the chosen artifact creature is copying something else, then the token enters the battlefield as whatever the chosen creature is copying.
- If the chosen artifact creature is itself a token, the token March of Progress creates copies the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied artifact 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 chosen creature will also work.
- 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.
- Casting a spell with overload doesn’t change that spell’s mana cost. You just pay the overload cost instead.
- 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.
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1
Master of Etherium
Master of Etherium
Artifact Creature — Vedalken Wizard
*/*
Master of Etherium's power and toughness are each equal to the number of artifacts you control.
Other artifact creatures you control get +1/+1.
- The ability that defines Master of Etherium's power and toughness applies in all zones, not just the battlefield.
- As long as Master of Etherium is on the battlefield, its ability will count itself.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Master of Etherium may become lethal if other artifacts you control leave the battlefield during that turn, and damage dealt to other artifact creatures you control may become lethal if Master of Etherium leaves the battlefield during that turn.
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1
One with the Machine
One with the Machine
Sorcery
Draw cards equal to the highest mana value among artifacts you control.
- If a permanent has in its mana cost, X is considered to be 0.
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1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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1
Sai, Master Thopterist
Sai, Master Thopterist
Legendary Creature — Human Artificer
1/4
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
, Sacrifice two artifacts: Draw a card.
- Sai's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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1
Sharding Sphinx
Sharding Sphinx
Artifact Creature — Sphinx
4/4
Flying
Whenever an artifact creature you control deals combat damage to a player, you may create a 1/1 blue Thopter artifact creature token with flying.
- The only difference between a colored artifact and a colorless artifact is, obviously, its color. Unlike most artifacts, a colored artifact requires colored mana to cast. Also unlike most artifacts, a colored artifact has a color in all zones. It will interact with cards that care about color. Other than that, a colored artifact behaves just like any other artifact. It will interact as normal with any card that cares about artifacts, such as Shatter or Arcbound Ravager.
- If combat damage is dealt to players by multiple artifact creatures you control (including, perhaps, Sharding Sphinx itself), Sharding Sphinx's ability will trigger that many times. You'll get that many Thopter tokens. You'll get just one token per creature, no matter how much combat damage that creature dealt.
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1
Shimmer Dragon
Shimmer Dragon
Creature — Dragon
5/6
Flying
As long as you control four or more artifacts, this creature has hexproof. (It can't be the target of spells or abilities your opponents control.)
Tap two untapped artifacts you control: Draw a card.
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1
Tawnos, Solemn Survivor
Tawnos, Solemn Survivor
Legendary Creature — Human Artificer
1/3
, : Create a token that's a copy of up to one target artifact token you control. Mill two cards.
, , Sacrifice two artifact tokens, Exile an artifact or creature card from your graveyard: Create a token that's a copy of the exiled card, except it's an artifact in addition to its other types. Activate only as a sorcery.
- The token you create with the first ability copies the original characteristics of the token it’s copying as stated by the effect that created that token. The newly created token doesn’t copy whether the original token is tapped or untapped, whether it has any counters on it, whether it has any Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the original token is copying something else, the token you create will use the copiable values of the original token. In most cases, it will be a copy of whatever the original token is copying.
- For both abilities, if a token is created copying a token or card with in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the token you create will trigger when it enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied token or card will also work.
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1
Thopter Spy Network
Thopter Spy Network
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
- Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.
- The last ability will trigger, at most, once per combat damage step per player. However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step.
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1
Thought Monitor
Thought Monitor
Artifact Creature — Construct
2/2
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
When this creature enters, draw two cards.
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1
Vedalken Humiliator
Vedalken Humiliator
Creature — Vedalken Wizard
3/4
Metalcraft — Whenever this creature attacks, if you control three or more artifacts, creatures your opponents control lose all abilities and have base power and toughness 1/1 until end of turn.
- All creatures your opponents control are affected by Vedalken Humiliator's ability, not just those controlled by the player it's attacking.
- Vedalken Humiliator's ability overwrites all previous effects that set an affected creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply to a creature after the ability resolves will overwrite this effect.
- Any power- or toughness-modifying effects (those that give +N/+N, for example) and counters will apply to the creature's new base power and toughness, even if they started to apply before Vedalken Humiliator's ability resolved.
- If you don't control three artifacts as Vedalken Humiliator's ability resolves, it has no effect. If you do, the effect continues to apply even if you lose control of Vedalken Humiliator or your artifacts later in the turn.
- Vedalken Humiliator's ability affects only creatures your opponents control at the time it resolves. Creatures they begin to control later in the turn won't lose power, toughness, or abilities.
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1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
Black 5
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1
Armix, Filigree Thrasher
Armix, Filigree Thrasher
Legendary Artifact Creature — Golem
3/2
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard.
Partner (You can have two commanders if both have partner.)
- Armix's ability goes on the stack without a target. While that ability is resolving, you may discard a card. If you do, a second ability triggers and you pick one target to get -X/-X. This is different from abilities that say "If you do . . ." in that players may cast spells and activate abilities after you've discarded a card but before the creature gets -X/-X.
