Creatures 15
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1
Anhelo, the Painter
Anhelo, the Painter
Legendary Creature — Vampire Assassin
1/3
Deathtouch
The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Bloodsoaked Champion
Bloodsoaked Champion
Creature — Human Warrior
2/1
This creature can't block.
Raid — : Return this card from your graveyard to the battlefield. Activate only if you attacked this turn.
- Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with or which player, planeswalker, or battle those creatures attacked.
- Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player, planeswalker, or battle it attacked doesn't have to still be in the game or on the battlefield.
- The activated ability can be activated only if Bloodsoaked Champion is in your graveyard. Notably, if it attacks and then dies later in the turn, you can use its ability to return it to the battlefield, as its attack satisfies its own activation instruction.
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1
Cormela, Glamour Thief
Cormela, Glamour Thief
Legendary Creature — Vampire Rogue
2/4
Haste
, : Add . Spend this mana only to cast instant and/or sorcery spells.
When Cormela dies, return up to one target instant or sorcery card from your graveyard to your hand.
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1
Dogged Detective
Dogged Detective
Creature — Human Rogue
2/1
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
- When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
- Dogged Detective doesn't need to be in the graveyard when the first card is drawn for its last ability to trigger. As long as it is in the graveyard when an opponent draws their second card in a turn, it will trigger.
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1
Goblin Electromancer
Goblin Electromancer
Creature — Goblin Wizard
2/2
Instant and sorcery spells you cast cost less to cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- Goblin Electromancer's effect reduces only generic mana in the spell's total cost.
- Two Goblin Electromancers will make instant and sorcery spells you cast cost less to cast, and so on.
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1
Kess, Dissident Mage
Kess, Dissident Mage
Legendary Creature — Human Wizard
3/4
Flying
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead.
- You must follow the normal timing permissions and restrictions of the card you cast from your graveyard.
- You must pay the costs to cast that card. If it has an alternative cost, you may cast it for that cost instead.
- Once you begin to cast the card, losing control of Kess won't affect the spell. You can finish casting it as normal and it will be exiled if it would be put into your graveyard.
- If you cast a card from your graveyard using another permission (such as that of flashback), Kess's effect doesn't apply. You can cast another instant or sorcery card from your graveyard.
- If you cast one instant or sorcery card from your graveyard and then have a new Kess come under your control in the same turn, you may cast another instant or sorcery card from your graveyard that turn.
- If a sorcery card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.
- If a spell cast this way is put into another zone after it resolves (perhaps because it had buyback), it's considered a new object. If that card later moves to your graveyard, it won't be exiled.
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1
Parnesse, the Subtle Brush
Parnesse, the Subtle Brush
Legendary Creature — Vampire Wizard
4/4
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays 4 life.
Whenever you copy a spell, up to one target opponent may also copy that spell. They may choose new targets for that copy.
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1
Puppeteer Clique
Puppeteer Clique
Creature — Faerie Wizard
3/2
Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
- When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
- If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
- If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
- If a creature with persist stops being a creature, persist will still work.
- The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
- If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
- If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
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1
Rekindling Phoenix
Rekindling Phoenix
Creature — Phoenix
4/3
Flying
When this creature dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this token and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
- If you don't have a card named Rekindling Phoenix in your graveyard, the Elemental token's ability is immediately removed from the stack after it triggers and you won't sacrifice the token. If that target becomes illegal after the ability has triggered but before it resolves, you also won't sacrifice the Elemental token. In either case, it will trigger again during your next upkeep.
- If another card copies Rekindling Phoenix (such as Protean Raider may), the Elemental token's triggered ability will look for a card named Rekindling Phoenix, not one with the other card's name. This is true even if the card copying Rekindling Phoenix keeps its name while it's copying Rekindling Phoenix (such as Lazav, Dimir Mastermind does).
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1
Sinister Concierge
Sinister Concierge
Creature — Human Wizard
2/1
When this creature dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn't have suspend gains suspend. (For each card with suspend, its owner removes a time counter from it at the beginning of their upkeep. When the last is removed, they may cast it without paying its mana cost. Those creature spells have haste.)
- 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.
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1
Skyclave Shade
Skyclave Shade
Creature — Shade
3/1
Kicker
This creature can't block.
If this creature was kicked, it enters with two +1/+1 counters on it.
Landfall — Whenever a land you control enters, if this card is in your graveyard and it's your turn, you may cast it from your graveyard this turn.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- You must follow the normal timing permissions and restrictions for Skyclave Shade when casting it with the permission of its landfall ability. You must pay its mana cost (or, if another effect allows, an alternative cost). You may pay its kicker cost when casting it this way.
- After you cast Skyclave Shade from your graveyard, it's considered a new object, and the permission from its landfall ability won't apply to it again even if it returns to your graveyard later in the turn. You'll need to have another land enter the battlefield under your control after it has returned to your graveyard to cast it again.
- Skyclave Shade's landfall ability triggers only if it's in your graveyard immediately after the land enters the battlefield.
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1
Spellbinding Soprano
Spellbinding Soprano
Creature — Human Bard
2/2
Whenever this creature attacks, instant and sorcery spells you cast this turn cost less to cast.
Encore ( , Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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1
Squee, the Immortal
Squee, the Immortal
Legendary Creature — Goblin
2/1
You may cast this card from your graveyard or from exile.
- Squee's ability doesn't prevent you from casting Squee from any other zone.
- You must follow the normal timing permissions and restrictions and pay its cost to cast Squee from your graveyard or from exile.
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1
Syrix, Carrier of the Flame
Syrix, Carrier of the Flame
Legendary Creature — Phoenix
3/3
Flying, haste
At the beginning of each end step, if a creature card left your graveyard this turn, target Phoenix you control deals damage equal to its power to any target.
Whenever another Phoenix you control dies, you may cast this card from your graveyard.
- The damage dealt by the target Phoenix as Syrix's first triggered ability resolves is equal to its own power, not the power of the creature card that left the graveyard this turn.
- If Syrix dies at the same time as another Phoenix, its last ability won't trigger. It must be in the graveyard already at the time that the other Phoenix dies.
- You must pay all costs for Syrix when you cast it using its last ability and you must cast it as the ability resolves. You may not wait and cast it later in the turn (unless of course the ability triggers and resolves again).
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1
Woe Strider
Woe Strider
Creature — Horror
3/2
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape— , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
- Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
- If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
- After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
- Escape's permission doesn't change when you may cast the spell from your graveyard.
- If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
Instants 10
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1
A Little Chat
A Little Chat
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.)
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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1
Audacious Swap
Audacious Swap
Instant
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
The owner of target nonenchantment permanent shuffles it into their library, then exiles the top card of their library. If it's a land card, they put it onto the battlefield. Otherwise, they may cast it without paying its mana cost.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Bedevil
Bedevil
Instant
Destroy target artifact, creature, or planeswalker.
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1
Body Count
Body Count
Instant
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Draw a card for each creature that died under your control this turn.
- Damage dealt to a player causes that player to lose that much life.
- Spectacle cares only that an opponent lost life during the turn, not that the opponent's life total is currently lower than it was. For example, if an opponent loses 1 life and then gains 2 life in the same turn, you can cast a spell for its spectacle cost that turn.
- Spectacle doesn't change when you can cast the spell. For example, you can't cast a sorcery with spectacle during an opponent's turn unless another effect allows you to do so, even if that player has lost life this turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a spectacle cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- A card's spectacle cost is the same no matter how much life your opponents lost or how many opponents lost life.
- In a multiplayer game, if an opponent loses life and later that turn leaves the game, you can cast a spell for its spectacle cost. (If a player leaves the game during their turn, that turn continues without an active player.)
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1
Dig Through Time
Dig Through Time
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
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1
Fact or Fiction
Fact or Fiction
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
- Piles may be empty.
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1
Frantic Search
Frantic Search
Instant
Draw two cards, then discard two cards. Untap up to three lands.
- You choose which lands to untap as the spell resolves. They aren't targeted, and they don't have to be lands that you control.
- You draw two cards and discard two cards all while Frantic Search is resolving. Nothing can happen between the two, and no player may choose to take actions.
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1
Maestros Charm
Maestros Charm
Instant
Choose one —
- Look at the top five cards of your library. Put one of those cards into your hand and the rest into your graveyard.
- Each opponent loses 3 life and you gain 3 life.
- Maestros Charm deals 5 damage to target creature or planeswalker.
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1
Mystic Confluence
Mystic Confluence
Instant
Choose three. You may choose the same mode more than once.
- Counter target spell unless its controller pays .
- Return target creature to its owner's hand.
- Draw a card.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the middle mode is chosen more than once, you choose the relative order to return the target creatures.
- 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 Mystic Confluence is done resolving.
