Creatures 28
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1
Adriana, Captain of the Guard
Adriana, Captain of the Guard
Legendary Creature — Human Knight
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Wings of the Guard and another player with five creatures, Wings of the Guard will get +2/+2 until end of turn.
- Melee will trigger if the creature with melee attacks a planeswalker. However, the effect counts only opponents (and not planeswalkers) that you attacked with a creature when determining the bonus.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
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1
Alesha, Who Smiles at Death
Alesha, Who Smiles at Death
Legendary Creature — Human Warrior
3/2
First strike
Whenever Alesha attacks, you may pay . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
- While resolving Alesha's triggered ability, you can't pay the cost multiple times to return more than one creature card.
- Alesha's triggered ability checks the card's power only in your graveyard. The creature will still be tapped and attacking if its power is greater than 2 after it's on the battlefield.
- You choose which player or planeswalker the returned creature is attacking. It doesn't have to be attacking the same player or planeswalker Alesha is attacking.
- Although the returned creature is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
- Any effects that say that the returned creature can't attack (such as that of Propaganda, or if the creature has defender) affect only the declaration of attackers. They won't stop the returned creature from entering the battlefield attacking.
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1
Anafenza, Kin-Tree Spirit
Anafenza, Kin-Tree Spirit
Legendary Creature — Spirit Soldier
2/2
Whenever another nontoken creature you control enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Aven Tactician's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves. That could be the creature with the bolster ability, if it's still under your control and has the least toughness.
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1
Arvad the Cursed
Arvad the Cursed
Legendary Creature — Vampire Knight
3/3
Deathtouch, lifelink
Other legendary creatures you control get +2/+2.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a legendary creature you control may become lethal if Arvad leaves the battlefield during that turn.
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1
Ashling the Pilgrim
Ashling the Pilgrim
Legendary Creature — Elemental Shaman
1/1
: Put a +1/+1 counter on Ashling. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling, and it deals that much damage to each creature and each player.
- "That much damage" refers to the number of +1/+1 counters removed from Ashling the Pilgrim. Since the counters are removed, it's likely that the damage will kill Ashling.
- Ashling the Pilgrim's ability counts resolutions, not activations. Any such abilities that are still on the stack won't count toward the total.
- When the ability resolves, it counts the number of times that same ability from that this creature has already resolved that turn. It doesn't matter who controlled the creature or the previous abilities when they resolved. A copy of this ability (created by Rings of Brighthearth, for example) will count toward the total. Abilities from other creatures with the same name don't count towards the total. Neither does an ability that's been countered.
- You get the bonus only the third time the ability resolves. You won't get the bonus the fourth, fifth, sixth, or any subsequent times.
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1
Bell Borca, Spectral Sergeant
Bell Borca, Spectral Sergeant
Legendary Creature — Spirit Soldier
*/5
Note the mana value of each card as it's put into exile.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
- Bell Borca notes mana values only if it's on the battlefield as a card is put into exile.
- Look at the card in exile, not its previous zone, to determine its mana value.
- If a card in exile has in its mana cost, X is considered to be 0.
- While not on the battlefield, and before any cards are noted for it each turn, Bell Borca's power is 0.
- You must follow the normal timing permissions and restrictions for the card exiled by Bell Borca's last ability. If it's a land, you can't play it unless you have land plays available.
- You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- If you don't play the exiled card, it remains exiled.
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1
Bladewing, Deathless Tyrant
Bladewing, Deathless Tyrant
Legendary Creature — Dragon Skeleton
6/6
Flying, haste
Whenever Bladewing deals combat damage to a player or planeswalker, for each creature card in your graveyard, create a 2/2 black Zombie Knight creature token with menace.
- The number of creature cards in your graveyard is determined at the time the triggered ability resolves. If any creature cards are in your graveyard as a result of dying in the same combat damage step that the ability triggered in, they will be counted.
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Cadric, Soul Kindler
Cadric, Soul Kindler
Legendary Creature — Dwarf Wizard
4/3
The "legend rule" doesn't apply to tokens you control.
Whenever another nontoken legendary permanent you control enters, you may pay . If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.
- If, while you control Cadric, Soul Kindler, you also control a token legendary permanent and a single nontoken legendary permanent with the same name, the legend rule will not cause you to put either one into your graveyard.
- If, while you control Cadric, Soul Kindler, you also control more than one nontoken legendary permanent with the same name and at least one token legendary permanent with that name, the legend rule applies to only the nontoken permanents. You must choose one of the nontoken permanents to keep and put the rest of the nontoken permanents with that name into your graveyard. You may not choose one of the token permanents and you may not put any of the tokens into your graveyard this way.
- If the legendary permanent that entered the battlefield is no longer on the battlefield, no longer under the same player’s control, or no longer legendary when the triggered ability resolves, the ability’s controller may still pay to copy it. If it’s no longer on the battlefield, use its copiable characteristics as it last existed on the battlefield to determine the characteristics of the token copy.
- The token copies exactly what is printed on the permanent and nothing else (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 and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the copied permanent has in its mana cost, X is 0.
- If the copied permanent is copying something else, the token enters the battlefield as whatever that permanent is copying.
- Any enters-the-battlefield abilities of the copied permanent will trigger when the token enters the battlefield. Any “As [this permanent] enters the battlefield” or “[This permanent] enters the battlefield with” abilities of the copied permanent will also work.
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1
Captain Lannery Storm
Captain Lannery Storm
Legendary Creature — Human Pirate
2/2
Haste
Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
- You can activate the mana ability of a Treasure even if you have nothing to spend that mana on.
- Captain Lannery Storm's last ability triggers whenever you sacrifice a Treasure for any reason, not just to activate a Treasure's mana ability.
- If you sacrifice Treasures to cast Captain Lannery Storm, its last ability won't trigger for those Treasures.
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1
Drana, Liberator of Malakir
Drana, Liberator of Malakir
Legendary Creature — Vampire Ally
2/3
Flying, first strike
Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
- Drana's last ability triggers after combat damage has been dealt, so only attacking creatures that survive the combat damage step in which Drana deals combat damage will have +1/+1 counters put on them.
- The +1/+1 counter won't change how much damage Drana or any other attacking creature with first strike or double strike deals during that combat damage step. However, the +1/+1 counters that are put on attacking creatures without first strike will affect the damage those creatures deal during the regular combat damage step.
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Etali, Primal Storm
Etali, Primal Storm
Legendary Creature — Elder Dinosaur
6/6
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
- If an exiled card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can't wait to cast them later in the turn. Timing permissions based on a card's type are ignored, and the spells resolve before blockers are declared.
- If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
- If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
- Any cards not cast, including land cards, remain in exile. They can't be cast on later turns, even if Etali attacks again.
- Because all attacking creatures are chosen at once, a creature cast this way can't attack during the same combat as Etali, even if it has haste.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali's ability are exiled.
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1
Garna, the Bloodflame
Garna, the Bloodflame
Legendary Creature — Human Warrior
3/3
Flash
When Garna enters, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.
Other creatures you control have haste.
- Which creature cards to return to your hand is determined as Garna's triggered ability resolves. If Garna somehow finds its way into your graveyard before that, perhaps due to the "legend rule," it will be returned to your hand.
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1
Jazal Goldmane
Jazal Goldmane
Legendary Creature — Cat Warrior
4/4
First strike (This creature deals combat damage before creatures without first strike.)
: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
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1
Josu Vess, Lich Knight
Josu Vess, Lich Knight
Legendary Creature — Zombie Knight
4/5
Kicker (You may pay an additional as you cast this spell.)
Menace
When Josu Vess enters, if it was kicked, create eight 2/2 black Zombie Knight creature tokens with menace.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
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Kari Zev, Skyship Raider
Kari Zev, Skyship Raider
Legendary Creature — Human Pirate
1/3
First strike, menace
Whenever Kari Zev attacks, create Ragavan, a legendary 2/1 red Monkey creature token. Ragavan enters tapped and attacking. Exile that token at end of combat.
- You choose which opponent or opposing planeswalker Ragavan is attacking as you create the token. It doesn't have to be the same player or planeswalker Kari Zev is attacking.
- Although Ragavan is attacking, it was never declared as an attacking creature (for the purposes of abilities that trigger whenever a creature attacks, for example).
- The delayed triggered ability that exiles Ragavan triggers at end of combat even if Kari Zev is no longer on the battlefield.
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1
Kothophed, Soul Hoarder
Kothophed, Soul Hoarder
Legendary Creature — Demon
6/6
Flying
Whenever a permanent owned by another player is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
- It doesn't matter who controlled the permanent when it was put into a graveyard.
- The triggered ability is mandatory. You can't decline to draw the card and lose life, even if you want to.
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Krenko, Tin Street Kingpin
Krenko, Tin Street Kingpin
Legendary Creature — Goblin
1/2
Whenever Krenko attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.
- If Krenko leaves the battlefield after its ability has triggered but before it resolves, you don't put a +1/+1 counter on it, but you do use its power as it last existed before it left the battlefield to determine how many Goblin tokens to create.
- The tokens created by Krenko's triggered ability aren't attacking. Because all attackers are chosen at once, a token created this way can't attack, even if it gains haste.
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1
Moira, Urborg Haunt
Moira, Urborg Haunt
Legendary Creature — Spirit Wizard
3/2
Menace
Whenever Moira deals combat damage to a player, return to the battlefield target creature card in your graveyard that was put there from the battlefield this turn.
- You may target a creature card with Moira's triggered ability that was put into your graveyard as a result of combat damage dealt in the same combat damage step.
