mtg m11 faq

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_Magic 2011_ Frequently Asked Questions Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen Document last modified July 2, 2010 An FAQ is a collection of clarifications and rulings involving the cards in a new _Magic: The Gathering_(R) set. It's intended to make playing with these new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated. If you can't find the answer you're looking for here, please contact us at <www.wizards.com/customerservice>. This FAQ has two sections, each of which serves a different purpose. The first section ("General Notes") explains the mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed. ----- GENERAL NOTES ***Release Information*** The _Magic 2011_ core set contains 249 cards (20 basic land, 101 common, 60 uncommon, 53 rare, 15 mythic rare). Prerelease events: July 10-11, 2010 Launch Parties: July 16-18, 2010 The _Magic 2011_ core set becomes legal for sanctioned Constructed play on its official release date: July 16, 2010. At that time, the following card sets will be permitted in the Standard format: _Shards of Alara_(R), _Conflux_(R), _Alara Reborn_(R), _Magic 2010_, _Zendikar_(TM), _Worldwake_(TM), _Rise of the Eldrazi_(TM), and _Magic 2011_. Go to <www.wizards.com/locator> to find an event or store near you. ----- ***Returning Keyword Action: Scry*** MTG-Realm.com

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Magic the Gathering - Magic 2011 (M11) Frequently Asked Questions (FAQs) for the new core set

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Page 1: MTG M11 FAQ

_Magic 2011_ Frequently Asked QuestionsCompiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van OmmenDocument last modified July 2, 2010

An FAQ is a collection of clarifications and rulings involving the cards in a new _Magic: The Gathering_(R) set. It's intended to make playing with these new cards more fun by clearing up the common misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are released, updates to the _Magic_(TM) rules may cause some of this information to become outdated. If you can't find the answer you're looking for here, please contact us at <www.wizards.com/customerservice>.

This FAQ has two sections, each of which serves a different purpose.

The first section ("General Notes") explains the mechanics and concepts in the set.

The second section ("Card-Specific Notes") contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section include full card text for your reference. Not all cards in the set are listed.-----

GENERAL NOTES

***Release Information***

The _Magic 2011_ core set contains 249 cards (20 basic land, 101 common, 60 uncommon, 53 rare, 15 mythic rare).

Prerelease events: July 10-11, 2010Launch Parties: July 16-18, 2010

The _Magic 2011_ core set becomes legal for sanctioned Constructed play on its official release date: July 16, 2010. At that time, the following card sets will be permitted in the Standard format: _Shards of Alara_(R), _Conflux_(R), _Alara Reborn_(R), _Magic 2010_, _Zendikar_(TM), _Worldwake_(TM), _Rise of the Eldrazi_(TM), and _Magic 2011_.

Go to <www.wizards.com/locator> to find an event or store near you.-----

***Returning Keyword Action: Scry***

Scry is a keyword action previously seen in the _Fifth Dawn_(TM) and _Future Sight_(R) sets. Keyword actions are verbs, like "sacrifice" or "regenerate," that have a specific meaning in the _Magic_ game rules. When you scry, you get a glimpse into your future . . . and can manipulate what's coming next.

Augury Owl{1}{U}Creature -- Bird1/1

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FlyingWhen Augury Owl enters the battlefield, scry 3. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

The official rules for scry are as follows:

701.17. Scry

701.17a To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order.

* When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.

* You choose how to order those cards no matter where you put them.

* You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry, then you'll perform other actions.-----

***Revised Keyword Ability: Deathtouch***

Deathtouch is an ability usually seen on creatures. How it works has been changed.

Acidic Slime{3}{G}{G}Creature -- Ooze2/2Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.

The new rules for deathtouch are as follows:

702.2. Deathtouch

702.2a Deathtouch is a static ability.

702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature's toughness. See rule 510.1c-d.

702.2c A creature that's been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.

702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.

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702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.

702.2f Multiple instances of deathtouch on the same object are redundant.

* If a creature (whether it has deathtouch or not) blocks or is blocked by multiple creatures, those creatures must be put into damage assignment order during the declare blockers step. The creature then assigns its combat damage to those creatures according to the damage assignment order announced for it. It can't assign combat damage to one of those creatures unless each creature that precedes that creature in its order is assigned lethal damage. If a creature with deathtouch blocks or is blocked by multiple creatures, everything works exactly the same way with one exception: assigning even 1 of that creature's damage to a creature is considered to be lethal damage. Example: The damage assignment order of an attacking Acidic Slime (a 2/2 creature with deathtouch) is Spined Wurm (a 5/4 creature) then Siege Mastodon (a 3/5 creature) then Runeclaw Bear (a 2/2 creature). Acidic Slime can assign 1 damage to the Wurm and 1 damage to the Mastodon, or 2 damage to the Wurm. It can't assign damage to the Bear. Each creature Acidic Slime deals damage to is destroyed.

* If an attacking creature with deathtouch and trample becomes blocked, the attacking creature first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. However, since the creature has deathtouch, assigning even 1 damage to a creature is considered to be lethal damage. Example: Yavimaya Wurm (a 6/4 creature with trample) is equipped with Gorgon Flail (an Equipment that grants the equipped creature +1/+1 and deathtouch). It attacks a player and is blocked by Siege Mastodon (a 3/5 creature). Yavimaya Wurm must assign at least 1 damage to the Mastodon. Its remaining damage may be assigned as its controller chooses between the Mastodon and the defending player. Notably, the Wurm may assign 1 damage to the Mastodon and 6 damage to the defending player. After that damage is dealt to the Mastodon, the Mastodon will be destroyed.

* If a creature with deathtouch and another creature both block or are blocked by a creature, the other creature may take into account the fact that any combat damage dealt by a creature with deathtouch is considered to be lethal damage. Example: An attacking Acidic Slime (a 2/2 creature with deathtouch) and an attacking Yavimaya Wurm (a 6/4 creature with trample) are both blocked by a Palace Guard (a 1/4 creature that can block any number of creatures). The Slime must assign its 2 damage to the Guard. Since the Guard is being assigned lethal damage, the Wurm's 6 damage may be assigned as its controller chooses between the Guard and the defending player. Notably, the Wurm may assign all 6 damage to the defending player. It doesn't matter which creature's damage is assigned first, as long as the final damage assignment follows all the applicable parameters.

* The rule that causes creatures dealt damage by a source with deathtouch to be destroyed applies to any damage, not just combat damage.

* A regeneration effect can save a creature that's been dealt damage by a source with deathtouch.

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* If multiple state-based actions would destroy a creature at the same time (because it's been dealt lethal damage and been dealt damage by a source with deathtouch), a single regeneration effect will replace all of them and save the creature.

* If a creature is dealt damage by a source with deathtouch, it'll be destroyed as a state-based action. That means there's no time to react between the time the creature is dealt damage and the time it's destroyed. If you want to put a regeneration shield on it, or sacrifice it for some effect, or anything else, you must do so before the damage is actually dealt.

* The rules that care about deathtouch function no matter where the source with deathtouch is. In other words, if a spell or ability causes a card with deathtouch that's not on the battlefield to deal damage to a creature (like Selfless Exorcist's ability does, for example), that creature will be destroyed. This isn't the same as damage dealt by a source that has changed zones; see below.

* If a source of damage hasn't changed zones by the time that damage is dealt, its characteristics are checked to see if it has deathtouch at that time. If the source has changed zones by then, its last existence in the zone it was expected to be in is checked to see if it had deathtouch at that time.

* If an object with deathtouch gains another instance of deathtouch, the extra instance of deathtouch won't have any particular effect. If that object deals damage to a creature, a single regeneration effect will still save it.-----

***Card Type: Planeswalker***

A planeswalker is a powerful ally that fights by your side. The rules for the planeswalker card type haven't changed with this release.

Ajani Goldmane{2}{W}{W}Planeswalker -- Ajani4[+1]: You gain 2 life.[-1]: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.[-6]: Put a white Avatar creature token onto the battlefield. It has "This creature's power and toughness are each equal to your life total."

* Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.

* Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.

* If two or more planeswalkers that share a subtype (such as "Ajani") are on the battlefield, they're all put into their owners' graveyards as a state-based action.

* Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty, it's put into its owner's graveyard as a state-based action.

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* Planeswalkers each have a number of activated abilities called "loyalty abilities." You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.

* The cost to activate a planeswalker's loyalty ability is represented by an arrow with a number inside. Up-arrows contain positive numbers, such as "+1"; this means "Put one loyalty counter on this planeswalker." Down-arrows contain negative numbers, such as "-6"; this means "Remove six loyalty counters from this planeswalker." You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.

* Planeswalkers can't attack (unless an effect such as the one from Gideon Jura's third ability turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.

* If your planeswalkers are being attacked, you can block the attackers as normal.

* If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.

* If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Lightning Bolt, you can target your opponent with Lightning Bolt, and then as Lightning Bolt resolves, choose to have Lightning Bolt deal its 3 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Lightning Bolt deal its damage to a planeswalker, three loyalty counters are removed from it.-----

***Cycle: Titans***

The Titans are a cycle of five creatures, each with "Titan" in the name and a versatile triggered ability.

Primeval Titan{4}{G}{G}Creature -- Giant6/6TrampleWhenever Primeval Titan enters the battlefield or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle your library.