- If Mystic Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If you choose the first and/or second modes but all of the targets become illegal before Mystic Confluence resolves, the spell won't resolve. If you also chose the last mode once or twice, you won't draw any cards. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
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1
Waste Management
Waste Management
Instant
Kicker (You may pay an additional as you cast this spell.)
Exile up to two target cards from a single graveyard. If this spell was kicked, instead exile target player's graveyard. Create a 2/2 black Rogue creature token for each creature card exiled this way.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- Waste Management's controller will create a 2/2 black Rogue creature token for each creature card exiled this way whether it was kicked or not.
Sorceries 21
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1
Army of the Damned
Army of the Damned
Sorcery
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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1
Call the Skybreaker
Call the Skybreaker
Sorcery
Create a 5/5 blue and red Elemental creature token with flying.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You're casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
- A retrace card cast from your graveyard follows the normal timing rules for its card type.
- When a retrace card you cast from your graveyard resolves, fails to resolve, or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so they can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it's still in the graveyard.
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1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
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1
Clone Legion
Clone Legion
Sorcery
For each creature target player controls, create a token that's a copy of that creature.
- If the copied creature has in its mana cost, X is considered to be zero.
- Each token copies exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
- A token that enters the battlefield as a copy of a face-down creature is a face-up colorless 2/2 creature with no name, abilities, or creature types.
- If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied.
- If the copied creature is a token, the token created by Clone Legion copies the original characteristics of that token as stated by the effect that put the token onto the battlefield.
- The token creatures all enter the battlefield at the same time.
- Remember that if you control more than one legendary permanent with the same name, you'll choose one to remain on the battlefield and put the rest into their owners' graveyards.
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1
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
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1
Deep Analysis
Deep Analysis
Sorcery
Target player draws two cards.
Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
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1
Drawn from Dreams
Drawn from Dreams
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
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1
Dread Summons
Dread Summons
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
- If a creature card has an ability that replaces going to the graveyard with moving somewhere else "instead," that card won't count toward the number of Zombies you get. Conversely, creature cards with a triggered ability that removes them from the graveyard when they're put there from anywhere (or your library) will count toward that number.
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1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
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1
Flawless Forgery
Flawless Forgery
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Exile target instant or sorcery card from an opponent's graveyard. Copy that card. You may cast the copy without paying its mana cost.
- After Flawless Forgery resolves, the exiled card remains exiled.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Hex
Hex
Sorcery
Destroy six target creatures.
- You must target six different creatures. If you can't, you can't cast Hex. If some of the creatures become illegal targets before the spell resolves, Hex will still destroy the rest of them.
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1
Maestros Confluence
Maestros Confluence
Sorcery
Choose three. You may choose the same mode more than once.
- Return target monocolored instant or sorcery card from your graveyard to your hand.
- Target creature gets -3/-3 until end of turn.
- Goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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1
Make an Example
Make an Example
Sorcery
Each opponent separates the creatures they control into two piles. For each opponent, you choose one of their piles. Each opponent sacrifices the creatures in their chosen pile. (Piles can be empty.)
- “Their chosen pile” means the pile of their permanents that you chose; it doesn't mean that they get to choose a pile.
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1
Ponder
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
- If you choose to shuffle your library, that includes the three cards you just looked at and put back on top of it.
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1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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1
Reign of the Pit
Reign of the Pit
Sorcery
Each player sacrifices a creature of their choice. Create an X/X black Demon creature token with flying, where X is the total power of the creatures sacrificed this way.
- You choose which creature you are sacrificing first, then each other player in turn order does the same. The creatures are all sacrificed simultaneously.
- Use the powers of the creatures as they last existed on the battlefield to determine the value of X, even if they were negative. For example, if the sacrificed creatures were 3/3, 5/5, 0/4, and -2/2, the Demon will be 6/6.
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1
River's Rebuke
River's Rebuke
Sorcery
Return all nonland permanents target player controls to their owner's hand.
- There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
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1
Sever the Bloodline
Sever the Bloodline
Sorcery
Exile target creature and all other creatures with the same name as that creature.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- Sever the Bloodline has only one target. Other creatures with the same name will be exiled even if they have hexproof or protection.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word “Token.” For example, if an effect creates a 1/1 Soldier creature token, that token is named “Soldier Token.”
- If the target creature is an illegal target by the time Sever the Bloodline tries to resolve, the spell won’t resolve. You won’t exile any creatures at all.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word "Token." For example, if an effect creates a 1/1 Soldier creature token, that token is named "Soldier Token."
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- Only creatures on the battlefield will be exiled. In other zones, they're "creature cards," not "creatures."
- A double-faced creature only has the name of the face that's up. For example, if Village Ironsmith is targeted by Sever the Bloodline, Ironfang wouldn't be exiled.
- If the targeted creature is an illegal target by the time Sever the Bloodline resolves, it won't resolve and none of its effects will happen. No creatures will be exiled.
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1
Talrand's Invocation
Talrand's Invocation
Sorcery
Create two 2/2 blue Drake creature tokens with flying.
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1
Xander's Pact
Xander's Pact
Sorcery
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell.)
Each opponent exiles the top card of their library. You may cast spells from among those cards this turn. If you cast a spell this way, pay life equal to that spell's mana value rather than pay its mana cost.
- If you cast a spell for another cost “rather than pay its mana cost,” you can't choose to cast it for any alternative costs such as a blitz cost. You can, however, pay additional costs, such as a casualty cost. If the spell has any mandatory additional costs, those must be paid to cast it.
- If a spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Zndrsplt's Judgment
Zndrsplt's Judgment
Sorcery
For each player, choose friend or foe. Each friend creates a token that's a copy of a creature they control. Each foe returns a creature they control to its owner's hand.
- When Zndrsplt's Judgment resolves and you choose friend or foe, first the next friend in turn order (or, if it's a friend's turn, that friend) chooses a creature they control, then each other friend in turn order does the same, then each of those players create a token at the same time. Friends will know choices made by earlier players when making their choices. Repeat this process for foes, who choose a creature one at a time and then return them all to their owners' hands at the same time.
- Each token copies exactly what is printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- If the copied creature has in its mana cost, X is considered to be 0.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- If the copied creature is copying something else (for example, if the copied creature is an Evil Twin), then the token enters the battlefield as whatever that creature copied.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the chosen creature will also work.
- You make this choice for yourself as well as each other player. In some rare cases, you may wish to call yourself (or your teammate in a Two-Headed Giant game) a foe. You can do that.
- The designation of friend or foe is only relevant to the spell that asks you to choose. A player you call your friend doesn't become your teammate, and the next “friend or foe” spell you cast could name that player your foe.
- You may call a player a friend or a foe even if that player will be instructed to perform an impossible action. For example, for Regna's Sanction, a foe may control no untapped creatures.
- Friends perform their specified actions before foes. This means that a friend's action may cause a triggered ability of a foe's permanent to trigger before that foe's action causes that permanent to leave the battlefield.
- Players can't take actions in between the time that friends perform their actions and the time that foes perform theirs. If any abilities trigger from friends performing actions, those triggers won't be put onto the stack until the foes perform their actions and the spell finishes resolving.
Artifacts 12
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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
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
Dimir Signet
Dimir Signet
Artifact
, : Add .
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1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
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1
Izzet Signet
Izzet Signet
Artifact
, : Add .
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Mimic Vat
Mimic Vat
Artifact
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
- If the creature that dies is an instant or sorcery card that's been manifested, Mimic Vat may have a nonpermanent card exiled. You can't create a token that's a copy of a nonpermanent card. No token is created in this case.
- If a melded permanent dies and triggers Mimic Vat's triggered ability, both of its component cards are exiled. As Mimic Vat's second ability resolves, its controller chooses one of those cards to make a token copy of.
- If multiple nontoken creatures are put into their owners' graveyards from the battlefield at the same time, the imprint ability will trigger that many times. You put the triggered abilities on the stack in any order, so you'll determine in which order they resolve. However, since exiling those cards is optional, and choosing to exile a card this way causes the previously exiled cards to return to their owners' graveyards, the order generally doesn't matter: You'll wind up with at most one of those cards exiled, and the rest will be in the appropriate graveyards.
- You may exile a noncreature card with Mimic Vat's first ability. For example, if a nontoken artifact that's become a creature is put into a graveyard from the battlefield, Mimic Vat's first ability triggers and you may exile that card.
- The token created by the second ability will be a copy of whatever card is exiled with Mimic Vat at the time the ability resolves. This might not be the same card that was exiled with Mimic Vat at the time the ability was activated. It also might not be a creature card.
- If the token is a copy of a noncreature card, it will still have haste, though that won't matter unless that token somehow becomes a creature.