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Neheb, Dreadhorde Champion
Neheb, Dreadhorde Champion
Legendary Creature — Zombie Minotaur Warrior
5/4
Trample
Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
- Other effects may cause you to draw more or fewer cards than the number of cards you discarded. In these cases, the amount of mana you add is equal to the number of cards you discarded, not the number of cards you drew.
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1
Odric, Lunarch Marshal
Odric, Lunarch Marshal
Legendary Creature — Human Soldier
3/3
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
- If one of those creatures has one or more variants of the listed keywords (for example, hexproof from white), creatures you control gain those specific variants.
- Odric's ability triggers at the beginning of each combat, not just combat on your turn, whether or not any creatures you control have any of the listed abilities. If a creature gains one of the listed abilities before Odric's triggered ability resolves, perhaps due to another ability that triggered at the beginning of combat, then creatures you control will gain that ability.
- The set of creatures affected by Odric's ability and how they are affected is determined as the ability resolves. Creatures you begin to control later in the turn won't gain any abilities or cause creatures to gain new abilities, and the abilities gained won't change even if every creature that normally had the abilities leaves the battlefield.
- Multiple instances of any of the abilities Odric can grant your creatures are redundant.
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1
Shanid, Sleepers' Scourge
Shanid, Sleepers' Scourge
Legendary Creature — Human Knight
2/4
Menace
Other legendary creatures you control have menace.
Whenever you play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.
- If casting a legendary spell causes Shanid’s last ability to trigger, that ability goes on the stack above the spell that caused it to trigger and resolves first. It resolves even if that spell is countered or otherwise left the stack.
- A legendary land entering the battlefield without being played does not cause Shanid’s last ability to trigger.
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1
Tajic, Blade of the Legion
Tajic, Blade of the Legion
Legendary Creature — Human Soldier
2/2
Indestructible
Battalion — Whenever Tajic and at least two other creatures attack, Tajic gets +5/+5 until end of turn.
- The three attacking creatures don't have to be attacking the same player, planeswalker, or battle.
- Once a battalion ability has triggered, it doesn't matter how many creatures are still attacking when that ability resolves.
- The effects of battalion abilities vary from card to card. Read each card carefully.
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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
The Peregrine Dynamo
The Peregrine Dynamo
Legendary Artifact Creature — Construct
1/5
Haste
, : Copy target activated or triggered ability you control from another legendary source that's not a commander. You may choose new targets for the copy. (Mana abilities can't be targeted.)
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
- Triggered abilities use the word “when,” “whenever,” or “at.” They’re often written as “[Trigger condition], [effect].” Some keyword abilities are triggered abilities and will have “when,” “whenever,” or “at the beginning of” in their reminder text.
- The Peregrine Dynamo’s ability targets an ability that is on the stack and creates another instance of that ability on the stack. It doesn’t cause any object to gain an ability.
- A “legendary source” is a permanent, spell, or card in any zone with the supertype “legendary.” For example, The Peregrine Dynamo’s ability can target a cycling ability you’ve activated if the discarded card is a legendary card.
- The source of the copy is the same as the source of the original ability.
- If the ability is modal (that is, if it says, “Choose one —” or similar), the mode is copied and can’t be changed.
- If the ability divides damage or distributes counters among a number of targets, the division and number of targets can’t be changed. If you choose new targets, you must choose the same number of targets.
- If the activated ability’s cost contains a choice, such as a creature to sacrifice or a number of counters to remove, the copy uses that same information. You can’t pay the cost again, even if you want to.
- Any choices made when the ability resolves won’t have been made yet when it’s copied. Any such choices will be made separately when the copy resolves. If a triggered ability asks you to pay a cost, you pay that cost for the copy separately.
- If an ability is linked to a second ability, copies of that ability are also linked to that second ability. If the second ability refers to “the exiled card,” it refers to all cards exiled by the ability and the copy. For example, if Tidehollow Sculler’s enters-the-battlefield ability is copied and two cards are exiled, they both return when Tidehollow Sculler leaves the battlefield.
- In some cases involving linked abilities, an ability requires information about “the exiled card.” When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. If an ability attempts to create a token that is a copy of “the exiled card,” it creates a token for each card exiled this way that is a copy of that card.
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Traxos, Scourge of Kroog
Traxos, Scourge of Kroog
Legendary Artifact Creature — Construct
7/7
Trample
Traxos enters tapped and doesn't untap during your untap step.
Whenever you cast a historic spell, untap Traxos. (Artifacts, legendaries, and Sagas are historic.)
- 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.
- 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.
- 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.
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Verrak, Warped Sengir
Verrak, Warped Sengir
Legendary Creature — Vampire
2/2
Flying, deathtouch, lifelink
Whenever you activate an ability that isn't a mana ability, if life was paid to activate it, you may pay that much life again. If you do, copy that ability. You may choose new targets for the copy.
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
- Verrak’s triggered ability creates another instance of that activated ability on the stack. It doesn’t cause any object to gain an ability.
- The source of the copy is the same as the source of the original ability.
- If the ability is modal (that is, if it says, “Choose one —” or similar), the mode is copied and can’t be changed.
- If the ability divides damage or distributes counters among a number of targets, the division and number of targets can’t be changed. If you choose new targets, you must choose the same number of targets.
- If the activated ability’s cost contains a choice, such as a creature to sacrifice or a number of counters to remove, the copy uses that same information. You can’t pay the cost again, even if you want to.
- Any choices made when the ability resolves won’t have been made yet when it’s copied. Any such choices will be made separately when the copy resolves.
- If an ability is linked to a second ability, copies of that ability are also linked to that second ability. If the second ability refers to “the exiled card,” it refers to all cards exiled by the ability and the copy. For example, if Tidehollow Sculler’s enters-the-battlefield ability is copied and two cards are exiled, they both return when Tidehollow Sculler leaves the battlefield.
- In some cases involving linked abilities, an ability requires information about “the exiled card.” When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. If an ability attempts to create a token that is a copy of “the exiled card,” it creates a token for each card exiled this way that is a copy of that card.
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Zeriam, Golden Wind
Zeriam, Golden Wind
Legendary Creature — Griffin
3/4
Flying
Whenever a Griffin you control deals combat damage to a player, create a 2/2 white Griffin creature token with flying.
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Zetalpa, Primal Dawn
Zetalpa, Primal Dawn
Legendary Creature — Elder Dinosaur
4/8
Flying, double strike, vigilance, trample, indestructible
- If an attacking creature with double strike and trample destroys all of its blocking creatures with first-strike combat damage, all of its normal combat damage is assigned to the player, planeswalker, or battle that creature's attacking.
Instants 7
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1
Bedevil
Bedevil
Instant
Destroy target artifact, creature, or planeswalker.
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Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
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1
Hero's Downfall
Hero's Downfall
Instant
Destroy target creature or planeswalker.
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1
Mortify
Mortify
Instant
Destroy target creature or enchantment.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an enchantment, even if it changed from one to the other between targeting and resolution.
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1
Thrill of Possibility
Thrill of Possibility
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards.
- You must discard exactly one card to cast Thrill of Possibility; you can't cast it without discarding a card, and you can't discard additional cards.
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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.
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1
Wear // Tear
//
Wear
Instant
- If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
- To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
- You can choose the same object as the target of each half of a fused split spell, if appropriate.
- When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
- When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
- On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
- Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
- Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
- If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
- If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
Sorceries 7
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1
Ambition's Cost
Ambition's Cost
Sorcery
You draw three cards and you lose 3 life.
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1
Faithless Looting
Faithless Looting
Sorcery
Draw two cards, then discard two cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- "Flashback [cost]" means "You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You draw two cards and discard two cards all while Faithless Looting is resolving. Nothing can happen between the two, and no player may choose to take actions.
-
1
Kaya's Wrath
Kaya's Wrath
Sorcery
Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.
- If a creature you control has indestructible, it isn't destroyed this way and you won't gain life for it. If a creature you control is destroyed but put into a zone other than a graveyard, you will gain life for it.
-
1
Night's Whisper
Night's Whisper
Sorcery
You draw two cards and you lose 2 life.
-
1
Primevals' Glorious Rebirth
Primevals' Glorious Rebirth
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Return all legendary permanent cards from your graveyard to the battlefield.
- You must return all legendary permanent cards to the battlefield, even if the “legend rule” will put some right back into your graveyard. If any abilities triggered from the legendary permanents entering the battlefield, those abilities will be put onto the stack after applying the “legend rule.”
- All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
- 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).
-
1
Read the Bones
Read the Bones
Sorcery
Scry 2, then draw two cards. You lose 2 life. (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.)
- The loss of life is part of the spell's effect. It's not an additional cost. If Read the Bones doesn't resolve, you won't lose life.
- 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
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).
Artifacts 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.
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1
Blackblade Reforged
Blackblade Reforged
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
- "Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
- Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
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1
Bontu's Monument
Bontu's Monument
Legendary Artifact
Black creature spells you cast cost less to cast.
Whenever you cast a creature spell, each opponent loses 1 life and you gain 1 life.
- In a Two-Headed Giant game, the triggered ability of Bontu's Monument causes the opposing team to lose 2 life and you gain 1 life.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
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1
Gerrard's Hourglass Pendant
Gerrard's Hourglass Pendant
Legendary Artifact
Flash
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
- An “extra turn” is any turn created by a spell or ability. Notably, it doesn’t include additional turns taken in tournaments after time expires for a round.
- Extra turns can still be created while Gerrard’s Hourglass Pendant is on the battlefield. They’re not skipped until they would begin, so if Gerrard’s Hourglass Pendant leaves the battlefield before that happens, the extra turns will be unaffected.
