_Mirage_(TM) Frequently Asked Questions Compiled by Mark L. Gottlieb, with contributions from Paul Barclay and Sheldon Menery Document last modified November 28, 2005 _Mirage_ boosters packs, tournament packs, and theme decks go on sale at the _Magic Online_(TM) store at 9 a.m. (PST) on December 5, 2005. The _Mirage_ set becomes legal for play in Classic, Classic (Vanguard), Freeform (formerly known as Open), Mirage Constructed, Prismatic, Singleton, and Tribal Wars formats on the day it goes on sale. _Mirage_ release events begin December 7, 2005 The _Mirage_ expansion, originally released in 1996, is a 350-card, black-bordered set featuring 110 rares, 110 uncommons, 110 commons, and 20 basic lands. The _Mirage_ set is nonredeemable. Online cards from the _Mirage_ set can't be exchanged for physical _Mirage_ cards. This FAQ has two sections, each of which serves a different purpose. The first section ("General Notes") explains the new mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important questions players might ask about a given card. Items in the "Card-Specific Notes" section include full rules text for your reference. Not all cards in the set are listed. ----- GENERAL NOTES Rules Changes The rules of the _Magic_(TM) game have evolved in the nine years since the _Mirage_ set was originally released. Many card wordings, including creature types, have also significantly changed. All _Mirage_ cards have been reworded in the Oracle card reference, which contains up-to-date text for all tournament-legal cards. Although the rules team has done its best to maintain cards' functionality, some changes are inevitable. We recommend that you select the "Show Oracle text" option in your Display Settings window when playing with _Mirage_ cards online. ----- Banding Banding is a creature ability that does very different things when the creature is attacking than when it's blocking. The official rules for the banding ability are as follows: 502.10. Banding 502.10a Banding is a static ability that modifies the rules for declaring attackers and assigning combat damage. 502.10b As a player declares attackers, he or she may declare that any number of those creatures with banding, and up to one of those creatures without banding, are all in a "band." (Defending players can't declare bands but may use banding in a different way; see rule 502.10h.) 502.10c A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. 502.10d Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes the banding ability from one or more creatures. However, creatures in a band that are removed from combat are also removed from the band. 502.10e If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature. Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s). 502.10f Banding doesn't cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents. 502.10g If one member of a band would become blocked due to an effect, the entire band becomes blocked. 502.10h A player who controls an attacking creature with banding chooses how combat damage is assigned by creatures blocking that creature. A player who controls a blocking creature with banding chooses how combat damage is assigned by creatures it blocks. If the creature had banding when it attacked or blocked but the ability was removed before the combat damage step, damage is assigned normally. 502.10i Multiple instances of banding on the same creature are redundant. More simply: * If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is dealt. * A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in it. * If a creature with banding blocks, the defending player chooses how the blocked creature deals its combat damage. Creatures don't form "bands" on defense. ----- Cumulative Upkeep Cumulative upkeep makes a permanent increasingly expensive to keep in play. The official rules for the cumulative upkeep ability are as follows: 502.13. Cumulative Upkeep 502.13a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an age counter on this permanent, then sacrifice this permanent unless you pay [cost] for each age counter on it." 502.13b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not linked to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves. Example: A creature has two instances of "Cumulative upkeep—Pay 1 life." The creature currently has no counters but both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life. * Paying the cumulative upkeep cost is always optional. You can simply let the permanent be sacrificed instead of paying. * You can't make a partial payment. ----- Flanking Flanking is a combat ability that triggers when an attacking creature with flanking becomes blocked by a creature without flanking. The official rules for the flanking ability are as follows: 502.3. Flanking 502.3a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 309, "Declare Blockers Step.") "Flanking" means "Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn." 502.3b If a creature has multiple instances of flanking, each triggers separately. * The flanking ability triggers once for each blocking creature without flanking. * Gaining or losing flanking after the ability has triggered does nothing. ----- Phasing Phasing is a complicated concept. It involves a new zone (the phased-out zone), and special rules for how cards enter and leave that zone. Essentially, a permanent with phasing is in play only every other turn. Here are some of the relevant sections of the Comprehensive Rules, followed by some simpler explanations. 502.15. Phasing 502.15a Phasing is a static ability that modifies the rules of the untap step. 502.15b During each player's untap step, before the active player untaps his or her permanents, all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player's control phase in. (See rule 217.8, "Phased Out," and rule 302.1.) 