Creatures 26
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1
Archelos, Lagoon Mystic
Archelos, Lagoon Mystic
Legendary Creature — Turtle Shaman
2/4
As long as Archelos is tapped, other permanents enter tapped.
As long as Archelos is untapped, other permanents enter untapped.
- Archelos's abilities don't apply to itself as it enters the battlefield, nor do they apply to any permanents entering the battlefield at the same time.
- If another replacement effect says that a permanent enters the battlefield tapped while Archelos is untapped, the entering permanent's controller chooses whether the permanent enters tapped or untapped. If a permanent is simply put onto the battlefield tapped without a replacement effect being applied, it always enters untapped if Archelos is untapped.
- If more than one Archelos is on the battlefield, the controller of an entering permanent chooses how to order the replacement effects.
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1
Atla Palani, Nest Tender
Atla Palani, Nest Tender
Legendary Creature — Human Shaman
2/3
, : Create a 0/1 green Egg creature token with defender.
Whenever an Egg you control dies, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
- If Atla Palani dies at the same time as one or more Eggs you control, its last ability triggers for each of those Eggs.
- If there are no creature cards in your library as Atla Palani's last ability resolves, you reveal your library then put it back in a random order.
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1
Baleful Strix
Baleful Strix
Artifact Creature — Bird
1/1
Flying, deathtouch
When this creature enters, draw a card.
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1
Chromanticore
Chromanticore
Enchantment Creature — Manticore
4/4
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Flying, first strike, vigilance, trample, lifelink
Enchanted creature gets +4/+4 and has flying, first strike, vigilance, trample, and lifelink.
- On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
- Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
- Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
- If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
- Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
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1
Coiling Oracle
Coiling Oracle
Creature — Snake Elf Druid
1/1
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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Faeburrow Elder
Faeburrow Elder
Creature — Treefolk Druid
0/0
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
- Faeburrow Elder's middle ability can give it at most +5/+5, that is, +1/+1 each for white, blue, black, red, and green. "Gold," "multicolor," and "colorless" aren't colors. Similarly, Faeburrow Elder's last ability can produce at most five mana.
- Since Faeburrow Elder is a green and white permanent, its middle ability usually gives it at least +2/+2 and its last ability usually produces at least .
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Fallaji Wayfarer
Fallaji Wayfarer
Creature — Human Scout
2/4
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.)
Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- The first ability of Fallaji Wayfarer functions in all zones. For example, you may find Fallaji Wayfarer while searching your library if an effect instructs you to search your library for a multicolored card.
- Fallaji Wayfarer's color identity is green. It may be included in any commander deck where the commander's color identity includes green.
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Fusion Elemental
Fusion Elemental
Creature — Elemental
8/8
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Glint-Eye Nephilim
Glint-Eye Nephilim
Creature — Nephilim
2/2
Whenever this creature deals combat damage to a player, draw that many cards.
, Discard a card: This creature gets +1/+1 until end of turn.
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1
Hero of Precinct One
Hero of Precinct One
Creature — Human Warrior
2/2
Whenever you cast a multicolored spell, create a 1/1 white Human creature token.
- The triggered ability of Hero of Precinct One resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
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Illuna, Apex of Wishes
Illuna, Apex of Wishes
Legendary Creature — Beast Elemental Dinosaur
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying, trample
Whenever this creature mutates, exile cards from the top of your library until you exile a nonland permanent card. Put that card onto the battlefield or into your hand.
- Illuna's last ability exiles the cards face up. All players will see what the card is if you put it into your hand.
- You choose whether to put the card into your hand or onto the battlefield after seeing what the card is.
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
- Any land, instant, and sorcery cards exiled this way remain in exile.
- If an Aura is put onto the battlefield without being cast, the Aura's controller-to-be chooses what it will enchant as it enters the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in its current zone.
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Jenson Carthalion, Druid Exile
Jenson Carthalion, Druid Exile
Legendary Creature — Human Druid
2/2
Whenever you cast a multicolored spell, scry 1. If that spell was all colors, create a 4/4 white Angel creature token with flying and vigilance.
, : Add .
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Knight of New Alara
Knight of New Alara
Creature — Human Knight
2/2
Each other multicolored creature you control gets +1/+1 for each of its colors.
- For example, a white creature gets no bonus. A white and blue creature gets +2/+2. A white, blue, and black creature gets +3/+3, and so on.
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Maelstrom Archangel
Maelstrom Archangel
Creature — Angel
5/5
Flying
Whenever this creature deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.
- If you want to cast a card this way, you cast it as part of the resolution of Maelstrom Angel's triggered ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other casting restrictions are not (such as “Cast [this card] only before attackers are declared”).
- If you cast a card this way, you're casting it as a spell. It can be countered.
- If you cast a card with X in its cost this way, X must be 0.
- If you cast a card “without paying its mana cost,” you can't choose to cast it for any alternative costs, such as evoke or the alternative cost provided by the morph ability. However, you can pay optional additional costs, such as conspire, and you must still pay mandatory additional costs, such as the one on Goldmeadow Stalwart.
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Nethroi, Apex of Death
Nethroi, Apex of Death
Legendary Creature — Cat Nightmare Beast
5/5
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch, lifelink
Whenever this creature mutates, return any number of target creature cards with total power 10 or less from your graveyard to the battlefield.
- Nethroi's triggered ability can return any combination of creatures whose powers total 10 or less. For example, it could target ten 1/1 creature cards, two 5/5 creature cards, and so on. Regardless of what other creature cards you choose as targets, you can also choose any number of creature cards with power 0 as targets.
- Use the power of the creature cards as they exist in your graveyard to determine whether they can be the targets of Nethroi's triggered ability. For example, a 0/0 creature card that will enter the battlefield as a copy of a 15/15 creature can be returned, as can five 0/0 creature cards that will each enter the battlefield with three +1/+1 counters on them.
- If the power of the target creature cards change while in your graveyard, most likely because one has a characteristic-defining ability that defines a * in its power, the total power of the creatures may become greater than 10. If this happens, the entire selection of targets is illegal and nothing is returned to the battlefield.
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O-Kagachi, Vengeful Kami
O-Kagachi, Vengeful Kami
Legendary Creature — Dragon Spirit
6/6
Flying, trample
Whenever O-Kagachi deals combat damage to a player, if that player attacked you during their last turn, exile target nonland permanent that player controls.
- A player attacked you if that player declared a creature as an attacking creature and that creature is attacking you. If that player attacked only planeswalkers you control, that player didn't attack you. If that player's creatures were attacking you only because they were put onto the battlefield attacking or only because you were reselected as the player they were attacking, that player didn't attack you.
- O-Kagachi's last ability exiles only one nonland permanent, no matter how many creatures attacked you or how many times that player attacked you during their last turn.
- If O-Kagachi deals lethal damage to a blocking creature and also deals damage to its controller, that blocking creature is destroyed before a target is selected for O-Kagachi's last ability. It can't be exiled.
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Primeval Spawn
Primeval Spawn
Creature — Avatar
10/10
If this creature would enter and it wasn't cast or no mana was spent to cast it, exile it instead.
Vigilance, trample, lifelink
When this creature leaves the battlefield, exile the top ten cards of your library. You may cast any number of spells with total mana value 10 or less from among them without paying their mana costs.
- As long as mana was paid for any cost to cast Primeval Spawn, it enters the battlefield as it resolves. It will not be exiled as it tries to enter the battlefield, even if its cost was reduced or a cost other than its normal mana cost was paid.
- If Primeval Spawn is exiled by its first ability as it tries to enter the battlefield, it goes directly to the exile zone without entering the battlefield first. Since it never enters or leaves the battlefield, its last ability won’t trigger.
- If an effect causes a card to enter the battlefield as a copy of Primeval Spawn and that permanent wasn’t cast or no mana was spent to cast it, that card will be exiled instead of entering the battlefield.
- Conversely, if an effect would cause Primeval Spawn to enter the battlefield as a copy of another permanent, it will enter the battlefield as a copy of that permanent whether or not it was cast or mana was spent to cast it.
- If a creature token that is a copy of Primeval Spawn would be put onto the battlefield, it’s put into exile instead and then ceases to exist. Creature tokens are never cast, even if the spell that created them was.
- If an effect from a static ability would remove all abilities from Primeval Spawn if it were on the battlefield (such as that of Humility), then its first ability won’t cause it to be exiled. It will enter the battlefield as normal.
- Primeval Spawn’s last ability checks the mana values and types of the spells on the stack, not the mana values and types of the cards in exile. Notably, this means that you may cast the back face of a modal double-faced card or either face of a split card as long as the spells you are casting together have a total mana value of 10 or less.
- The spells are cast one after the other during the resolution of Primeval Spawn’s last ability. The one you cast last will be the first one to resolve.
- If you cast a spell without paying its mana cost, you can’t choose to cast it for any alternative costs. You can, however, pay any additional costs. If the spell has any mandatory additional costs, you must pay those.
- If the spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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Rienne, Angel of Rebirth
Rienne, Angel of Rebirth
Legendary Creature — Angel
5/4
Flying
Other multicolored creatures you control get +1/+0.
Whenever another multicolored creature you control dies, return it to its owner's hand at the beginning of the next end step.