* Whenever a Titan enters the battlefield, its triggered ability triggers.

* Whenever a Titan attacks, its triggered ability triggers.-----

***Cycle: Leylines***

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The Leylines are a cycle of five enchantments, each with "Leyline" in the name. If you have any Leylines in your opening hand, you may begin the game with any number of them on the battlefield.

Leyline of Punishment{2}{R}{R}EnchantmentIf Leyline of Punishment is in your opening hand, you may begin the game with it on the battlefield.Players can't gain life.Damage can't be prevented.

* Your "opening hand" is the hand of cards you decide to start the game with after taking any mulligans.

* After all players have decided not to take any more mulligans, if the starting player has any Leylines in his or her hand, he or she may put any or all of them onto the battlefield. Then each other player in turn order may do the same.

* Leylines that start the game on the battlefield aren't cast as spells. They can't be countered.

* After each player has exercised his or her option to put Leylines onto the battlefield, the first turn of the game begins.-----

***Cycle: "Tap Lands"***

The _Magic_ 2011 core set has a cycle of lands that produce two colors of mana and enter the battlefield tapped unless you control a certain land.

Dragonskull SummitLandDragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.{T}: Add {B} or {R} to your mana pool.

* These lands check for lands you control with either of the two listed land types, not either of the two listed names. The lands they check for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter the battlefield untapped.

* As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Primeval Titan's ability, for example).-----

***Cycle: "Lucky Charms"***

The _Magic_ 2011 core set has a cycle of artifacts that let you gain life whenever a player casts a spell of the appropriate color.

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Kraken's Eye{2}ArtifactWhenever a player casts a blue spell, you may gain 1 life.

* The ability triggers whenever any player, not just you, casts a spell of the appropriate color.

* If a player casts a spell of the appropriate color, the artifact's ability triggers and is put on the stack on top of that spell. The artifact's ability will resolve (causing you to gain 1 life) before the spell does.-----

CARD-SPECIFIC NOTES

Act of Treason{2}{R}SorceryGain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.)

* Act of Treason can target any creature, even one that's tapped or one you already control.

* Gaining control of a creature doesn't cause you gain control of any Auras or Equipment attached to it.-----

Æther Adept{1}{U}{U}Creature -- Human Wizard2/2When Æther Adept enters the battlefield, return target creature to its owner's hand.

* If there are no other creatures on the battlefield when Æther Adept enters the battlefield, it must target itself.-----

Ajani Goldmane{2}{W}{W}Planeswalker -- Ajani4[+1]: You gain 2 life.[-1]: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.[-6]: Put a white Avatar creature token onto the battlefield. It has "This creature's power and toughness are each equal to your life total."

* The vigilance granted to a creature by the second ability remains until the end of the turn even if the +1/+1 counter is removed.

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* The power and toughness of the Avatar created by the third ability will change as your life total changes.

* See also "Card Type: Planeswalker" in the General Notes section above.-----

Ajani's Pridemate{1}{W}Creature -- Cat Soldier2/2Whenever you gain life, you may put a +1/+1 counter on Ajani's Pridemate. (For example, if an effect causes you to gain 3 life, you may put one +1/+1 counter on this creature.)

* The ability triggers just once for each life-gaining event, whether it's 1 life from Angel's Feather or 4 life from Brindle Boar.

* If multiple creatures with lifelink you control deal combat damage at the same time, the damage dealt by each of those creatures is a separate life-gaining event and Ajani's Pridemate's ability will trigger that many times.

* If a creature with lifelink you control deals damage to multiple creatures and/or players at the same time, the ability will trigger just once. The damage dealt by that creature is a single life-gaining event.-----

Alluring Siren{1}{U}Creature -- Siren1/1{T}: Target creature an opponent controls attacks you this turn if able.

* After the ability resolves, the targeted creature attacks you only if it's able to do so as that turn's declare attackers step begins. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," it can't attack. If there's a cost associated with having that creature attack, its controller isn't forced to pay that cost, so the creature doesn't have to attack in that case either.

* If the targeted creature would be able to attack either you or a planeswalker you control, it must attack you, not the planeswalker.

* Activating the ability during your opponent's turn after attackers have been declared will have no effect. The same is true if you activate the ability during your own turn.-----

Ancient Hellkite{4}{R}{R}{R}Creature -- Dragon6/6Flying{R}: Ancient Hellkite deals 1 damage to target creature defending player controls. Activate this ability only if Ancient Hellkite is attacking.

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* After Ancient Hellkite is declared as an attacker, or is put onto the battlefield attacking, its second ability may be activated. Unless Ancient Hellkite leaves combat, it continues to be attacking (so its ability may still be activated) through the end of combat step.-----

Angelic Arbiter{5}{W}{W}Creature -- Angel5/6FlyingEach opponent who cast a spell this turn can't attack with creatures.Each opponent who attacked with a creature this turn can't cast spells.

* During your turn, Angelic Arbiter's abilities have no effect on the game.

* During an opponent's turn, that opponent may either cast spells or attack with creatures, but not both (assuming that Angelic Arbiter is on the battlefield for the entirety of that turn). The player may perform other actions, such as activating abilities and playing lands.

* If Angelic Arbiter leaves the battlefield during an opponent's turn, its abilities cease to affect the game. For example, if an opponent casts Doom Blade to destroy Angelic Arbiter, that player may then attack with creatures.

* If Angelic Arbiter enters the battlefield during an opponent's turn, its abilities take actions that player performed earlier in the turn into account, even though it wasn't on the battlefield at the time. For example, if an opponent casts a spell, then you use Leyline of Anticipation's ability to cast Angelic Arbiter as though it had flash, that player won't be able to attack with creatures that turn.

* Angelic Arbiter's last ability applies if an opponent attacked with at least one creature during the current turn.-----

Armored Ascension{3}{W}Enchantment -- AuraEnchant creatureEnchanted creature gets +1/+1 for each Plains you control and has flying.

* This ability counts the number of Plains controlled by Armored Ascension's controller, not the enchanted creature's controller (in case they're different players).

* This bonus is not fixed; it changes as the number of Plains you control changes.

* The ability cares about lands with the land type Plains, not necessarily lands named Plains.-----

Autumn's Veil{G}Instant

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Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn.

* Autumn's Veil itself may be countered by blue or black spells. Its effect doesn't apply until after it resolves.

* After Autumn's Veil resolves, any spell you control that turn can still be targeted by spells that try to counter it (such as Cancel), regardless of their color. If those spells are blue or black at the time they would resolve, they will resolve, but the part of their effect that would counter the spell you control simply won't do anything. Any other effects those spells have will work as normal.

* If a creature you control is being targeted by a spell when Autumn's Veil resolves, nothing happens right away. When that spell would resolve, its color is checked. If it's blue or black, that creature will be an illegal target for that spell, and will be unable to be affected by it. If all that spell's targets have become illegal by the time it would resolve, it's countered.

* After Autumn's Veil resolves, no new blue or black spell may be cast that turn targeting a creature you control.

* Keep in mind that an Aura spell targets the permanent it will enchant (but an Aura on the battlefield doesn't target the permanent it's attached to).

* Autumn's Veil affects any spells and creatures you happen to control at any point during the rest of the turn, not just spells and creatures you control as it resolves. That's because it doesn't grant an ability to those spells or creatures; rather, it affects the game rules and states something that's now true about those spells and creatures.

* Autumn's Veil has no effect on abilities. After it resolves, spells you control may be countered by abilities from blue or black sources, and creatures you control may be targeted by abilities from blue or black sources.-----

Awakener Druid{2}{G}Creature -- Human Druid1/1When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid is on the battlefield. It's still a land.

* Awakener Druid's ability affects a land with the land type Forest, not necessarily a land with the name Forest.

* Awakener Druid's ability is mandatory. When it enters the battlefield, you must target a Forest (if there is one), even if you don't control that Forest.

* If Awakener Druid leaves the battlefield before its enters-the-battlefield ability resolves, nothing happens to the targeted Forest when that ability resolves. It won't become a creature.

* If the targeted Forest entered the battlefield this turn, it will be affected by "summoning sickness" once it becomes a Treefolk. You won't be able to attack with it or use its activated abilities that have {T} in the cost (including its mana ability).

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* If Awakener Druid and the Treefolk are dealt lethal damage at the same time, both will be destroyed. However, if Awakener Druid leaves the battlefield before the Treefolk is dealt damage, it will immediately revert to being just a land and thus can't be dealt damage.-----

Baneslayer Angel{3}{W}{W}Creature -- Angel5/5Flying, first strike, lifelink, protection from Demons and from Dragons

* "Protection from Demons and from Dragons" means the following:-- Baneslayer Angel can't be blocked by creatures with the creature type Demon or the creature type Dragon.-- Baneslayer Angel can't be targeted by abilities from sources with the creature type Demon or the creature type Dragon.-- All damage that would be dealt to Baneslayer Angel by sources with the creature type Demon or the creature type Dragon is prevented.-- Baneslayer Angel can't be enchanted by Auras or equipped by Equipment that have somehow gotten the creature type Demon or the creature type Dragon.-----

Berserkers of Blood Ridge{4}{R}Creature -- Human Berserker4/4Berserkers of Blood Ridge attacks each turn if able.