- Permanent cards that were put into your graveyard from anywhere else, such as a card that was discarded, stay in the graveyard. Permanent cards that you gained control of and went to another player’s graveyard from the battlefield will likewise stay in the graveyard.
- You choose what an Aura card put onto the battlefield this way will enchant. You can’t choose any permanent cards entering the battlefield at the same time as that Aura. If there’s nothing legal for the Aura to enchant, it stays in the graveyard.
- Permanent spells that were countered earlier in the turn never entered the battlefield, so they won’t return to the battlefield because of the last ability.
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1
Hazoret's Monument
Hazoret's Monument
Legendary Artifact
Red creature spells you cast cost less to cast.
Whenever you cast a creature spell, you may discard a card. If you do, draw a card.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Hedron Archive
Hedron Archive
Artifact
: Add .
, , Sacrifice this artifact: Draw two cards.
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1
Hero's Blade
Hero's Blade
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the legendary creature that entered the battlefield leaves the battlefield before Hero's Blade becomes attached, Hero's Blade stays as it was. If it's already attached to another creature, it remains attached to that creature.
- The triggered ability will trigger when one of the Gods from Theros block enters the battlefield only if your devotion is high enough that it's a creature when it enters. If Hero's Blade is attached to a God that stops being a creature (or any creature that stops being a creature), it will become unattached.
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1
Heroes' Podium
Heroes' Podium
Legendary Artifact
Each legendary creature you control gets +1/+1 for each other legendary creature you control.
, : Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
- The bonus given by Heroes' Podium counts only legendary creatures. It won't count itself unless some other effect causes it to be a creature in addition to being a land (in which case it will also get the bonus).
- Heroes' Podium will give a bonus to each legendary creature you control, even if gaining control of one causes the "legend rule" to apply. For example, if you control Brimaz, King of Oreskos (a 3/4 legendary creature), and gain control of another one, they'll each be 4/5 when you put one into its owner's graveyard. Then the remaining one will return to being 3/4.
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1
Honor-Worn Shaku
Honor-Worn Shaku
Artifact
: Add .
Tap an untapped legendary permanent you control: Untap this artifact.
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1
Oketra's Monument
Oketra's Monument
Legendary Artifact
White creature spells you cast cost less to cast.
Whenever you cast a creature spell, create a 1/1 white Warrior creature token with vigilance.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Sword of the Chosen
Sword of the Chosen
Legendary Artifact
: Target legendary creature gets +2/+2 until end of turn.
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1
Tenza, Godo's Maul
Tenza, Godo's Maul
Legendary Artifact — Equipment
Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
The Circle of Loyalty
The Circle of Loyalty
Legendary Artifact
Affinity for Knights (This spell costs less to cast for each Knight you control.)
Creatures you control get +1/+1.
Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance.
, : Create a 2/2 white Knight creature token with vigilance.
- The Circle of Loyalty's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- The Circle of Loyalty's triggered ability won't trigger when you cast it because it's not on the battlefield yet.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- The cost reduction ability reduces only the generic mana in the relic's cost. The colored mana must still be paid.
- Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much a relic's cost is reduced.
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1
The Reaver Cleaver
The Reaver Cleaver
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
Enchantments 1
Lands 39
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1
Battlefield Forge
Battlefield Forge
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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1
Boros Garrison
Boros Garrison
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
Caves of Koilos
Caves of Koilos
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Dragonskull Summit
Dragonskull Summit
Land
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
- This checks for lands you control with the land type Swamp or Mountain, not for lands named Swamp or Mountain. The lands it checks for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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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
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Geier Reach Sanitarium
Geier Reach Sanitarium
Legendary Land
: Add .
, : Each player draws a card, then discards a card.
- When you activate Geier Reach Sanitarium's last ability, first each player draws a card. Then the player whose turn it is selects a card from their hand and sets it aside without revealing it; proceeding in turn order, each other player does the same. Then the cards that were set aside are discarded at once.
- If more than one player discards a card with madness simultaneously, the player whose turn it is puts their madness abilities onto the stack first, then each other player does the same in turn order. The last one put onto the stack resolves first, and a spell cast this way will resolve before resolving the next madness ability.
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1
Mikokoro, Center of the Sea
Mikokoro, Center of the Sea
Legendary Land
: Add .
, : Each player draws a card.
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1
Mobilized District
Mobilized District
Land
: Add .
: This land becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs less to activate for each legendary creature and planeswalker you control.
- If you control four or more legendary permanents that are creatures and/or planeswalkers, the last ability of Mobilized District costs no mana to activate. A legendary planeswalker that's also a creature reduces this cost by only .
- If Mobilized District becomes a creature the same turn it enters the battlefield, you can't attack with it or activate its mana ability.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of Awakening of Vitu-Ghazi), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Mobilized District has been made a 0/0 creature with nine +1/+1 counters on it, activating its last ability will turn it into a 12/12 Citizen creature that's still a land.
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5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: 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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6
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Rakdos Carnarium
Rakdos Carnarium
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
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Shivan Gorge
Shivan Gorge
Legendary Land
: Add .
, : Shivan Gorge deals 1 damage to each opponent.
- The damage has no color. It is not red.
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1
Shizo, Death's Storehouse
Shizo, Death's Storehouse
Legendary Land
: Add .
, : Target legendary creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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1
Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of Malice
Temple of Malice
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
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Tyrite Sanctum
Tyrite Sanctum
Land
: Add .
, : Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it.
, , Sacrifice this land: Put an indestructible counter on target God.
- You can activate the middle ability targeting a legendary creature that's already a God. You'll put a +1/+1 counter on it.
- An indestructible counter on a permanent gives that permanent indestructible.
White 11
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1
Anafenza, Kin-Tree Spirit
Anafenza, Kin-Tree Spirit
Legendary Creature — Spirit Soldier
2/2
Whenever another nontoken creature you control enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Aven Tactician's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves. That could be the creature with the bolster ability, if it's still under your control and has the least toughness.
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1
Day of Destiny
Day of Destiny
Legendary Enchantment
Legendary creatures you control get +2/+2.
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1
Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
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1
Jazal Goldmane
Jazal Goldmane
Legendary Creature — Cat Warrior
4/4
First strike (This creature deals combat damage before creatures without first strike.)
: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
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1
Odric, Lunarch Marshal
Odric, Lunarch Marshal
Legendary Creature — Human Soldier
3/3
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
- If one of those creatures has one or more variants of the listed keywords (for example, hexproof from white), creatures you control gain those specific variants.
- Odric's ability triggers at the beginning of each combat, not just combat on your turn, whether or not any creatures you control have any of the listed abilities. If a creature gains one of the listed abilities before Odric's triggered ability resolves, perhaps due to another ability that triggered at the beginning of combat, then creatures you control will gain that ability.
- The set of creatures affected by Odric's ability and how they are affected is determined as the ability resolves. Creatures you begin to control later in the turn won't gain any abilities or cause creatures to gain new abilities, and the abilities gained won't change even if every creature that normally had the abilities leaves the battlefield.
- Multiple instances of any of the abilities Odric can grant your creatures are redundant.
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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
The Circle of Loyalty
The Circle of Loyalty
Legendary Artifact
Affinity for Knights (This spell costs less to cast for each Knight you control.)
Creatures you control get +1/+1.
Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance.
, : Create a 2/2 white Knight creature token with vigilance.
- The Circle of Loyalty's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- The Circle of Loyalty's triggered ability won't trigger when you cast it because it's not on the battlefield yet.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- The cost reduction ability reduces only the generic mana in the relic's cost. The colored mana must still be paid.
- Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much a relic's cost is reduced.
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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).
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1
Zeriam, Golden Wind
Zeriam, Golden Wind
Legendary Creature — Griffin
3/4
Flying
Whenever a Griffin you control deals combat damage to a player, create a 2/2 white Griffin creature token with flying.
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1
Zetalpa, Primal Dawn
Zetalpa, Primal Dawn
Legendary Creature — Elder Dinosaur
4/8
Flying, double strike, vigilance, trample, indestructible
- If an attacking creature with double strike and trample destroys all of its blocking creatures with first-strike combat damage, all of its normal combat damage is assigned to the player, planeswalker, or battle that creature's attacking.
Black 8
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1
Ambition's Cost
Ambition's Cost
Sorcery
You draw three cards and you lose 3 life.
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1
Drana, Liberator of Malakir
Drana, Liberator of Malakir
Legendary Creature — Vampire Ally
2/3
Flying, first strike
Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
- Drana's last ability triggers after combat damage has been dealt, so only attacking creatures that survive the combat damage step in which Drana deals combat damage will have +1/+1 counters put on them.
- The +1/+1 counter won't change how much damage Drana or any other attacking creature with first strike or double strike deals during that combat damage step. However, the +1/+1 counters that are put on attacking creatures without first strike will affect the damage those creatures deal during the regular combat damage step.
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1
Hero's Downfall
Hero's Downfall
Instant
Destroy target creature or planeswalker.
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1
Josu Vess, Lich Knight
Josu Vess, Lich Knight
Legendary Creature — Zombie Knight
4/5
Kicker (You may pay an additional as you cast this spell.)
Menace
When Josu Vess enters, if it was kicked, create eight 2/2 black Zombie Knight creature tokens with menace.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
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1
Kothophed, Soul Hoarder
Kothophed, Soul Hoarder
Legendary Creature — Demon
6/6
Flying
Whenever a permanent owned by another player is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
- It doesn't matter who controlled the permanent when it was put into a graveyard.
- The triggered ability is mandatory. You can't decline to draw the card and lose life, even if you want to.