- You may activate the second ability even if no card has been exiled with Mimic Vat. If no card has been exiled with Mimic Vat by the time the ability resolves, no token will be created.
- The imprint ability will trigger whenever a nontoken creature is put into any graveyard from the battlefield, not just your graveyard.
- Any "enters" abilities of the exiled card will trigger when the token is put onto the battlefield. Any "as [this permanent] enters" or "[this permanent] enters with" abilities of the exiled card will also work.
- The token is exiled at the beginning of the next end step regardless of who controls it at that time, whether the exiled card is still exiled at that time, or whether Mimic Vat is still on the battlefield at that time.
- If Mimic Vat's second ability is activated during a turn's end step, the token will be exiled at the beginning of the following turn's end step.
- If the token isn't exiled when the delayed triggered ability resolves (due to Stifle, perhaps), it remains on the battlefield indefinitely. It continues to have haste.
- If the exiled card has in its mana cost (such as Protean Hydra), X is considered to be 0.
- Exiling the card as the first ability resolves is optional. If you choose not to exile it, or you can't exile it because the card has somehow left the graveyard before the ability resolves, the ability simply doesn't do anything as it resolves. Any card currently exiled by Mimic Vat remains exiled.
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1
Rakdos Signet
Rakdos Signet
Artifact
, : Add .
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1
Smuggler's Buggy
Smuggler's Buggy
Artifact — Vehicle
5/5
Hideaway 4 (When this artifact enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever this Vehicle deals combat damage to a player, you may cast the exiled card without paying its mana cost. If you do, return this Vehicle to its owner's hand.
Crew 2
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Twinning Staff
Twinning Staff
Artifact
If you would copy a spell one or more times, instead copy it that many times plus an additional time. You may choose new targets for the additional copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
- If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
- If the spell has damage divided as it was cast (like Mythos of Vadrok), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
- You choose whether the additional copy is put onto the stack before or after the original copy. If a spell is being copied more than once, you can even have the additional copy put onto the stack in between the original copies.
- If you have a second Twinning Staff, copying a spell results in two additional copies. If you have a third, you get three additional copies, and so on.
- If an effect copies a card rather than a spell (such as that of God-Eternal Kefnet), this doesn't cause an additional copy to be created.
- Twinning Staff's last ability can copy any instant or sorcery spell you control, not just one with targets.
- The copy is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger. It will resolve before the original spell does.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If the spell that's copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. A different mode can't be chosen.
- You may choose new targets for the additional copy, even if you can't choose new targets for the original copy or copies.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
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1
Wayfarer's Bauble
Wayfarer's Bauble
Artifact
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Enchantments 5
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1
Cryptic Pursuit
Cryptic Pursuit
Enchantment
Whenever you cast an instant or sorcery spell from your hand, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Whenever a face-down creature you control dies, exile it if it's an instant or sorcery card. You may cast that card until the end of your next turn.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- You can look at a face-down permanent you control any time. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
- There are no cards in this set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
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1
Determined Iteration
Determined Iteration
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
- If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
- Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
- Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
- The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
- If you control no creature tokens when you populate, nothing will happen.
- The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
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1
Double Vision
Double Vision
Enchantment
Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.
- If you cast an instant or sorcery spell before Double Vision enters the battlefield during the same turn, its ability can't trigger that turn.
- Double Vision's ability will copy any instant or sorcery spell, not just one with targets.
- A copy is created even if the spell that caused Double Vision's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
- If the spell that's copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
- The copy that Double Vision's ability creates is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Extravagant Replication
Extravagant Replication
Enchantment
At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control.
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1
Rite of the Raging Storm
Rite of the Raging Storm
Enchantment
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
- If Rite of the Raging Storm leaves the battlefield before attackers are declared, creatures named Lightning Rager can attack you or planeswalkers you control.
- The tokens aren't named Elemental. They are named only Lightning Rager. The rule that says a token's name is its creature types applies only if the tokens aren't given a name by the effect that creates them.
Lands 37
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Cascade Bluffs
Cascade Bluffs
Land
: Add .
, : Add , , or .
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1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Crumbling Necropolis
Crumbling Necropolis
Land
This land enters tapped.
: Add , , or .
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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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
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Grixis Panorama
Grixis Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
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7
Island
Island
Basic Land — Island
( : Add .)
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1
Maestros Theater
Maestros Theater
Land
When this land enters, sacrifice it. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Shadowblood Ridge
Shadowblood Ridge
Land
, : Add .
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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.
-
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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6
Swamp
Swamp
Basic Land — Swamp
( : Add .)
-
1
Temple of Epiphany
Temple of Epiphany
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
Thriving Bluff
Thriving Bluff
Land
This land enters tapped. As it enters, choose a color other than red.
: Add or one mana of the chosen color.
-
1
Thriving Isle
Thriving Isle
Land
This land enters tapped. As it enters, choose a color other than blue.
: Add or one mana of the chosen color.
-
1
Thriving Moor
Thriving Moor
Land
This land enters tapped. As it enters, choose a color other than black.
: Add or one mana of the chosen color.
Blue 16
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1
A Little Chat
A Little Chat
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.)
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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1
Clone Legion
Clone Legion
Sorcery
For each creature target player controls, create a token that's a copy of that creature.
- If the copied creature has in its mana cost, X is considered to be zero.
- Each token copies exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
- A token that enters the battlefield as a copy of a face-down creature is a face-up colorless 2/2 creature with no name, abilities, or creature types.
- If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied.
- If the copied creature is a token, the token created by Clone Legion copies the original characteristics of that token as stated by the effect that put the token onto the battlefield.
- The token creatures all enter the battlefield at the same time.
- Remember that if you control more than one legendary permanent with the same name, you'll choose one to remain on the battlefield and put the rest into their owners' graveyards.
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1
Deep Analysis
Deep Analysis
Sorcery
Target player draws two cards.
Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
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1
Dig Through Time
Dig Through Time
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
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1
Drawn from Dreams
Drawn from Dreams
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
-
1
Extravagant Replication
Extravagant Replication
Enchantment
At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control.
-
1
Fact or Fiction
Fact or Fiction
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
- Piles may be empty.
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1
Flawless Forgery
Flawless Forgery
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Exile target instant or sorcery card from an opponent's graveyard. Copy that card. You may cast the copy without paying its mana cost.
- After Flawless Forgery resolves, the exiled card remains exiled.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Frantic Search
Frantic Search
Instant
Draw two cards, then discard two cards. Untap up to three lands.
- You choose which lands to untap as the spell resolves. They aren't targeted, and they don't have to be lands that you control.
- You draw two cards and discard two cards all while Frantic Search is resolving. Nothing can happen between the two, and no player may choose to take actions.
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1
Mystic Confluence
Mystic Confluence
Instant
Choose three. You may choose the same mode more than once.
- Counter target spell unless its controller pays .
- Return target creature to its owner's hand.
- Draw a card.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the middle mode is chosen more than once, you choose the relative order to return the target creatures.
- 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 Mystic Confluence is done resolving.
- If Mystic Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If you choose the first and/or second modes but all of the targets become illegal before Mystic Confluence resolves, the spell won't resolve. If you also chose the last mode once or twice, you won't draw any cards. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
-
1
Ponder
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
- If you choose to shuffle your library, that includes the three cards you just looked at and put back on top of it.
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1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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1
River's Rebuke
River's Rebuke
Sorcery
Return all nonland permanents target player controls to their owner's hand.
- There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
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1
Sinister Concierge
Sinister Concierge
Creature — Human Wizard
2/1
When this creature dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn't have suspend gains suspend. (For each card with suspend, its owner removes a time counter from it at the beginning of their upkeep. When the last is removed, they may cast it without paying its mana cost. Those creature spells have haste.)
- 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.
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1
Talrand's Invocation
Talrand's Invocation
Sorcery
Create two 2/2 blue Drake creature tokens with flying.
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1
Zndrsplt's Judgment
Zndrsplt's Judgment
Sorcery
For each player, choose friend or foe. Each friend creates a token that's a copy of a creature they control. Each foe returns a creature they control to its owner's hand.
- When Zndrsplt's Judgment resolves and you choose friend or foe, first the next friend in turn order (or, if it's a friend's turn, that friend) chooses a creature they control, then each other friend in turn order does the same, then each of those players create a token at the same time. Friends will know choices made by earlier players when making their choices. Repeat this process for foes, who choose a creature one at a time and then return them all to their owners' hands at the same time.
- Each token copies exactly what is printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- If the copied creature has in its mana cost, X is considered to be 0.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- If the copied creature is copying something else (for example, if the copied creature is an Evil Twin), then the token enters the battlefield as whatever that creature copied.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the chosen creature will also work.
- You make this choice for yourself as well as each other player. In some rare cases, you may wish to call yourself (or your teammate in a Two-Headed Giant game) a foe. You can do that.