* If, during your declare attackers step, Berserkers of Blood Ridge is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Berserkers of Blood Ridge attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.

* If there are multiple combat phases in a turn, Berserkers of Blood Ridge must attack only in the first one in which it's able to.-----

Bloodcrazed Goblin{R}Creature -- Goblin Berserker2/2Bloodcrazed Goblin can't attack unless an opponent has been dealt damage this turn.

* For Bloodcrazed Goblin to be able to attack, an opponent must have been dealt damage that turn before the declare attackers step begins. The damage must have been noncombat damage of some sort, or it was combat damage and an additional combat phase has been created.

* It doesn't matter how an opponent was dealt damage, or even who controlled the source of the damage.

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* If damage would have been dealt to an opponent but it was all prevented, redirected, or otherwise replaced, Bloodcrazed Goblin won't be able to attack.

* Bloodcrazed Goblin's ability checks only whether damage was dealt to an opponent. It doesn't care whether that opponent also gained life. For example, if an opponent was dealt 4 damage and gained 6 life during the turn, that player will have a higher life total than he or she started the turn with -- but Goblin Berserker will still be able to attack.

* If Bloodcrazed Goblin attacks, it doesn't have to attack the opponent who was dealt damage. It can attack a planeswalker. In a multiplayer game, it can attack a different opponent.-----

Bloodthrone Vampire{1}{B}Creature -- Vampire1/1Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.

* You can sacrifice Bloodthrone Vampire to activate its own ability, but it won't be on the battlefield to get the bonus.

* If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.-----

Brindle Boar{2}{G}Creature -- Boar2/2Sacrifice Brindle Boar: You gain 4 life.

* If you sacrifice an attacking or blocking Brindle Boar during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but Brindle Boar is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.-----

Brittle Effigy{1}Artifact{4}, {T}, Exile Brittle Effigy: Exile target creature.

* Brittle Effigy is exiled as a cost to activate its ability, not as part of its effect. If the targeted creature is an illegal target by the time the ability would resolve, the ability is countered, but Brittle Effigy remains exiled.-----

Captivating Vampire{1}{B}{B}Creature -- Vampire2/2Other Vampire creatures you control get +1/+1.

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Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.

* Since Captivating Vampire's activated ability doesn't have a tap symbol in its cost, you can tap a Vampire (including Captivating Vampire itself) that hasn't been under your control since your most recent turn began to pay the cost.

* The effect of Captivating Vampire's activated ability has no duration. You retain control of the affected creature until the game ends, the creature leaves the battlefield, or a later effect causes someone else to gain control of it. It doesn't matter whether Captivating Vampire remains on the battlefield. Similarly, the affected creature remains a Vampire in addition to its other types until the game ends, the creature leaves the battlefield, or a later effect changes its types or subtypes.

* Gaining control of a creature doesn't cause you gain control of any Auras or Equipment attached to it.-----

Celestial Purge{1}{W}InstantExile target black or red permanent.

* Lands are colorless (even if their frames have some colored elements to them). You can't target a Swamp, a Mountain, or any other land with Celestial Purge (unless some other effect has turned that land black or red).-----

Chandra Nalaar{3}{R}{R}Planeswalker -- Chandra6[+1]: Chandra Nalaar deals 1 damage to target player.[-X]: Chandra Nalaar deals X damage to target creature.[-8]: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.

* To activate the second ability, you choose a value of X equal to or less than the number of loyalty counters on Chandra Nalaar. You may choose 0. You can't choose a negative number.

* See also "Card Type: Planeswalker" in the General Notes section above.-----

Chandra's Outrage{2}{R}{R}InstantChandra's Outrage deals 4 damage to target creature and 2 damage to that creature's controller.

* The player who's dealt damage is the player who controls the targeted creature at the time Chandra's Outrage resolves.

* If the targeted creature is an illegal target by the time Chandra's Outrage resolves, the entire spell is countered. No player is dealt damage.

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Chandra's Spitfire{2}{R}Creature -- Elemental1/3FlyingWhenever an opponent is dealt noncombat damage, Chandra's Spitfire gets +3/+0 until end of turn.

* Combat damage is the damage that's dealt automatically by attacking and blocking creatures, even if it's redirected (by Harm's Way, perhaps). Noncombat damage is any other damage (generally, it's damage dealt as the result of a spell or ability).

* The ability triggers just once for each event in which an opponent is dealt noncombat damage, regardless of how much damage that player is dealt. For example, if Lava Axe deals 5 damage to an opponent, Chandra's Spitfire gets just +3/+0.

* In a multiplayer game, if a source such as Earthquake deals damage to multiple opponents at the same time, the ability will trigger that many times.-----

Clone{3}{U}Creature -- Shapeshifter0/0You may have Clone enter the battlefield as a copy of any creature on the battlefield.

* Clone copies exactly what was printed on the original creature and nothing more (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.

* If the chosen creature has {X} in its mana cost (such as Protean Hydra), X is considered to be zero.

* If the chosen creature is copying something else (for example, if the chosen creature is another Clone), then your Clone enters the battlefield as whatever the chosen creature copied.

* If the chosen creature is a token, your Clone copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. Your Clone is not a token.

* Any enters-the-battlefield abilities of the copied creature will trigger when Clone enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.

* If Clone somehow enters the battlefield at the same time as another creature (due to Mass Polymorph or Liliana Vess's third ability, for example), Clone can't become a copy of that creature. You may only choose a creature that's already on the battlefield.

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* You can choose not to copy anything. In that case, Clone enters the battlefield as a 0/0 creature, and is probably put into the graveyard immediately.-----

Combust{1}{R}InstantCombust can't be countered by spells or abilities.Combust deals 5 damage to target white or blue creature. The damage can't be prevented.

* Combust can be targeted by spells and abilities that try to counter it (such as Cancel). Those spells and abilities will resolve, but the part of their effect that would counter Combust won't do anything. Any other effects those spells and abilities have will work as normal.

* If the targeted creature is an illegal target by the time Combust would resolve, Combust will be countered by the game rules.

* Spells that create prevention effects affecting the targeted creature can still be cast, and abilities that create prevention effects affecting the targeted creature can still be activated. However, damage prevention shields (including those created before Combust was cast) don't have any effect on the damage dealt by Combust. If such a prevention effect has an additional effect, the additional effect will still work (if possible).

* If a static ability would prevent damage from being dealt to the targeted creature, it fails to prevent the damage dealt by Combust. If that ability has an additional effect that doesn't depend on the amount of damage prevented, that additional effect will still work. It's applied just once as Combust resolves.

* Effects that replace or redirect damage without using the word "prevent" aren't affected by Combust; they'll work as normal.

* If a creature is dealt lethal damage by Combust, it can still regenerate. If it does, the damage marked on it will be removed from it.-----

Condemn{W}InstantPut target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.

* The affected creature's last known existence on the battlefield is checked to determine its toughness.-----

Conundrum Sphinx{2}{U}{U}Creature -- Sphinx4/4Flying

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Whenever Conundrum Sphinx attacks, each player names a card. Then each player reveals the top card of his or her library. If the card a player revealed is the card he or she named, that player puts it into his or her hand. If it's not, that player puts it on the bottom of his or her library.

* First the player whose turn it is names a card, then each other player in turn order does the same. Then each player reveals the top card of his or her library at the same time.

* If a card a player reveals this way is the card that particular player named, he or she must put it into his or her hand. Otherwise, he or she must put it on the bottom of his or her library, even if it's the card a different player named. In no cases can a player leave the revealed card on top of his or her library.-----

Corrupt{5}{B}SorceryCorrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way.

* The life you gain is equal to the damage dealt by Corrupt, not necessarily to the number of Swamps you control (if some or all of the damage is prevented, for example).

* The amount of damage dealt to a creature is not bounded by its toughness, and the amount of damage dealt to a player is not bounded by that player's life total. For example, if Corrupt deals 6 damage to a 2/2 creature, you'll gain 6 life.-----

Cudgel Troll{2}{G}{G}Creature -- Troll4/3{G}: Regenerate Cudgel Troll. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

* Activating Cudgel Troll's ability causes a "regeneration shield" to be created for it. The next time Cudgel Troll would be destroyed that turn, the regeneration shield is used up instead. This works only if Cudgel Troll is dealt lethal damage, dealt damage from a source with deathtouch, or affected by a spell or ability that says to "destroy" it. Other effects that cause Cudgel Troll to be put into the graveyard (such as reducing its toughness to 0 or sacrificing it) don't destroy it, so regeneration won't save it. If it hasn't been used, the regeneration shield goes away as the turn ends.

* To work, the regeneration shield must be created before Cudgel Troll is destroyed. This usually means activating its ability during the declare blockers step, or in response to a spell or ability that would destroy it.

* If Cudgel Troll is dealt lethal damage and is dealt damage by a source with deathtouch during the same combat damage step, a single regeneration shield will save it.-----

Cultivate{2}{G}

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SorcerySearch your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.

* If you choose to find only one basic land card, you put it onto the battlefield tapped.-----

Cyclops Gladiator{1}{R}{R}{R}Creature -- Cyclops Warrior4/4Whenever Cyclops Gladiator attacks, you may have it deal damage equal to its power to target creature defending player controls. If you do, that creature deals damage equal to its power to Cyclops Gladiator.

