_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to become outdated.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 .

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  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 -- Bird
1/1
Flying
When 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 -- Ooze
2/2
Deathtouch (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.

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.

* 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 -- Ajani
4
[+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.

* 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 -- Giant
6/6
Trample
Whenever 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***

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}
Enchantment
If 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 Summit
Land
Dragonskull 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.

Kraken's Eye
{2}
Artifact
Whenever 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}
Sorcery
Gain 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 Wizard
2/2
When 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 -- Ajani
4
[+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.

* 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 Soldier
2/2
Whenever 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 -- Siren
1/1
{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 -- Dragon
6/6
Flying
{R}: Ancient Hellkite deals 1 damage to target creature defending player
controls. Activate this ability only if Ancient Hellkite is attacking.

* 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 -- Angel
5/6
Flying
Each 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 -- Aura
Enchant creature
Enchanted 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
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 Druid
1/1
When 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).

* 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 -- Angel
5/5
Flying, 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 Berserker
4/4
Berserkers 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 Berserker
2/2
Bloodcrazed 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.

* 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 -- Vampire
1/1
Sacrifice 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 -- Boar
2/2
Sacrifice 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 -- Vampire
2/2
Other Vampire creatures you control get +1/+1.
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}
Instant
Exile 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 -- Chandra
6
[+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}
Instant
Chandra'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.
-----

Chandra's Spitfire
{2}{R}
Creature -- Elemental
1/3
Flying
Whenever 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 -- Shapeshifter
0/0
You 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.

* 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}
Instant
Combust 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}
Instant
Put 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 -- Sphinx
4/4
Flying
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}
Sorcery
Corrupt 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 -- Troll
4/3
{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}
Sorcery
Search 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 Warrior
4/4
Whenever 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}
Enchantment
At 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 -- Demon
9/9
You may pay 6 life and sacrifice three black creatures rather than pay Demon
of Death's Gate's mana cost.
Flying, trample

* 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}
Sorcery
Each 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}
Instant
Target 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 -- Aura
Enchant creature
Enchanted 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 -- Elemental
4/4
Earth Servant gets +0/+1 for each Mountain you control.

* 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 Druid
2/2
Other 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 -- Elemental
4/3
If 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 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}
Sorcery
Fireball 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}
Instant
As 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 -- Giant
6/6
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 -- Elemental
8/5
Gaea's Revenge can't be countered.
Haste
Gaea'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 -- Garruk
3
[+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.

* 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 -- Beast
4/4
Whenever 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 Warrior
1/1
{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 Rogue
1/1
{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
{4}{U}{U}
Creature -- Serpent
5/5
Islandwalk (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}
Sorcery
Exile 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 -- Dragon
4/4
Flying
When 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 -- Aura
Enchant creature
Enchanted 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.

* 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}
Instant
Target 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 Soldier
1/1
{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 -- Giant
6/6
{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}
Instant
Creatures 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 -- Jace
3
[+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}
Enchantment
Whenever 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}
Artifact
At 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
5/3
Juggernaut 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 Knight
2/2
First 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}
Enchantment
If 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.

* 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}
Enchantment
If 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
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}
Enchantment
Whenever 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 Warrior
2/2
When 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}
Sorcery
Exile 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
{1}{U}{U}
Creature -- Merfolk
2/2
Other 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 Rogue
1/1
Islandwalk (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}
Instant
Target 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 -- Aura
Enchant creature
You control enchanted creature.

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

Mystifying Maze
Land
{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 -- Aura
Enchant creature
Enchanted 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 -- Beast
4/4
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}
Sorcery
Until 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 Beast
4/5
When 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 -- Zombie
5/5
As 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.

* 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 -- Angel
4/4
Flying
You 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.

* 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 -- Aura
Enchant creature
At 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 -- Giant
6/6
Trample
Whenever 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 -- Unicorn
2/2
All 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.

* 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 -- Hydra
0/0
Protean 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}
Instant
Add {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.

* 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 -- Aura
Enchant creature
Enchanted 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}
Instant
You 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 -- Rat
2/2
Relentless 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.
-----

Reverberate
{R}{R}
Instant
Copy 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}
Sorcery
Put 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.
-----

Safe Passage
{2}{W}
Instant
Prevent 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 Rogue
1/3
Whenever 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 Monk
1/1
Lifelink (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 -- Aura
Enchant creature
Enchanted 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.

* 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}
Instant
Your 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}
Sorcery
Tap 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}
Sorcery
Destroy 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.
-----

Stabbing Pain
{B}
Instant
Target 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 -- Construct
1/1
{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 -- Leviathan
8/8
Islandwalk (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.
-----

Sun Titan
{4}{W}{W}
Creature -- Giant
6/6
Vigilance
Whenever 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}
Instant
Target 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}
Sorcery
Target 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 -- Construct
1/1
Triskelion 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.

* 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 -- Archon
7/7
Flying
{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.

* 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 Wizard
1/1
Sacrifice 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 -- Wall
0/7
Defender (This creature can't attack.)
Whenever Wall of Frost blocks a creature, that creature doesn't untap during
its controller's next untap step.

* 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 Cleric
2/2
When 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 -- Elemental
3/4
{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}
Enchantment
At 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.

* 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.
-----

All trademarks are property of Wizards of the Coast LLC in the U.S.A. and
other countries. (c)2010 Wizards.