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1
Moira, Urborg Haunt
Moira, Urborg Haunt
Legendary Creature — Spirit Wizard
3/2
Menace
Whenever Moira deals combat damage to a player, return to the battlefield target creature card in your graveyard that was put there from the battlefield this turn.
- You may target a creature card with Moira's triggered ability that was put into your graveyard as a result of combat damage dealt in the same combat damage step.
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1
Night's Whisper
Night's Whisper
Sorcery
You draw two cards and you lose 2 life.
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1
Read the Bones
Read the Bones
Sorcery
Scry 2, then draw two cards. You lose 2 life. (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.)
- The loss of life is part of the spell's effect. It's not an additional cost. If Read the Bones doesn't resolve, you won't lose life.
- 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.
Red 10
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1
Alesha, Who Smiles at Death
Alesha, Who Smiles at Death
Legendary Creature — Human Warrior
3/2
First strike
Whenever Alesha attacks, you may pay . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
- While resolving Alesha's triggered ability, you can't pay the cost multiple times to return more than one creature card.
- Alesha's triggered ability checks the card's power only in your graveyard. The creature will still be tapped and attacking if its power is greater than 2 after it's on the battlefield.
- You choose which player or planeswalker the returned creature is attacking. It doesn't have to be attacking the same player or planeswalker Alesha is attacking.
- Although the returned creature is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
- Any effects that say that the returned creature can't attack (such as that of Propaganda, or if the creature has defender) affect only the declaration of attackers. They won't stop the returned creature from entering the battlefield attacking.
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1
Ashling the Pilgrim
Ashling the Pilgrim
Legendary Creature — Elemental Shaman
1/1
: Put a +1/+1 counter on Ashling. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling, and it deals that much damage to each creature and each player.
- "That much damage" refers to the number of +1/+1 counters removed from Ashling the Pilgrim. Since the counters are removed, it's likely that the damage will kill Ashling.
- Ashling the Pilgrim's ability counts resolutions, not activations. Any such abilities that are still on the stack won't count toward the total.
- When the ability resolves, it counts the number of times that same ability from that this creature has already resolved that turn. It doesn't matter who controlled the creature or the previous abilities when they resolved. A copy of this ability (created by Rings of Brighthearth, for example) will count toward the total. Abilities from other creatures with the same name don't count towards the total. Neither does an ability that's been countered.
- You get the bonus only the third time the ability resolves. You won't get the bonus the fourth, fifth, sixth, or any subsequent times.
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1
Captain Lannery Storm
Captain Lannery Storm
Legendary Creature — Human Pirate
2/2
Haste
Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
- You can activate the mana ability of a Treasure even if you have nothing to spend that mana on.
- Captain Lannery Storm's last ability triggers whenever you sacrifice a Treasure for any reason, not just to activate a Treasure's mana ability.
- If you sacrifice Treasures to cast Captain Lannery Storm, its last ability won't trigger for those Treasures.
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1
Etali, Primal Storm
Etali, Primal Storm
Legendary Creature — Elder Dinosaur
6/6
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
- If an exiled card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can't wait to cast them later in the turn. Timing permissions based on a card's type are ignored, and the spells resolve before blockers are declared.
- If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
- If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
- Any cards not cast, including land cards, remain in exile. They can't be cast on later turns, even if Etali attacks again.
- Because all attacking creatures are chosen at once, a creature cast this way can't attack during the same combat as Etali, even if it has haste.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali's ability are exiled.
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1
Faithless Looting
Faithless Looting
Sorcery
Draw two cards, then discard two cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- "Flashback [cost]" means "You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You draw two cards and discard two cards all while Faithless Looting is resolving. Nothing can happen between the two, and no player may choose to take actions.
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1
Kari Zev, Skyship Raider
Kari Zev, Skyship Raider
Legendary Creature — Human Pirate
1/3
First strike, menace
Whenever Kari Zev attacks, create Ragavan, a legendary 2/1 red Monkey creature token. Ragavan enters tapped and attacking. Exile that token at end of combat.
- You choose which opponent or opposing planeswalker Ragavan is attacking as you create the token. It doesn't have to be the same player or planeswalker Kari Zev is attacking.
- Although Ragavan is attacking, it was never declared as an attacking creature (for the purposes of abilities that trigger whenever a creature attacks, for example).
- The delayed triggered ability that exiles Ragavan triggers at end of combat even if Kari Zev is no longer on the battlefield.
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1
Krenko, Tin Street Kingpin
Krenko, Tin Street Kingpin
Legendary Creature — Goblin
1/2
Whenever Krenko attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.
- If Krenko leaves the battlefield after its ability has triggered but before it resolves, you don't put a +1/+1 counter on it, but you do use its power as it last existed before it left the battlefield to determine how many Goblin tokens to create.
- The tokens created by Krenko's triggered ability aren't attacking. Because all attackers are chosen at once, a token created this way can't attack, even if it gains haste.
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1
Neheb, Dreadhorde Champion
Neheb, Dreadhorde Champion
Legendary Creature — Zombie Minotaur Warrior
5/4
Trample
Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
- Other effects may cause you to draw more or fewer cards than the number of cards you discarded. In these cases, the amount of mana you add is equal to the number of cards you discarded, not the number of cards you drew.
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1
The Reaver Cleaver
The Reaver Cleaver
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
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1
Thrill of Possibility
Thrill of Possibility
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards.
- You must discard exactly one card to cast Thrill of Possibility; you can't cast it without discarding a card, and you can't discard additional cards.
Multicolor 14
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1
Adriana, Captain of the Guard
Adriana, Captain of the Guard
Legendary Creature — Human Knight
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Wings of the Guard and another player with five creatures, Wings of the Guard will get +2/+2 until end of turn.
- Melee will trigger if the creature with melee attacks a planeswalker. However, the effect counts only opponents (and not planeswalkers) that you attacked with a creature when determining the bonus.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
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1
Arvad the Cursed
Arvad the Cursed
Legendary Creature — Vampire Knight
3/3
Deathtouch, lifelink
Other legendary creatures you control get +2/+2.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a legendary creature you control may become lethal if Arvad leaves the battlefield during that turn.
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1
Bedevil
Bedevil
Instant
Destroy target artifact, creature, or planeswalker.
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1
Bell Borca, Spectral Sergeant
Bell Borca, Spectral Sergeant
Legendary Creature — Spirit Soldier
*/5
Note the mana value of each card as it's put into exile.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
- Bell Borca notes mana values only if it's on the battlefield as a card is put into exile.
- Look at the card in exile, not its previous zone, to determine its mana value.
- If a card in exile has in its mana cost, X is considered to be 0.
- While not on the battlefield, and before any cards are noted for it each turn, Bell Borca's power is 0.
- You must follow the normal timing permissions and restrictions for the card exiled by Bell Borca's last ability. If it's a land, you can't play it unless you have land plays available.
- You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- If you don't play the exiled card, it remains exiled.
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1
Bladewing, Deathless Tyrant
Bladewing, Deathless Tyrant
Legendary Creature — Dragon Skeleton
6/6
Flying, haste
Whenever Bladewing deals combat damage to a player or planeswalker, for each creature card in your graveyard, create a 2/2 black Zombie Knight creature token with menace.
- The number of creature cards in your graveyard is determined at the time the triggered ability resolves. If any creature cards are in your graveyard as a result of dying in the same combat damage step that the ability triggered in, they will be counted.
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1
Cadric, Soul Kindler
Cadric, Soul Kindler
Legendary Creature — Dwarf Wizard
4/3
The "legend rule" doesn't apply to tokens you control.
Whenever another nontoken legendary permanent you control enters, you may pay . If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.
- If, while you control Cadric, Soul Kindler, you also control a token legendary permanent and a single nontoken legendary permanent with the same name, the legend rule will not cause you to put either one into your graveyard.
- If, while you control Cadric, Soul Kindler, you also control more than one nontoken legendary permanent with the same name and at least one token legendary permanent with that name, the legend rule applies to only the nontoken permanents. You must choose one of the nontoken permanents to keep and put the rest of the nontoken permanents with that name into your graveyard. You may not choose one of the token permanents and you may not put any of the tokens into your graveyard this way.
- If the legendary permanent that entered the battlefield is no longer on the battlefield, no longer under the same player’s control, or no longer legendary when the triggered ability resolves, the ability’s controller may still pay to copy it. If it’s no longer on the battlefield, use its copiable characteristics as it last existed on the battlefield to determine the characteristics of the token copy.
- The token copies exactly what is printed on the permanent and nothing else (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 and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the copied permanent has in its mana cost, X is 0.
- If the copied permanent is copying something else, the token enters the battlefield as whatever that permanent is copying.
- Any enters-the-battlefield abilities of the copied permanent will trigger when the token enters the battlefield. Any “As [this permanent] enters the battlefield” or “[This permanent] enters the battlefield with” abilities of the copied permanent will also work.
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1
Dihada, Binder of Wills
Dihada, Binder of Wills
Legendary Planeswalker — Dihada
+2: Up to one target legendary creature gains vigilance, lifelink, and indestructible until your next turn.
−3: Reveal the top four cards of your library. Put any number of legendary cards from among them into your hand and the rest into your graveyard. Create a Treasure token for each card put into your graveyard this way.
−11: Gain control of all nonland permanents until end of turn. Untap them. They gain haste until end of turn.
Dihada, Binder of Wills can be your commander.
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1
Garna, the Bloodflame
Garna, the Bloodflame
Legendary Creature — Human Warrior
3/3
Flash
When Garna enters, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.
Other creatures you control have haste.