- The designation of friend or foe is only relevant to the spell that asks you to choose. A player you call your friend doesn't become your teammate, and the next “friend or foe” spell you cast could name that player your foe.
- You may call a player a friend or a foe even if that player will be instructed to perform an impossible action. For example, for Regna's Sanction, a foe may control no untapped creatures.
- Friends perform their specified actions before foes. This means that a friend's action may cause a triggered ability of a foe's permanent to trigger before that foe's action causes that permanent to leave the battlefield.
- Players can't take actions in between the time that friends perform their actions and the time that foes perform theirs. If any abilities trigger from friends performing actions, those triggers won't be put onto the stack until the foes perform their actions and the spell finishes resolving.
Black 16
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1
Army of the Damned
Army of the Damned
Sorcery
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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1
Bloodsoaked Champion
Bloodsoaked Champion
Creature — Human Warrior
2/1
This creature can't block.
Raid — : Return this card from your graveyard to the battlefield. Activate only if you attacked this turn.
- Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with or which player, planeswalker, or battle those creatures attacked.
- Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player, planeswalker, or battle it attacked doesn't have to still be in the game or on the battlefield.
- The activated ability can be activated only if Bloodsoaked Champion is in your graveyard. Notably, if it attacks and then dies later in the turn, you can use its ability to return it to the battlefield, as its attack satisfies its own activation instruction.
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1
Body Count
Body Count
Instant
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Draw a card for each creature that died under your control this turn.
- Damage dealt to a player causes that player to lose that much life.
- Spectacle cares only that an opponent lost life during the turn, not that the opponent's life total is currently lower than it was. For example, if an opponent loses 1 life and then gains 2 life in the same turn, you can cast a spell for its spectacle cost that turn.
- Spectacle doesn't change when you can cast the spell. For example, you can't cast a sorcery with spectacle during an opponent's turn unless another effect allows you to do so, even if that player has lost life this turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a spectacle cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- A card's spectacle cost is the same no matter how much life your opponents lost or how many opponents lost life.
- In a multiplayer game, if an opponent loses life and later that turn leaves the game, you can cast a spell for its spectacle cost. (If a player leaves the game during their turn, that turn continues without an active player.)
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1
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
-
1
Dogged Detective
Dogged Detective
Creature — Human Rogue
2/1
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
- When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
- Dogged Detective doesn't need to be in the graveyard when the first card is drawn for its last ability to trigger. As long as it is in the graveyard when an opponent draws their second card in a turn, it will trigger.
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1
Dread Summons
Dread Summons
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
- If a creature card has an ability that replaces going to the graveyard with moving somewhere else "instead," that card won't count toward the number of Zombies you get. Conversely, creature cards with a triggered ability that removes them from the graveyard when they're put there from anywhere (or your library) will count toward that number.
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1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
-
1
Hex
Hex
Sorcery
Destroy six target creatures.
- You must target six different creatures. If you can't, you can't cast Hex. If some of the creatures become illegal targets before the spell resolves, Hex will still destroy the rest of them.
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1
Make an Example
Make an Example
Sorcery
Each opponent separates the creatures they control into two piles. For each opponent, you choose one of their piles. Each opponent sacrifices the creatures in their chosen pile. (Piles can be empty.)
- “Their chosen pile” means the pile of their permanents that you chose; it doesn't mean that they get to choose a pile.
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1
Puppeteer Clique
Puppeteer Clique
Creature — Faerie Wizard
3/2
Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
- When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
- If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
- If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
- If a creature with persist stops being a creature, persist will still work.
- The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
- If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
- If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
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1
Reign of the Pit
Reign of the Pit
Sorcery
Each player sacrifices a creature of their choice. Create an X/X black Demon creature token with flying, where X is the total power of the creatures sacrificed this way.
- You choose which creature you are sacrificing first, then each other player in turn order does the same. The creatures are all sacrificed simultaneously.
- Use the powers of the creatures as they last existed on the battlefield to determine the value of X, even if they were negative. For example, if the sacrificed creatures were 3/3, 5/5, 0/4, and -2/2, the Demon will be 6/6.
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1
Sever the Bloodline
Sever the Bloodline
Sorcery
Exile target creature and all other creatures with the same name as that creature.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- Sever the Bloodline has only one target. Other creatures with the same name will be exiled even if they have hexproof or protection.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word “Token.” For example, if an effect creates a 1/1 Soldier creature token, that token is named “Soldier Token.”
- If the target creature is an illegal target by the time Sever the Bloodline tries to resolve, the spell won’t resolve. You won’t exile any creatures at all.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word "Token." For example, if an effect creates a 1/1 Soldier creature token, that token is named "Soldier Token."
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- Only creatures on the battlefield will be exiled. In other zones, they're "creature cards," not "creatures."
- A double-faced creature only has the name of the face that's up. For example, if Village Ironsmith is targeted by Sever the Bloodline, Ironfang wouldn't be exiled.
- If the targeted creature is an illegal target by the time Sever the Bloodline resolves, it won't resolve and none of its effects will happen. No creatures will be exiled.
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1
Skyclave Shade
Skyclave Shade
Creature — Shade
3/1
Kicker
This creature can't block.
If this creature was kicked, it enters with two +1/+1 counters on it.
Landfall — Whenever a land you control enters, if this card is in your graveyard and it's your turn, you may cast it from your graveyard this turn.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- You must follow the normal timing permissions and restrictions for Skyclave Shade when casting it with the permission of its landfall ability. You must pay its mana cost (or, if another effect allows, an alternative cost). You may pay its kicker cost when casting it this way.
- After you cast Skyclave Shade from your graveyard, it's considered a new object, and the permission from its landfall ability won't apply to it again even if it returns to your graveyard later in the turn. You'll need to have another land enter the battlefield under your control after it has returned to your graveyard to cast it again.
- Skyclave Shade's landfall ability triggers only if it's in your graveyard immediately after the land enters the battlefield.
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1
Waste Management
Waste Management
Instant
Kicker (You may pay an additional as you cast this spell.)
Exile up to two target cards from a single graveyard. If this spell was kicked, instead exile target player's graveyard. Create a 2/2 black Rogue creature token for each creature card exiled this way.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- Waste Management's controller will create a 2/2 black Rogue creature token for each creature card exiled this way whether it was kicked or not.
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1
Woe Strider
Woe Strider
Creature — Horror
3/2
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape— , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
- Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
- If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
- After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
- Escape's permission doesn't change when you may cast the spell from your graveyard.
- If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
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1
Xander's Pact
Xander's Pact
Sorcery
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell.)
Each opponent exiles the top card of their library. You may cast spells from among those cards this turn. If you cast a spell this way, pay life equal to that spell's mana value rather than pay its mana cost.
- If you cast a spell for another cost “rather than pay its mana cost,” you can't choose to cast it for any alternative costs such as a blitz cost. You can, however, pay additional costs, such as a casualty cost. If the spell has any mandatory additional costs, those must be paid to cast it.
- If a spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
Red 8
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1
Audacious Swap
Audacious Swap
Instant
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
The owner of target nonenchantment permanent shuffles it into their library, then exiles the top card of their library. If it's a land card, they put it onto the battlefield. Otherwise, they may cast it without paying its mana cost.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
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1
Determined Iteration
Determined Iteration
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
- If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
- Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
- Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
- The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
- If you control no creature tokens when you populate, nothing will happen.
- The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
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1
Double Vision
Double Vision
Enchantment
Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.
- If you cast an instant or sorcery spell before Double Vision enters the battlefield during the same turn, its ability can't trigger that turn.
- Double Vision's ability will copy any instant or sorcery spell, not just one with targets.
- A copy is created even if the spell that caused Double Vision's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
- If the spell that's copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
- The copy that Double Vision's ability creates is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Rekindling Phoenix
Rekindling Phoenix
Creature — Phoenix
4/3
Flying
When this creature dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this token and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
- If you don't have a card named Rekindling Phoenix in your graveyard, the Elemental token's ability is immediately removed from the stack after it triggers and you won't sacrifice the token. If that target becomes illegal after the ability has triggered but before it resolves, you also won't sacrifice the Elemental token. In either case, it will trigger again during your next upkeep.
- If another card copies Rekindling Phoenix (such as Protean Raider may), the Elemental token's triggered ability will look for a card named Rekindling Phoenix, not one with the other card's name. This is true even if the card copying Rekindling Phoenix keeps its name while it's copying Rekindling Phoenix (such as Lazav, Dimir Mastermind does).
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1
Rite of the Raging Storm
Rite of the Raging Storm
Enchantment
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
- If Rite of the Raging Storm leaves the battlefield before attackers are declared, creatures named Lightning Rager can attack you or planeswalkers you control.