- If a multicolored creature you control leaves the graveyard after it dies but before the delayed triggered ability resolves, it will not return to its owner's hand.
- If an effect causes a non-multicolored creature to become multicolored and that creature dies, the non-multicolored card will return to its owner's hand.
- If Rienne dies at the same time as one or more other multicolored creatures you control, its last ability triggers for each of those creatures.
- If Rienne leaves the battlefield after its ability has triggered but before the next end step, its delayed triggered ability will still return the card.
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Selvala, Explorer Returned
Selvala, Explorer Returned
Legendary Creature — Elf Scout
2/4
Parley — : Each player reveals the top card of their library. For each nonland card revealed this way, add and you gain 1 life. Then each player draws a card.
- Selvala's parley ability is a mana ability. It doesn't use the stack and can't be responded to.
- If you activate Selvala's ability while casting a spell, and you discover you can't produce enough mana to pay that spell's costs, the spell is reversed. The spell returns to whatever zone you were casting it from. You may reverse other mana abilities you activated while casting the spell, but Selvala's ability can't be reversed. You'll still have whatever mana that ability produced, and each player will have drawn a card.
- Except in some very rare cases, the card each player draws will be the card revealed from the top of their library.
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Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
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Surrak Dragonclaw
Surrak Dragonclaw
Legendary Creature — Human Warrior
6/6
Flash
This spell can't be countered.
Creature spells you control can't be countered.
Other creatures you control have trample.
- A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
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Tiller Engine
Tiller Engine
Artifact Creature — Construct
1/3
Whenever a land you control enters tapped, choose one —
- Untap that land.
- Tap target nonland permanent an opponent controls.
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Transguild Courier
Transguild Courier
Artifact Creature — Golem
3/3
Transguild Courier is all colors.
- This card is white, blue, black, red, and green in all zones. It is multicolored.
- Transguild Courier appears in a multicolored card frame, but it's still an artifact.
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Two-Headed Hellkite
Two-Headed Hellkite
Creature — Dragon
5/5
Flying, menace, haste
Whenever this creature attacks, draw two cards.
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Xyris, the Writhing Storm
Xyris, the Writhing Storm
Legendary Creature — Snake Leviathan
3/5
Flying
Whenever an opponent draws a card except the first one they draw in each of their draw steps, create a 1/1 green Snake creature token.
Whenever Xyris deals combat damage to a player, you and that player each draw that many cards.
- If a spell or ability causes an opponent to put cards into their hand without specifically using the word "draw," it's not a card drawn.
- If the amount of damage Xyris deals is greater than the number of cards in your library but causes the defending player's life total to become 0 or less, that player loses the game before Xyris's ability causes you to draw cards. If there are no other players left in the game, you win the game.
- If the amount of damage Xyris deals is greater than the number of cards in your library and the number of cards in that player's library, you both lose the game at the same time. It doesn't matter if one of you had more cards in library than the other. If there are no other players left in the game, the game is a draw.
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Zaxara, the Exemplary
Zaxara, the Exemplary
Legendary Creature — Nightmare Hydra
2/3
Deathtouch
: Add two mana of any one color.
Whenever you cast a spell with in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
- The value of X in Zaxara's last ability is the value of X of the spell you cast.
- If the spell you cast has in its mana cost, the token gets only X counters, not twice X.
- The Hydra token enters the battlefield as a 0/0 creature. Any abilities that modify or trigger on this event apply. After the token is on the battlefield but before any player can take actions, +1/+1 counters are put onto the token.
- If X is 0, the 0/0 Hydra token will die immediately after the ability's done resolving unless something else is raising its toughness.
- If an effect, such as that of Parallel Lives, causes Zaxara's ability to create multiple Hydra tokens, they each receive X +1/+1 counters.
Instants 10
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Abzan Charm
Abzan Charm
Instant
Choose one —
- Exile target creature with power 3 or greater.
- You draw two cards and you lose 2 life.
- Distribute two +1/+1 counters among one or two target creatures.
- If you choose the third mode, you choose how the counters will be distributed as you cast the spell. Notably, if you choose to put one +1/+1 counter on each of two target creatures, and one of those creatures becomes an illegal target in response, the +1/+1 counter that would have been put on that creature is lost. It can't be put on the remaining legal target.
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Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
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Echoing Truth
Echoing Truth
Instant
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.
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Growth Spiral
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
- Growth Spiral's effect doesn't count as playing a land. It can put a land card onto the battlefield even if it's not your turn or if you've already played your land for the turn.
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Naya Charm
Naya Charm
Instant
Choose one —
- Naya Charm deals 3 damage to target creature.
- Return target card from a graveyard to its owner's hand.
- Tap all creatures target player controls.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
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Path to Exile
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
- If the target creature is an illegal target by the time Path to Exile tries to resolve, it won't resolve and none of its effects will happen. The creature's controller won't search for a basic land card.
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Sultai Charm
Sultai Charm
Instant
Choose one —
- Destroy target monocolored creature.
- Destroy target artifact or enchantment.
- Draw two cards, then discard a card.
- A monocolored creature is exactly one color. Colorless creatures aren't monocolored.
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Sylvan Reclamation
Sylvan Reclamation
Instant
Exile up to two target artifacts and/or enchantments.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Terminate
Terminate
Instant
Destroy target creature. It can't be regenerated.
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Unite the Coalition
Unite the Coalition
Instant
Choose five. You may choose the same mode more than once.
- Target permanent phases out.
- Target player draws a card.
- Exile target player's graveyard.
- Unite the Coalition deals 2 damage to any target.
- Destroy target artifact or enchantment.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If you choose any mode more than once, you choose the relative order of each of those modes.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until Unite the Coalition is done resolving.
- If Unite the Coalition is copied, the effect that creates the copy may allow you to choose new targets, but you can’t choose new modes.
- Phased-out permanents are treated as though they don’t exist. They can’t be the targets of spells or abilities, their static abilities have no effect on the game, their triggered abilities can’t trigger, they can’t attack or block, and so on.
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they’ll phase in still attached to that permanent.
- Permanents phase back in during their controller’s untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- An attacking or blocking creature that phases out is removed from combat.
- Phasing out doesn’t cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won’t cause any “enters the battlefield” abilities to trigger.
- Any continuous effects with a “for as long as” duration ignore phased-out objects. If ignoring those objects causes the effect’s conditions to no longer be met, the duration will expire.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
Sorceries 14
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Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
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1
Duneblast
Duneblast
Sorcery
Choose up to one creature. Destroy the rest.
- You decide which creature to spare as Duneblast resolves. This choice doesn't target the creature. If you don't choose a creature, then all creatures will be destroyed.
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1
Explore
Explore
Sorcery
You may play an additional land this turn.
Draw a card.
- The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Urban Evolution.
- Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves first and you draw a card, perhaps a land you'll play later.
- If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.
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Explosive Vegetation
Explosive Vegetation
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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1
Farseek
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
- Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
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Iridian Maelstrom
Iridian Maelstrom
Sorcery
Destroy each creature that isn't all colors.
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Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
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1
Lavalanche
Lavalanche
Sorcery
Lavalanche deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
- If the targeted player has become an illegal target by the time Lavalanche resolves, Lavalanche doesn't resolve. Nothing will be dealt damage.
- Because Lavalanche doesn't target any creatures, it will deal damage to creatures with shroud. Any damage it would deal to creatures with appropriate protection abilities will still be prevented, however.
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Merciless Eviction
Merciless Eviction
Sorcery
Choose one —
- Exile all artifacts.
- Exile all creatures.
- Exile all enchantments.
- Exile all planeswalkers.
- You choose the mode as you cast the spell.
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1
Migration Path
Migration Path
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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Painful Truths
Painful Truths
Sorcery
Converge — You draw X cards and you lose X life, where X is the number of colors of mana spent to cast this spell.
- The maximum number of colors of mana you can spend to cast a spell is five. Colorless is not a color. Note that the cost of a spell with converge may limit how many colors of mana you can spend.
- Unless a spell or ability allows you to, you can't choose to pay more mana for a spell with a converge ability just to spend more colors of mana. Likewise, if a spell or ability reduces the amount of mana it costs you to cast a spell with converge, you can't ignore that cost reduction in order to spend more colors of mana.
- If there are any alternative or additional costs to cast a spell with a converge ability, the mana spent to pay those costs will count. For example, if an effect makes sorcery spells cost more to cast, you could pay to cast Radiant Flames and deal 4 damage to each creature.
- If you cast a spell with converge without spending any mana to cast it (perhaps because an effect allowed you to cast it without paying its mana cost), then the number of colors spent to cast it will be zero.
- If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
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1
Radiant Flames
Radiant Flames
Sorcery
Converge — Radiant Flames deals X damage to each creature, where X is the number of colors of mana spent to cast this spell.
- The maximum number of colors of mana you can spend to cast a spell is five. Colorless is not a color. Note that the cost of a spell with converge may limit how many colors of mana you can spend.
- Unless a spell or ability allows you to, you can't choose to pay more mana for a spell with a converge ability just to spend more colors of mana. Likewise, if a spell or ability reduces the amount of mana it costs you to cast a spell with converge, you can't ignore that cost reduction in order to spend more colors of mana.