* Cyclops Gladiator's ability triggers and resolves during the declare attackers step, before blockers are declared. If it survives, it continues to attack (presumably with some damage marked on it) and may be blocked.

* If the targeted creature leaves the battlefield (or otherwise becomes an illegal target) before the ability resolves, the ability is countered. Cyclops Gladiator isn't dealt damage.

* On the other hand, if Cyclops Gladiator leaves the battlefield before the ability resolves, the ability continues to resolve. Cyclops Gladiator deals damage to the targeted creature equal to the power it had as it last existed on the battlefield.-----

Dark Tutelage{2}{B}EnchantmentAt the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.

* The converted mana cost of the revealed card is determined solely by the mana symbols printed in its upper right corner. The converted mana cost is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5.

* If the mana cost of the revealed card includes {X}, X is considered to be 0.

* If the revealed card has no mana symbols in its upper right corner (because it's a land card, for example), its converted mana cost is 0.-----

Demon of Death's Gate{6}{B}{B}{B}Creature -- Demon9/9You may pay 6 life and sacrifice three black creatures rather than pay Demon of Death's Gate's mana cost.Flying, trample

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* Casting Demon of Death's Gate by paying its alternative cost doesn't change when you can cast it. You can cast it only at the normal time you could cast a creature spell.

* Casting Demon of Death's Gate by paying its alternative cost doesn't change its mana cost or converted mana cost.

* Effects that increase or reduce the cost to cast Demon of Death's Gate will apply to it even if you choose to pay its alternative cost.-----

Destructive Force{5}{R}{R}SorceryEach player sacrifices five lands. Destructive Force deals 5 damage to each creature.

* First the player whose turn it is chooses five lands to sacrifice, then each other player in turn order does the same, then all chosen lands are sacrificed at the same time. After that, Destructive Force deals 5 damage to each creature.-----

Diminish{U}InstantTarget creature becomes 1/1 until end of turn.

* Diminish overwrites all previous effects that set the targeted creature's power and toughness to specific values. Other effects that set its power or toughness to specific values that start to apply after Diminish resolves will overwrite this effect.

* Effects that modify the targeted creature's power or toughness, such as the effects of Giant Growth or Honor of the Pure, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.-----

Dryad's Favor{G}Enchantment -- AuraEnchant creatureEnchanted creature has forestwalk. (It's unblockable as long as defending player controls a Forest.)

* Forestwalk cares about lands with the land type Forest, not necessarily lands named Forest.-----

Earth Servant{5}{R}Creature -- Elemental4/4Earth Servant gets +0/+1 for each Mountain you control.

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* The ability cares about lands with the land type Mountain, not necessarily lands named Mountain.-----

Elixir of Immortality{1}Artifact{2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into your library.

* Paying the activation cost of Elixir of Immortality's ability doesn't cause it to leave the battlefield. If you have a way to untap it, you can activate the ability multiple times in response to itself.

* As the ability resolves, you'll shuffle Elixir of Immortality into your library directly from the battlefield, if it's still there. If it's in your graveyard by that time, you'll still wind up shuffling it into your library because you shuffle your entire graveyard into your library. If it's anywhere else by that time, it remains where it is and you shuffle just your graveyard into your library. (You'll shuffle your library as a result even if there aren't any cards in your graveyard.)-----

Elvish Archdruid{1}{G}{G}Creature -- Elf Druid2/2Other Elf creatures you control get +1/+1.{T}: Add {G} to your mana pool for each Elf you control.

* Elvish Archdruid's first ability affects only other Elves you control. However, Elvish Archdruid's second ability counts all Elves you control -- including itself.-----

Fire Servant{3}{R}{R}Creature -- Elemental4/3If a red instant or sorcery spell you control would deal damage, it deals double that damage instead.

* Fire Servant's ability applies no matter who or what the damage would be dealt to: a creature, a player, or a planeswalker.

* If a red instant or sorcery spell you control causes damage to be dealt, that spell will always identify the source of the damage. In most cases, the source is the spell itself. For example, Lightning Bolt says "Lightning Bolt deals 3 damage to target creature or player." Such a spell is affected by Fire Servant's ability. If the source of the damage is something else (for example, if the spell is Soul's Fire, which says "Target creature you control on the battlefield deals damage equal to its power to target creature or player"), it isn't affected by Fire Servant's ability.

* If multiple effects modify how damage will be dealt, the player who would be dealt damage or the controller of the permanent that would be dealt damage chooses the order to apply the

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effects. For example, Mending Hands says, "Prevent the next 4 damage that would be dealt to target creature or player this turn" and Lava Axe is a red sorcery that says "Lava Axe deals 5 damage to target player." Suppose a Lava Axe controlled by a player who controls Fire Servant would deal 5 damage to a player who has cast Mending Hands targeting him or herself. The player who would be dealt damage can either (a) prevent 4 damage first and then let Fire Servant's effect double the remaining 1 damage, taking 2 damage, or (b) double the damage to 10 and then prevent 4 damage, taking 6 damage.

* If a red instant or sorcery spell you control divides damage among multiple recipients (such as Fireball does), the damage is divided before Fire Servant's effect doubles it.

* If you control more than one Fire Servant, the effects are cumulative. Two such effects will cause damage from red instant or sorcery spells you control to be multiplied by four; three such effects will cause damage from red instant or sorcery spells you control to be multiplied by eight.-----

Fireball{X}{R}SorceryFireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.Fireball costs {1} more to cast for each target beyond the first.

* If, for example, X is 5 and you choose three target creatures, Fireball has a total cost of {7}{R} (even though its mana cost is just {5}{R}). If those creatures are all still legal targets as Fireball resolves, it deals 1 damage to each of them.

* Fireball's damage is divided as Fireball resolves, not as it's cast, because there are no choices involved. The division involves only targets that are still legal at that time.

* You can target more than X creatures and/or players. However, if the number of legal targets at the time Fireball resolves is greater than X, none of them will be dealt any damage.-----

Fling{1}{R}InstantAs an additional cost to cast Fling, sacrifice a creature.Fling deals damage equal to the sacrificed creature's power to target creature or player.

* The sacrificed creature's last known existence on the battlefield is checked to determine its power.

* If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.-----

Frost Titan{4}{U}{U}Creature -- Giant6/6

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Whenever Frost Titan becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays {2}.Whenever Frost Titan enters the battlefield or attacks, tap target permanent. It doesn't untap during its controller's next untap step.

* Frost Titan's first ability affects each spell (including Aura spells), activated ability, and triggered ability that's controlled by an opponent and that Frost Titan becomes a target of.

* You may target any permanent with Frost Titan's second ability. It's okay if that permanent is already tapped.

* If the permanent affected by Frost Titan's second ability is untapped at the time that permanent's controller's next untap step begins, the last part of Frost Titan's second ability has no effect.

* If the permanent affected by Frost Titan's second ability changes controllers before its old controller's next untap step, Frost Titan's second ability will prevent it from being untapped during its new controller's next untap step.-----

Gaea's Revenge{5}{G}{G}Creature -- Elemental8/5Gaea's Revenge can't be countered.HasteGaea's Revenge can't be the target of nongreen spells or abilities from nongreen sources.

* Gaea's Revenge's first ability works only while it's a spell on the stack. Gaea's Revenge's last ability works only while it's on the battlefield.

* A Gaea's Revenge spell can be targeted by spells and abilities that try to counter it (such as Cancel). Those spells and abilities will resolve, but the part of their effect that would counter Gaea's Revenge won't do anything. Any other effects those spells and abilities have will work as normal.

* Gaea's Revenge's last ability applies to all nongreen spells and abilities from nongreen sources, including ones you control. For example, you can't target it with the equip ability of an Equipment you control (unless the Equipment is somehow green).-----

Garruk Wildspeaker{2}{G}{G}Planeswalker -- Garruk3[+1]: Untap two target lands.[-1]: Put a 3/3 green Beast creature token onto the battlefield.[-4]: Creatures you control get +3/+3 and gain trample until end of turn.

* The first ability can target any two lands. They don't have to be tapped.

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* The third ability affects only creatures you control at the time it resolves. It won't affect creatures that come under your control later in the turn.

* See also "Card Type: Planeswalker" in the General Notes section above.-----

Garruk's Packleader{4}{G}Creature -- Beast4/4Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card.

* This ability checks a creature's initial power upon being put on the battlefield, so it will take into account counters that it enters the battlefield with and static abilities that may give it a continuous power boost once it's on the battlefield (such as the one from Honor of the Pure). After the creature is already on the battlefield, boosting its power with a spell (such as Giant Growth), activated ability, or triggered ability won't allow this ability to trigger; it's too late by then. Once the ability triggers, it will resolve no matter what the creature's power may become while the ability is on the stack.

* If Garruk's Packleader and another creature with power 3 or greater enter the battlefield under your control at the same time, the ability will trigger.-----

Goblin Balloon Brigade{R}Creature -- Goblin Warrior1/1{R}: Goblin Balloon Brigade gains flying until end of turn.