- The tokens aren't named Elemental. They are named only Lightning Rager. The rule that says a token's name is its creature types applies only if the tokens aren't given a name by the effect that creates them.
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1
Spellbinding Soprano
Spellbinding Soprano
Creature — Human Bard
2/2
Whenever this creature attacks, instant and sorcery spells you cast this turn cost less to cast.
Encore ( , Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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1
Squee, the Immortal
Squee, the Immortal
Legendary Creature — Goblin
2/1
You may cast this card from your graveyard or from exile.
- Squee's ability doesn't prevent you from casting Squee from any other zone.
- You must follow the normal timing permissions and restrictions and pay its cost to cast Squee from your graveyard or from exile.
Multicolor 10
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1
Anhelo, the Painter
Anhelo, the Painter
Legendary Creature — Vampire Assassin
1/3
Deathtouch
The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Bedevil
Bedevil
Instant
Destroy target artifact, creature, or planeswalker.
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1
Cormela, Glamour Thief
Cormela, Glamour Thief
Legendary Creature — Vampire Rogue
2/4
Haste
, : Add . Spend this mana only to cast instant and/or sorcery spells.
When Cormela dies, return up to one target instant or sorcery card from your graveyard to your hand.
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1
Cryptic Pursuit
Cryptic Pursuit
Enchantment
Whenever you cast an instant or sorcery spell from your hand, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Whenever a face-down creature you control dies, exile it if it's an instant or sorcery card. You may cast that card until the end of your next turn.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- You can look at a face-down permanent you control any time. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
- There are no cards in this set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
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1
Goblin Electromancer
Goblin Electromancer
Creature — Goblin Wizard
2/2
Instant and sorcery spells you cast cost less to cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- Goblin Electromancer's effect reduces only generic mana in the spell's total cost.
- Two Goblin Electromancers will make instant and sorcery spells you cast cost less to cast, and so on.
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1
Kess, Dissident Mage
Kess, Dissident Mage
Legendary Creature — Human Wizard
3/4
Flying
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead.
- You must follow the normal timing permissions and restrictions of the card you cast from your graveyard.
- You must pay the costs to cast that card. If it has an alternative cost, you may cast it for that cost instead.
- Once you begin to cast the card, losing control of Kess won't affect the spell. You can finish casting it as normal and it will be exiled if it would be put into your graveyard.
- If you cast a card from your graveyard using another permission (such as that of flashback), Kess's effect doesn't apply. You can cast another instant or sorcery card from your graveyard.
- If you cast one instant or sorcery card from your graveyard and then have a new Kess come under your control in the same turn, you may cast another instant or sorcery card from your graveyard that turn.
- If a sorcery card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.
- If a spell cast this way is put into another zone after it resolves (perhaps because it had buyback), it's considered a new object. If that card later moves to your graveyard, it won't be exiled.
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1
Maestros Charm
Maestros Charm
Instant
Choose one —
- Look at the top five cards of your library. Put one of those cards into your hand and the rest into your graveyard.
- Each opponent loses 3 life and you gain 3 life.
- Maestros Charm deals 5 damage to target creature or planeswalker.
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1
Maestros Confluence
Maestros Confluence
Sorcery
Choose three. You may choose the same mode more than once.
- Return target monocolored instant or sorcery card from your graveyard to your hand.
- Target creature gets -3/-3 until end of turn.
- Goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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1
Parnesse, the Subtle Brush
Parnesse, the Subtle Brush
Legendary Creature — Vampire Wizard
4/4
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays 4 life.
Whenever you copy a spell, up to one target opponent may also copy that spell. They may choose new targets for that copy.
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1
Syrix, Carrier of the Flame
Syrix, Carrier of the Flame
Legendary Creature — Phoenix
3/3
Flying, haste
At the beginning of each end step, if a creature card left your graveyard this turn, target Phoenix you control deals damage equal to its power to any target.
Whenever another Phoenix you control dies, you may cast this card from your graveyard.
- The damage dealt by the target Phoenix as Syrix's first triggered ability resolves is equal to its own power, not the power of the creature card that left the graveyard this turn.
- If Syrix dies at the same time as another Phoenix, its last ability won't trigger. It must be in the graveyard already at the time that the other Phoenix dies.
- You must pay all costs for Syrix when you cast it using its last ability and you must cast it as the ability resolves. You may not wait and cast it later in the turn (unless of course the ability triggers and resolves again).
Colorless 13
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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
Call the Skybreaker
Call the Skybreaker
Sorcery
Create a 5/5 blue and red Elemental creature token with flying.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You're casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
- A retrace card cast from your graveyard follows the normal timing rules for its card type.
- When a retrace card you cast from your graveyard resolves, fails to resolve, or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so they can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it's still in the graveyard.
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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
Dimir Signet
Dimir Signet
Artifact
, : Add .
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1
Fellwar Stone
Fellwar Stone
Artifact
: Add one mana of any color that a land an opponent controls could produce.
- When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
- Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
- The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
- Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability " , Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
- This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
- It only produces one mana even if the land can produce more than one.
- The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
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1
Izzet Signet
Izzet Signet
Artifact
, : Add .
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1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
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1
Mimic Vat
Mimic Vat
Artifact
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
- If the creature that dies is an instant or sorcery card that's been manifested, Mimic Vat may have a nonpermanent card exiled. You can't create a token that's a copy of a nonpermanent card. No token is created in this case.
- If a melded permanent dies and triggers Mimic Vat's triggered ability, both of its component cards are exiled. As Mimic Vat's second ability resolves, its controller chooses one of those cards to make a token copy of.
- If multiple nontoken creatures are put into their owners' graveyards from the battlefield at the same time, the imprint ability will trigger that many times. You put the triggered abilities on the stack in any order, so you'll determine in which order they resolve. However, since exiling those cards is optional, and choosing to exile a card this way causes the previously exiled cards to return to their owners' graveyards, the order generally doesn't matter: You'll wind up with at most one of those cards exiled, and the rest will be in the appropriate graveyards.
- You may exile a noncreature card with Mimic Vat's first ability. For example, if a nontoken artifact that's become a creature is put into a graveyard from the battlefield, Mimic Vat's first ability triggers and you may exile that card.
- The token created by the second ability will be a copy of whatever card is exiled with Mimic Vat at the time the ability resolves. This might not be the same card that was exiled with Mimic Vat at the time the ability was activated. It also might not be a creature card.
- If the token is a copy of a noncreature card, it will still have haste, though that won't matter unless that token somehow becomes a creature.
- You may activate the second ability even if no card has been exiled with Mimic Vat. If no card has been exiled with Mimic Vat by the time the ability resolves, no token will be created.
- The imprint ability will trigger whenever a nontoken creature is put into any graveyard from the battlefield, not just your graveyard.
- Any "enters" abilities of the exiled card will trigger when the token is put onto the battlefield. Any "as [this permanent] enters" or "[this permanent] enters with" abilities of the exiled card will also work.
- The token is exiled at the beginning of the next end step regardless of who controls it at that time, whether the exiled card is still exiled at that time, or whether Mimic Vat is still on the battlefield at that time.
- If Mimic Vat's second ability is activated during a turn's end step, the token will be exiled at the beginning of the following turn's end step.
- If the token isn't exiled when the delayed triggered ability resolves (due to Stifle, perhaps), it remains on the battlefield indefinitely. It continues to have haste.
- If the exiled card has in its mana cost (such as Protean Hydra), X is considered to be 0.
- Exiling the card as the first ability resolves is optional. If you choose not to exile it, or you can't exile it because the card has somehow left the graveyard before the ability resolves, the ability simply doesn't do anything as it resolves. Any card currently exiled by Mimic Vat remains exiled.
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1
Rakdos Signet
Rakdos Signet
Artifact
, : Add .
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1
Smuggler's Buggy
Smuggler's Buggy
Artifact — Vehicle
5/5
Hideaway 4 (When this artifact enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever this Vehicle deals combat damage to a player, you may cast the exiled card without paying its mana cost. If you do, return this Vehicle to its owner's hand.
Crew 2
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
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1
Sol Ring
Sol Ring
Artifact
: Add .
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1
Twinning Staff
Twinning Staff
Artifact
If you would copy a spell one or more times, instead copy it that many times plus an additional time. You may choose new targets for the additional copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
- If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
- If the spell has damage divided as it was cast (like Mythos of Vadrok), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
- You choose whether the additional copy is put onto the stack before or after the original copy. If a spell is being copied more than once, you can even have the additional copy put onto the stack in between the original copies.
- If you have a second Twinning Staff, copying a spell results in two additional copies. If you have a third, you get three additional copies, and so on.
- If an effect copies a card rather than a spell (such as that of God-Eternal Kefnet), this doesn't cause an additional copy to be created.