- While resolving Armix's ability, you can't discard more than one card to give more than one creature -X/-X.
- The value of X is determined only as Armix's ability resolves. Once that happens, the value of X won't change later in the turn, even if the number of artifacts in your graveyard and under your control changes.
- If the discarded card is an artifact card, it will be counted as you determine the value of X, provided it's still in the graveyard or, optimistically, on the battlefield under your control at that time.
- If a creature is attacking a planeswalker, that planeswalker's controller is the defending player.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
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1
Marionette Master
Marionette Master
Creature — Human Artificer
1/3
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.)
Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
- The amount of life lost is determined as Marionette Master's last ability resolves. If Marionette Master is no longer on the battlefield, use its power as it last existed on the battlefield to determine how much life is lost.
- If Marionette Master's power is negative, the target opponent doesn't lose (or gain) life.
- If Marionette Master and an artifact you control are put into a graveyard at the same time, Marionette Master's ability triggers.
- Artifact tokens that are sacrificed or destroyed are put into their owner's graveyard before ceasing to exist. If you controlled the token, Marionette Master's last ability will trigger.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
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1
Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
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1
Wire Surgeons
Wire Surgeons
Creature — Human Artificer
6/5
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Each artifact creature card in your graveyard has encore. Its encore cost is equal to its mana cost. (Exile it and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
- Exiling the card with encore is a cost to activate the ability. Once you announce that you’re activating it, no player may take actions until you’ve finished. They can’t try to remove the card from your graveyard to stop you from paying the cost.
- Opponents who have left the game aren’t counted when determining how many tokens to create.
- The tokens copy only what’s on the original card. Effects that modified that creature when it was previously on the battlefield won’t be copied.
- Each token must attack the appropriate player if able.
- If one of the tokens can’t attack for any reason (such as being tapped), then it doesn’t attack. If there’s a cost associated with having it attack, you aren’t forced to pay that cost, so it doesn’t have to attack in that case either.
- If an effect stops a token from attacking a specific player, that token can attack any player or planeswalker, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don’t have to pay that cost unless you want to attack that player.
- If one of the tokens somehow is under another player’s control as the delayed triggered ability resolves, you can’t sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
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1
Wreck Hunter
Wreck Hunter
Creature — Human Artificer
2/2
Flash
When this creature enters, choose target player. You create a tapped Powerstone token for each nonland card in that player's graveyard that was put there from the battlefield this turn. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
- Powerstone tokens are a kind of predefined token. Each one has the artifact subtype “Powerstone” and the ability “ : Add . This mana can’t be spent to cast a nonartifact spell.”
- You can use the added by a Powerstone token on anything that isn’t a nonartifact spell. This includes paying costs to activate abilities of both artifact and nonartifact permanents, paying ward costs, and so on.
- Although all the cards in The Brothers’ War that create Powerstone tokens create a tapped Powerstone token, entering the battlefield tapped isn’t part of the token’s definition. Notably, if you create a token that is a copy of a Powerstone token, the token copy won’t enter the battlefield tapped.
Multicolor 8
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1
Alela, Artful Provocateur
Alela, Artful Provocateur
Legendary Creature — Faerie Warlock
2/3
Flying, deathtouch, lifelink
Other creatures you control with flying get +1/+0.
Whenever you cast an artifact or enchantment spell, create a 1/1 blue Faerie creature token with flying.
- Alela's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- A spell that's both an artifact and an enchantment spell causes Alela's last ability to trigger only once.
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1
Baleful Strix
Baleful Strix
Artifact Creature — Bird
1/1
Flying, deathtouch
When this creature enters, draw a card.
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1
Chrome Courier
Chrome Courier
Artifact Creature — Thopter
1/1
Flying
When this creature enters, reveal the top two cards of your library. Put one of them into your hand and the other into your graveyard. If you put an artifact card into your hand this way, you gain 3 life.
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1
Despark
Despark
Instant
Exile target permanent with mana value 4 or greater.
- If a permanent has in its mana cost, X is considered to be 0.
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1
Sharuum the Hegemon
Sharuum the Hegemon
Legendary Artifact Creature — Sphinx
5/5
Flying
When Sharuum enters, you may return target artifact card from your graveyard to the battlefield.
- If Sharuum the Hegemon is put into your graveyard as a state-based action immediately after Sharuum the Hegemon enters the battlefield (most likely due to the "legend rule") it can be the artifact card targeted by its own ability.
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1
Sphinx's Revelation
Sphinx's Revelation
Instant
You gain X life and draw X cards.
- If the value chosen for X is larger than the number of cards left in your library, you'll lose the game the next time state-based actions are performed.
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1
Urza, Chief Artificer
Urza, Chief Artificer
Legendary Creature — Human Artificer
4/5
Affinity for artifact creatures (This spell costs less to cast for each artifact creature you control.)
Artifact creatures you control have menace.
At the beginning of your end step, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
- The ability of that Construct token does count the Construct itself, so it'll be at least 1/1.