- If there are any alternative or additional costs to cast a spell with a converge ability, the mana spent to pay those costs will count. For example, if an effect makes sorcery spells cost more to cast, you could pay to cast Radiant Flames and deal 4 damage to each creature.
- If you cast a spell with converge without spending any mana to cast it (perhaps because an effect allowed you to cast it without paying its mana cost), then the number of colors spent to cast it will be zero.
- If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
-
1
Search for Tomorrow
Search for Tomorrow
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
- Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
- You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
- Cards exiled with suspend are exiled face up.
- Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
- If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
- If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
- If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
- When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
- If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
- Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
- If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
-
1
Time Wipe
Time Wipe
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
- You chose which creature to return to its owner's hand while Time Wipe is resolving. No player may take any actions between the time you choose the creature to return and the time other creatures are destroyed.
- If you control no creatures, you simply destroy all creatures.
Artifacts 6
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Coalition Relic
Coalition Relic
Artifact
: Add one mana of any color.
: Put a charge counter on this artifact.
At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.
- If you remove multiple charge counters from Coalition Relic at once, you may add a different color of mana for each one.
- Only the first main phase each turn is considered a precombat main phase, even if additional main phases or combat phases are created.
-
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.
-
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.
-
1
Obsidian Obelisk
Obsidian Obelisk
Artifact
This artifact enters tapped.
: Add .
: Add one mana of any color. Spend this mana only to cast a multicolored spell.
-
1
Prophetic Prism
Prophetic Prism
Artifact
When this artifact enters, draw a card.
, : Add one mana of any color.
Enchantments 4
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1
Abundant Growth
Abundant Growth
Enchantment — Aura
Enchant land
When this Aura enters, draw a card.
Enchanted land has " : Add one mana of any color."
- The enchanted land retains any other abilities it has. Activating one of the land's activated abilities won't cause the other(s) to be activated.
-
1
Maelstrom Nexus
Maelstrom Nexus
Enchantment
The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- You exile the cards face up. All players will be able to see them.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- If the first spell you cast in a turn already has cascade, both cascade abilities will trigger separately. Deal with them one at a time: First one cascade ability will resolve, and you'll cast the applicable card if you want. That new spell will resolve. Then the other cascade ability will resolve in the same way. Finally, the original spell will resolve.
- This effect takes into account spells that were cast earlier in the turn before Maelstrom Nexus entered the battlefield, including any spells still on the stack. If you've already cast any spells that turn (including Maelstrom Nexus itself), this ability won't give any of your spells cascade that turn.
-
1
Mana Cannons
Mana Cannons
Enchantment
Whenever you cast a multicolored spell, this enchantment deals X damage to any target, where X is the number of colors that spell is.
-
1
Path to the World Tree
Path to the World Tree
Enchantment
When this enchantment enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
, Sacrifice this enchantment: You gain 2 life and draw two cards. Target opponent loses 2 life. This enchantment deals 2 damage to up to one target creature. You create a 2/2 green Bear creature token.
- The last ability of Path to the World Tree always targets an opponent and may target a creature. As the ability tries to resolve, if all its targets are illegal, the ability won't resolve and none of its effects will happen. You won't do any of the cool stuff that ability tells you to do.
Lands 39
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1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
-
1
Bad River
Bad River
Land
This land enters tapped.
, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
-
1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- 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.
- 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.
-
1
Cascading Cataracts
Cascading Cataracts
Land
Indestructible
: Add .
, : Add five mana in any combination of colors.
-
1
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
-
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.
-
1
Crumbling Necropolis
Crumbling Necropolis
Land
This land enters tapped.
: Add , , or .
-
1
Crystal Quarry
Crystal Quarry
Land
: Add .
, : Add .
-
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.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Flood Plain
Flood Plain
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
-
3
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Frontier Bivouac
Frontier Bivouac
Land
This land enters tapped.
: Add , , or .
-
1
Grasslands
Grasslands
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
- You do not have to find a plains or forest card if you do not want to.
-
2
Island
Island
Basic Land — Island
( : Add .)
-
1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
-
1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
-
2
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Mountain Valley
Mountain Valley
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
- You do not have to find a mountain or forest card if you do not want to.
-
1
Murmuring Bosk
Murmuring Bosk
Land — Forest
( : Add .)
As this land enters, you may reveal a Treefolk card from your hand. If you don't, this land enters tapped.
: Add or . This land deals 1 damage to you.
- Murmuring Bosk is a Forest, but it isn't a basic land. Things that affect basic lands don't affect it. Things that affect basic land types do. For example, you can't find Murmuring Bosk with Fertilid's ability ("searches their library for a basic land card"), but you can find Murmuring Bosk with Everbark Shaman's ability ("search your library for two Forest cards").
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1
Mystic Monastery
Mystic Monastery
Land
This land enters tapped.
: Add , , or .
-
1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: Add , , or .
-
1
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
-
2
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Rocky Tar Pit
Rocky Tar Pit
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
-
1
Sandsteppe Citadel
Sandsteppe Citadel
Land
This land enters tapped.
: Add , , or .
-
1
Savage Lands
Savage Lands
Land
This land enters tapped.
: Add , , or .
-
1
Seaside Citadel
Seaside Citadel
Land
This land enters tapped.
: Add , , or .
-
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.
-
1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
2
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
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.
White 2
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1
Hero of Precinct One
Hero of Precinct One
Creature — Human Warrior
2/2
Whenever you cast a multicolored spell, create a 1/1 white Human creature token.
- The triggered ability of Hero of Precinct One resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
-
1
Path to Exile
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
- If the target creature is an illegal target by the time Path to Exile tries to resolve, it won't resolve and none of its effects will happen. The creature's controller won't search for a basic land card.
Red 2
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1
Mana Cannons
Mana Cannons
Enchantment
Whenever you cast a multicolored spell, this enchantment deals X damage to any target, where X is the number of colors that spell is.
-
1
Radiant Flames
Radiant Flames
Sorcery
Converge — Radiant Flames deals X damage to each creature, where X is the number of colors of mana spent to cast this spell.
- The maximum number of colors of mana you can spend to cast a spell is five. Colorless is not a color. Note that the cost of a spell with converge may limit how many colors of mana you can spend.
- Unless a spell or ability allows you to, you can't choose to pay more mana for a spell with a converge ability just to spend more colors of mana. Likewise, if a spell or ability reduces the amount of mana it costs you to cast a spell with converge, you can't ignore that cost reduction in order to spend more colors of mana.
- If there are any alternative or additional costs to cast a spell with a converge ability, the mana spent to pay those costs will count. For example, if an effect makes sorcery spells cost more to cast, you could pay to cast Radiant Flames and deal 4 damage to each creature.
- If you cast a spell with converge without spending any mana to cast it (perhaps because an effect allowed you to cast it without paying its mana cost), then the number of colors spent to cast it will be zero.
- If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
Green 11
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1
Abundant Growth
Abundant Growth
Enchantment — Aura
Enchant land
When this Aura enters, draw a card.
Enchanted land has " : Add one mana of any color."
- The enchanted land retains any other abilities it has. Activating one of the land's activated abilities won't cause the other(s) to be activated.
-
1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
-
1
Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
-
1
Explore
Explore
Sorcery
You may play an additional land this turn.
Draw a card.
- The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Urban Evolution.
- Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves first and you draw a card, perhaps a land you'll play later.
- If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.
-
1
Explosive Vegetation
Explosive Vegetation
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Fallaji Wayfarer
Fallaji Wayfarer
Creature — Human Scout
2/4
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.)
Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- The first ability of Fallaji Wayfarer functions in all zones. For example, you may find Fallaji Wayfarer while searching your library if an effect instructs you to search your library for a multicolored card.
- Fallaji Wayfarer's color identity is green. It may be included in any commander deck where the commander's color identity includes green.
-
1
Farseek
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
- Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
-
1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
-
1
Migration Path
Migration Path
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
-
1
Path to the World Tree
Path to the World Tree
Enchantment
When this enchantment enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
, Sacrifice this enchantment: You gain 2 life and draw two cards. Target opponent loses 2 life. This enchantment deals 2 damage to up to one target creature. You create a 2/2 green Bear creature token.
- The last ability of Path to the World Tree always targets an opponent and may target a creature. As the ability tries to resolve, if all its targets are illegal, the ability won't resolve and none of its effects will happen. You won't do any of the cool stuff that ability tells you to do.
-
1
Search for Tomorrow
Search for Tomorrow
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
- Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
- You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
- Cards exiled with suspend are exiled face up.
- Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
- If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
- If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
- If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
- When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
- If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
- Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
- If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
Multicolor 35
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1
Abzan Charm
Abzan Charm
Instant
Choose one —
- Exile target creature with power 3 or greater.
- You draw two cards and you lose 2 life.
- Distribute two +1/+1 counters among one or two target creatures.
- If you choose the third mode, you choose how the counters will be distributed as you cast the spell. Notably, if you choose to put one +1/+1 counter on each of two target creatures, and one of those creatures becomes an illegal target in response, the +1/+1 counter that would have been put on that creature is lost. It can't be put on the remaining legal target.