* For flying to work as an evasion ability, an attacking Goblin Balloon Brigade's ability must be activated before the declare blockers step begins. Once Goblin Balloon Brigade has become blocked, giving it flying won't change that.-----

Goblin Tunneler{1}{R}Creature -- Goblin Rogue1/1{T}: Target creature with power 2 or less is unblockable this turn.

* The power of the targeted creature is checked both as you target it and as the ability resolves. After the ability resolves, the creature will remain unblockable even if its power becomes greater than 2.

* The ability doesn't grant an ability to the targeted creature. Rather, it affects the game rules and states something that's now true about that creature. After the ability resolves, the creature will remain unblockable for the rest of the turn even if it loses all abilities.-----

Harbor Serpent

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{4}{U}{U}Creature -- Serpent5/5Islandwalk (This creature is unblockable as long as defending player controls an Island.)Harbor Serpent can't attack unless there are five or more Islands on the battlefield.

* Harbor Serpent's abilities care about lands with the land type Island, not necessarily lands named Island.

* The second ability checks how many Islands are on the battlefield (regardless of who controls them) only as attackers are declared. Once Harbor Serpent is declared as an attacker, it will continue to attack even if the number of Islands on the battlefield falls below five.-----

Haunting Echoes{3}{B}{B}SorceryExile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles his or her library.

* While you're searching the player's library, you don't have to find all the cards with the same name as an exiled card if you don't want to. You can leave any number of them in that player's library.-----

Hoarding Dragon{3}{R}{R}Creature -- Dragon4/4FlyingWhen Hoarding Dragon enters the battlefield, you may search your library for an artifact card, exile it, then shuffle your library.When Hoarding Dragon is put into a graveyard from the battlefield, you may put the exiled card into its owner's hand.

* The artifact card you find is exiled face up. All players can see what it is.

* If Hoarding Dragon is put into a graveyard before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve. If you choose to find an artifact card from your library, it will be exiled for the rest of the game.-----

Ice Cage{1}{U}Enchantment -- AuraEnchant creatureEnchanted creature can't attack or block, and its activated abilities can't be activated.When enchanted creature becomes the target of a spell or ability, destroy Ice Cage.

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* If the enchanted creature becomes the target of a spell or ability, Ice Cage's ability triggers and is put on the stack on top of that spell or ability. Ice Cage's ability will resolve (causing Ice Cage to be destroyed) first.-----

Incite{R}InstantTarget creature becomes red until end of turn and attacks this turn if able.

* Incite overwrites all of the targeted creature's old colors, leaving it just red. It doesn't matter what colors it used to be (even if, for example, it used to be red and green).

* You may target any creature with Incite. It's okay if that creature is already red. It's also okay if it would be unable to attack that turn.

* If, during its controller's declare attackers step, a creature affected by Incite is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then that creature doesn't attack. If there's a cost associated with having that creature attack, its controller isn't forced to pay that cost, so the creature doesn't have to attack in that case either.

* If there are multiple combat phases in a turn, a creature affected by Incite must attack only in the first one in which it's able to.-----

Infantry Veteran{W}Creature -- Human Soldier1/1{T}: Target attacking creature gets +1/+1 until end of turn.

* An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step.

Inferno Titan{4}{R}{R}Creature -- Giant6/6{R}: Inferno Titan gets +1/+0 until end of turn.Whenever Inferno Titan enters the battlefield or attacks, it deals 3 damage divided as you choose among one, two, or three target creatures and/or players.

* You divide the damage as you put Inferno Titan's triggered ability on the stack, not as it resolves. Each target must be assigned at least 1 damage. (In other words, as you put the ability on the stack, you choose whether to have it deal 3 damage to a single target, 2 damage to one target and 1 damage to another target, or 1 damage to each of three targets.)-----

Inspired Charge{2}{W}{W}

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InstantCreatures you control get +2/+1 until end of turn.

* Only creatures you control as Inspired Charge resolves are affected.-----

Jace Beleren{1}{U}{U}Planeswalker -- Jace3[+2]: Each player draws a card.[-1]: Target player draws a card.[-10]: Target player puts the top twenty cards of his or her library into his or her graveyard.

* If there are fewer than twenty cards in the targeted player's library, that player puts all the cards from his or her library into his or her graveyard.

* See also "Card Type: Planeswalker" in the General Notes section above.-----

Jace's Erasure{1}{U}EnchantmentWhenever you draw a card, you may have target player put the top card of his or her library into his or her graveyard.

* If a spell or ability causes you to draw multiple cards, Jace's Erasure's ability triggers that many times. (The spell or ability finishes resolving before you put Jace's Erasure's abilities on the stack.)

* If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Jace's Erasure's ability won't trigger.-----

Jinxed Idol{2}ArtifactAt the beginning of your upkeep, Jinxed Idol deals 2 damage to you.Sacrifice a creature: Target opponent gains control of Jinxed Idol.

* The control-change effect has no duration. The targeted player retains control of Jinxed Idol until the game ends, Jinxed Idol leaves the battlefield, or an effect causes someone else to gain control of it (perhaps because Jinxed Idol's ability is activated again).

* If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.-----

Juggernaut{4}Artifact Creature -- Juggernaut

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5/3Juggernaut attacks each turn if able.Juggernaut can't be blocked by Walls.

* If, during your declare attackers step, Juggernaut is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Juggernaut attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.

* If there are multiple combat phases in a turn, Juggernaut must attack only in the first one in which it's able to.-----

Knight Exemplar{1}{W}{W}Creature -- Human Knight2/2First strike (This creature deals combat damage before creatures without first strike.)Other Knight creatures you control get +1/+1 and are indestructible. (Lethal damage and effects that say "destroy" don't destroy them.)

* Lethal damage, damage from a source with deathtouch, and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is on the battlefield, or if its toughness is 0 or less.

* If an effect would simultaneously destroy Knight Exemplar and another Knight creature you control, only Knight Exemplar is destroyed.

* If another Knight creature you control is dealt lethal damage, the creature isn't destroyed, but the damage remains marked on it. If, at some point later in that turn, you no longer control Knight Exemplar or it loses its abilities, the other Knight creature will stop being indestructible and will be destroyed.

* If you control two Knight Exemplars, each one causes the other to get +1/+1 and be indestructible.-----

Leyline of Punishment{2}{R}{R}EnchantmentIf Leyline of Punishment is in your opening hand, you may begin the game with it on the battlefield.Players can't gain life.Damage can't be prevented.

* Spells and abilities that would normally cause a player to gain life still resolve, but the life-gain part simply has no effect.

* If a cost includes life gain (like Invigorate's alternative cost does), that cost can't be paid.

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* Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life.

* Effects that replace an event with gaining life (like Words of Worship's effect does) will end up replacing the event with nothing.

* If an effect says to set a player's life total to a certain number, and that number is higher than the player's current life total, that part of the effect won't do anything. (If the number is lower than the player's current life total, the effect will work as normal.)

* Damage prevention shields don't have any effect. If a prevention effect has an additional effect, the additional effect will still work (if possible). Spells that create prevention effects can still be cast, and abilities that create prevention effects can still be activated.

* Static abilities that prevent damage (including protection abilities) don't do so. If they have additional effects that don't depend on the amount of damage prevented, those additional effects will still work. Such effects are applied only once per source of damage.

* Effects that replace or redirect damage without using the word "prevent" are not affected by Leyline of Punishment.

* If a creature is dealt lethal damage, it can still regenerate. If it does, the damage marked on it will be removed from it.-----

Leyline of the Void{2}{B}{B}EnchantmentIf Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.If a card would be put into an opponent's graveyard from anywhere, exile it instead.

* Leyline of the Void's second ability prevents cards from ever reaching your opponents' graveyards. Abilities that would trigger when those cards are put into an opponent's graveyard (such as Hoarding Dragon's last ability) won't trigger.

* Leyline of the Void's second ability doesn't affect token permanents that would be put into an opponent's graveyard from the battlefield. They'll be put into that graveyard as normal (causing any applicable triggered abilities to trigger), then they'll cease to exist.

* If your opponent discards a card while you control Leyline of the Void, abilities that function when that card is discarded (such as Liliana's Caress's ability, or a madness ability of the discarded card) still work, even though that card never reaches that player's graveyard. In addition, spells or abilities that check the characteristics of the discarded card (such as Chandra Ablaze's first ability) can find that card in exile.-----

Leyline of Vitality{2}{G}{G}Enchantment

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If Leyline of Vitality is in your opening hand, you may begin the game with it on the battlefield.Creatures you control get +0/+1.Whenever a creature enters the battlefield under your control, you may gain 1 life.

* If Leyline of Vitality and a creature enter the battlefield under your control at the same time, Leyline of Vitality's third ability will trigger.-----

Liliana's Caress{1}{B}EnchantmentWhenever an opponent discards a card, that player loses 2 life.

* If an opponent discards multiple cards (due to a spell, an ability, or the action of discarding down to the maximum hand size during his or her cleanup step), Liliana's Caress's ability triggers that many times.-----

Manic Vandal{2}{R}Creature -- Human Warrior2/2When Manic Vandal enters the battlefield, destroy target artifact.

* Manic Vandal's ability is mandatory. If you're the only player who controls an artifact, you must target one of them.-----

Mass Polymorph{5}{U}SorceryExile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.

* The creatures you exile with Mass Polymorph remain exiled for the rest of the game.