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1
Vindicate
Vindicate
Sorcery
Destroy target permanent.
Colorless 21
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Azorius Signet
Azorius Signet
Artifact
, : Add .
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1
Chief of the Foundry
Chief of the Foundry
Artifact Creature — Construct
2/3
Other artifact creatures you control get +1/+1.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to an artifact creature you control may become lethal if Chief of the Foundry leaves the battlefield during that turn.
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1
Cranial Plating
Cranial Plating
Artifact — Equipment
Equipped creature gets +1/+0 for each artifact you control.
: Attach this Equipment to target creature you control.
Equip
- Cranial Plating is counted by its own ability, so it gives at least +1/+0.
- Cranial Plating's first activated ability is similar to an equip ability, but it's not an equip ability. Most importantly, it can be activated any time you could cast an instant, even during another player's turn.
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1
Darksteel Juggernaut
Darksteel Juggernaut
Artifact Creature — Juggernaut
*/*
Indestructible
Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control.
This creature attacks each combat if able.
- Since Darksteel Juggernaut is itself an artifact, its power and toughness will always be at least 1 while it's on the battlefield (unless a spell or ability somehow changes its card type).
- Lethal damage and effects that say "destroy" won't cause Darksteel Juggernaut to be put into the graveyard. However, it can be put into the graveyard for a number of other reasons. The most likely reasons are if its toughness is 0 or less or it's sacrificed.
- If, during your declare attackers step, Darksteel Juggernaut is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Darksteel Juggernaut attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
- The first ability works in all zones.
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1
Dimir Signet
Dimir Signet
Artifact
, : Add .
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1
Etched Champion
Etched Champion
Artifact Creature — Soldier
2/2
Metalcraft — This creature has protection from each color as long as you control three or more artifacts.
- "Protection from all colors" means protection from white, from blue, from black, from red, and from green. (In other words, it doesn't just mean "protection from objects that have all five colors.")
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1
Hexavus
Hexavus
Artifact Creature — Construct
0/0
Flying
This creature enters with six +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Put a flying counter on another target creature.
, Remove a counter from another creature you control: Put a +1/+1 counter on this creature.
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1
Kayla's Music Box
Kayla's Music Box
Legendary Artifact
, : Look at the top card of your library, then exile it face down. (You may look at it any time.)
: Until end of turn, you may play cards you own exiled with Kayla's Music Box.
- No other player may look at the face-down cards you own exiled with Kayla’s Music Box, even if another player takes control of it.
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1
Liquimetal Torque
Liquimetal Torque
Artifact
: Add .
: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
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1
Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
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1
Orzhov Signet
Orzhov Signet
Artifact
, : Add .
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1
Relic of Progenitus
Relic of Progenitus
Artifact
: Target player exiles a card from their graveyard.
, Exile this artifact: Exile all graveyards. Draw a card.
- If you activate Relic of Progenitus's first ability, the targeted player chooses which card to exile. The choice is made as the ability resolves.
- You can activate Relic of Progenitus's second ability even if no players have any cards in their graveyards. You'll still draw a card.
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1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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1
Steel Hellkite
Steel Hellkite
Artifact Creature — Dragon
5/5
Flying
: This creature gets +1/+0 until end of turn.
: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
- Steel Hellkite's last ability destroys only nonland permanents whose mana value is exactly equal to X, and only those controlled by players who have been dealt combat damage by Steel Hellkite this turn.
- It doesn't matter who controlled those permanents at the time Steel Hellkite dealt combat damage, or if those permanents were even on the battlefield at that time.
- You may activate the last ability even if Steel Hellkite hasn't dealt combat damage to any players that turn. If you do, the ability won't do anything.
- If Steel Hellkite's third ability is activated with X equal to 0, it will destroy each nonland permanent with mana value 0 the appropriate players control.
- The mana value of a permanent is determined solely by the mana symbols printed in its upper right corner, unless it's copying something else (see below). The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If a permanent is copying something else, its mana value is the mana value of whatever it's copying.
- In all cases, ignore any alternative costs or additional costs (such as kicker) paid when the permanent was cast.
- If the mana cost of a permanent includes , X is 0 for the purpose of determining its mana value.
- If a nonland permanent has no mana symbols in its upper right corner (because it's a token that's not copying something else, for example), its mana value is 0.
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1
Steel Overseer
Steel Overseer
Artifact Creature — Construct
1/1
: Put a +1/+1 counter on each artifact creature you control.
- Steel Overseer's ability puts a +1/+1 counter on each artifact creature you control, including Steel Overseer.
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
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1
Thopter Shop
Thopter Shop
Artifact
Whenever one or more artifact creatures you control die, draw a card. This ability triggers only once each turn.
, : Create a 1/1 colorless Thopter artifact creature token with flying.
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1
Thought Vessel
Thought Vessel
Artifact
You have no maximum hand size.
: Add .
Lands 36
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1
Ancient Den
Ancient Den
Artifact Land
: Add .