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1
Archelos, Lagoon Mystic
Archelos, Lagoon Mystic
Legendary Creature — Turtle Shaman
2/4
As long as Archelos is tapped, other permanents enter tapped.
As long as Archelos is untapped, other permanents enter untapped.
- Archelos's abilities don't apply to itself as it enters the battlefield, nor do they apply to any permanents entering the battlefield at the same time.
- If another replacement effect says that a permanent enters the battlefield tapped while Archelos is untapped, the entering permanent's controller chooses whether the permanent enters tapped or untapped. If a permanent is simply put onto the battlefield tapped without a replacement effect being applied, it always enters untapped if Archelos is untapped.
- If more than one Archelos is on the battlefield, the controller of an entering permanent chooses how to order the replacement effects.
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1
Atla Palani, Nest Tender
Atla Palani, Nest Tender
Legendary Creature — Human Shaman
2/3
, : Create a 0/1 green Egg creature token with defender.
Whenever an Egg you control dies, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
- If Atla Palani dies at the same time as one or more Eggs you control, its last ability triggers for each of those Eggs.
- If there are no creature cards in your library as Atla Palani's last ability resolves, you reveal your library then put it back in a random order.
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1
Baleful Strix
Baleful Strix
Artifact Creature — Bird
1/1
Flying, deathtouch
When this creature enters, draw a card.
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1
Chromanticore
Chromanticore
Enchantment Creature — Manticore
4/4
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Flying, first strike, vigilance, trample, lifelink
Enchanted creature gets +4/+4 and has flying, first strike, vigilance, trample, and lifelink.
- On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
- Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
- Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
- If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
- Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
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1
Coiling Oracle
Coiling Oracle
Creature — Snake Elf Druid
1/1
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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1
Duneblast
Duneblast
Sorcery
Choose up to one creature. Destroy the rest.
- You decide which creature to spare as Duneblast resolves. This choice doesn't target the creature. If you don't choose a creature, then all creatures will be destroyed.
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1
Faeburrow Elder
Faeburrow Elder
Creature — Treefolk Druid
0/0
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
- Faeburrow Elder's middle ability can give it at most +5/+5, that is, +1/+1 each for white, blue, black, red, and green. "Gold," "multicolor," and "colorless" aren't colors. Similarly, Faeburrow Elder's last ability can produce at most five mana.
- Since Faeburrow Elder is a green and white permanent, its middle ability usually gives it at least +2/+2 and its last ability usually produces at least .
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1
Fusion Elemental
Fusion Elemental
Creature — Elemental
8/8
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1
Glint-Eye Nephilim
Glint-Eye Nephilim
Creature — Nephilim
2/2
Whenever this creature deals combat damage to a player, draw that many cards.
, Discard a card: This creature gets +1/+1 until end of turn.
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1
Growth Spiral
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
- Growth Spiral's effect doesn't count as playing a land. It can put a land card onto the battlefield even if it's not your turn or if you've already played your land for the turn.
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1
Illuna, Apex of Wishes
Illuna, Apex of Wishes
Legendary Creature — Beast Elemental Dinosaur
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying, trample
Whenever this creature mutates, exile cards from the top of your library until you exile a nonland permanent card. Put that card onto the battlefield or into your hand.
- Illuna's last ability exiles the cards face up. All players will see what the card is if you put it into your hand.
- You choose whether to put the card into your hand or onto the battlefield after seeing what the card is.
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
- Any land, instant, and sorcery cards exiled this way remain in exile.
- If an Aura is put onto the battlefield without being cast, the Aura's controller-to-be chooses what it will enchant as it enters the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in its current zone.
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1
Iridian Maelstrom
Iridian Maelstrom
Sorcery
Destroy each creature that isn't all colors.
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1
Jared Carthalion
Jared Carthalion
Legendary Planeswalker — Jared
+1: Create a 3/3 Kavu creature token with trample that's all colors.
−3: Choose up to two target creatures. For each of them, put a number of +1/+1 counters on it equal to the number of colors it is.
−6: Return target multicolored card from your graveyard to your hand. If that card was all colors, draw a card and create two Treasure tokens.
Jared Carthalion can be your commander.
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1
Jenson Carthalion, Druid Exile
Jenson Carthalion, Druid Exile
Legendary Creature — Human Druid
2/2
Whenever you cast a multicolored spell, scry 1. If that spell was all colors, create a 4/4 white Angel creature token with flying and vigilance.
, : Add .
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1
Knight of New Alara
Knight of New Alara
Creature — Human Knight
2/2
Each other multicolored creature you control gets +1/+1 for each of its colors.
- For example, a white creature gets no bonus. A white and blue creature gets +2/+2. A white, blue, and black creature gets +3/+3, and so on.
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1
Lavalanche
Lavalanche
Sorcery
Lavalanche deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
- If the targeted player has become an illegal target by the time Lavalanche resolves, Lavalanche doesn't resolve. Nothing will be dealt damage.
- Because Lavalanche doesn't target any creatures, it will deal damage to creatures with shroud. Any damage it would deal to creatures with appropriate protection abilities will still be prevented, however.
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1
Maelstrom Archangel
Maelstrom Archangel
Creature — Angel
5/5
Flying
Whenever this creature deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.
- If you want to cast a card this way, you cast it as part of the resolution of Maelstrom Angel's triggered ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other casting restrictions are not (such as “Cast [this card] only before attackers are declared”).
- If you cast a card this way, you're casting it as a spell. It can be countered.
- If you cast a card with X in its cost this way, X must be 0.
- If you cast a card “without paying its mana cost,” you can't choose to cast it for any alternative costs, such as evoke or the alternative cost provided by the morph ability. However, you can pay optional additional costs, such as conspire, and you must still pay mandatory additional costs, such as the one on Goldmeadow Stalwart.
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1
Maelstrom Nexus
Maelstrom Nexus
Enchantment
The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- You exile the cards face up. All players will be able to see them.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- If the first spell you cast in a turn already has cascade, both cascade abilities will trigger separately. Deal with them one at a time: First one cascade ability will resolve, and you'll cast the applicable card if you want. That new spell will resolve. Then the other cascade ability will resolve in the same way. Finally, the original spell will resolve.
- This effect takes into account spells that were cast earlier in the turn before Maelstrom Nexus entered the battlefield, including any spells still on the stack. If you've already cast any spells that turn (including Maelstrom Nexus itself), this ability won't give any of your spells cascade that turn.
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1
Merciless Eviction
Merciless Eviction
Sorcery
Choose one —
- Exile all artifacts.
- Exile all creatures.
- Exile all enchantments.
- Exile all planeswalkers.
- You choose the mode as you cast the spell.
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1
Naya Charm
Naya Charm
Instant
Choose one —
- Naya Charm deals 3 damage to target creature.
- Return target card from a graveyard to its owner's hand.
- Tap all creatures target player controls.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
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1
Nethroi, Apex of Death
Nethroi, Apex of Death
Legendary Creature — Cat Nightmare Beast
5/5
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch, lifelink
Whenever this creature mutates, return any number of target creature cards with total power 10 or less from your graveyard to the battlefield.
- Nethroi's triggered ability can return any combination of creatures whose powers total 10 or less. For example, it could target ten 1/1 creature cards, two 5/5 creature cards, and so on. Regardless of what other creature cards you choose as targets, you can also choose any number of creature cards with power 0 as targets.
- Use the power of the creature cards as they exist in your graveyard to determine whether they can be the targets of Nethroi's triggered ability. For example, a 0/0 creature card that will enter the battlefield as a copy of a 15/15 creature can be returned, as can five 0/0 creature cards that will each enter the battlefield with three +1/+1 counters on them.
- If the power of the target creature cards change while in your graveyard, most likely because one has a characteristic-defining ability that defines a * in its power, the total power of the creatures may become greater than 10. If this happens, the entire selection of targets is illegal and nothing is returned to the battlefield.
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1
O-Kagachi, Vengeful Kami
O-Kagachi, Vengeful Kami
Legendary Creature — Dragon Spirit
6/6
Flying, trample
Whenever O-Kagachi deals combat damage to a player, if that player attacked you during their last turn, exile target nonland permanent that player controls.
- A player attacked you if that player declared a creature as an attacking creature and that creature is attacking you. If that player attacked only planeswalkers you control, that player didn't attack you. If that player's creatures were attacking you only because they were put onto the battlefield attacking or only because you were reselected as the player they were attacking, that player didn't attack you.
- O-Kagachi's last ability exiles only one nonland permanent, no matter how many creatures attacked you or how many times that player attacked you during their last turn.
- If O-Kagachi deals lethal damage to a blocking creature and also deals damage to its controller, that blocking creature is destroyed before a target is selected for O-Kagachi's last ability. It can't be exiled.
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1
Primeval Spawn
Primeval Spawn
Creature — Avatar
10/10
If this creature would enter and it wasn't cast or no mana was spent to cast it, exile it instead.
Vigilance, trample, lifelink
When this creature leaves the battlefield, exile the top ten cards of your library. You may cast any number of spells with total mana value 10 or less from among them without paying their mana costs.
- As long as mana was paid for any cost to cast Primeval Spawn, it enters the battlefield as it resolves. It will not be exiled as it tries to enter the battlefield, even if its cost was reduced or a cost other than its normal mana cost was paid.