* If the number of creatures you exile is greater than the number of creature cards remaining in your library, you'll wind up revealing your entire library, putting all creature cards revealed that way onto the battlefield, then shuffling your library.

* All creatures you put onto the battlefield with Mass Polymorph enter the battlefield at the same time.

* Any abilities that trigger during the resolution of Mass Polymorph (such as a creature's enters-the-battlefield ability) will wait to be put onto the stack until Mass Polymorph finishes resolving. The player whose turn it is will put all of his or her triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)-----

Merfolk Sovereign

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{1}{U}{U}Creature -- Merfolk2/2Other Merfolk creatures you control get +1/+1.{T}: Target Merfolk creature is unblockable this turn.

* To have any effect, Merfolk Sovereign's activated ability must be activated before the declare blockers step begins. Once a creature has become blocked, making it unblockable won't change that.-----

Merfolk Spy{U}Creature -- Merfolk Rogue1/1Islandwalk (This creature is unblockable as long as defending player controls an Island.)Whenever Merfolk Spy deals combat damage to a player, that player reveals a card at random from his or her hand.

* Islandwalk cares about lands with the land type Island, not necessarily lands named Island.

* The second ability triggers just once each time Merfolk Spy deals combat damage to a player, regardless of how much damage it deals.

* After the second ability resolves, the revealed card stops being revealed in its owner's hand.

* The next time Merfolk Spy deals combat damage to the same player, the card that's revealed at random may be the same card or may be a different card.-----

Mighty Leap{1}{W}InstantTarget creature gets +2/+2 and gains flying until end of turn.

* You may target any creature with Mighty Leap. It's okay if that creature already has flying.

* For flying to work as an evasion ability, Mighty Leap must be cast before the declare blockers step begins. Once a creature has become blocked, giving it flying won't change that.-----

Mind Control{3}{U}{U}Enchantment -- AuraEnchant creatureYou control enchanted creature.

* Gaining control of a creature doesn't cause you gain control of any Auras or Equipment attached to it.-----

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Mystifying MazeLand{T}: Add {1} to your mana pool.{4}, {T}: Exile target attacking creature an opponent controls. At the beginning of the next end step, return it to the battlefield tapped under its owner's control.

* An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step.

* The targeted creature doesn't have to be attacking you. It can be attacking a planeswalker, or (in a multiplayer game) it can be attacking another player.

* At the beginning of the next end step, the affected creature is returned to the battlefield even if Mystifying Maze is no longer on the battlefield by then.-----

Necrotic Plague{2}{B}{B}Enchantment -- AuraEnchant creatureEnchanted creature has "At the beginning of your upkeep, sacrifice this creature."When enchanted creature is put into a graveyard, its controller chooses target creature one of his or her opponents controls. Return Necrotic Plague from its owner's graveyard to the battlefield attached to that creature.

* Necrotic Plague grants the sacrifice ability to the creature it's enchanting. That means it triggers at the beginning of the upkeep of the creature's controller (not necessarily Necrotic Plague's controller).

* Necrotic Plague's last ability triggers when the enchanted creature is put into a graveyard for any reason, not just when it's sacrificed due to the ability it grants to that creature. It triggers if it and the creature it's enchanting are both put into the graveyard at the same time, or if the creature it's enchanting is put into the graveyard but Necrotic Plague isn't. (In the second case, Necrotic Plague is then put into the graveyard as a state-based action.)

* The player that controls Necrotic Plague at the time the enchanted creature is put into a graveyard is the player who controls the last ability (even though that creature's controller is the one who chooses its target). The first player returns Necrotic Plague to the battlefield under his or her control, regardless of whose graveyard it was put into. Note that the ability is mandatory; a target must be chosen if able, and Necrotic Plague must be returned to the battlefield if able.

* If no legal target can be chosen for Necrotic Plague's last ability, it just remains in its owner's graveyard. Similarly, if the targeted creature becomes an illegal target by the time the ability resolves, the ability is countered and Necrotic Plague remains in its owner's graveyard.-----

Obstinate Baloth{2}{G}{G}Creature -- Beast4/4

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When Obstinate Baloth enters the battlefield, you gain 4 life.If a spell or ability an opponent controls causes you to discard Obstinate Baloth, put it onto the battlefield instead of putting it into your graveyard.

* If a spell or ability an opponent controls causes you to discard Obstinate Baloth, and both Obstinate Baloth's ability and another ability (such as the one from an opponent's Leyline of the Void) instruct you to put Obstinate Baloth somewhere else instead of putting it into your graveyard, you choose which one to apply.

* If you discard Obstinate Baloth and wind up putting it onto the battlefield, you've still discarded it. Abilities that trigger when you discard a card (such as the one from Liliana's Caress) will still trigger.-----

Overwhelming Stampede{3}{G}{G}SorceryUntil end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. (If a creature you control would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

* You check the power of your creatures as Overwhelming Stampede resolves. For example, if you control a 2/1 creature, a 2/2 creature, a 2/4 creature, a 4/1 creature, a 5/5 creature, and a 5/6 creature at that time, each of your creatures gets +5/+5 and gains trample until end of turn.-----

Phantom Beast{3}{U}Creature -- Illusion Beast4/5When Phantom Beast becomes the target of a spell or ability, sacrifice it.

* If Phantom Beast becomes the target of a spell or ability, Phantom Beast's ability triggers and goes on the stack on top of that spell or ability. Phantom Beast's ability will resolve (causing it to be sacrificed) first. Unless the spell or ability has another target, it will then be countered when it tries to resolve for having no legal targets.-----

Phylactery Lich{B}{B}{B}Creature -- Zombie5/5As Phylactery Lich enters the battlefield, put a phylactery counter on an artifact you control.Phylactery Lich is indestructible.When you control no permanents with phylactery counters on them, sacrifice Phylactery Lich.

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* Lethal damage, damage from a source with deathtouch, and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of reasons. The most likely reasons Phylactery Lich would be put into a graveyard are if it's sacrificed (perhaps due to its last ability), or if its toughness is 0 or less.

* Phylactery Lich's first ability doesn't target the artifact. You can choose an artifact that has shroud, for example.

* If you control no artifacts as Phylactery Lich enters the battlefield, its first ability won't do anything. As soon as it enters the battlefield, its last ability will trigger (unless you control some other permanent with a phylactery counter on it) and you'll have to sacrifice it.

* If Phylactery Lich and an artifact are entering the battlefield under your control at the same time, you can't put a phylactery counter on that artifact. You must choose an artifact you control that's already on the battlefield.

* Phylactery Lich's last ability is a "state trigger." Once a state trigger triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.

* Phylactery Lich's last ability checks whether you control any permanents with phylactery counters on them, not whether you control any artifacts with phylactery counters on them. If an artifact with a phylactery counter on it somehow ceases to be an artifact, Phylactery Lich doesn't care.

* Phylactery Lich's last ability checks your permanents for any phylactery counters, not just the specific one that it caused you to put on an artifact. For example, say you put a phylactery counter on a Demon's Horn as Phylactery Lich enters the battlefield. Then you put a phylactery counter on a Crystal Ball as another Phylactery Lich enters the battlefield. Then Crystal Ball is destroyed. Since you still control the Demon's Horn, the last ability of neither Phylactery Lich triggers.

* The game continually checks whether you control a permanent with a phylactery counter on it. The moment you don't, Phylactery Lich's last ability triggers. The ability doesn't check again, so you'll have to sacrifice Phylactery Lich when it resolves even if you wind up controlling a permanent with a phylactery counter on it by then.-----

Platinum Angel{7}Artifact Creature -- Angel4/4FlyingYou can't lose the game and your opponents can't win the game.

* No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're dealt combat damage by Phage the Untouchable, your opponent has Mortal Combat with twenty or more creature cards in his or her graveyard, or so on. You keep playing.

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* Other circumstances can still cause you to lose the game, however. You will lose a game if you concede, if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if your _Magic Online_(R) game clock runs out of time.

* Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Platinum Angel. They'll still work.

* If you control Platinum Angel in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.-----

Primal Cocoon{G}Enchantment -- AuraEnchant creatureAt the beginning of your upkeep, put a +1/+1 counter on enchanted creature.When enchanted creature attacks or blocks, sacrifice Primal Cocoon.

* Primal Cocoon's first triggered ability triggers at the beginning of the upkeep of Primal Cocoon's controller (who is not necessarily the enchanted creature's controller).

* The counters are put on the creature, not on Primal Cocoon. They'll stay on the creature even after Primal Cocoon is sacrificed or otherwise stops enchanting that creature.-----

Primeval Titan{4}{G}{G}Creature -- Giant6/6TrampleWhenever Primeval Titan enters the battlefield or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle your library.

* You may find any land cards, not just basic land cards.-----

Prized Unicorn{3}{G}Creature -- Unicorn2/2All creatures able to block Prized Unicorn do so.

* Prized Unicorn doesn't give a creature the ability to block it. It just forces those creatures that are already able to block it to do so. For example, it can't force a creature that's tapped or affected by a spell or ability that says it can't block to block it. If there's a cost associated with having a creature block, its controller isn't forced to pay that cost, so the creature doesn't have to block Prized Unicorn in that case either.

* If a creature the defending player controls can't block Prized Unicorn, it can block any attacking creature, or not block at all.