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1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
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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
Azorius Chancery
Azorius Chancery
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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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
Darksteel Citadel
Darksteel Citadel
Artifact Land
Indestructible
: Add .
- Although Darksteel Citadel is an artifact, it can't be cast as a spell. Playing it follows the normal rules for playing a land.
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1
Dimir Aqueduct
Dimir Aqueduct
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Goldmire Bridge
Goldmire Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
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4
Island
Island
Basic Land — Island
( : Add .)
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1
Mistvault Bridge
Mistvault Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
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1
Orzhov Basilica
Orzhov Basilica
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
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 .
-
4
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Razortide Bridge
Razortide Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
-
1
River of Tears
River of Tears
Land
: Add . If you played a land this turn, add instead.
- The turn you play River of Tears, it will produce when tapped for mana.
- River of Tears produces only after you've played a land, not after you've put a land onto the battlefield (such as with Evolving Wilds).
-
1
Seat of the Synod
Seat of the Synod
Artifact Land
: Add .
-
1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
-
1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
-
1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
3
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
1
Temple of Deceit
Temple of Deceit
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of Enlightenment
Temple of Enlightenment
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Temple of Silence
Temple of Silence
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
-
1
Vault of Whispers
Vault of Whispers
Artifact Land
: Add .
1 5
-
1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
-
1
Relic of Progenitus
Relic of Progenitus
Artifact
: Target player exiles a card from their graveyard.
, Exile this artifact: Exile all graveyards. Draw a card.
- If you activate Relic of Progenitus's first ability, the targeted player chooses which card to exile. The choice is made as the ability resolves.
- You can activate Relic of Progenitus's second ability even if no players have any cards in their graveyards. You'll still draw a card.
-
1
Skullclamp
Skullclamp
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Swords to Plowshares
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
- Use the power of the creature from when it was last on the battlefield to determine how much life is gained.
2 17
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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.
-
1
Azorius Signet
Azorius Signet
Artifact
, : Add .
-
1
Baleful Strix
Baleful Strix
Artifact Creature — Bird
1/1
Flying, deathtouch
When this creature enters, draw a card.
-
1
Cranial Plating
Cranial Plating
Artifact — Equipment
Equipped creature gets +1/+0 for each artifact you control.
: Attach this Equipment to target creature you control.
Equip
- Cranial Plating is counted by its own ability, so it gives at least +1/+0.
- Cranial Plating's first activated ability is similar to an equip ability, but it's not an equip ability. Most importantly, it can be activated any time you could cast an instant, even during another player's turn.
-
1
Despark
Despark
Instant
Exile target permanent with mana value 4 or greater.
- If a permanent has in its mana cost, X is considered to be 0.
-
1
Dimir Signet
Dimir Signet
Artifact
, : Add .
-
1
Etherium Sculptor
Etherium Sculptor
Artifact Creature — Vedalken Artificer
1/2
Artifact spells you cast cost less to cast.
- This effect doesn't change the mana cost or mana value of an artifact spell. Rather, it reduces the total cost of the spell, which is the amount you actually pay while casting it. The total cost takes into account additional or alternative costs.
- This effect can reduce only the generic portion of the artifact spell's total cost.
-
1
Kayla's Music Box
Kayla's Music Box
Legendary Artifact
, : Look at the top card of your library, then exile it face down. (You may look at it any time.)
: Until end of turn, you may play cards you own exiled with Kayla's Music Box.
- No other player may look at the face-down cards you own exiled with Kayla’s Music Box, even if another player takes control of it.
-
1
Liquimetal Torque
Liquimetal Torque
Artifact
: Add .
: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
-
1
Orzhov Signet
Orzhov Signet
Artifact
, : Add .
-
1
Sanwell, Avenger Ace
Sanwell, Avenger Ace
Legendary Creature — Human Pilot
3/1
As long as an artifact creature you control is attacking, prevent all damage that would be dealt to Sanwell.
Whenever Sanwell becomes tapped, exile the top six cards of your library. You may cast a Vehicle or artifact creature spell from among them. Then put the rest on the bottom of your library in a random order.
- If Sanwell, Avenger Ace is somehow an artifact creature, its first ability will see itself while it is attacking.
- You must pay all costs for a spell cast using Sanwell's last ability.
- If you choose not to cast a spell this way, it goes to the bottom of the library with the other exiled cards. You can't wait and cast it later.
-
1
Scholar of New Horizons
Scholar of New Horizons
Creature — Human Scout
1/1
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
- You may choose to put the card into your hand rather than onto the battlefield even if an opponent controls more lands than you.
-
1
Steel Overseer
Steel Overseer
Artifact Creature — Construct
1/1
: Put a +1/+1 counter on each artifact creature you control.
- Steel Overseer's ability puts a +1/+1 counter on each artifact creature you control, including Steel Overseer.
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1
Swiftfoot Boots
Swiftfoot Boots
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
-
1
Tawnos, Solemn Survivor
Tawnos, Solemn Survivor
Legendary Creature — Human Artificer
1/3
, : Create a token that's a copy of up to one target artifact token you control. Mill two cards.