- If Primeval Spawn is exiled by its first ability as it tries to enter the battlefield, it goes directly to the exile zone without entering the battlefield first. Since it never enters or leaves the battlefield, its last ability won’t trigger.
- If an effect causes a card to enter the battlefield as a copy of Primeval Spawn and that permanent wasn’t cast or no mana was spent to cast it, that card will be exiled instead of entering the battlefield.
- Conversely, if an effect would cause Primeval Spawn to enter the battlefield as a copy of another permanent, it will enter the battlefield as a copy of that permanent whether or not it was cast or mana was spent to cast it.
- If a creature token that is a copy of Primeval Spawn would be put onto the battlefield, it’s put into exile instead and then ceases to exist. Creature tokens are never cast, even if the spell that created them was.
- If an effect from a static ability would remove all abilities from Primeval Spawn if it were on the battlefield (such as that of Humility), then its first ability won’t cause it to be exiled. It will enter the battlefield as normal.
- Primeval Spawn’s last ability checks the mana values and types of the spells on the stack, not the mana values and types of the cards in exile. Notably, this means that you may cast the back face of a modal double-faced card or either face of a split card as long as the spells you are casting together have a total mana value of 10 or less.
- The spells are cast one after the other during the resolution of Primeval Spawn’s last ability. The one you cast last will be the first one to resolve.
- If you cast a spell without paying its mana cost, you can’t choose to cast it for any alternative costs. You can, however, pay any additional costs. If the spell has any mandatory additional costs, you must pay those.
- If the spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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1
Rienne, Angel of Rebirth
Rienne, Angel of Rebirth
Legendary Creature — Angel
5/4
Flying
Other multicolored creatures you control get +1/+0.
Whenever another multicolored creature you control dies, return it to its owner's hand at the beginning of the next end step.
- If a multicolored creature you control leaves the graveyard after it dies but before the delayed triggered ability resolves, it will not return to its owner's hand.
- If an effect causes a non-multicolored creature to become multicolored and that creature dies, the non-multicolored card will return to its owner's hand.
- If Rienne dies at the same time as one or more other multicolored creatures you control, its last ability triggers for each of those creatures.
- If Rienne leaves the battlefield after its ability has triggered but before the next end step, its delayed triggered ability will still return the card.
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1
Selvala, Explorer Returned
Selvala, Explorer Returned
Legendary Creature — Elf Scout
2/4
Parley — : Each player reveals the top card of their library. For each nonland card revealed this way, add and you gain 1 life. Then each player draws a card.
- Selvala's parley ability is a mana ability. It doesn't use the stack and can't be responded to.
- If you activate Selvala's ability while casting a spell, and you discover you can't produce enough mana to pay that spell's costs, the spell is reversed. The spell returns to whatever zone you were casting it from. You may reverse other mana abilities you activated while casting the spell, but Selvala's ability can't be reversed. You'll still have whatever mana that ability produced, and each player will have drawn a card.
- Except in some very rare cases, the card each player draws will be the card revealed from the top of their library.
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1
Sultai Charm
Sultai Charm
Instant
Choose one —
- Destroy target monocolored creature.
- Destroy target artifact or enchantment.
- Draw two cards, then discard a card.
- A monocolored creature is exactly one color. Colorless creatures aren't monocolored.
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1
Surrak Dragonclaw
Surrak Dragonclaw
Legendary Creature — Human Warrior
6/6
Flash
This spell can't be countered.
Creature spells you control can't be countered.
Other creatures you control have trample.
- A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
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1
Sylvan Reclamation
Sylvan Reclamation
Instant
Exile up to two target artifacts and/or enchantments.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Terminate
Terminate
Instant
Destroy target creature. It can't be regenerated.
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1
Time Wipe
Time Wipe
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
- You chose which creature to return to its owner's hand while Time Wipe is resolving. No player may take any actions between the time you choose the creature to return and the time other creatures are destroyed.
- If you control no creatures, you simply destroy all creatures.
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1
Two-Headed Hellkite
Two-Headed Hellkite
Creature — Dragon
5/5
Flying, menace, haste
Whenever this creature attacks, draw two cards.
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1
Unite the Coalition
Unite the Coalition
Instant
Choose five. You may choose the same mode more than once.
- Target permanent phases out.
- Target player draws a card.
- Exile target player's graveyard.
- Unite the Coalition deals 2 damage to any target.
- Destroy target artifact or enchantment.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If you choose any mode more than once, you choose the relative order of each of those modes.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until Unite the Coalition is done resolving.
- If Unite the Coalition is copied, the effect that creates the copy may allow you to choose new targets, but you can’t choose new modes.
- Phased-out permanents are treated as though they don’t exist. They can’t be the targets of spells or abilities, their static abilities have no effect on the game, their triggered abilities can’t trigger, they can’t attack or block, and so on.
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they’ll phase in still attached to that permanent.
- Permanents phase back in during their controller’s untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- An attacking or blocking creature that phases out is removed from combat.
- Phasing out doesn’t cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won’t cause any “enters the battlefield” abilities to trigger.
- Any continuous effects with a “for as long as” duration ignore phased-out objects. If ignoring those objects causes the effect’s conditions to no longer be met, the duration will expire.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
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1
Xyris, the Writhing Storm
Xyris, the Writhing Storm
Legendary Creature — Snake Leviathan
3/5
Flying
Whenever an opponent draws a card except the first one they draw in each of their draw steps, create a 1/1 green Snake creature token.
Whenever Xyris deals combat damage to a player, you and that player each draw that many cards.
- If a spell or ability causes an opponent to put cards into their hand without specifically using the word "draw," it's not a card drawn.
- If the amount of damage Xyris deals is greater than the number of cards in your library but causes the defending player's life total to become 0 or less, that player loses the game before Xyris's ability causes you to draw cards. If there are no other players left in the game, you win the game.
- If the amount of damage Xyris deals is greater than the number of cards in your library and the number of cards in that player's library, you both lose the game at the same time. It doesn't matter if one of you had more cards in library than the other. If there are no other players left in the game, the game is a draw.
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1
Zaxara, the Exemplary
Zaxara, the Exemplary
Legendary Creature — Nightmare Hydra
2/3
Deathtouch
: Add two mana of any one color.
Whenever you cast a spell with in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
- The value of X in Zaxara's last ability is the value of X of the spell you cast.
- If the spell you cast has in its mana cost, the token gets only X counters, not twice X.
- The Hydra token enters the battlefield as a 0/0 creature. Any abilities that modify or trigger on this event apply. After the token is on the battlefield but before any player can take actions, +1/+1 counters are put onto the token.
- If X is 0, the 0/0 Hydra token will die immediately after the ability's done resolving unless something else is raising its toughness.
- If an effect, such as that of Parallel Lives, causes Zaxara's ability to create multiple Hydra tokens, they each receive X +1/+1 counters.
Colorless 9
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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
Coalition Relic
Coalition Relic
Artifact
: Add one mana of any color.
: Put a charge counter on this artifact.
At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.
- If you remove multiple charge counters from Coalition Relic at once, you may add a different color of mana for each one.
- Only the first main phase each turn is considered a precombat main phase, even if additional main phases or combat phases are created.
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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.
-
1
Obsidian Obelisk
Obsidian Obelisk
Artifact
This artifact enters tapped.
: Add .
: Add one mana of any color. Spend this mana only to cast a multicolored spell.
-
1
Prophetic Prism
Prophetic Prism
Artifact
When this artifact enters, draw a card.
, : Add one mana of any color.
-
1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
-
1
Tiller Engine
Tiller Engine
Artifact Creature — Construct
1/3
Whenever a land you control enters tapped, choose one —
- Untap that land.
- Tap target nonland permanent an opponent controls.
-
1
Transguild Courier
Transguild Courier
Artifact Creature — Golem
3/3
Transguild Courier is all colors.
- This card is white, blue, black, red, and green in all zones. It is multicolored.
- Transguild Courier appears in a multicolored card frame, but it's still an artifact.
Lands 39
-
1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
-
1
Bad River
Bad River
Land
This land enters tapped.
, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
-
1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- 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.
- 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.
-
1
Cascading Cataracts
Cascading Cataracts
Land
Indestructible
: Add .
, : Add five mana in any combination of colors.
-
1
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
-
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.
-
1
Crumbling Necropolis
Crumbling Necropolis
Land
This land enters tapped.
: Add , , or .
-
1
Crystal Quarry
Crystal Quarry
Land
: Add .
, : Add .
-
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.
-
1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
-
1
Flood Plain
Flood Plain
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
-
3
Forest
Forest
Basic Land — Forest
( : Add .)
-
1
Frontier Bivouac
Frontier Bivouac
Land
This land enters tapped.
: Add , , or .
-
1
Grasslands
Grasslands
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
- You do not have to find a plains or forest card if you do not want to.
-
2
Island
Island
Basic Land — Island
( : Add .)
-
1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
-
1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
-
2
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Mountain Valley
Mountain Valley
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
- You do not have to find a mountain or forest card if you do not want to.
-
1
Murmuring Bosk
Murmuring Bosk
Land — Forest
( : Add .)