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* If two Prized Unicorns are attacking, each creature the defending player controls can block either one of them. (The defending player chooses.) A creature that can block multiple creatures, like Palace Guard, must block both of them.-----

Protean Hydra{X}{G}Creature -- Hydra0/0Protean Hydra enters the battlefield with X +1/+1 counters on it.If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it.Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step.

* All damage that would be dealt to Protean Hydra is prevented, even if it doesn't have that many +1/+1 counters on it. This is true even if Protean Hydra has no +1/+1 counters on it at all (and is able to remain on the battlefield because some other effect is boosting its toughness). If the amount of damage that would be dealt to Protean Hydra is greater than the number of +1/+1 counters on it, all the +1/+1 counters on Protean Hydra are removed from it.

* If unpreventable damage is dealt to Protean Hydra, the Hydra's second ability will try to prevent it and fail (meaning that damage has its normal results), and it will also remove that many +1/+1 counters from Protean Hydra.

* Protean Hydra's last ability triggers whenever a +1/+1 counter is removed from it for any reason, not just when a +1/+1 counter is removed by its second ability.

* If multiple +1/+1 counters are removed from Protean Hydra at once, its last ability will trigger that many times.

* If a -1/-1 counter is put on Protean Hydra while it has +1/+1 counters on it, that -1/-1 counter and a +1/+1 counter will be removed from it as a state-based action. This will cause Protean Hydra's last ability to trigger.

* If any +1/+1 counters are removed from Protean Hydra during the end step, its last ability will trigger and set up a delayed triggered ability that will trigger at the beginning of the next end step (which is near the end of the following turn).-----

Pyretic Ritual{1}{R}InstantAdd {R}{R}{R} to your mana pool.

* Pyretic Ritual is not a mana ability and doesn't behave like one. You cast it as a spell. It uses the stack. It can be responded to, and it can be countered.

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* In the same vein, you can cast Pyretic Ritual only at a time when you could cast any other instant, not at a time when you could activate a mana ability. For example, you can't cast Pyretic Ritual in the midst of casting another spell; you'd need to cast Pyretic Ritual first.-----

Quag Sickness{2}{B}Enchantment -- AuraEnchant creatureEnchanted creature gets -1/-1 for each Swamp you control.

* This ability counts the number of Swamps controlled by Quag Sickness's controller, not the enchanted creature's controller (in case they're different players).

* This bonus is not fixed; it changes as the number of Swamps you control changes.

* The ability cares about lands with the land type Swamp, not necessarily lands named Swamp.-----

Redirect{U}{U}InstantYou may choose new targets for target spell.

* 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 targeted spell is modal (that is, it says "Choose one --" or the like), you can't choose a different mode.

* If you cast Redirect targeting a spell that targets a spell on the stack (like Cancel does, for example), you can't change that spell's target to itself. You can, however, change that spell's target to Redirect. If you do, that spell will be countered when it tries to resolve because Redirect will have left the stack by then.

* Redirect can target any spell, not just an instant or sorcery spell. For example, you could use it to change the target of an Aura spell. However, if the targeted spell has no targets (for example, if it's an instant or sorcery spell that doesn't specifically use the word "target," or if it's a creature spell), Redirect won't have any effect on it.-----

Relentless Rats{1}{B}{B}Creature -- Rat2/2Relentless Rats gets +1/+1 for each other creature on the battlefield named Relentless Rats.A deck can have any number of cards named Relentless Rats.

* Relentless Rats's last ability overrides the normal limit of four of an individual card in a Constructed deck.

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Reverberate{R}{R}InstantCopy target instant or sorcery spell. You may choose new targets for the copy.

* Reverberate can target (and copy) any instant or sorcery spell, not just one with targets. It doesn't matter who controls it.

* When Reverberate resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.

* 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 Reverberate copies is modal (that is, it says "Choose one --" or the like), the copy will have the same mode. You can't choose a different one.

* If the spell Reverberate copies has an X whose value was determined as it was cast (like Earthquake does), 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. For example, if a player sacrifices a 3/3 creature to cast Fling, and you copy it with Reverberate, the copy of Fling will also deal 3 damage to its target.

* If the copy says that it affects "you," it affects the controller of the copy, not the controller of the original spell. Similarly, if the copy says that it affects an "opponent," it affects an opponent of the copy's controller, not an opponent of the original spell's controller.-----

Rise from the Grave{4}{B}SorceryPut target creature card in a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.

* Rise from the Grave doesn't overwrite any previous colors or types. Rather, it adds another color and another subtype.

* If the targeted creature is normally colorless, it will simply become black. It won't be both black and colorless.

* A later effect that changes the affected creature's colors will overwrite that part of Rise from the Grave effect; the creature will be just the new color. The same is true about an effect that changes the affected creature's types or subtypes.-----

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Safe Passage{2}{W}InstantPrevent all damage that would be dealt to you and creatures you control this turn.

* Safe Passage prevents all damage, not just combat damage, that would be dealt to you and creatures you control this turn.

* Safe Passage will affect creatures that weren't on the battlefield at the time it resolved.

* Safe Passage doesn't prevent damage that would be dealt to planeswalkers you control. Although it can't prevent combat damage that would be dealt to your planeswalkers, it can still prevent noncombat damage that your opponent would want to redirect from you to one of your planeswalkers. Just apply Safe Passage's prevention effect to that damage first, and there won't be any damage to redirect.-----

Scroll Thief{2}{U}Creature -- Merfolk Rogue1/3Whenever Scroll Thief deals combat damage to a player, draw a card.

* The ability triggers just once each time Scroll Thief deals combat damage to a player, regardless of how much damage it deals.

* The ability is mandatory. You must draw a card when it resolves.-----

Serra Ascendant{W}Creature -- Human Monk1/1Lifelink (Damage dealt by this creature also causes you to gain that much life.)As long as you have 30 or more life, Serra Ascendant gets +5/+5 and has flying.

* In a Two-Headed Giant game, anything that cares about your life total checks your team's life total. (This is a change from previous rules.) Serra Ascendant gets +5/+5 and has flying as long as your team has 30 or more life.-----

Shiv's Embrace{2}{R}{R}Enchantment -- AuraEnchant creatureEnchanted creature gets +2/+2 and has flying.{R}: Enchanted creature gets +1/+0 until end of turn.

* Only Shiv's Embrace's controller (who is not necessarily the enchanted creature's controller) can activate its activated ability.

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* When Shiv's Embrace's activated ability resolves, the creature Shiv's Embrace is enchanting at that time will get +1/+0 (regardless of what creature Shiv's Embrace was enchanting when the ability was activated). If Shiv's Embrace has left the battlefield by then, the creature it was enchanting at the time it left the battlefield will get +1/+0.-----

Silence{W}InstantYour opponents can't cast spells this turn. (Spells cast before this resolves are unaffected.)

* Silence won't affect spells that your opponents cast before you cast Silence. (In other words, it can't be used as a retroactive Cancel.) Silence also won't stop your opponents from casting spells after you cast Silence but before Silence resolves.

* The only thing Silence does is prevent your opponents from casting spells. They can still activate abilities, including abilities of cards in their hands (like cycling). Their triggered abilities work as normal, they can still play lands, and so on.-----

Sleep{2}{U}{U}SorceryTap all creatures target player controls. Those creatures don't untap during that player's next untap step.

* The second part of Sleep's effect affects all creatures the targeted player controls as Sleep resolves, not just the ones that Sleep actually caused to become tapped.

* Unlike Wall of Frost, Sleep tracks both the player and the creatures. If one of the creatures controlled by the targeted player as Sleep resolves changes controllers, the creature will untap as normal during its new controller's next untap step.-----

Solemn Offering{2}{W}SorceryDestroy target artifact or enchantment. You gain 4 life.

* If the targeted permanent is an illegal target by the time Solemn Offering would resolve, the entire spell is countered. You won't gain any life.-----

Sorcerer's Strongbox{4}Artifact{2}, {T}: Flip a coin. If you win the flip, sacrifice Sorcerer's Strongbox and draw three cards.

* If you lose the flip, nothing happens.

* If you no longer control Sorcerer's Strongbox by the time you win the flip, you won't be able to sacrifice it. You'll still draw three cards, though.

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Stabbing Pain{B}InstantTarget creature gets -1/-1 until end of turn. Tap that creature.

* You may target any creature with Stabbing Pain. It's okay if it's already tapped.

* If Stabbing Pain targets an untapped creature with 1 toughness, that creature gets -1/-1, then it becomes tapped, then (after Stabbing Pain resolves) it's put into the graveyard as a state-based action. Similarly, if Stabbing Pain targets an untapped creature with 1 less than lethal damage marked on it (such as a 3/3 creature with 2 damage marked on it), that creature gets -1/-1, then it becomes tapped, then (after Stabbing Pain resolves) it's destroyed as a state-based action. In each case, any abilities that trigger when that creature becomes tapped will trigger.-----

Steel Overseer{2}Artifact Creature -- Construct1/1{T}: Put a +1/+1 counter on each artifact creature you control.