- Which creature cards to return to your hand is determined as Garna's triggered ability resolves. If Garna somehow finds its way into your graveyard before that, perhaps due to the "legend rule," it will be returned to your hand.
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1
Kaya's Wrath
Kaya's Wrath
Sorcery
Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.
- If a creature you control has indestructible, it isn't destroyed this way and you won't gain life for it. If a creature you control is destroyed but put into a zone other than a graveyard, you will gain life for it.
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1
Mortify
Mortify
Instant
Destroy target creature or enchantment.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an enchantment, even if it changed from one to the other between targeting and resolution.
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1
Primevals' Glorious Rebirth
Primevals' Glorious Rebirth
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Return all legendary permanent cards from your graveyard to the battlefield.
- You must return all legendary permanent cards to the battlefield, even if the “legend rule” will put some right back into your graveyard. If any abilities triggered from the legendary permanents entering the battlefield, those abilities will be put onto the stack after applying the “legend rule.”
- All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
- 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
Shanid, Sleepers' Scourge
Shanid, Sleepers' Scourge
Legendary Creature — Human Knight
2/4
Menace
Other legendary creatures you control have menace.
Whenever you play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.
- If casting a legendary spell causes Shanid’s last ability to trigger, that ability goes on the stack above the spell that caused it to trigger and resolves first. It resolves even if that spell is countered or otherwise left the stack.
- A legendary land entering the battlefield without being played does not cause Shanid’s last ability to trigger.
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1
Tajic, Blade of the Legion
Tajic, Blade of the Legion
Legendary Creature — Human Soldier
2/2
Indestructible
Battalion — Whenever Tajic and at least two other creatures attack, Tajic gets +5/+5 until end of turn.
- The three attacking creatures don't have to be attacking the same player, planeswalker, or battle.
- Once a battalion ability has triggered, it doesn't matter how many creatures are still attacking when that ability resolves.
- The effects of battalion abilities vary from card to card. Read each card carefully.
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1
Verrak, Warped Sengir
Verrak, Warped Sengir
Legendary Creature — Vampire
2/2
Flying, deathtouch, lifelink
Whenever you activate an ability that isn't a mana ability, if life was paid to activate it, you may pay that much life again. If you do, copy that ability. You may choose new targets for the copy.
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
- Verrak’s triggered ability creates another instance of that activated ability on the stack. It doesn’t cause any object to gain an ability.
- The source of the copy is the same as the source of the original ability.
- If the ability is modal (that is, if it says, “Choose one —” or similar), the mode is copied and can’t be changed.
- If the ability divides damage or distributes counters among a number of targets, the division and number of targets can’t be changed. If you choose new targets, you must choose the same number of targets.
- If the activated ability’s cost contains a choice, such as a creature to sacrifice or a number of counters to remove, the copy uses that same information. You can’t pay the cost again, even if you want to.
- Any choices made when the ability resolves won’t have been made yet when it’s copied. Any such choices will be made separately when the copy resolves.
- If an ability is linked to a second ability, copies of that ability are also linked to that second ability. If the second ability refers to “the exiled card,” it refers to all cards exiled by the ability and the copy. For example, if Tidehollow Sculler’s enters-the-battlefield ability is copied and two cards are exiled, they both return when Tidehollow Sculler leaves the battlefield.
- In some cases involving linked abilities, an ability requires information about “the exiled card.” When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. If an ability attempts to create a token that is a copy of “the exiled card,” it creates a token for each card exiled this way that is a copy of that card.
Colorless 18
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
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1
Blackblade Reforged
Blackblade Reforged
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
- "Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
- Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
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1
Bontu's Monument
Bontu's Monument
Legendary Artifact
Black creature spells you cast cost less to cast.
Whenever you cast a creature spell, each opponent loses 1 life and you gain 1 life.
- In a Two-Headed Giant game, the triggered ability of Bontu's Monument causes the opposing team to lose 2 life and you gain 1 life.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
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1
Gerrard's Hourglass Pendant
Gerrard's Hourglass Pendant
Legendary Artifact
Flash
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
- An “extra turn” is any turn created by a spell or ability. Notably, it doesn’t include additional turns taken in tournaments after time expires for a round.
- Extra turns can still be created while Gerrard’s Hourglass Pendant is on the battlefield. They’re not skipped until they would begin, so if Gerrard’s Hourglass Pendant leaves the battlefield before that happens, the extra turns will be unaffected.
- Permanent cards that were put into your graveyard from anywhere else, such as a card that was discarded, stay in the graveyard. Permanent cards that you gained control of and went to another player’s graveyard from the battlefield will likewise stay in the graveyard.
- You choose what an Aura card put onto the battlefield this way will enchant. You can’t choose any permanent cards entering the battlefield at the same time as that Aura. If there’s nothing legal for the Aura to enchant, it stays in the graveyard.
- Permanent spells that were countered earlier in the turn never entered the battlefield, so they won’t return to the battlefield because of the last ability.
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1
Hazoret's Monument
Hazoret's Monument
Legendary Artifact
Red creature spells you cast cost less to cast.
Whenever you cast a creature spell, you may discard a card. If you do, draw a card.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Hedron Archive
Hedron Archive
Artifact
: Add .
, , Sacrifice this artifact: Draw two cards.
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1
Hero's Blade
Hero's Blade
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the legendary creature that entered the battlefield leaves the battlefield before Hero's Blade becomes attached, Hero's Blade stays as it was. If it's already attached to another creature, it remains attached to that creature.
- The triggered ability will trigger when one of the Gods from Theros block enters the battlefield only if your devotion is high enough that it's a creature when it enters. If Hero's Blade is attached to a God that stops being a creature (or any creature that stops being a creature), it will become unattached.
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1
Heroes' Podium
Heroes' Podium
Legendary Artifact
Each legendary creature you control gets +1/+1 for each other legendary creature you control.
, : Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
- The bonus given by Heroes' Podium counts only legendary creatures. It won't count itself unless some other effect causes it to be a creature in addition to being a land (in which case it will also get the bonus).
- Heroes' Podium will give a bonus to each legendary creature you control, even if gaining control of one causes the "legend rule" to apply. For example, if you control Brimaz, King of Oreskos (a 3/4 legendary creature), and gain control of another one, they'll each be 4/5 when you put one into its owner's graveyard. Then the remaining one will return to being 3/4.
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1
Honor-Worn Shaku
Honor-Worn Shaku
Artifact
: Add .
Tap an untapped legendary permanent you control: Untap this artifact.
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1
Oketra's Monument
Oketra's Monument
Legendary Artifact
White creature spells you cast cost less to cast.
Whenever you cast a creature spell, create a 1/1 white Warrior creature token with vigilance.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Sword of the Chosen
Sword of the Chosen
Legendary Artifact
: Target legendary creature gets +2/+2 until end of turn.
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1
Tenza, Godo's Maul
Tenza, Godo's Maul
Legendary Artifact — Equipment
Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
The Peregrine Dynamo
The Peregrine Dynamo
Legendary Artifact Creature — Construct
1/5
Haste
, : Copy target activated or triggered ability you control from another legendary source that's not a commander. You may choose new targets for the copy. (Mana abilities can't be targeted.)
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
- Triggered abilities use the word “when,” “whenever,” or “at.” They’re often written as “[Trigger condition], [effect].” Some keyword abilities are triggered abilities and will have “when,” “whenever,” or “at the beginning of” in their reminder text.
- The Peregrine Dynamo’s ability targets an ability that is on the stack and creates another instance of that ability on the stack. It doesn’t cause any object to gain an ability.
- A “legendary source” is a permanent, spell, or card in any zone with the supertype “legendary.” For example, The Peregrine Dynamo’s ability can target a cycling ability you’ve activated if the discarded card is a legendary card.
- The source of the copy is the same as the source of the original ability.
- If the ability is modal (that is, if it says, “Choose one —” or similar), the mode is copied and can’t be changed.
- If the ability divides damage or distributes counters among a number of targets, the division and number of targets can’t be changed. If you choose new targets, you must choose the same number of targets.
- If the activated ability’s cost contains a choice, such as a creature to sacrifice or a number of counters to remove, the copy uses that same information. You can’t pay the cost again, even if you want to.
- Any choices made when the ability resolves won’t have been made yet when it’s copied. Any such choices will be made separately when the copy resolves. If a triggered ability asks you to pay a cost, you pay that cost for the copy separately.
- If an ability is linked to a second ability, copies of that ability are also linked to that second ability. If the second ability refers to “the exiled card,” it refers to all cards exiled by the ability and the copy. For example, if Tidehollow Sculler’s enters-the-battlefield ability is copied and two cards are exiled, they both return when Tidehollow Sculler leaves the battlefield.
- In some cases involving linked abilities, an ability requires information about “the exiled card.” When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. If an ability attempts to create a token that is a copy of “the exiled card,” it creates a token for each card exiled this way that is a copy of that card.
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1
Traxos, Scourge of Kroog
Traxos, Scourge of Kroog
Legendary Artifact Creature — Construct
7/7
Trample
Traxos enters tapped and doesn't untap during your untap step.
Whenever you cast a historic spell, untap Traxos. (Artifacts, legendaries, and Sagas are historic.)
- 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.
- 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.
- 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.
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1
Wear // Tear
//
Wear
Instant
- If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
- To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
- You can choose the same object as the target of each half of a fused split spell, if appropriate.