As this land enters, you may reveal a Treefolk card from your hand. If you don't, this land enters tapped.
: Add or . This land deals 1 damage to you.
- Murmuring Bosk is a Forest, but it isn't a basic land. Things that affect basic lands don't affect it. Things that affect basic land types do. For example, you can't find Murmuring Bosk with Fertilid's ability ("searches their library for a basic land card"), but you can find Murmuring Bosk with Everbark Shaman's ability ("search your library for two Forest cards").
-
1
Mystic Monastery
Mystic Monastery
Land
This land enters tapped.
: Add , , or .
-
1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: Add , , or .
-
1
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
-
2
Plains
Plains
Basic Land — Plains
( : Add .)
-
1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
1
Rocky Tar Pit
Rocky Tar Pit
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
-
1
Sandsteppe Citadel
Sandsteppe Citadel
Land
This land enters tapped.
: Add , , or .
-
1
Savage Lands
Savage Lands
Land
This land enters tapped.
: Add , , or .
-
1
Seaside Citadel
Seaside Citadel
Land
This land enters tapped.
: Add , , or .
-
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.
-
1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
-
2
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
1
Terramorphic Expanse
Terramorphic Expanse
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
1 2
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1
Abundant Growth
Abundant Growth
Enchantment — Aura
Enchant land
When this Aura enters, draw a card.
Enchanted land has " : Add one mana of any color."
- The enchanted land retains any other abilities it has. Activating one of the land's activated abilities won't cause the other(s) to be activated.
-
1
Path to Exile
Path to Exile
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
- The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
- If the target creature is an illegal target by the time Path to Exile tries to resolve, it won't resolve and none of its effects will happen. The creature's controller won't search for a basic land card.
2 15
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1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Baleful Strix
Baleful Strix
Artifact Creature — Bird
1/1
Flying, deathtouch
When this creature enters, draw a card.
-
1
Coiling Oracle
Coiling Oracle
Creature — Snake Elf Druid
1/1
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
-
1
Echoing Truth
Echoing Truth
Instant
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.
-
1
Explore
Explore
Sorcery
You may play an additional land this turn.
Draw a card.
- The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Urban Evolution.
- Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves first and you draw a card, perhaps a land you'll play later.
- If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.
-
1
Farseek
Farseek
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
- Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
-
1
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.
-
1
Growth Spiral
Growth Spiral
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
- Growth Spiral's effect doesn't count as playing a land. It can put a land card onto the battlefield even if it's not your turn or if you've already played your land for the turn.
-
1
Hero of Precinct One
Hero of Precinct One
Creature — Human Warrior
2/2
Whenever you cast a multicolored spell, create a 1/1 white Human creature token.
- The triggered ability of Hero of Precinct One resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
-
1
Jenson Carthalion, Druid Exile
Jenson Carthalion, Druid Exile
Legendary Creature — Human Druid
2/2
Whenever you cast a multicolored spell, scry 1. If that spell was all colors, create a 4/4 white Angel creature token with flying and vigilance.
, : Add .
-
1
Obsidian Obelisk
Obsidian Obelisk
Artifact
This artifact enters tapped.
: Add .
: Add one mana of any color. Spend this mana only to cast a multicolored spell.
-
1
Path to the World Tree
Path to the World Tree
Enchantment
When this enchantment enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
, Sacrifice this enchantment: You gain 2 life and draw two cards. Target opponent loses 2 life. This enchantment deals 2 damage to up to one target creature. You create a 2/2 green Bear creature token.
- The last ability of Path to the World Tree always targets an opponent and may target a creature. As the ability tries to resolve, if all its targets are illegal, the ability won't resolve and none of its effects will happen. You won't do any of the cool stuff that ability tells you to do.
-
1
Prophetic Prism
Prophetic Prism
Artifact
When this artifact enters, draw a card.
, : Add one mana of any color.
-
1
Terminate
Terminate
Instant
Destroy target creature. It can't be regenerated.
-
1
Tiller Engine
Tiller Engine
Artifact Creature — Construct
1/3
Whenever a land you control enters tapped, choose one —
- Untap that land.
- Tap target nonland permanent an opponent controls.
3 16
-
1
Abzan Charm
Abzan Charm
Instant
Choose one —
- Exile target creature with power 3 or greater.
- You draw two cards and you lose 2 life.
- Distribute two +1/+1 counters among one or two target creatures.
- If you choose the third mode, you choose how the counters will be distributed as you cast the spell. Notably, if you choose to put one +1/+1 counter on each of two target creatures, and one of those creatures becomes an illegal target in response, the +1/+1 counter that would have been put on that creature is lost. It can't be put on the remaining legal target.
-
1
Beast Within
Beast Within
Instant
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
- If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
-
1
Coalition Relic
Coalition Relic
Artifact
: Add one mana of any color.
: Put a charge counter on this artifact.
At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.
- If you remove multiple charge counters from Coalition Relic at once, you may add a different color of mana for each one.
- Only the first main phase each turn is considered a precombat main phase, even if additional main phases or combat phases are created.
-
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.
-
1
Cultivate
Cultivate
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- If you choose to find only one basic land card, you put it onto the battlefield tapped.
-
1
Faeburrow Elder
Faeburrow Elder
Creature — Treefolk Druid
0/0
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
- Faeburrow Elder's middle ability can give it at most +5/+5, that is, +1/+1 each for white, blue, black, red, and green. "Gold," "multicolor," and "colorless" aren't colors. Similarly, Faeburrow Elder's last ability can produce at most five mana.
- Since Faeburrow Elder is a green and white permanent, its middle ability usually gives it at least +2/+2 and its last ability usually produces at least .
-
1
Fallaji Wayfarer
Fallaji Wayfarer
Creature — Human Scout
2/4
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.)
Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- The first ability of Fallaji Wayfarer functions in all zones. For example, you may find Fallaji Wayfarer while searching your library if an effect instructs you to search your library for a multicolored card.
- Fallaji Wayfarer's color identity is green. It may be included in any commander deck where the commander's color identity includes green.
-
1
Kodama's Reach
Kodama's Reach
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
- You can get just one basic land card if you wish (or even none at all). If you get only one land card, you put it onto the battlefield tapped.
-
1
Lavalanche
Lavalanche
Sorcery
Lavalanche deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
- If the targeted player has become an illegal target by the time Lavalanche resolves, Lavalanche doesn't resolve. Nothing will be dealt damage.
- Because Lavalanche doesn't target any creatures, it will deal damage to creatures with shroud. Any damage it would deal to creatures with appropriate protection abilities will still be prevented, however.
-
1
Mana Cannons
Mana Cannons
Enchantment
Whenever you cast a multicolored spell, this enchantment deals X damage to any target, where X is the number of colors that spell is.
-
1
Naya Charm
Naya Charm
Instant
Choose one —
- Naya Charm deals 3 damage to target creature.
- Return target card from a graveyard to its owner's hand.
- Tap all creatures target player controls.
- You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
- While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
- If this spell is copied, the copy will have the same mode as the original.
-
1
Painful Truths
Painful Truths
Sorcery
Converge — You draw X cards and you lose X life, where X is the number of colors of mana spent to cast this spell.
- The maximum number of colors of mana you can spend to cast a spell is five. Colorless is not a color. Note that the cost of a spell with converge may limit how many colors of mana you can spend.
- Unless a spell or ability allows you to, you can't choose to pay more mana for a spell with a converge ability just to spend more colors of mana. Likewise, if a spell or ability reduces the amount of mana it costs you to cast a spell with converge, you can't ignore that cost reduction in order to spend more colors of mana.
- If there are any alternative or additional costs to cast a spell with a converge ability, the mana spent to pay those costs will count. For example, if an effect makes sorcery spells cost more to cast, you could pay to cast Radiant Flames and deal 4 damage to each creature.
- If you cast a spell with converge without spending any mana to cast it (perhaps because an effect allowed you to cast it without paying its mana cost), then the number of colors spent to cast it will be zero.
- If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
-
1
Radiant Flames
Radiant Flames
Sorcery
Converge — Radiant Flames deals X damage to each creature, where X is the number of colors of mana spent to cast this spell.
- The maximum number of colors of mana you can spend to cast a spell is five. Colorless is not a color. Note that the cost of a spell with converge may limit how many colors of mana you can spend.
- Unless a spell or ability allows you to, you can't choose to pay more mana for a spell with a converge ability just to spend more colors of mana. Likewise, if a spell or ability reduces the amount of mana it costs you to cast a spell with converge, you can't ignore that cost reduction in order to spend more colors of mana.
- If there are any alternative or additional costs to cast a spell with a converge ability, the mana spent to pay those costs will count. For example, if an effect makes sorcery spells cost more to cast, you could pay to cast Radiant Flames and deal 4 damage to each creature.
- If you cast a spell with converge without spending any mana to cast it (perhaps because an effect allowed you to cast it without paying its mana cost), then the number of colors spent to cast it will be zero.
- If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
-
1
Search for Tomorrow
Search for Tomorrow
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
- Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
- You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
- Cards exiled with suspend are exiled face up.
- Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
- If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
- If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
- If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
- When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
- If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
- Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
- If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
-
1
Selvala, Explorer Returned
Selvala, Explorer Returned
Legendary Creature — Elf Scout
2/4
Parley — : Each player reveals the top card of their library. For each nonland card revealed this way, add and you gain 1 life. Then each player draws a card.
- Selvala's parley ability is a mana ability. It doesn't use the stack and can't be responded to.
- If you activate Selvala's ability while casting a spell, and you discover you can't produce enough mana to pay that spell's costs, the spell is reversed. The spell returns to whatever zone you were casting it from. You may reverse other mana abilities you activated while casting the spell, but Selvala's ability can't be reversed. You'll still have whatever mana that ability produced, and each player will have drawn a card.
- Except in some very rare cases, the card each player draws will be the card revealed from the top of their library.
-
1
Sultai Charm
Sultai Charm
Instant
Choose one —
- Destroy target monocolored creature.
- Destroy target artifact or enchantment.
- Draw two cards, then discard a card.
- A monocolored creature is exactly one color. Colorless creatures aren't monocolored.
4 9
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1
Archelos, Lagoon Mystic
Archelos, Lagoon Mystic
Legendary Creature — Turtle Shaman
2/4
As long as Archelos is tapped, other permanents enter tapped.
As long as Archelos is untapped, other permanents enter untapped.
- Archelos's abilities don't apply to itself as it enters the battlefield, nor do they apply to any permanents entering the battlefield at the same time.
- If another replacement effect says that a permanent enters the battlefield tapped while Archelos is untapped, the entering permanent's controller chooses whether the permanent enters tapped or untapped. If a permanent is simply put onto the battlefield tapped without a replacement effect being applied, it always enters untapped if Archelos is untapped.
- If more than one Archelos is on the battlefield, the controller of an entering permanent chooses how to order the replacement effects.
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1
Atla Palani, Nest Tender
Atla Palani, Nest Tender
Legendary Creature — Human Shaman
2/3
, : Create a 0/1 green Egg creature token with defender.
Whenever an Egg you control dies, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
- If Atla Palani dies at the same time as one or more Eggs you control, its last ability triggers for each of those Eggs.
- If there are no creature cards in your library as Atla Palani's last ability resolves, you reveal your library then put it back in a random order.
-
1
Explosive Vegetation
Explosive Vegetation
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
-
1
Glint-Eye Nephilim
Glint-Eye Nephilim
Creature — Nephilim
2/2
Whenever this creature deals combat damage to a player, draw that many cards.
, Discard a card: This creature gets +1/+1 until end of turn.
-
1
Knight of New Alara
Knight of New Alara
Creature — Human Knight
2/2
Each other multicolored creature you control gets +1/+1 for each of its colors.
- For example, a white creature gets no bonus. A white and blue creature gets +2/+2. A white, blue, and black creature gets +3/+3, and so on.
-
1
Migration Path
Migration Path
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling ( , Discard this card: Draw a card.)
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1
Solemn Simulacrum
Solemn Simulacrum
Artifact Creature — Golem
2/2
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
-
1
Transguild Courier
Transguild Courier
Artifact Creature — Golem
3/3
Transguild Courier is all colors.
- This card is white, blue, black, red, and green in all zones. It is multicolored.
- Transguild Courier appears in a multicolored card frame, but it's still an artifact.
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1
Zaxara, the Exemplary
Zaxara, the Exemplary
Legendary Creature — Nightmare Hydra
2/3
Deathtouch
: Add two mana of any one color.
Whenever you cast a spell with in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
- The value of X in Zaxara's last ability is the value of X of the spell you cast.
- If the spell you cast has in its mana cost, the token gets only X counters, not twice X.
- The Hydra token enters the battlefield as a 0/0 creature. Any abilities that modify or trigger on this event apply. After the token is on the battlefield but before any player can take actions, +1/+1 counters are put onto the token.
- If X is 0, the 0/0 Hydra token will die immediately after the ability's done resolving unless something else is raising its toughness.
- If an effect, such as that of Parallel Lives, causes Zaxara's ability to create multiple Hydra tokens, they each receive X +1/+1 counters.
5 13
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1
Chromanticore
Chromanticore
Enchantment Creature — Manticore
4/4
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Flying, first strike, vigilance, trample, lifelink
Enchanted creature gets +4/+4 and has flying, first strike, vigilance, trample, and lifelink.
- On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
- Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
- Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
- If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
- Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
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1
Fusion Elemental
Fusion Elemental
Creature — Elemental
8/8
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1
Illuna, Apex of Wishes
Illuna, Apex of Wishes
Legendary Creature — Beast Elemental Dinosaur
6/6
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying, trample
Whenever this creature mutates, exile cards from the top of your library until you exile a nonland permanent card. Put that card onto the battlefield or into your hand.
- Illuna's last ability exiles the cards face up. All players will see what the card is if you put it into your hand.
- You choose whether to put the card into your hand or onto the battlefield after seeing what the card is.
- A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
- Any land, instant, and sorcery cards exiled this way remain in exile.
- If an Aura is put onto the battlefield without being cast, the Aura's controller-to-be chooses what it will enchant as it enters the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in its current zone.
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1
Iridian Maelstrom
Iridian Maelstrom
Sorcery
Destroy each creature that isn't all colors.
-
1
Jared Carthalion
Jared Carthalion
Legendary Planeswalker — Jared
+1: Create a 3/3 Kavu creature token with trample that's all colors.
−3: Choose up to two target creatures. For each of them, put a number of +1/+1 counters on it equal to the number of colors it is.
−6: Return target multicolored card from your graveyard to your hand. If that card was all colors, draw a card and create two Treasure tokens.
Jared Carthalion can be your commander.
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1
Maelstrom Archangel
Maelstrom Archangel
Creature — Angel
5/5
Flying
Whenever this creature deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.
- If you want to cast a card this way, you cast it as part of the resolution of Maelstrom Angel's triggered ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other casting restrictions are not (such as “Cast [this card] only before attackers are declared”).
- If you cast a card this way, you're casting it as a spell. It can be countered.
- If you cast a card with X in its cost this way, X must be 0.
- If you cast a card “without paying its mana cost,” you can't choose to cast it for any alternative costs, such as evoke or the alternative cost provided by the morph ability. However, you can pay optional additional costs, such as conspire, and you must still pay mandatory additional costs, such as the one on Goldmeadow Stalwart.
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1
Maelstrom Nexus
Maelstrom Nexus
Enchantment
The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
- The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
- If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
- A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
- Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
- When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
- If a spell with cascade is countered, the cascade ability will still resolve normally.
- You exile the cards face up. All players will be able to see them.
- If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
- If the first spell you cast in a turn already has cascade, both cascade abilities will trigger separately. Deal with them one at a time: First one cascade ability will resolve, and you'll cast the applicable card if you want. That new spell will resolve. Then the other cascade ability will resolve in the same way. Finally, the original spell will resolve.
- This effect takes into account spells that were cast earlier in the turn before Maelstrom Nexus entered the battlefield, including any spells still on the stack. If you've already cast any spells that turn (including Maelstrom Nexus itself), this ability won't give any of your spells cascade that turn.
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1
Nethroi, Apex of Death
Nethroi, Apex of Death
Legendary Creature — Cat Nightmare Beast
5/5
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch, lifelink
Whenever this creature mutates, return any number of target creature cards with total power 10 or less from your graveyard to the battlefield.
- Nethroi's triggered ability can return any combination of creatures whose powers total 10 or less. For example, it could target ten 1/1 creature cards, two 5/5 creature cards, and so on. Regardless of what other creature cards you choose as targets, you can also choose any number of creature cards with power 0 as targets.
- Use the power of the creature cards as they exist in your graveyard to determine whether they can be the targets of Nethroi's triggered ability. For example, a 0/0 creature card that will enter the battlefield as a copy of a 15/15 creature can be returned, as can five 0/0 creature cards that will each enter the battlefield with three +1/+1 counters on them.
- If the power of the target creature cards change while in your graveyard, most likely because one has a characteristic-defining ability that defines a * in its power, the total power of the creatures may become greater than 10. If this happens, the entire selection of targets is illegal and nothing is returned to the battlefield.
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1
Rienne, Angel of Rebirth
Rienne, Angel of Rebirth
Legendary Creature — Angel
5/4
Flying
Other multicolored creatures you control get +1/+0.
Whenever another multicolored creature you control dies, return it to its owner's hand at the beginning of the next end step.
- If a multicolored creature you control leaves the graveyard after it dies but before the delayed triggered ability resolves, it will not return to its owner's hand.
- If an effect causes a non-multicolored creature to become multicolored and that creature dies, the non-multicolored card will return to its owner's hand.
- If Rienne dies at the same time as one or more other multicolored creatures you control, its last ability triggers for each of those creatures.
- If Rienne leaves the battlefield after its ability has triggered but before the next end step, its delayed triggered ability will still return the card.
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1
Surrak Dragonclaw
Surrak Dragonclaw
Legendary Creature — Human Warrior
6/6
Flash
This spell can't be countered.
Creature spells you control can't be countered.
Other creatures you control have trample.
- A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
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1
Sylvan Reclamation
Sylvan Reclamation
Instant
Exile up to two target artifacts and/or enchantments.