- Twinning Staff's last ability can copy any instant or sorcery spell you control, not just one with targets.
- The copy is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger. It will resolve before the original spell does.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If the spell that's copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. A different mode can't be chosen.
- You may choose new targets for the additional copy, even if you can't choose new targets for the original copy or copies.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
-
1
Wayfarer's Bauble
Wayfarer's Bauble
Artifact
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Lands 37
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
-
1
Cascade Bluffs
Cascade Bluffs
Land
: Add .
, : Add , , or .
-
1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter 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
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
-
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
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
-
1
Grixis Panorama
Grixis Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
-
7
Island
Island
Basic Land — Island
( : Add .)
-
1
Maestros Theater
Maestros Theater
Land
When this land enters, sacrifice it. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
-
5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Shadowblood Ridge
Shadowblood Ridge
Land
, : Add .
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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.
-
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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6
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of Epiphany
Temple of Epiphany
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
-
1
Thriving Bluff
Thriving Bluff
Land
This land enters tapped. As it enters, choose a color other than red.
: Add or one mana of the chosen color.
-
1
Thriving Isle
Thriving Isle
Land
This land enters tapped. As it enters, choose a color other than blue.
: Add or one mana of the chosen color.
-
1
Thriving Moor
Thriving Moor
Land
This land enters tapped. As it enters, choose a color other than black.
: Add or one mana of the chosen color.
1 5
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1
Bloodsoaked Champion
Bloodsoaked Champion
Creature — Human Warrior
2/1
This creature can't block.
Raid — : Return this card from your graveyard to the battlefield. Activate only if you attacked this turn.
- Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with or which player, planeswalker, or battle those creatures attacked.
- Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player, planeswalker, or battle it attacked doesn't have to still be in the game or on the battlefield.
- The activated ability can be activated only if Bloodsoaked Champion is in your graveyard. Notably, if it attacks and then dies later in the turn, you can use its ability to return it to the battlefield, as its attack satisfies its own activation instruction.
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1
Ponder
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
- If you choose to shuffle your library, that includes the three cards you just looked at and put back on top of it.
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1
Preordain
Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Wayfarer's Bauble
Wayfarer's Bauble
Artifact
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
2 16
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1
A Little Chat
A Little Chat
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.)
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
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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
Damnable Pact
Damnable Pact
Sorcery
Target player draws X cards and loses X life.
-
1
Determined Iteration
Determined Iteration
Enchantment
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
- If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
- Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
- Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
- The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
- If you control no creature tokens when you populate, nothing will happen.
- The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
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1
Dimir Signet
Dimir Signet
Artifact
, : Add .
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1
Dogged Detective
Dogged Detective
Creature — Human Rogue
2/1
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
- When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
- Dogged Detective doesn't need to be in the graveyard when the first card is drawn for its last ability to trigger. As long as it is in the graveyard when an opponent draws their second card in a turn, it will trigger.
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1
Dread Summons
Dread Summons
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
- If a creature card has an ability that replaces going to the graveyard with moving somewhere else "instead," that card won't count toward the number of Zombies you get. Conversely, creature cards with a triggered ability that removes them from the graveyard when they're put there from anywhere (or your library) will count toward that number.
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1
Feed the Swarm
Feed the Swarm
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
- The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
- If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
- If a permanent on the battlefield has in its mana cost, X is 0 for the purpose of determining its mana value.
-
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
Goblin Electromancer
Goblin Electromancer
Creature — Goblin Wizard
2/2
Instant and sorcery spells you cast cost less to cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- Goblin Electromancer's effect reduces only generic mana in the spell's total cost.
- Two Goblin Electromancers will make instant and sorcery spells you cast cost less to cast, and so on.
-
1
Izzet Signet
Izzet Signet
Artifact
, : Add .
-
1
Lightning Greaves
Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
- You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
- If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
-
1
Rakdos Signet
Rakdos Signet
Artifact
, : Add .
-
1
Sinister Concierge
Sinister Concierge
Creature — Human Wizard
2/1
When this creature dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn't have suspend gains suspend. (For each card with suspend, its owner removes a time counter from it at the beginning of their upkeep. When the last is removed, they may cast it without paying its mana cost. Those creature spells have haste.)
- 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.
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1
Skyclave Shade
Skyclave Shade
Creature — Shade
3/1
Kicker
This creature can't block.
If this creature was kicked, it enters with two +1/+1 counters on it.
Landfall — Whenever a land you control enters, if this card is in your graveyard and it's your turn, you may cast it from your graveyard this turn.
- Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
- A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- You must follow the normal timing permissions and restrictions for Skyclave Shade when casting it with the permission of its landfall ability. You must pay its mana cost (or, if another effect allows, an alternative cost). You may pay its kicker cost when casting it this way.
- After you cast Skyclave Shade from your graveyard, it's considered a new object, and the permission from its landfall ability won't apply to it again even if it returns to your graveyard later in the turn. You'll need to have another land enter the battlefield under your control after it has returned to your graveyard to cast it again.
- Skyclave Shade's landfall ability triggers only if it's in your graveyard immediately after the land enters the battlefield.
-
1
Spellbinding Soprano
Spellbinding Soprano
Creature — Human Bard
2/2
Whenever this creature attacks, instant and sorcery spells you cast this turn cost less to cast.
Encore ( , Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
3 11
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1
Anhelo, the Painter
Anhelo, the Painter
Legendary Creature — Vampire Assassin
1/3
Deathtouch
The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
-
1
Bedevil
Bedevil
Instant
Destroy target artifact, creature, or planeswalker.
-
1
Body Count
Body Count
Instant
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Draw a card for each creature that died under your control this turn.
- Damage dealt to a player causes that player to lose that much life.
- Spectacle cares only that an opponent lost life during the turn, not that the opponent's life total is currently lower than it was. For example, if an opponent loses 1 life and then gains 2 life in the same turn, you can cast a spell for its spectacle cost that turn.
- Spectacle doesn't change when you can cast the spell. For example, you can't cast a sorcery with spectacle during an opponent's turn unless another effect allows you to do so, even if that player has lost life this turn.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a spectacle cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
- A card's spectacle cost is the same no matter how much life your opponents lost or how many opponents lost life.
- In a multiplayer game, if an opponent loses life and later that turn leaves the game, you can cast a spell for its spectacle cost. (If a player leaves the game during their turn, that turn continues without an active player.)
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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.
-
1
Frantic Search
Frantic Search
Instant
Draw two cards, then discard two cards. Untap up to three lands.
- You choose which lands to untap as the spell resolves. They aren't targeted, and they don't have to be lands that you control.
- You draw two cards and discard two cards all while Frantic Search is resolving. Nothing can happen between the two, and no player may choose to take actions.
-
1
Maestros Charm
Maestros Charm
Instant
Choose one —
- Look at the top five cards of your library. Put one of those cards into your hand and the rest into your graveyard.
- Each opponent loses 3 life and you gain 3 life.
- Maestros Charm deals 5 damage to target creature or planeswalker.
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1
Mimic Vat
Mimic Vat
Artifact
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
- If the creature that dies is an instant or sorcery card that's been manifested, Mimic Vat may have a nonpermanent card exiled. You can't create a token that's a copy of a nonpermanent card. No token is created in this case.
- If a melded permanent dies and triggers Mimic Vat's triggered ability, both of its component cards are exiled. As Mimic Vat's second ability resolves, its controller chooses one of those cards to make a token copy of.
- If multiple nontoken creatures are put into their owners' graveyards from the battlefield at the same time, the imprint ability will trigger that many times. You put the triggered abilities on the stack in any order, so you'll determine in which order they resolve. However, since exiling those cards is optional, and choosing to exile a card this way causes the previously exiled cards to return to their owners' graveyards, the order generally doesn't matter: You'll wind up with at most one of those cards exiled, and the rest will be in the appropriate graveyards.
- You may exile a noncreature card with Mimic Vat's first ability. For example, if a nontoken artifact that's become a creature is put into a graveyard from the battlefield, Mimic Vat's first ability triggers and you may exile that card.
- The token created by the second ability will be a copy of whatever card is exiled with Mimic Vat at the time the ability resolves. This might not be the same card that was exiled with Mimic Vat at the time the ability was activated. It also might not be a creature card.
- If the token is a copy of a noncreature card, it will still have haste, though that won't matter unless that token somehow becomes a creature.
- You may activate the second ability even if no card has been exiled with Mimic Vat. If no card has been exiled with Mimic Vat by the time the ability resolves, no token will be created.
- The imprint ability will trigger whenever a nontoken creature is put into any graveyard from the battlefield, not just your graveyard.
- Any "enters" abilities of the exiled card will trigger when the token is put onto the battlefield. Any "as [this permanent] enters" or "[this permanent] enters with" abilities of the exiled card will also work.