, , Sacrifice two artifact tokens, Exile an artifact or creature card from your graveyard: Create a token that's a copy of the exiled card, except it's an artifact in addition to its other types. Activate only as a sorcery.
- The token you create with the first ability copies the original characteristics of the token it’s copying as stated by the effect that created that token. The newly created token doesn’t copy whether the original token is tapped or untapped, whether it has any counters on it, whether it has any Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the original token is copying something else, the token you create will use the copiable values of the original token. In most cases, it will be a copy of whatever the original token is copying.
- For both abilities, if a token is created copying a token or card with in its mana cost, X is 0.
- Any enters-the-battlefield abilities of the token you create will trigger when it enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied token or card will also work.
-
1
Thought Vessel
Thought Vessel
Artifact
You have no maximum hand size.
: Add .
-
1
Wreck Hunter
Wreck Hunter
Creature — Human Artificer
2/2
Flash
When this creature enters, choose target player. You create a tapped Powerstone token for each nonland card in that player's graveyard that was put there from the battlefield this turn. (It's an artifact with " : Add . This mana can't be spent to cast a nonartifact spell.")
- Powerstone tokens are a kind of predefined token. Each one has the artifact subtype “Powerstone” and the ability “ : Add . This mana can’t be spent to cast a nonartifact spell.”
- You can use the added by a Powerstone token on anything that isn’t a nonartifact spell. This includes paying costs to activate abilities of both artifact and nonartifact permanents, paying ward costs, and so on.
- Although all the cards in The Brothers’ War that create Powerstone tokens create a tapped Powerstone token, entering the battlefield tapped isn’t part of the token’s definition. Notably, if you create a token that is a copy of a Powerstone token, the token copy won’t enter the battlefield tapped.
3 14
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1
Armix, Filigree Thrasher
Armix, Filigree Thrasher
Legendary Artifact Creature — Golem
3/2
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard.
Partner (You can have two commanders if both have partner.)
- Armix's ability goes on the stack without a target. While that ability is resolving, you may discard a card. If you do, a second ability triggers and you pick one target to get -X/-X. This is different from abilities that say "If you do . . ." in that players may cast spells and activate abilities after you've discarded a card but before the creature gets -X/-X.
- While resolving Armix's ability, you can't discard more than one card to give more than one creature -X/-X.
- The value of X is determined only as Armix's ability resolves. Once that happens, the value of X won't change later in the turn, even if the number of artifacts in your graveyard and under your control changes.
- If the discarded card is an artifact card, it will be counted as you determine the value of X, provided it's still in the graveyard or, optimistically, on the battlefield under your control at that time.
- If a creature is attacking a planeswalker, that planeswalker's controller is the defending player.
- If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
- Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
- To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
- If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
- An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
-
1
Chief of the Foundry
Chief of the Foundry
Artifact Creature — Construct
2/3
Other artifact creatures you control get +1/+1.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to an artifact creature you control may become lethal if Chief of the Foundry leaves the battlefield during that turn.
-
1
Chrome Courier
Chrome Courier
Artifact Creature — Thopter
1/1
Flying
When this creature enters, reveal the top two cards of your library. Put one of them into your hand and the other into your graveyard. If you put an artifact card into your hand this way, you gain 3 life.
-
1
Digsite Engineer
Digsite Engineer
Creature — Dwarf Artificer
3/3
Whenever you cast an artifact spell, you may pay . If you do, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
- The token gets created before the artifact spell that triggered its creation resolves. Fortunately, the token counts itself, so it's at least 1/1.
-
1
Etched Champion
Etched Champion
Artifact Creature — Soldier
2/2
Metalcraft — This creature has protection from each color as long as you control three or more artifacts.
- "Protection from all colors" means protection from white, from blue, from black, from red, and from green. (In other words, it doesn't just mean "protection from objects that have all five colors.")
-
1
Losheel, Clockwork Scholar
Losheel, Clockwork Scholar
Legendary Creature — Elephant Artificer
2/4
Prevent all combat damage that would be dealt to attacking artifact creatures you control.
Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
-
1
March of Progress
March of Progress
Sorcery
Choose target artifact creature you control. For each creature chosen this way, create a token that's a copy of it.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
- Each token copies exactly what was printed on the original artifact creature and nothing more (unless that creature is copying something else or is a token; see below. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- If the copied artifact creature has in its mana cost, X is 0.
- If the chosen artifact creature is copying something else, then the token enters the battlefield as whatever the chosen creature is copying.
- If the chosen artifact creature is itself a token, the token March of Progress creates copies the original characteristics of that token as stated by the effect that created that token.
- Any enters-the-battlefield abilities of the copied artifact 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 chosen creature will also work.
- 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.
- Casting a spell with overload doesn’t change that spell’s mana cost. You just pay the overload cost instead.
- 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.