- When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
- When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
- On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
- Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
- Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
- If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
- If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
Lands 39
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1
Battlefield Forge
Battlefield Forge
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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1
Boros Garrison
Boros Garrison
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
Caves of Koilos
Caves of Koilos
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Dragonskull Summit
Dragonskull Summit
Land
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
- This checks for lands you control with the land type Swamp or Mountain, not for lands named Swamp or Mountain. The lands it checks for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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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
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Geier Reach Sanitarium
Geier Reach Sanitarium
Legendary Land
: Add .
, : Each player draws a card, then discards a card.
- When you activate Geier Reach Sanitarium's last ability, first each player draws a card. Then the player whose turn it is selects a card from their hand and sets it aside without revealing it; proceeding in turn order, each other player does the same. Then the cards that were set aside are discarded at once.
- If more than one player discards a card with madness simultaneously, the player whose turn it is puts their madness abilities onto the stack first, then each other player does the same in turn order. The last one put onto the stack resolves first, and a spell cast this way will resolve before resolving the next madness ability.
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1
Mikokoro, Center of the Sea
Mikokoro, Center of the Sea
Legendary Land
: Add .
, : Each player draws a card.
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1
Mobilized District
Mobilized District
Land
: Add .
: This land becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs less to activate for each legendary creature and planeswalker you control.
- If you control four or more legendary permanents that are creatures and/or planeswalkers, the last ability of Mobilized District costs no mana to activate. A legendary planeswalker that's also a creature reduces this cost by only .
- If Mobilized District becomes a creature the same turn it enters the battlefield, you can't attack with it or activate its mana ability.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of Awakening of Vitu-Ghazi), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Mobilized District has been made a 0/0 creature with nine +1/+1 counters on it, activating its last ability will turn it into a 12/12 Citizen creature that's still a land.
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5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: 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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6
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Rakdos Carnarium
Rakdos Carnarium
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
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Shivan Gorge
Shivan Gorge
Legendary Land
: Add .
, : Shivan Gorge deals 1 damage to each opponent.
- The damage has no color. It is not red.
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Shizo, Death's Storehouse
Shizo, Death's Storehouse
Legendary Land
: Add .
, : Target legendary creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of Malice
Temple of Malice
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
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Tyrite Sanctum
Tyrite Sanctum
Land
: Add .
, : Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it.
, , Sacrifice this land: Put an indestructible counter on target God.
- You can activate the middle ability targeting a legendary creature that's already a God. You'll put a +1/+1 counter on it.
- An indestructible counter on a permanent gives that permanent indestructible.
1 3
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1
Faithless Looting
Faithless Looting
Sorcery
Draw two cards, then discard two cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- "Flashback [cost]" means "You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You draw two cards and discard two cards all while Faithless Looting is resolving. Nothing can happen between the two, and no player may choose to take actions.
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1
Gerrard's Hourglass Pendant
Gerrard's Hourglass Pendant
Legendary Artifact
Flash
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
- An “extra turn” is any turn created by a spell or ability. Notably, it doesn’t include additional turns taken in tournaments after time expires for a round.
- Extra turns can still be created while Gerrard’s Hourglass Pendant is on the battlefield. They’re not skipped until they would begin, so if Gerrard’s Hourglass Pendant leaves the battlefield before that happens, the extra turns will be unaffected.
- Permanent cards that were put into your graveyard from anywhere else, such as a card that was discarded, stay in the graveyard. Permanent cards that you gained control of and went to another player’s graveyard from the battlefield will likewise stay in the graveyard.
- You choose what an Aura card put onto the battlefield this way will enchant. You can’t choose any permanent cards entering the battlefield at the same time as that Aura. If there’s nothing legal for the Aura to enchant, it stays in the graveyard.
- Permanent spells that were countered earlier in the turn never entered the battlefield, so they won’t return to the battlefield because of the last ability.
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1
Sol Ring
Sol Ring
Artifact
: Add .
2 10
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1
Anafenza, Kin-Tree Spirit
Anafenza, Kin-Tree Spirit
Legendary Creature — Spirit Soldier
2/2
Whenever another nontoken creature you control enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
- Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Aven Tactician's bolster ability.
- You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves. That could be the creature with the bolster ability, if it's still under your control and has the least toughness.
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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
Ashling the Pilgrim
Ashling the Pilgrim
Legendary Creature — Elemental Shaman
1/1
: Put a +1/+1 counter on Ashling. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling, and it deals that much damage to each creature and each player.
- "That much damage" refers to the number of +1/+1 counters removed from Ashling the Pilgrim. Since the counters are removed, it's likely that the damage will kill Ashling.
- Ashling the Pilgrim's ability counts resolutions, not activations. Any such abilities that are still on the stack won't count toward the total.
- When the ability resolves, it counts the number of times that same ability from that this creature has already resolved that turn. It doesn't matter who controlled the creature or the previous abilities when they resolved. A copy of this ability (created by Rings of Brighthearth, for example) will count toward the total. Abilities from other creatures with the same name don't count towards the total. Neither does an ability that's been countered.
- You get the bonus only the third time the ability resolves. You won't get the bonus the fourth, fifth, sixth, or any subsequent times.
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1
Blackblade Reforged
Blackblade Reforged
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
- "Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
- Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
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1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
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1
Hero's Blade
Hero's Blade
Artifact — Equipment
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
- If the legendary creature that entered the battlefield leaves the battlefield before Hero's Blade becomes attached, Hero's Blade stays as it was. If it's already attached to another creature, it remains attached to that creature.
- The triggered ability will trigger when one of the Gods from Theros block enters the battlefield only if your devotion is high enough that it's a creature when it enters. If Hero's Blade is attached to a God that stops being a creature (or any creature that stops being a creature), it will become unattached.
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1
Kari Zev, Skyship Raider
Kari Zev, Skyship Raider
Legendary Creature — Human Pirate
1/3
First strike, menace
Whenever Kari Zev attacks, create Ragavan, a legendary 2/1 red Monkey creature token. Ragavan enters tapped and attacking. Exile that token at end of combat.
- You choose which opponent or opposing planeswalker Ragavan is attacking as you create the token. It doesn't have to be the same player or planeswalker Kari Zev is attacking.
- Although Ragavan is attacking, it was never declared as an attacking creature (for the purposes of abilities that trigger whenever a creature attacks, for example).
- The delayed triggered ability that exiles Ragavan triggers at end of combat even if Kari Zev is no longer on the battlefield.
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1
Night's Whisper
Night's Whisper
Sorcery
You draw two cards and you lose 2 life.
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1
Sword of the Chosen
Sword of the Chosen
Legendary Artifact
: Target legendary creature gets +2/+2 until end of turn.
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1
Thrill of Possibility
Thrill of Possibility
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards.
- You must discard exactly one card to cast Thrill of Possibility; you can't cast it without discarding a card, and you can't discard additional cards.
3 21
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1
Alesha, Who Smiles at Death
Alesha, Who Smiles at Death
Legendary Creature — Human Warrior
3/2
First strike
Whenever Alesha attacks, you may pay . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
- While resolving Alesha's triggered ability, you can't pay the cost multiple times to return more than one creature card.
- Alesha's triggered ability checks the card's power only in your graveyard. The creature will still be tapped and attacking if its power is greater than 2 after it's on the battlefield.
- You choose which player or planeswalker the returned creature is attacking. It doesn't have to be attacking the same player or planeswalker Alesha is attacking.
- Although the returned creature is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
- Any effects that say that the returned creature can't attack (such as that of Propaganda, or if the creature has defender) affect only the declaration of attackers. They won't stop the returned creature from entering the battlefield attacking.
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1
Bedevil
Bedevil
Instant
Destroy target artifact, creature, or planeswalker.
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1
Bontu's Monument
Bontu's Monument
Legendary Artifact
Black creature spells you cast cost less to cast.
Whenever you cast a creature spell, each opponent loses 1 life and you gain 1 life.
- In a Two-Headed Giant game, the triggered ability of Bontu's Monument causes the opposing team to lose 2 life and you gain 1 life.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Captain Lannery Storm
Captain Lannery Storm
Legendary Creature — Human Pirate
2/2
Haste
Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
- You can activate the mana ability of a Treasure even if you have nothing to spend that mana on.
- Captain Lannery Storm's last ability triggers whenever you sacrifice a Treasure for any reason, not just to activate a Treasure's mana ability.
- If you sacrifice Treasures to cast Captain Lannery Storm, its last ability won't trigger for those Treasures.
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1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Drana, Liberator of Malakir
Drana, Liberator of Malakir
Legendary Creature — Vampire Ally
2/3
Flying, first strike
Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
- Drana's last ability triggers after combat damage has been dealt, so only attacking creatures that survive the combat damage step in which Drana deals combat damage will have +1/+1 counters put on them.
- The +1/+1 counter won't change how much damage Drana or any other attacking creature with first strike or double strike deals during that combat damage step. However, the +1/+1 counters that are put on attacking creatures without first strike will affect the damage those creatures deal during the regular combat damage step.
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1
Generous Gift
Generous Gift
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
- If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
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1
Hazoret's Monument
Hazoret's Monument
Legendary Artifact
Red creature spells you cast cost less to cast.
Whenever you cast a creature spell, you may discard a card. If you do, draw a card.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Hero's Downfall
Hero's Downfall
Instant
Destroy target creature or planeswalker.
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1
Honor-Worn Shaku
Honor-Worn Shaku
Artifact
: Add .
Tap an untapped legendary permanent you control: Untap this artifact.
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1
Krenko, Tin Street Kingpin
Krenko, Tin Street Kingpin
Legendary Creature — Goblin
1/2
Whenever Krenko attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.
- If Krenko leaves the battlefield after its ability has triggered but before it resolves, you don't put a +1/+1 counter on it, but you do use its power as it last existed before it left the battlefield to determine how many Goblin tokens to create.