502.15c If an effect causes a player to skip his or her untap step, the phasing event simply doesn't occur that turn. 502.15d Permanents phasing in or out don't trigger any comes-into-play or leaves-play abilities, and effects that modify how a permanent comes into play are ignored. Abilities and effects that specifically mention phasing can modify or trigger on these events, however. (Because no player receives priority during the untap step, any abilities triggering off of the phasing event won't go onto the stack until the upkeep step begins.) 502.15e When a permanent phases out, all damage dealt to it is removed. 502.15f A card that returns to play from the phased-out zone is considered the same permanent it was when it left. This is an exception to rule 217.1c, which stipulates that a permanent "forgets" its previous existence when it changes zones. 502.15g Effects with limited duration and delayed triggered abilities that specifically reference a permanent will be unable to further affect that permanent if it phases out. However, other effects that reference the permanent (including effects with unlimited duration) can affect the permanent when it returns to play. Example: A creature is affected by Giant Growth and then phases out during the same turn. If the creature phases back in somehow before the turn is over, it won't get the +3/+3 bonus from the Giant Growth because its effect has a limited duration. 502.15h Phased-out cards "remember" their past histories and will return to play in the same state. They "remember" any counters they had on them, any choices made when they first came into play, whether they were flipped when they left play, and whether they were tapped or untapped when they left play. They also "remember" who controlled them when they phased out, although they may phase in under the control of a different player if a control effect with limited duration has expired. Example: Diseased Vermin reads, in part, "At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it." If Diseased Vermin phases out, it "remembers" how many counters it has and also which opponents it has previously damaged. When it phases back in, it will still be able to target those opponents with its upkeep-triggered ability. 502.15i When a permanent phases out, any Auras or Equipment attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura or Equipment that phased out indirectly won't phase in by itself, but instead phases in along with the card it's attached to. 502.15j If an Aura or Equipment phased out directly (rather than phasing out along with the permanent it's attached to), then it "remembers" the permanent it was attached to and returns to play attached to that permanent. If an Aura phases in and the permanent it was attached to has left play or is no longer legal to enchant, the Aura returns to play and then is placed in its owner's graveyard. This is a state-based effect; see rule 420. If an Equipment phases in and the permanent it was attached to has left play or is no longer legal to equip, the Equipment returns to play and then stays in play, not equipping anything. This is a state-based effect; see rule 420. 502.15k Permanents that phase in keep the same timestamps (see rules 418.5d and 418.5e) they had when they phased out. This doesn't change the fact that the permanents phase in simultaneously, however. 502.15m A permanent that phases in can attack and tap to play abilities as though it had haste. This applies even if that permanent phased out and phased back in the turn it came into play. The permanent remains able to attack and tap to play abilities until it changes controllers or leaves play. 502.15n A spell or ability that targets a permanent will resolve normally with respect to that permanent if the permanent phases out and back in before the spell or ability resolves. 502.15p Multiple instances of phasing on the same permanent are redundant. 217.8. Phased Out 217.8a Permanents that phase out are placed in the phased-out zone. (See rule 502.15, "Phasing.") 217.8b Face-up objects in the phased-out zone may be examined by any player at any time. Face-down objects in the phased-out zone are covered by the rules for face-down permanents. (See rule 502.26, "Morph," and rule 504, "Face-Down Spells and Permanents.") 217.8c Phased-out objects are not in play, so they do not count as tapped or untapped, nor are they controlled by anyone. However, an object in this zone "remembers" the state of the permanent as it phased out and returns to play in the same state as when it left. (See rule 502.15, "Phasing.") This is an exception to rule 217.1c. 217.8d Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420, "State-Based Effects"). Any phased-out Auras or Equipment that were attached to those tokens remain phased out for the rest of the game. * Basically, permanents with phasing are only in play about half the time. Before your permanents untap on your turn, all your permanents with phasing go to the phased-out zone and, at the same time, all cards in the phased-out zone that you controlled when they phased out come back into play. They count as the same permanents they were before. They don't trigger comes-into-play or leaves-play abilities. "As this comes into play" and "This comes into play with" abilities don't work either. (The rules used to say that a permanent phasing out triggers leaves-play abilities, but this is no longer the case.) * When a permanent phases back in, it retains all memory. This is different than a permanent that's removed from the game and then returned. A phased-in permanent keeps all counters it had before and remembers all choices made for it. It retains its tapped/untapped status, its flipped/unflipped status, and its face-up/face-down status. It doesn't retain damage, though; all damage is removed when it phased out. Effects with limited duration (like Giant Growth) stop affecting it, but effects with unlimited duration (like Prismatic Lace) don't. * A creature that phases in can attack