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Time Wipe
Time Wipe
Sorcery
Return a creature you control to its owner's hand, then destroy all creatures.
- You chose which creature to return to its owner's hand while Time Wipe is resolving. No player may take any actions between the time you choose the creature to return and the time other creatures are destroyed.
- If you control no creatures, you simply destroy all creatures.
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1
Xyris, the Writhing Storm
Xyris, the Writhing Storm
Legendary Creature — Snake Leviathan
3/5
Flying
Whenever an opponent draws a card except the first one they draw in each of their draw steps, create a 1/1 green Snake creature token.
Whenever Xyris deals combat damage to a player, you and that player each draw that many cards.
- If a spell or ability causes an opponent to put cards into their hand without specifically using the word "draw," it's not a card drawn.
- If the amount of damage Xyris deals is greater than the number of cards in your library but causes the defending player's life total to become 0 or less, that player loses the game before Xyris's ability causes you to draw cards. If there are no other players left in the game, you win the game.
- If the amount of damage Xyris deals is greater than the number of cards in your library and the number of cards in that player's library, you both lose the game at the same time. It doesn't matter if one of you had more cards in library than the other. If there are no other players left in the game, the game is a draw.
6 3
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1
Merciless Eviction
Merciless Eviction
Sorcery
Choose one —
- Exile all artifacts.
- Exile all creatures.
- Exile all enchantments.
- Exile all planeswalkers.
- You choose the mode as you cast the spell.
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1
O-Kagachi, Vengeful Kami
O-Kagachi, Vengeful Kami
Legendary Creature — Dragon Spirit
6/6
Flying, trample
Whenever O-Kagachi deals combat damage to a player, if that player attacked you during their last turn, exile target nonland permanent that player controls.
- A player attacked you if that player declared a creature as an attacking creature and that creature is attacking you. If that player attacked only planeswalkers you control, that player didn't attack you. If that player's creatures were attacking you only because they were put onto the battlefield attacking or only because you were reselected as the player they were attacking, that player didn't attack you.
- O-Kagachi's last ability exiles only one nonland permanent, no matter how many creatures attacked you or how many times that player attacked you during their last turn.
- If O-Kagachi deals lethal damage to a blocking creature and also deals damage to its controller, that blocking creature is destroyed before a target is selected for O-Kagachi's last ability. It can't be exiled.
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1
Two-Headed Hellkite
Two-Headed Hellkite
Creature — Dragon
5/5
Flying, menace, haste
Whenever this creature attacks, draw two cards.
7+ 3
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1
Duneblast
Duneblast
Sorcery
Choose up to one creature. Destroy the rest.
- You decide which creature to spare as Duneblast resolves. This choice doesn't target the creature. If you don't choose a creature, then all creatures will be destroyed.
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1
Primeval Spawn
Primeval Spawn
Creature — Avatar
10/10
If this creature would enter and it wasn't cast or no mana was spent to cast it, exile it instead.
Vigilance, trample, lifelink
When this creature leaves the battlefield, exile the top ten cards of your library. You may cast any number of spells with total mana value 10 or less from among them without paying their mana costs.
- As long as mana was paid for any cost to cast Primeval Spawn, it enters the battlefield as it resolves. It will not be exiled as it tries to enter the battlefield, even if its cost was reduced or a cost other than its normal mana cost was paid.
- If Primeval Spawn is exiled by its first ability as it tries to enter the battlefield, it goes directly to the exile zone without entering the battlefield first. Since it never enters or leaves the battlefield, its last ability won’t trigger.
- If an effect causes a card to enter the battlefield as a copy of Primeval Spawn and that permanent wasn’t cast or no mana was spent to cast it, that card will be exiled instead of entering the battlefield.
- Conversely, if an effect would cause Primeval Spawn to enter the battlefield as a copy of another permanent, it will enter the battlefield as a copy of that permanent whether or not it was cast or mana was spent to cast it.
- If a creature token that is a copy of Primeval Spawn would be put onto the battlefield, it’s put into exile instead and then ceases to exist. Creature tokens are never cast, even if the spell that created them was.
- If an effect from a static ability would remove all abilities from Primeval Spawn if it were on the battlefield (such as that of Humility), then its first ability won’t cause it to be exiled. It will enter the battlefield as normal.
- Primeval Spawn’s last ability checks the mana values and types of the spells on the stack, not the mana values and types of the cards in exile. Notably, this means that you may cast the back face of a modal double-faced card or either face of a split card as long as the spells you are casting together have a total mana value of 10 or less.
- The spells are cast one after the other during the resolution of Primeval Spawn’s last ability. The one you cast last will be the first one to resolve.
- If you cast a spell without paying its mana cost, you can’t choose to cast it for any alternative costs. You can, however, pay any additional costs. If the spell has any mandatory additional costs, you must pay those.
- If the spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
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1
Unite the Coalition
Unite the Coalition
Instant
Choose five. You may choose the same mode more than once.
- Target permanent phases out.
- Target player draws a card.
- Exile target player's graveyard.
- Unite the Coalition deals 2 damage to any target.
- Destroy target artifact or enchantment.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If you choose any mode more than once, you choose the relative order of each of those modes.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until Unite the Coalition is done resolving.
- If Unite the Coalition is copied, the effect that creates the copy may allow you to choose new targets, but you can’t choose new modes.
- Phased-out permanents are treated as though they don’t exist. They can’t be the targets of spells or abilities, their static abilities have no effect on the game, their triggered abilities can’t trigger, they can’t attack or block, and so on.
- As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they’ll phase in still attached to that permanent.
- Permanents phase back in during their controller’s untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
- An attacking or blocking creature that phases out is removed from combat.
- Phasing out doesn’t cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won’t cause any “enters the battlefield” abilities to trigger.
- Any continuous effects with a “for as long as” duration ignore phased-out objects. If ignoring those objects causes the effect’s conditions to no longer be met, the duration will expire.
- Choices made for permanents as they entered the battlefield are remembered when they phase in.
Lands 39
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1
Arcane Sanctum
Arcane Sanctum
Land
This land enters tapped.
: Add , , or .
-
1
Bad River
Bad River
Land
This land enters tapped.
, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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1
Canopy Vista
Canopy Vista
Land — Forest Plains
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- 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.
- 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.
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1
Cascading Cataracts
Cascading Cataracts
Land
Indestructible
: Add .
, : Add five mana in any combination of colors.
-
1
Cinder Glade
Cinder Glade
Land — Mountain Forest
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- 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.
- 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.
-
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
Crumbling Necropolis
Crumbling Necropolis
Land
This land enters tapped.
: Add , , or .
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1
Crystal Quarry
Crystal Quarry
Land
: Add .
, : Add .
-
1
Evolving Wilds
Evolving Wilds
Land
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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1
Exotic Orchard
Exotic Orchard
Land
: Add one mana of any color that a land an opponent controls could produce.
- Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce . Your opponent's Exotic Orchard can produce because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce because your opponent's Exotic Orchard can produce .
- When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
- The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
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1
Flood Plain
Flood Plain
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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3
Forest
Forest
Basic Land — Forest
( : Add .)
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1
Frontier Bivouac
Frontier Bivouac
Land
This land enters tapped.
: Add , , or .
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1
Grasslands
Grasslands
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
- You do not have to find a plains or forest card if you do not want to.
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2
Island
Island
Basic Land — Island
( : Add .)
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1
Jungle Shrine
Jungle Shrine
Land
This land enters tapped.
: Add , , or .
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1
Krosan Verge
Krosan Verge
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
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2
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Mountain Valley
Mountain Valley
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
- You do not have to find a mountain or forest card if you do not want to.
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1
Murmuring Bosk
Murmuring Bosk
Land — Forest
( : Add .)
As this land enters, you may reveal a Treefolk card from your hand. If you don't, this land enters tapped.
: Add or . This land deals 1 damage to you.
- Murmuring Bosk is a Forest, but it isn't a basic land. Things that affect basic lands don't affect it. Things that affect basic land types do. For example, you can't find Murmuring Bosk with Fertilid's ability ("searches their library for a basic land card"), but you can find Murmuring Bosk with Everbark Shaman's ability ("search your library for two Forest cards").
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1
Mystic Monastery
Mystic Monastery
Land
This land enters tapped.
: Add , , or .
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1
Nomad Outpost
Nomad Outpost
Land
This land enters tapped.
: Add , , or .
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1
Opulent Palace
Opulent Palace
Land
This land enters tapped.
: Add , , or .
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2
Plains
Plains
Basic Land — Plains
( : Add .)
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1
Prairie Stream
Prairie Stream
Land — Plains Island
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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1
Rocky Tar Pit
Rocky Tar Pit
Land
This land enters tapped.
, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
- Because the “search” requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
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1
Sandsteppe Citadel
Sandsteppe Citadel
Land
This land enters tapped.
: Add , , or .
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1
Savage Lands
Savage Lands
Land
This land enters tapped.
: Add , , or .
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1
Seaside Citadel
Seaside Citadel
Land
This land enters tapped.
: Add , , or .
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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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1
Sunken Hollow
Sunken Hollow
Land — Island Swamp
( : Add or .)
This land enters tapped unless you control two or more basic lands.
- Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
- However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
- If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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2
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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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.