- The tokens created by Krenko's triggered ability aren't attacking. Because all attackers are chosen at once, a token created this way can't attack, even if it gains haste.
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1
Moira, Urborg Haunt
Moira, Urborg Haunt
Legendary Creature — Spirit Wizard
3/2
Menace
Whenever Moira deals combat damage to a player, return to the battlefield target creature card in your graveyard that was put there from the battlefield this turn.
- You may target a creature card with Moira's triggered ability that was put into your graveyard as a result of combat damage dealt in the same combat damage step.
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1
Mortify
Mortify
Instant
Destroy target creature or enchantment.
- This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an enchantment, even if it changed from one to the other between targeting and resolution.
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1
Oketra's Monument
Oketra's Monument
Legendary Artifact
White creature spells you cast cost less to cast.
Whenever you cast a creature spell, create a 1/1 white Warrior creature token with vigilance.
- Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
- A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
- To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
- Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
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1
Read the Bones
Read the Bones
Sorcery
Scry 2, then draw two cards. You lose 2 life. (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.)
- The loss of life is part of the spell's effect. It's not an additional cost. If Read the Bones doesn't resolve, you won't lose life.
- 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
Tenza, Godo's Maul
Tenza, Godo's Maul
Legendary Artifact — Equipment
Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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1
The Peregrine Dynamo
The Peregrine Dynamo
Legendary Artifact Creature — Construct
1/5
Haste
, : Copy target activated or triggered ability you control from another legendary source that's not a commander. You may choose new targets for the copy. (Mana abilities can't be targeted.)
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
- Triggered abilities use the word “when,” “whenever,” or “at.” They’re often written as “[Trigger condition], [effect].” Some keyword abilities are triggered abilities and will have “when,” “whenever,” or “at the beginning of” in their reminder text.
- The Peregrine Dynamo’s ability targets an ability that is on the stack and creates another instance of that ability on the stack. It doesn’t cause any object to gain an ability.
- A “legendary source” is a permanent, spell, or card in any zone with the supertype “legendary.” For example, The Peregrine Dynamo’s ability can target a cycling ability you’ve activated if the discarded card is a legendary card.
- The source of the copy is the same as the source of the original ability.
- If the ability is modal (that is, if it says, “Choose one —” or similar), the mode is copied and can’t be changed.
- If the ability divides damage or distributes counters among a number of targets, the division and number of targets can’t be changed. If you choose new targets, you must choose the same number of targets.
- If the activated ability’s cost contains a choice, such as a creature to sacrifice or a number of counters to remove, the copy uses that same information. You can’t pay the cost again, even if you want to.
- Any choices made when the ability resolves won’t have been made yet when it’s copied. Any such choices will be made separately when the copy resolves. If a triggered ability asks you to pay a cost, you pay that cost for the copy separately.
- If an ability is linked to a second ability, copies of that ability are also linked to that second ability. If the second ability refers to “the exiled card,” it refers to all cards exiled by the ability and the copy. For example, if Tidehollow Sculler’s enters-the-battlefield ability is copied and two cards are exiled, they both return when Tidehollow Sculler leaves the battlefield.
- In some cases involving linked abilities, an ability requires information about “the exiled card.” When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. If an ability attempts to create a token that is a copy of “the exiled card,” it creates a token for each card exiled this way that is a copy of that card.
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1
The Reaver Cleaver
The Reaver Cleaver
Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
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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
Verrak, Warped Sengir
Verrak, Warped Sengir
Legendary Creature — Vampire
2/2
Flying, deathtouch, lifelink
Whenever you activate an ability that isn't a mana ability, if life was paid to activate it, you may pay that much life again. If you do, copy that ability. You may choose new targets for the copy.
- Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
- Verrak’s triggered ability creates another instance of that activated ability on the stack. It doesn’t cause any object to gain an ability.
- The source of the copy is the same as the source of the original ability.
- If the ability is modal (that is, if it says, “Choose one —” or similar), the mode is copied and can’t be changed.
- If the ability divides damage or distributes counters among a number of targets, the division and number of targets can’t be changed. If you choose new targets, you must choose the same number of targets.
- If the activated ability’s cost contains a choice, such as a creature to sacrifice or a number of counters to remove, the copy uses that same information. You can’t pay the cost again, even if you want to.
- Any choices made when the ability resolves won’t have been made yet when it’s copied. Any such choices will be made separately when the copy resolves.
- If an ability is linked to a second ability, copies of that ability are also linked to that second ability. If the second ability refers to “the exiled card,” it refers to all cards exiled by the ability and the copy. For example, if Tidehollow Sculler’s enters-the-battlefield ability is copied and two cards are exiled, they both return when Tidehollow Sculler leaves the battlefield.
- In some cases involving linked abilities, an ability requires information about “the exiled card.” When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. If an ability attempts to create a token that is a copy of “the exiled card,” it creates a token for each card exiled this way that is a copy of that card.
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1
Wear // Tear
//
Wear
Instant
- If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
- To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
- You can choose the same object as the target of each half of a fused split spell, if appropriate.
- When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
- When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
- On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
- Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
- Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
- If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
- If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
4 16
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1
Ambition's Cost
Ambition's Cost
Sorcery
You draw three cards and you lose 3 life.
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1
Bell Borca, Spectral Sergeant
Bell Borca, Spectral Sergeant
Legendary Creature — Spirit Soldier
*/5
Note the mana value of each card as it's put into exile.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
- Bell Borca notes mana values only if it's on the battlefield as a card is put into exile.
- Look at the card in exile, not its previous zone, to determine its mana value.
- If a card in exile has in its mana cost, X is considered to be 0.
- While not on the battlefield, and before any cards are noted for it each turn, Bell Borca's power is 0.
- You must follow the normal timing permissions and restrictions for the card exiled by Bell Borca's last ability. If it's a land, you can't play it unless you have land plays available.
- You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- If you don't play the exiled card, it remains exiled.
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1
Cadric, Soul Kindler
Cadric, Soul Kindler
Legendary Creature — Dwarf Wizard
4/3
The "legend rule" doesn't apply to tokens you control.
Whenever another nontoken legendary permanent you control enters, you may pay . If you do, create a token that's a copy of it. That token gains haste. Sacrifice it at the beginning of the next end step.
- If, while you control Cadric, Soul Kindler, you also control a token legendary permanent and a single nontoken legendary permanent with the same name, the legend rule will not cause you to put either one into your graveyard.
- If, while you control Cadric, Soul Kindler, you also control more than one nontoken legendary permanent with the same name and at least one token legendary permanent with that name, the legend rule applies to only the nontoken permanents. You must choose one of the nontoken permanents to keep and put the rest of the nontoken permanents with that name into your graveyard. You may not choose one of the token permanents and you may not put any of the tokens into your graveyard this way.
- If the legendary permanent that entered the battlefield is no longer on the battlefield, no longer under the same player’s control, or no longer legendary when the triggered ability resolves, the ability’s controller may still pay to copy it. If it’s no longer on the battlefield, use its copiable characteristics as it last existed on the battlefield to determine the characteristics of the token copy.
- The token copies exactly what is printed on the permanent and nothing else (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 and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
- If the copied permanent has in its mana cost, X is 0.
- If the copied permanent is copying something else, the token enters the battlefield as whatever that permanent is copying.
- Any enters-the-battlefield abilities of the copied permanent will trigger when the token enters the battlefield. Any “As [this permanent] enters the battlefield” or “[This permanent] enters the battlefield with” abilities of the copied permanent will also work.
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1
Day of Destiny
Day of Destiny
Legendary Enchantment
Legendary creatures you control get +2/+2.
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1
Dihada, Binder of Wills
Dihada, Binder of Wills
Legendary Planeswalker — Dihada
+2: Up to one target legendary creature gains vigilance, lifelink, and indestructible until your next turn.
−3: Reveal the top four cards of your library. Put any number of legendary cards from among them into your hand and the rest into your graveyard. Create a Treasure token for each card put into your graveyard this way.
−11: Gain control of all nonland permanents until end of turn. Untap them. They gain haste until end of turn.
Dihada, Binder of Wills can be your commander.
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1
Hedron Archive
Hedron Archive
Artifact
: Add .
, , Sacrifice this artifact: Draw two cards.
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1
Jazal Goldmane
Jazal Goldmane
Legendary Creature — Cat Warrior
4/4
First strike (This creature deals combat damage before creatures without first strike.)
: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
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1
Josu Vess, Lich Knight
Josu Vess, Lich Knight
Legendary Creature — Zombie Knight
4/5
Kicker (You may pay an additional as you cast this spell.)
Menace
When Josu Vess enters, if it was kicked, create eight 2/2 black Zombie Knight creature tokens with menace.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
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1
Kaya's Wrath
Kaya's Wrath
Sorcery
Destroy all creatures. You gain life equal to the number of creatures you controlled that were destroyed this way.
- If a creature you control has indestructible, it isn't destroyed this way and you won't gain life for it. If a creature you control is destroyed but put into a zone other than a graveyard, you will gain life for it.
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1
Neheb, Dreadhorde Champion
Neheb, Dreadhorde Champion
Legendary Creature — Zombie Minotaur Warrior
5/4
Trample
Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much . Until end of turn, you don't lose this mana as steps and phases end.
- Other effects may cause you to draw more or fewer cards than the number of cards you discarded. In these cases, the amount of mana you add is equal to the number of cards you discarded, not the number of cards you drew.
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1
Odric, Lunarch Marshal
Odric, Lunarch Marshal
Legendary Creature — Human Soldier
3/3
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
- If one of those creatures has one or more variants of the listed keywords (for example, hexproof from white), creatures you control gain those specific variants.