and its activated abilities with T in their cost can be played as though the creature had haste. (It doesn't actually have haste, though.) This applies even if that permanent phased out and phased back in the turn it originally came into play. The phased-in creature remains able to attack and tap to play abilities until it changes controllers or really does leave play. * When a permanent phases out, any Auras or Equipment attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura or Equipment that phased out indirectly won't phase in by itself, but instead phases in along with the card it's attached to. * If an Aura or Equipment phases out directly, it remembers the permanent it was enchanting or equipping. It will phase in attached to that permanent. If, when an Aura phases in, the permanent it was attached to has left play or is no longer legal to enchant, the Aura returns to play and then is placed in its owner's graveyard. If, when an Equipment phases in, the permanent it was attached to has left play or is no longer legal to equip, the Equipment returns to play and then stays in play, unequipped. * If a token phases out, it ceases to exist. An Aura or Equipment attached to that creature will also phase out, but it will never phase back in. * If the effect of a spell or ability causes a permanent to phase out, it immediately goes to the phased-out zone. It will phase back in at the beginning of the next untap step of the player who controlled it when it phased out. * If a player skips his or her untap step, phasing doesn't happen that turn. ----- Poison Two cards in the _Mirage_ set (Crypt Cobra and Sabertooth Cobra) have effects that give players poison counters. Poison is an alternate way to win the game. A player who accumulates ten or more poison counters loses the game. This is a state-based effect. ----- Rampage Rampage is a combat ability that triggers when the creature with rampage becomes blocked. The official rules for the rampage ability are as follows: 502.12. Rampage 502.12a Rampage is a triggered ability. "Rampage N" means "Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first." (See rule 309, "Declare Blockers Step.") 502.12b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus. 502.12c If a creature has multiple instances of rampage, each triggers separately. * If a creature with rampage is blocked by a single creature, the ability triggers but provides no bonus. * The number of blocking creatures is determined when the ability resolves. ----- "Slowtrips" Cards like the Jolt and Bone Harvest were the predecessors of today’s "cantrips." Cantrips are spells that have an additional "draw a card" effect on them. "Slowtrips" are spells that have an additional "draw a card at the beginning of the next turn's upkeep" effect on them. These cards set up a delayed triggered ability that triggers at the beginning of the very next turn. It doesn't matter whose turn it is. ----- Substance Substance is a static ability with no effect. It was created so the "insta-chantments" have the same functionality today that they did when the _Mirage_ set was first released. The "insta-chantments" are a cycle of Auras that can be played any time you could play an instant: Armor of Thorns, Grave Servitude, Lightning Reflexes, Soar, and Ward of Lights. Soar 1U Enchantment — Aura You may play Soar any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature gets +0/+1 and has flying. * If you play one of these at a time you could normally play an Aura, or it is put directly into play without being played, it will behave as a standard Aura. You can ignore its entire first ability. * If you play one of these at a time you couldn’t normally play an Aura, it will create a delayed triggered ability that forces you to sacrifice it when the turn ends. You'll sacrifice it after "until end of turn" abilities end and damage is removed from creatures. That means if you play Soar as an instant to save your 1/1 creature from Flare, your creature will survive even after Soar is sacrificed. ----- World Enchantments The _Mirage_ set contains six “world” enchantments: Bazaar of Wonders, Chaosphere, Forsaken Wastes, Hall of Gemstone, Null Chamber, and Tombstone Stairwell. World is a supertype that's similar to legendary. The difference is that when a world permanent comes into play, any world permanents that were already in play are put into their owners' graveyards. This is a state-based effect called the "world rule." The new world permanent stays in play. If two world permanents come into play at the same time, they're both put into their owners' graveyards. ----- CARD-SPECIFIC NOTES Acidic Dagger 4 Artifact 4, T: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves play this turn, sacrifice Acidic Dagger. Play this ability only during combat before the declare blockers step. * If the creature that's been dealt damage becomes a Wall after the ability triggers but before it resolves, it will still be destroyed. * This is a single ability that creates two delayed triggered abilities. Each will be able to trigger regardless of whether the other one triggers. ----- Afiya Grove 1G Enchantment Afiya Grove comes into play with three +1/+1 counters on it. At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature. When Afiya Grove has no +1/+1 counters on it, sacrifice it. * The counter-moving ability is mandatory. If you don't control any creatures you could target but your opponent does, you'll have to move a +1/+1 counter onto one of your opponent's creatures. If there are no creatures in play at all that the ability can target, you don't remove a counter from Afiya Grove. ----- Alarum 1W Instant Untap target nonattacking creature. It gets +1/+3 until end of turn. * Once a creature has been declared as an attacker, it remains an attacking creature until its controller's combat phase ends or it's removed from combat. You can't play this card targeting