* Steel Overseer is affected by its own ability (assuming that, by the time the ability resolves, you still control Steel Overseer and its types haven't changed). You'll put a +1/+1 counter on it, as well as on each other artifact creature you control.-----

Stormtide Leviathan{5}{U}{U}{U}Creature -- Leviathan8/8Islandwalk (This creature is unblockable as long as defending player controls an Island.)All lands are Islands in addition to their other types.Creatures without flying or islandwalk can't attack.

* Islandwalk cares about lands with the land type Island, not necessarily lands named Island.

* Stormtide Leviathan's second ability causes each land on the battlefield to have the land type Island. Each land thus has the ability to tap to add {U} to its controller's mana pool. This effect doesn't change anything else about those lands, including their names, other subtypes, other abilities, or whether they're legendary, basic, or snow.

* If Stormtide Leviathan loses its abilities, all lands on the battlefield (including those that enter the battlefield later on) will still be Islands in addition to their other types and will still be able to tap to produce {U}. The way continuous effects work, Stormtide Leviathan's type-changing ability is applied before the effect that removes that ability is applied.

* Stormtide Leviathan's third ability affects all creatures with neither flying nor islandwalk, regardless of who controls them. They can't attack any player or planeswalker.-----

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Sun Titan{4}{W}{W}Creature -- Giant6/6VigilanceWhenever Sun Titan enters the battlefield or attacks, you may return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.

* A permanent card is an artifact, creature, enchantment, land, or planeswalker card.

* The converted mana cost of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The converted mana cost is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5.

* If the mana cost of a card in your graveyard includes {X}, X is considered to be 0.

* If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its converted mana cost is 0.-----

Thunder Strike{1}{R}InstantTarget creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)

* Thunder Strike can target any creature, even one that already has first strike or double strike. (If it affects such a creature, it will, in effect, just give it +2/+0.)

* If a creature doesn't have first strike, granting it first strike after combat damage has been dealt in the first-strike combat damage step won't prevent it from dealing combat damage. It will still assign and deal its combat damage in the second combat damage step.-----

Tome Scour{U}SorceryTarget player puts the top five cards of his or her library into his or her graveyard.

* If there are fewer than five cards in the targeted player's library, that player puts all the cards from his or her library into his or her graveyard.-----

Triskelion{6}Artifact Creature -- Construct1/1Triskelion enters the battlefield with three +1/+1 counters on it.Remove a +1/+1 counter from Triskelion: Triskelion deals 1 damage to target creature or player.

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* If you activate the ability of an attacking or blocking Triskelion during the declare blockers step, it will deal less combat damage as a result. If you wait until the combat damage step, but Triskelion is dealt lethal damage, it'll be destroyed before you get a chance to activate its ability.

* If Triskelion has damage marked on it, activating its ability may cause that damage to become lethal. For example, say a Triskelion with two +1/+1 counters on it has been dealt 2 damage earlier in the turn. If you activate its ability by removing a +1/+1 counter from it, it now has 2 toughness and is destroyed as a state-based action. You won't be able to remove the other +1/+1 counter from it to activate its ability again. The first activation of the ability will still resolve.-----

Vengeful Archon{4}{W}{W}{W}Creature -- Archon7/7Flying{X}: Prevent the next X damage that would be dealt to you this turn. If damage is prevented this way, Vengeful Archon deals that much damage to target player.

* The only target of Vengeful Archon's ability is the player it may deal damage to. You choose that target as you activate the ability, not at the time it prevents damage.

* If the targeted player is an illegal target by the time the ability resolves, the entire ability is countered. No damage will be prevented.

* Vengeful Archon's ability doesn't have you choose a source of damage. It will apply to the next X damage you would be dealt that turn, regardless of where that damage comes from. It doesn't matter whether the damage would all be dealt at the same time. For example, if X is 4 and you'd be dealt 3 damage by Lightning Bolt, that 3 damage is prevented and Vengeful Archon deals 3 damage to the targeted player. The prevention effect will still apply to the next 1 damage you'd be dealt that turn.

* The effect of Vengeful Archon's ability is not a redirection effect. If it prevents damage, Vengeful Archon (not the source of that damage) deals damage to the targeted player as part of that prevention effect. Vengeful Archon is the source of the new damage, so the characteristics of the original source (such as its color, or whether it had lifelink or deathtouch) don't affect this damage. The new damage is not combat damage, even if the prevented damage was. Since you control the source of the new damage, if you targeted an opponent with Vengeful Archon's ability, you may have Vengeful Archon deal its damage to a planeswalker that opponent controls.

* Whether the targeted player is still a legal target is no longer checked after Vengeful Archon's ability resolves. For example, if a player targeted by Vengeful Archon's ability puts Leyline of Sanctity (which says "You can't be the target of spells or abilities your opponents control") onto the battlefield after the ability resolves but before it prevents damage, the ability will still prevent damage and still deal damage to that player. If Vengeful Archon can't deal damage to the targeted player (because the player is no longer in the game in a multiplayer game, for example), it will still prevent damage. It just won't deal any damage itself.

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* If Vengeful Archon's ability doesn't prevent any damage (perhaps because a different prevention effect is applied to the damage that would be dealt to you, or because the damage is unpreventable), Vengeful Archon won't deal any damage itself.

* If Vengeful Archon's ability prevents damage, Vengeful Archon deals its damage immediately afterward as part of that same prevention effect. This happens before state-based actions are checked, and before any player can cast spells or activate abilities. If a spell or ability would have caused that damage to be dealt, this happens before that spell or ability resumes its resolution.

* If you would be dealt combat damage by multiple attacking creatures, you choose which of that damage to prevent. For example, if X is 3 and you'd be dealt combat damage by a 1/3 Scroll Thief and a 3/5 Siege Mastodon, you might choose to prevent 1 damage from the Scroll Thief and 2 damage from the Siege Mastodon. You don't decide until the point at which the creatures would deal their damage.

* If the amount of damage that would be dealt to you is in excess of the amount of damage that Vengeful Archon's ability would prevent, that source deals its excess damage to you at the same time that the rest of it is prevented. Then Vengeful Archon deals its damage.

* If multiple effects modify how damage will be dealt, the player who would be dealt damage chooses the order to apply the effects. For example, say you've activated Vengeful Archon's ability with X = 3 targeting Player A, and you've activated Vengeful Archon's ability with X = 1 targeting Player B. You're dealt 2 damage. You can apply the first prevention effect (dealing 2 damage to Player A), or you can apply the second prevention effect (dealing 1 damage to Player B) followed by the first prevention effect (dealing 1 damage to Player A). The unused portions of the prevention effects remain.-----

Viscera Seer{B}Creature -- Vampire Wizard1/1Sacrifice a creature: Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

* You can sacrifice Viscera Seer to activate its own ability.

* If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.-----

Wall of Frost{1}{U}{U}Creature -- Wall0/7Defender (This creature can't attack.)Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.

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* Unlike Sleep, Wall of Frost's triggered ability tracks the creature, but not its controller. If the creature changes controllers before its first controller's next untap step has come around, then it won't untap during its new controller's next untap step.-----

War Priest of Thune{1}{W}Creature -- Human Cleric2/2When War Priest of Thune enters the battlefield, you may destroy target enchantment.

* Unlike Manic Vandal's ability, War Priest of Thune's ability is not mandatory. If you're the only player who controls an enchantment, you must target one of them, but you don't have to destroy it.-----

Water Servant{2}{U}{U}Creature -- Elemental3/4{U}: Water Servant gets +1/-1 until end of turn.{U}: Water Servant gets -1/+1 until end of turn.

* You can activate Water Servant's second ability even if doing so would cause Water Servant's power to be less than 0. If Water Servant's power is less than 0, treat it as 0 for all purposes except for further modifying it, or causing the power of another creature (such as Riptide Mangler) to become equal to it.-----

Wild Evocation{5}{R}EnchantmentAt the beginning of each player's upkeep, that player reveals a card at random from his or her hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able.

* If a player reveals a nonland card, that player must cast that card if it's possible to do so, even if he or she doesn't want to. The player casts it as part of the resolution of Wild Evocation's ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other play restrictions are not (such as "Cast [this card] only during combat").

* If a player reveals a nonland card, but can't cast it due to a lack of legal targets or a play restriction, it simply remains in his or her hand.

* If, as the result of Wild Evocation's ability, a player casts a card "without paying its mana cost," any X in the mana cost will be 0, and that player can't pay any alternative costs (such as Demon of Death's Gate's alternative cost). On the other hand, if the card has optional additional costs (such as kicker or multikicker), the player may pay those.

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Page 44: MTG M11 FAQ

* If casting the revealed card involves paying a mandatory additional cost (such as the one Fling has), the player casting that card must pay that cost if able. If he or she can't, the card remains uncast in his or her hand. If the mandatory additional cost includes a mana payment, the situation is more complex. If the player has enough mana in his or her mana pool to pay the cost, that player must do so. If the player can't possibly pay the cost, the card remains uncast in his or her hand. However, if the player has the means to produce enough mana to pay the cost, then he or she has a choice: The player may cast the card, produce mana, and pay the cost. Or the player may choose to activate no mana abilities, thus making the card impossible to cast because the additional mana can't be paid.

* If a player casts a nonland card revealed with Wild Evocation's ability, it's put on the stack as a spell, then Wild Evocation's ability finishes resolving. The spell will then resolve as normal, after players get a chance to cast spells and activate abilities.-----

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