-
1
Master of Etherium
Master of Etherium
Artifact Creature — Vedalken Wizard
*/*
Master of Etherium's power and toughness are each equal to the number of artifacts you control.
Other artifact creatures you control get +1/+1.
- The ability that defines Master of Etherium's power and toughness applies in all zones, not just the battlefield.
- As long as Master of Etherium is on the battlefield, its ability will count itself.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Master of Etherium may become lethal if other artifacts you control leave the battlefield during that turn, and damage dealt to other artifact creatures you control may become lethal if Master of Etherium leaves the battlefield during that turn.
-
1
Sai, Master Thopterist
Sai, Master Thopterist
Legendary Creature — Human Artificer
1/4
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
, Sacrifice two artifacts: Draw a card.
- Sai's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
-
1
Sphinx's Revelation
Sphinx's Revelation
Instant
You gain X life and draw X cards.
- If the value chosen for X is larger than the number of cards left in your library, you'll lose the game the next time state-based actions are performed.
-
1
Tempered Steel
Tempered Steel
Enchantment
Artifact creatures you control get +2/+2.
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to artifact creatures you control may become lethal if Tempered Steel leaves the battlefield during that turn.
-
1
Thopter Shop
Thopter Shop
Artifact
Whenever one or more artifact creatures you control die, draw a card. This ability triggers only once each turn.
, : Create a 1/1 colorless Thopter artifact creature token with flying.
-
1
Unbreakable Formation
Unbreakable Formation
Instant
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
- Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
- If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
- Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
-
1
Vindicate
Vindicate
Sorcery
Destroy target permanent.
4 10
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1
Alela, Artful Provocateur
Alela, Artful Provocateur
Legendary Creature — Faerie Warlock
2/3
Flying, deathtouch, lifelink
Other creatures you control with flying get +1/+0.
Whenever you cast an artifact or enchantment spell, create a 1/1 blue Faerie creature token with flying.
- Alela's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- A spell that's both an artifact and an enchantment spell causes Alela's last ability to trigger only once.
-
1
Bident of Thassa
Bident of Thassa
Legendary Enchantment Artifact
Whenever a creature you control deals combat damage to a player, you may draw a card.
, : Creatures your opponents control attack this turn if able.
- The controller of each attacking creature still chooses which player or planeswalker that creature attacks.
- If a creature can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
-
1
Filigree Attendant
Filigree Attendant
Artifact Creature — Homunculus
*/3
Flying
Filigree Attendant's power is equal to the number of artifacts you control.
- The ability that defines Filigree Attendant's power works in all zones, not just the battlefield.
-
1
Indomitable Archangel
Indomitable Archangel
Creature — Angel
4/4
Flying
Metalcraft — Artifacts you control have shroud as long as you control three or more artifacts. (An artifact with shroud can't be the target of spells or abilities.)
-
1
One with the Machine
One with the Machine
Sorcery
Draw cards equal to the highest mana value among artifacts you control.
- If a permanent has in its mana cost, X is considered to be 0.
-
1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
-
1
Teshar, Ancestor's Apostle
Teshar, Ancestor's Apostle
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
- If the mana cost of a card in your graveyard includes , X is considered to be 0.
- A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
- Some abilities trigger "whenever you cast a historic spell." Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- Lands are never cast, so abilities that trigger "whenever you cast a historic spell" won't trigger if you play a legendary land. They also won't trigger if a card on the battlefield transforms into a legendary land, as the Ixalan and Rivals of Ixalan double-faced cards do.
- An ability that triggers "whenever you cast a historic spell" doesn't trigger if a historic card is put onto the battlefield without being cast.
-
1
Thopter Spy Network
Thopter Spy Network
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
- Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.
- The last ability will trigger, at most, once per combat damage step per player. However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step.
-
1
Vedalken Humiliator
Vedalken Humiliator
Creature — Vedalken Wizard
3/4
Metalcraft — Whenever this creature attacks, if you control three or more artifacts, creatures your opponents control lose all abilities and have base power and toughness 1/1 until end of turn.
- All creatures your opponents control are affected by Vedalken Humiliator's ability, not just those controlled by the player it's attacking.
- Vedalken Humiliator's ability overwrites all previous effects that set an affected creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply to a creature after the ability resolves will overwrite this effect.
- Any power- or toughness-modifying effects (those that give +N/+N, for example) and counters will apply to the creature's new base power and toughness, even if they started to apply before Vedalken Humiliator's ability resolved.
- If you don't control three artifacts as Vedalken Humiliator's ability resolves, it has no effect. If you do, the effect continues to apply even if you lose control of Vedalken Humiliator or your artifacts later in the turn.
- Vedalken Humiliator's ability affects only creatures your opponents control at the time it resolves. Creatures they begin to control later in the turn won't lose power, toughness, or abilities.
-
1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
5 4
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1
Bronze Guardian
Bronze Guardian
Artifact Creature — Golem
*/5
Double strike
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other artifacts you control have ward .
Bronze Guardian's power is equal to the number of artifacts you control.