- The token is exiled at the beginning of the next end step regardless of who controls it at that time, whether the exiled card is still exiled at that time, or whether Mimic Vat is still on the battlefield at that time.
- If Mimic Vat's second ability is activated during a turn's end step, the token will be exiled at the beginning of the following turn's end step.
- If the token isn't exiled when the delayed triggered ability resolves (due to Stifle, perhaps), it remains on the battlefield indefinitely. It continues to have haste.
- If the exiled card has in its mana cost (such as Protean Hydra), X is considered to be 0.
- Exiling the card as the first ability resolves is optional. If you choose not to exile it, or you can't exile it because the card has somehow left the graveyard before the ability resolves, the ability simply doesn't do anything as it resolves. Any card currently exiled by Mimic Vat remains exiled.
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1
Squee, the Immortal
Squee, the Immortal
Legendary Creature — Goblin
2/1
You may cast this card from your graveyard or from exile.
- Squee's ability doesn't prevent you from casting Squee from any other zone.
- You must follow the normal timing permissions and restrictions and pay its cost to cast Squee from your graveyard or from exile.
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1
Twinning Staff
Twinning Staff
Artifact
If you would copy a spell one or more times, instead copy it that many times plus an additional time. You may choose new targets for the additional copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
- If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
- If the spell has damage divided as it was cast (like Mythos of Vadrok), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
- You choose whether the additional copy is put onto the stack before or after the original copy. If a spell is being copied more than once, you can even have the additional copy put onto the stack in between the original copies.
- If you have a second Twinning Staff, copying a spell results in two additional copies. If you have a third, you get three additional copies, and so on.
- If an effect copies a card rather than a spell (such as that of God-Eternal Kefnet), this doesn't cause an additional copy to be created.
- Twinning Staff's last ability can copy any instant or sorcery spell you control, not just one with targets.
- The copy is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger. It will resolve before the original spell does.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
- If the spell that's copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. A different mode can't be chosen.
- You may choose new targets for the additional copy, even if you can't choose new targets for the original copy or copies.
- The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
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1
Waste Management
Waste Management
Instant
Kicker (You may pay an additional as you cast this spell.)
Exile up to two target cards from a single graveyard. If this spell was kicked, instead exile target player's graveyard. Create a 2/2 black Rogue creature token for each creature card exiled this way.
- If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
- If a spell's kicker cost was paid, the spell is "kicked."
- The kicker ability doesn't let you pay a kicker cost more than once.
- To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
- If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
- If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
- Waste Management's controller will create a 2/2 black Rogue creature token for each creature card exiled this way whether it was kicked or not.
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1
Woe Strider
Woe Strider
Creature — Horror
3/2
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape— , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
- Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
- If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
- After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
- Escape's permission doesn't change when you may cast the spell from your graveyard.
- If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
4 14
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1
Audacious Swap
Audacious Swap
Instant
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
The owner of target nonenchantment permanent shuffles it into their library, then exiles the top card of their library. If it's a land card, they put it onto the battlefield. Otherwise, they may cast it without paying its mana cost.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Chain Reaction
Chain Reaction
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
- The value of X is determined as Chain Reaction resolves.
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1
Cormela, Glamour Thief
Cormela, Glamour Thief
Legendary Creature — Vampire Rogue
2/4
Haste
, : Add . Spend this mana only to cast instant and/or sorcery spells.
When Cormela dies, return up to one target instant or sorcery card from your graveyard to your hand.
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1
Cryptic Pursuit
Cryptic Pursuit
Enchantment
Whenever you cast an instant or sorcery spell from your hand, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Whenever a face-down creature you control dies, exile it if it's an instant or sorcery card. You may cast that card until the end of your next turn.
- The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
- Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
- If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
- Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
- Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
- Because face-down creatures don't have names, they can't have the same name as any other creature, even another face-down creature.
- A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
- Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
- You can look at a face-down permanent you control any time. You can't look at face-down permanents you don't control unless an effect allows you to or instructs you to.
- If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
- You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
- There are no cards in this set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
- If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
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1
Deep Analysis
Deep Analysis
Sorcery
Target player draws two cards.
Flashback— , Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
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1
Drawn from Dreams
Drawn from Dreams
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
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1
Fact or Fiction
Fact or Fiction
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
- Piles may be empty.
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1
Kess, Dissident Mage
Kess, Dissident Mage
Legendary Creature — Human Wizard
3/4
Flying
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead.
- You must follow the normal timing permissions and restrictions of the card you cast from your graveyard.
- You must pay the costs to cast that card. If it has an alternative cost, you may cast it for that cost instead.
- Once you begin to cast the card, losing control of Kess won't affect the spell. You can finish casting it as normal and it will be exiled if it would be put into your graveyard.
- If you cast a card from your graveyard using another permission (such as that of flashback), Kess's effect doesn't apply. You can cast another instant or sorcery card from your graveyard.
- If you cast one instant or sorcery card from your graveyard and then have a new Kess come under your control in the same turn, you may cast another instant or sorcery card from your graveyard that turn.
- If a sorcery card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.
- If a spell cast this way is put into another zone after it resolves (perhaps because it had buyback), it's considered a new object. If that card later moves to your graveyard, it won't be exiled.
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1
Make an Example
Make an Example
Sorcery
Each opponent separates the creatures they control into two piles. For each opponent, you choose one of their piles. Each opponent sacrifices the creatures in their chosen pile. (Piles can be empty.)
- “Their chosen pile” means the pile of their permanents that you chose; it doesn't mean that they get to choose a pile.
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1
Rekindling Phoenix
Rekindling Phoenix
Creature — Phoenix
4/3
Flying
When this creature dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this token and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
- If you don't have a card named Rekindling Phoenix in your graveyard, the Elemental token's ability is immediately removed from the stack after it triggers and you won't sacrifice the token. If that target becomes illegal after the ability has triggered but before it resolves, you also won't sacrifice the Elemental token. In either case, it will trigger again during your next upkeep.
- If another card copies Rekindling Phoenix (such as Protean Raider may), the Elemental token's triggered ability will look for a card named Rekindling Phoenix, not one with the other card's name. This is true even if the card copying Rekindling Phoenix keeps its name while it's copying Rekindling Phoenix (such as Lazav, Dimir Mastermind does).
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1
Sever the Bloodline
Sever the Bloodline
Sorcery
Exile target creature and all other creatures with the same name as that creature.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- Sever the Bloodline has only one target. Other creatures with the same name will be exiled even if they have hexproof or protection.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word “Token.” For example, if an effect creates a 1/1 Soldier creature token, that token is named “Soldier Token.”
- If the target creature is an illegal target by the time Sever the Bloodline tries to resolve, the spell won’t resolve. You won’t exile any creatures at all.
- Unless a token is a copy of another permanent or was explicitly given a name by the effect that created it, its name is the subtypes it was given when it was created plus the word "Token." For example, if an effect creates a 1/1 Soldier creature token, that token is named "Soldier Token."
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- Only creatures on the battlefield will be exiled. In other zones, they're "creature cards," not "creatures."
- A double-faced creature only has the name of the face that's up. For example, if Village Ironsmith is targeted by Sever the Bloodline, Ironfang wouldn't be exiled.
- If the targeted creature is an illegal target by the time Sever the Bloodline resolves, it won't resolve and none of its effects will happen. No creatures will be exiled.
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1
Smuggler's Buggy
Smuggler's Buggy
Artifact — Vehicle
5/5
Hideaway 4 (When this artifact enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever this Vehicle deals combat damage to a player, you may cast the exiled card without paying its mana cost. If you do, return this Vehicle to its owner's hand.
Crew 2
- "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
- Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
- Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
- Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
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1
Syrix, Carrier of the Flame
Syrix, Carrier of the Flame
Legendary Creature — Phoenix
3/3
Flying, haste
At the beginning of each end step, if a creature card left your graveyard this turn, target Phoenix you control deals damage equal to its power to any target.
Whenever another Phoenix you control dies, you may cast this card from your graveyard.
- The damage dealt by the target Phoenix as Syrix's first triggered ability resolves is equal to its own power, not the power of the creature card that left the graveyard this turn.
- If Syrix dies at the same time as another Phoenix, its last ability won't trigger. It must be in the graveyard already at the time that the other Phoenix dies.
- You must pay all costs for Syrix when you cast it using its last ability and you must cast it as the ability resolves. You may not wait and cast it later in the turn (unless of course the ability triggers and resolves again).
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1
Talrand's Invocation
Talrand's Invocation
Sorcery
Create two 2/2 blue Drake creature tokens with flying.
5 7
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1
Double Vision
Double Vision
Enchantment
Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.