- Odric's ability triggers at the beginning of each combat, not just combat on your turn, whether or not any creatures you control have any of the listed abilities. If a creature gains one of the listed abilities before Odric's triggered ability resolves, perhaps due to another ability that triggered at the beginning of combat, then creatures you control will gain that ability.
- The set of creatures affected by Odric's ability and how they are affected is determined as the ability resolves. Creatures you begin to control later in the turn won't gain any abilities or cause creatures to gain new abilities, and the abilities gained won't change even if every creature that normally had the abilities leaves the battlefield.
- Multiple instances of any of the abilities Odric can grant your creatures are redundant.
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1
Shanid, Sleepers' Scourge
Shanid, Sleepers' Scourge
Legendary Creature — Human Knight
2/4
Menace
Other legendary creatures you control have menace.
Whenever you play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.
- If casting a legendary spell causes Shanid’s last ability to trigger, that ability goes on the stack above the spell that caused it to trigger and resolves first. It resolves even if that spell is countered or otherwise left the stack.
- A legendary land entering the battlefield without being played does not cause Shanid’s last ability to trigger.
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1
Tajic, Blade of the Legion
Tajic, Blade of the Legion
Legendary Creature — Human Soldier
2/2
Indestructible
Battalion — Whenever Tajic and at least two other creatures attack, Tajic gets +5/+5 until end of turn.
- The three attacking creatures don't have to be attacking the same player, planeswalker, or battle.
- Once a battalion ability has triggered, it doesn't matter how many creatures are still attacking when that ability resolves.
- The effects of battalion abilities vary from card to card. Read each card carefully.
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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
Traxos, Scourge of Kroog
Traxos, Scourge of Kroog
Legendary Artifact Creature — Construct
7/7
Trample
Traxos enters tapped and doesn't untap during your untap step.
Whenever you cast a historic spell, untap Traxos. (Artifacts, legendaries, and Sagas are historic.)
- 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.
- 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.
- 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.
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1
Zeriam, Golden Wind
Zeriam, Golden Wind
Legendary Creature — Griffin
3/4
Flying
Whenever a Griffin you control deals combat damage to a player, create a 2/2 white Griffin creature token with flying.
5 5
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1
Adriana, Captain of the Guard
Adriana, Captain of the Guard
Legendary Creature — Human Knight
4/4
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
- You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
- It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Wings of the Guard and another player with five creatures, Wings of the Guard will get +2/+2 until end of turn.
- Melee will trigger if the creature with melee attacks a planeswalker. However, the effect counts only opponents (and not planeswalkers) that you attacked with a creature when determining the bonus.
- Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
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1
Arvad the Cursed
Arvad the Cursed
Legendary Creature — Vampire Knight
3/3
Deathtouch, lifelink
Other legendary creatures you control get +2/+2.
- Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a legendary creature you control may become lethal if Arvad leaves the battlefield during that turn.
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1
Garna, the Bloodflame
Garna, the Bloodflame
Legendary Creature — Human Warrior
3/3
Flash
When Garna enters, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.
Other creatures you control have haste.
- Which creature cards to return to your hand is determined as Garna's triggered ability resolves. If Garna somehow finds its way into your graveyard before that, perhaps due to the "legend rule," it will be returned to your hand.
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1
Heroes' Podium
Heroes' Podium
Legendary Artifact
Each legendary creature you control gets +1/+1 for each other legendary creature you control.
, : Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
- The bonus given by Heroes' Podium counts only legendary creatures. It won't count itself unless some other effect causes it to be a creature in addition to being a land (in which case it will also get the bonus).
- Heroes' Podium will give a bonus to each legendary creature you control, even if gaining control of one causes the "legend rule" to apply. For example, if you control Brimaz, King of Oreskos (a 3/4 legendary creature), and gain control of another one, they'll each be 4/5 when you put one into its owner's graveyard. Then the remaining one will return to being 3/4.
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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 3
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1
Etali, Primal Storm
Etali, Primal Storm
Legendary Creature — Elder Dinosaur
6/6
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
- If an exiled card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can't wait to cast them later in the turn. Timing permissions based on a card's type are ignored, and the spells resolve before blockers are declared.
- If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
- If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
- Any cards not cast, including land cards, remain in exile. They can't be cast on later turns, even if Etali attacks again.
- Because all attacking creatures are chosen at once, a creature cast this way can't attack during the same combat as Etali, even if it has haste.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali's ability are exiled.
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1
Kothophed, Soul Hoarder
Kothophed, Soul Hoarder
Legendary Creature — Demon
6/6
Flying
Whenever a permanent owned by another player is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
- It doesn't matter who controlled the permanent when it was put into a graveyard.
- The triggered ability is mandatory. You can't decline to draw the card and lose life, even if you want to.
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1
The Circle of Loyalty
The Circle of Loyalty
Legendary Artifact
Affinity for Knights (This spell costs less to cast for each Knight you control.)
Creatures you control get +1/+1.
Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance.
, : Create a 2/2 white Knight creature token with vigilance.
- The Circle of Loyalty's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
- The Circle of Loyalty's triggered ability won't trigger when you cast it because it's not on the battlefield yet.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- The cost reduction ability reduces only the generic mana in the relic's cost. The colored mana must still be paid.
- Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much a relic's cost is reduced.
7+ 3
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1
Bladewing, Deathless Tyrant
Bladewing, Deathless Tyrant
Legendary Creature — Dragon Skeleton
6/6
Flying, haste
Whenever Bladewing deals combat damage to a player or planeswalker, for each creature card in your graveyard, create a 2/2 black Zombie Knight creature token with menace.
- The number of creature cards in your graveyard is determined at the time the triggered ability resolves. If any creature cards are in your graveyard as a result of dying in the same combat damage step that the ability triggered in, they will be counted.
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1
Primevals' Glorious Rebirth
Primevals' Glorious Rebirth
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Return all legendary permanent cards from your graveyard to the battlefield.
- You must return all legendary permanent cards to the battlefield, even if the “legend rule” will put some right back into your graveyard. If any abilities triggered from the legendary permanents entering the battlefield, those abilities will be put onto the stack after applying the “legend rule.”
- All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
- 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
Zetalpa, Primal Dawn
Zetalpa, Primal Dawn
Legendary Creature — Elder Dinosaur
4/8
Flying, double strike, vigilance, trample, indestructible
- If an attacking creature with double strike and trample destroys all of its blocking creatures with first-strike combat damage, all of its normal combat damage is assigned to the player, planeswalker, or battle that creature's attacking.
Lands 39
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1
Battlefield Forge
Battlefield Forge
Land
: Add .
: Add or . This land deals 1 damage to you.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
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1
Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
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1
Boros Garrison
Boros Garrison
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
Caves of Koilos
Caves of Koilos
Land
: Add .
: Add or . This land deals 1 damage to you.
- The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
- Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Dragonskull Summit
Dragonskull Summit
Land
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
- This checks for lands you control with the land type Swamp or Mountain, not for lands named Swamp or Mountain. The lands it checks for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter untapped.
- As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
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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
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Geier Reach Sanitarium
Geier Reach Sanitarium
Legendary Land
: Add .
, : Each player draws a card, then discards a card.
- When you activate Geier Reach Sanitarium's last ability, first each player draws a card. Then the player whose turn it is selects a card from their hand and sets it aside without revealing it; proceeding in turn order, each other player does the same. Then the cards that were set aside are discarded at once.
- If more than one player discards a card with madness simultaneously, the player whose turn it is puts their madness abilities onto the stack first, then each other player does the same in turn order. The last one put onto the stack resolves first, and a spell cast this way will resolve before resolving the next madness ability.
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1
Mikokoro, Center of the Sea
Mikokoro, Center of the Sea
Legendary Land
: Add .
, : Each player draws a card.
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1
Mobilized District
Mobilized District
Land
: Add .
: This land becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs less to activate for each legendary creature and planeswalker you control.
- If you control four or more legendary permanents that are creatures and/or planeswalkers, the last ability of Mobilized District costs no mana to activate. A legendary planeswalker that's also a creature reduces this cost by only .
- If Mobilized District becomes a creature the same turn it enters the battlefield, you can't attack with it or activate its mana ability.
- An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (for example, if it was the target of Awakening of Vitu-Ghazi), this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness will continue to apply no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness. For example, if Mobilized District has been made a 0/0 creature with nine +1/+1 counters on it, activating its last ability will turn it into a 12/12 Citizen creature that's still a land.
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5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: Add , , or .
-
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.
-
6
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Rakdos Carnarium
Rakdos Carnarium
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
Reliquary Tower
Reliquary Tower
Land
You have no maximum hand size.
: Add .
- If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
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1
Shivan Gorge
Shivan Gorge
Legendary Land
: Add .
, : Shivan Gorge deals 1 damage to each opponent.
- The damage has no color. It is not red.
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1
Shizo, Death's Storehouse
Shizo, Death's Storehouse
Legendary Land
: Add .
, : Target legendary creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
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1
Smoldering Marsh
Smoldering Marsh
Land — Swamp Mountain
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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5
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
1
Temple of Malice
Temple of Malice
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
Temple of Triumph
Temple of Triumph
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
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1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Tyrite Sanctum
Tyrite Sanctum
Land
: Add .
, : Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it.
, , Sacrifice this land: Put an indestructible counter on target God.
- You can activate the middle ability targeting a legendary creature that's already a God. You'll put a +1/+1 counter on it.
- An indestructible counter on a permanent gives that permanent indestructible.