- Once a ward ability has triggered, it doesn't matter if the artifact loses ward (most likely because Bronze Guardian leaves the battlefield in response) before the ability resolves. The controller of the spell or ability will still have to pay or the spell or ability will be countered.
- The ability that defines Bronze Guardian's power applies in all zones, not only while it is on the battlefield.
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1
Darksteel Juggernaut
Darksteel Juggernaut
Artifact Creature — Juggernaut
*/*
Indestructible
Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control.
This creature attacks each combat if able.
- Since Darksteel Juggernaut is itself an artifact, its power and toughness will always be at least 1 while it's on the battlefield (unless a spell or ability somehow changes its card type).
- Lethal damage and effects that say "destroy" won't cause Darksteel Juggernaut to be put into the graveyard. However, it can be put into the graveyard for a number of other reasons. The most likely reasons are if its toughness is 0 or less or it's sacrificed.
- If, during your declare attackers step, Darksteel Juggernaut is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Darksteel Juggernaut attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
- The first ability works in all zones.
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1
Ethersworn Adjudicator
Ethersworn Adjudicator
Artifact Creature — Vedalken Knight
4/4
Flying
, : Destroy target creature or enchantment.
: Untap this creature.
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1
Urza's Ruinous Blast
Urza's Ruinous Blast
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
- You can't cast a legendary sorcery unless you control a legendary creature or a legendary planeswalker. Once you begin to cast a legendary sorcery, losing control of your legendary creatures and planeswalkers won't affect that spell.
- Other than the casting restriction, the legendary supertype on a sorcery carries no additional rules. You may cast any number of legendary sorceries in a turn, and your deck may contain any number of legendary cards (but no more than four of any with the same name).
6 11
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1
Austere Command
Austere Command
Sorcery
Choose two —
- Destroy all artifacts.
- Destroy all enchantments.
- Destroy all creatures with mana value 3 or less.
- Destroy all creatures with mana value 4 or greater.
- Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
- If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
- If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
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1
Hexavus
Hexavus
Artifact Creature — Construct
0/0
Flying
This creature enters with six +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Put a flying counter on another target creature.
, Remove a counter from another creature you control: Put a +1/+1 counter on this creature.
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1
Marionette Master
Marionette Master
Creature — Human Artificer
1/3
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.)
Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
- The amount of life lost is determined as Marionette Master's last ability resolves. If Marionette Master is no longer on the battlefield, use its power as it last existed on the battlefield to determine how much life is lost.
- If Marionette Master's power is negative, the target opponent doesn't lose (or gain) life.
- If Marionette Master and an artifact you control are put into a graveyard at the same time, Marionette Master's ability triggers.
- Artifact tokens that are sacrificed or destroyed are put into their owner's graveyard before ceasing to exist. If you controlled the token, Marionette Master's last ability will trigger.
- You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
- Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
- If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
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1
Noxious Gearhulk
Noxious Gearhulk
Artifact Creature — Construct
5/4
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
- If the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
- Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
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1
Phyrexian Rebirth
Phyrexian Rebirth
Sorcery
Destroy all creatures, then create an X/X colorless Phyrexian Horror artifact creature token, where X is the number of creatures destroyed this way.
- If a creature regenerates or has indestructible, it won't be counted when determining the value of X.
- Any triggered abilities that trigger because a creature was destroyed won't be put onto the stack until after Phyrexian Rebirth finishes resolving. This means the Horror creature token can be targeted by those abilities, if applicable.
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1
Sharding Sphinx
Sharding Sphinx
Artifact Creature — Sphinx
4/4
Flying
Whenever an artifact creature you control deals combat damage to a player, you may create a 1/1 blue Thopter artifact creature token with flying.
- The only difference between a colored artifact and a colorless artifact is, obviously, its color. Unlike most artifacts, a colored artifact requires colored mana to cast. Also unlike most artifacts, a colored artifact has a color in all zones. It will interact with cards that care about color. Other than that, a colored artifact behaves just like any other artifact. It will interact as normal with any card that cares about artifacts, such as Shatter or Arcbound Ravager.
- If combat damage is dealt to players by multiple artifact creatures you control (including, perhaps, Sharding Sphinx itself), Sharding Sphinx's ability will trigger that many times. You'll get that many Thopter tokens. You'll get just one token per creature, no matter how much combat damage that creature dealt.
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1
Sharuum the Hegemon
Sharuum the Hegemon
Legendary Artifact Creature — Sphinx
5/5
Flying
When Sharuum enters, you may return target artifact card from your graveyard to the battlefield.
- If Sharuum the Hegemon is put into your graveyard as a state-based action immediately after Sharuum the Hegemon enters the battlefield (most likely due to the "legend rule") it can be the artifact card targeted by its own ability.
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1
Shimmer Dragon
Shimmer Dragon
Creature — Dragon
5/6
Flying
As long as you control four or more artifacts, this creature has hexproof. (It can't be the target of spells or abilities your opponents control.)
Tap two untapped artifacts you control: Draw a card.