- If you cast an instant or sorcery spell before Double Vision enters the battlefield during the same turn, its ability can't trigger that turn.
- Double Vision's ability will copy any instant or sorcery spell, not just one with targets.
- A copy is created even if the spell that caused Double Vision's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
- The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
- If the spell that's copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode or modes. You can't choose different ones.
- If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
- You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
- The copy that Double Vision's ability creates is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Flawless Forgery
Flawless Forgery
Sorcery
Casualty 3 (As you cast this spell, you may sacrifice a creature with power 3 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Exile target instant or sorcery card from an opponent's graveyard. Copy that card. You may cast the copy without paying its mana cost.
- After Flawless Forgery resolves, the exiled card remains exiled.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
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1
Mystic Confluence
Mystic Confluence
Instant
Choose three. You may choose the same mode more than once.
- Counter target spell unless its controller pays .
- Return target creature to its owner's hand.
- Draw a card.
- No matter which combination of modes you choose, you always follow the instructions in the order they are written.
- If the middle mode is chosen more than once, you choose the relative order to return the target creatures.
- 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 Mystic Confluence is done resolving.
- If Mystic Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
- If you choose the first and/or second modes but all of the targets become illegal before Mystic Confluence resolves, the spell won't resolve. If you also chose the last mode once or twice, you won't draw any cards. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
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1
Parnesse, the Subtle Brush
Parnesse, the Subtle Brush
Legendary Creature — Vampire Wizard
4/4
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays 4 life.
Whenever you copy a spell, up to one target opponent may also copy that spell. They may choose new targets for that copy.
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1
Puppeteer Clique
Puppeteer Clique
Creature — Faerie Wizard
3/2
Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
- When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
- If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
- If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
- If a creature with persist stops being a creature, persist will still work.
- The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
- If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
- If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
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1
Rite of the Raging Storm
Rite of the Raging Storm
Enchantment
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
- If Rite of the Raging Storm leaves the battlefield before attackers are declared, creatures named Lightning Rager can attack you or planeswalkers you control.
- The tokens aren't named Elemental. They are named only Lightning Rager. The rule that says a token's name is its creature types applies only if the tokens aren't given a name by the effect that creates them.
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1
Zndrsplt's Judgment
Zndrsplt's Judgment
Sorcery
For each player, choose friend or foe. Each friend creates a token that's a copy of a creature they control. Each foe returns a creature they control to its owner's hand.
- When Zndrsplt's Judgment resolves and you choose friend or foe, first the next friend in turn order (or, if it's a friend's turn, that friend) chooses a creature they control, then each other friend in turn order does the same, then each of those players create a token at the same time. Friends will know choices made by earlier players when making their choices. Repeat this process for foes, who choose a creature one at a time and then return them all to their owners' hands at the same time.
- Each token copies exactly what is printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- If the copied creature has in its mana cost, X is considered to be 0.
- If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created the token.
- If the copied creature is copying something else (for example, if the copied creature is an Evil Twin), then the token enters the battlefield as whatever that creature copied.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the chosen creature will also work.
- You make this choice for yourself as well as each other player. In some rare cases, you may wish to call yourself (or your teammate in a Two-Headed Giant game) a foe. You can do that.
- The designation of friend or foe is only relevant to the spell that asks you to choose. A player you call your friend doesn't become your teammate, and the next “friend or foe” spell you cast could name that player your foe.
- You may call a player a friend or a foe even if that player will be instructed to perform an impossible action. For example, for Regna's Sanction, a foe may control no untapped creatures.
- Friends perform their specified actions before foes. This means that a friend's action may cause a triggered ability of a foe's permanent to trigger before that foe's action causes that permanent to leave the battlefield.
- Players can't take actions in between the time that friends perform their actions and the time that foes perform theirs. If any abilities trigger from friends performing actions, those triggers won't be put onto the stack until the foes perform their actions and the spell finishes resolving.
6 6
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1
Extravagant Replication
Extravagant Replication
Enchantment
At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control.
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1
Hex
Hex
Sorcery
Destroy six target creatures.
- You must target six different creatures. If you can't, you can't cast Hex. If some of the creatures become illegal targets before the spell resolves, Hex will still destroy the rest of them.
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1
Maestros Confluence
Maestros Confluence
Sorcery
Choose three. You may choose the same mode more than once.
- Return target monocolored instant or sorcery card from your graveyard to your hand.
- Target creature gets -3/-3 until end of turn.
- Goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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1
Reign of the Pit
Reign of the Pit
Sorcery
Each player sacrifices a creature of their choice. Create an X/X black Demon creature token with flying, where X is the total power of the creatures sacrificed this way.
- You choose which creature you are sacrificing first, then each other player in turn order does the same. The creatures are all sacrificed simultaneously.
- Use the powers of the creatures as they last existed on the battlefield to determine the value of X, even if they were negative. For example, if the sacrificed creatures were 3/3, 5/5, 0/4, and -2/2, the Demon will be 6/6.
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1
River's Rebuke
River's Rebuke
Sorcery
Return all nonland permanents target player controls to their owner's hand.
- There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
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1
Xander's Pact
Xander's Pact
Sorcery
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell.)
Each opponent exiles the top card of their library. You may cast spells from among those cards this turn. If you cast a spell this way, pay life equal to that spell's mana value rather than pay its mana cost.
- If you cast a spell for another cost “rather than pay its mana cost,” you can't choose to cast it for any alternative costs such as a blitz cost. You can, however, pay additional costs, such as a casualty cost. If the spell has any mandatory additional costs, those must be paid to cast it.
- If a spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
- Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater.” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.”
- You may sacrifice only one creature to pay a spell's casualty cost, and you copy the spell only once.
- If you pay the casualty cost of a spell, the copy will resolve before the original spell.
- The copy of the spell is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
7+ 4
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1
Army of the Damned
Army of the Damned
Sorcery
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
- "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
- You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
- You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
- If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
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1
Call the Skybreaker
Call the Skybreaker
Sorcery
Create a 5/5 blue and red Elemental creature token with flying.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
- Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You're casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
- A retrace card cast from your graveyard follows the normal timing rules for its card type.
- When a retrace card you cast from your graveyard resolves, fails to resolve, or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
- If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so they can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it's still in the graveyard.
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1
Clone Legion
Clone Legion
Sorcery
For each creature target player controls, create a token that's a copy of that creature.
- If the copied creature has in its mana cost, X is considered to be zero.
- Each token copies exactly what was printed on the original creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
- Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
- A token that enters the battlefield as a copy of a face-down creature is a face-up colorless 2/2 creature with no name, abilities, or creature types.
- If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied.
- If the copied creature is a token, the token created by Clone Legion copies the original characteristics of that token as stated by the effect that put the token onto the battlefield.
- The token creatures all enter the battlefield at the same time.
- Remember that if you control more than one legendary permanent with the same name, you'll choose one to remain on the battlefield and put the rest into their owners' graveyards.
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1
Dig Through Time
Dig Through Time
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
- Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
- Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
- You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
Lands 37
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1
Ash Barrens
Ash Barrens
Land
: Add .
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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1
Cascade Bluffs
Cascade Bluffs
Land
: Add .
, : Add , , or .
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1
Choked Estuary
Choked Estuary
Land
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
- Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
- If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
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1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
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1
Crumbling Necropolis
Crumbling Necropolis
Land
This land enters tapped.
: Add , , or .
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1
Darkwater Catacombs
Darkwater Catacombs
Land
, : Add .
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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
Foreboding Ruins
Foreboding Ruins
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
- You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
- If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
- Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
- If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
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1
Grixis Panorama
Grixis Panorama
Land
: Add .
, , Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
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7
Island
Island
Basic Land — Island
( : Add .)
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1
Maestros Theater
Maestros Theater
Land
When this land enters, sacrifice it. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
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5
Mountain
Mountain
Basic Land — Mountain
( : Add .)
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1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
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1
Path of Ancestry
Path of Ancestry
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
- Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
- If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
- If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
- If your commander has no creature types, it can't share a creature type with any spell that you cast.
- If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
- If you don't have a commander, Path of Ancestry's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce .
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1
Shadowblood Ridge
Shadowblood Ridge
Land
, : Add .
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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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6
Swamp
Swamp
Basic Land — Swamp
( : Add .)
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1
Temple of Epiphany
Temple of Epiphany
Land
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
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1
Thriving Bluff
Thriving Bluff
Land
This land enters tapped. As it enters, choose a color other than red.
: Add or one mana of the chosen color.
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1
Thriving Isle
Thriving Isle
Land
This land enters tapped. As it enters, choose a color other than blue.
: Add or one mana of the chosen color.
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1
Thriving Moor
Thriving Moor
Land
This land enters tapped. As it enters, choose a color other than black.
: Add or one mana of the chosen color.