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1
Steel Hellkite
Steel Hellkite
Artifact Creature — Dragon
5/5
Flying
: This creature gets +1/+0 until end of turn.
: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
- Steel Hellkite's last ability destroys only nonland permanents whose mana value is exactly equal to X, and only those controlled by players who have been dealt combat damage by Steel Hellkite this turn.
- It doesn't matter who controlled those permanents at the time Steel Hellkite dealt combat damage, or if those permanents were even on the battlefield at that time.
- You may activate the last ability even if Steel Hellkite hasn't dealt combat damage to any players that turn. If you do, the ability won't do anything.
- If Steel Hellkite's third ability is activated with X equal to 0, it will destroy each nonland permanent with mana value 0 the appropriate players control.
- The mana value of a permanent is determined solely by the mana symbols printed in its upper right corner, unless it's copying something else (see below). The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost has mana value 5.
- If a permanent is copying something else, its mana value is the mana value of whatever it's copying.
- In all cases, ignore any alternative costs or additional costs (such as kicker) paid when the permanent was cast.
- If the mana cost of a permanent includes , X is 0 for the purpose of determining its mana value.
- If a nonland permanent has no mana symbols in its upper right corner (because it's a token that's not copying something else, for example), its mana value is 0.
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1
Urza, Chief Artificer
Urza, Chief Artificer
Legendary Creature — Human Artificer
4/5
Affinity for artifact creatures (This spell costs less to cast for each artifact creature you control.)
Artifact creatures you control have menace.
At the beginning of your end step, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
- The ability of that Construct token does count the Construct itself, so it'll be at least 1/1.
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1
Wire Surgeons
Wire Surgeons
Creature — Human Artificer
6/5
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Each artifact creature card in your graveyard has encore. Its encore cost is equal to its mana cost. (Exile it and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
- Exiling the card with encore is a cost to activate the ability. Once you announce that you’re activating it, no player may take actions until you’ve finished. They can’t try to remove the card from your graveyard to stop you from paying the cost.
- Opponents who have left the game aren’t counted when determining how many tokens to create.
- The tokens copy only what’s on the original card. Effects that modified that creature when it was previously on the battlefield won’t be copied.
- Each token must attack the appropriate player if able.
- If one of the tokens can’t attack for any reason (such as being tapped), then it doesn’t attack. If there’s a cost associated with having it attack, you aren’t forced to pay that cost, so it doesn’t have to attack in that case either.
- If an effect stops a token from attacking a specific player, that token can attack any player or planeswalker, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don’t have to pay that cost unless you want to attack that player.
- If one of the tokens somehow is under another player’s control as the delayed triggered ability resolves, you can’t sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
7+ 3
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1
Angel of the Ruins
Angel of the Ruins
Artifact Creature — Angel
5/7
Flying
When this creature enters, exile up to two target artifacts and/or enchantments.
Plainscycling ( , Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
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1
Myr Battlesphere
Myr Battlesphere
Artifact Creature — Myr Construct
4/7
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
- You choose the value for X as the last ability resolves. You can't choose a value for X that's greater than the number of untapped Myr you control.
- You can tap any untapped Myr you control as the last ability resolves, not just the Myr tokens you created with the first ability. This includes Myr that haven't been under your control since your most recent turn began.
- As the last ability resolves, you can tap untapped Myr you control even if Myr Battlesphere is no longer on the battlefield by then. If that has happened, Myr Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to the appropriate player or planeswalker.
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1
Thought Monitor
Thought Monitor
Artifact Creature — Construct
2/2
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
When this creature enters, draw two cards.
Lands 36
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1
Ancient Den
Ancient Den
Artifact Land
: Add .
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1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
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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
Azorius Chancery
Azorius Chancery
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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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
Darksteel Citadel
Darksteel Citadel
Artifact Land
Indestructible
: Add .
- Although Darksteel Citadel is an artifact, it can't be cast as a spell. Playing it follows the normal rules for playing a land.
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1
Dimir Aqueduct
Dimir Aqueduct
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Goldmire Bridge
Goldmire Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
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4
Island
Island
Basic Land — Island
( : Add .)
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1
Mistvault Bridge
Mistvault Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
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1
Orzhov Basilica
Orzhov Basilica
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
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1
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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4
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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1
Razortide Bridge
Razortide Bridge
Artifact Land
This land enters tapped.
Indestructible
: Add or .
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1
River of Tears
River of Tears
Land
: Add . If you played a land this turn, add instead.
- The turn you play River of Tears, it will produce when tapped for mana.
- River of Tears produces only after you've played a land, not after you've put a land onto the battlefield (such as with Evolving Wilds).
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1
Seat of the Synod
Seat of the Synod
Artifact Land
: Add .
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1
Skycloud Expanse
Skycloud Expanse
Land
, : Add .
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1
Spire of Industry
Spire of Industry
Land
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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3
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of Deceit
Temple of Deceit
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of Enlightenment
Temple of Enlightenment
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Temple of 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
Vault of Whispers
Vault of Whispers
Artifact Land
: Add .