an attacking creature after combat damage has been assigned. You can play this card targeting an untapped creature. ----- Asmira, Holy Avenger 2GW Legendary Creature -- Human Cleric 2/3 Flying At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn. * This counts creatures that were put into your graveyard from play before Asmira came into play. ----- Barreling Attack 2RR Instant Target creature gets +1/+1 for each creature blocking it and gains trample until end of turn. * Both the +1/+1 effect and the trample effect last only until end of turn. * This counts the number of creatures blocking the target creature at the time Barreling Attack resolves. If no creatures are blocking it at the time, it gets only trample. ----- Basalt Golem 5 Artifact Creature -- Golem 2/4 Basalt Golem can't be blocked by artifact creatures. Whenever Basalt Golem becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 Wall artifact creature token with defender into play. * The token creature is put into play at the end of combat only if the blocking creature is sacrificed during the resolution of the delayed triggered ability. It doesn't matter whether Basalt Golem is still in play at the time. ----- Bazaar of Wonders 3UU World Enchantment When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game. Whenever a spell is played, counter it if a card with the same name is in play or in a graveyard. * The second ability checks when it resolves to see if there's an applicable card in play or in a graveyard. This isn't an intervening-if clause; the ability always triggers and goes on the stack. ----- Blind Fury 2RR Instant Play Blind Fury only before the combat damage step. All creatures lose trample until end of turn. If a creature would deal combat damage to a creature this turn, it deals double that damage to that creature instead. * Once combat damage of any kind has been assigned, it's too late to play this card during that combat phase. ----- Bone Mask 4 Artifact 2, T: The next time a source of your choice would deal damage to you this turn, prevent that damage. For each 1 damage prevented this way, remove the top card of your library from the game. * If you don't have enough cards in your library, the damage is still prevented and all the cards in your library are removed. ----- Builder's Bane XXR Sorcery Destroy X target artifacts. Builder's Bane deals damage to each player equal to the number of artifacts he or she controlled destroyed this way. * The two X's in the cost will be the same number, which you choose when you play the spell. For example, if you choose an X of 3, the cost will be 33R, or 6R. * Players are dealt damage only for artifacts actually destroyed this way. If you try to destroy an indestructible artifact or an artifact regenerates, you will not destroy it and thus it won't be counted in the damage total. ----- Celestial Dawn 1WW Enchantment Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white. Lands you control are Plains. Spells and abilities you control produce white mana instead of any other color. You may spend white mana as though it were mana of any color. * If you have nonwhite mana in your mana pool when Celestial Dawn comes into play, it remains there and you can spend it normally. * Colorless mana producers still produce colorless mana, not white mana. * Lands you own that aren't in play aren't changed to Plains. * "Comes into play" triggered abilities of lands you play won’t trigger since the lands will enter play as Plains. Effects that modify how those lands enter play, however, will still work. For example, if you play a Dimir Aqueduct, it will come into play tapped as a Plains, but you won’t return a land to your hand. * If you spend all white mana to play a _Ravnica: City of Guilds_(TM) "enhanced spell" such as Vigor Mortis, it doesn't matter what color you say you're spending the mana as though it were. The spell checks the actual color of the mana spent, and can tell that it was all white. You won't get the bonus. * If you use a text-changing effect such as Mind Bend on Celestial Dawn to change the word "Plains" to a different land type, your lands are all of that new land type, but they still produce only white mana. * If a permanent comes into play while Celestial Dawn is in play, and then Celestial Dawn leaves play, the permanent's color will revert to the colors in its mana cost. ----- Chaosphere 2R World Enchantment Creatures with flying have "This creature can't block creatures without flying." Creatures without flying have "This creature can block as though it had flying." * This card essentially reverses the evasion effects of flying. It takes away the evasion effect of flying (a creature with flying can now be blocked by any creature, whether it has flying or not), and it gives nonflying creatures evasion against flying creatures. ----- Consuming Ferocity 1R Enchantment -- Aura Enchant non-Wall creature Enchanted creature gets +1/+0. At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated. * The triggered ability only cares about +1/+0 counters, not about other kinds of counters, or other effects that give +1/+0. It will count all +1/+0 counters no matter how they got there. ----- Crypt Cobra 3B Creature -- Snake 3/3 Whenever Crypt Cobra attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) * You get a poison counter as a result of a triggered ability on not blocking the Cobra. After you've declared blockers, removing the Cobra from play, having it become blocked by an effect like Dazzling Beauty, or preventing its damage will not prevent the poison counter. ----- Cursed Totem 2 Artifact Players can't play creatures' activated abilities. * Cursed Totem doesn't prevent the activated abilities of creature cards that aren't in play from being used. For example, you can still use the transmute ability of a Dimir Infiltrator in your hand. * Unlike many similar cards, Cursed Totem prevents creatures' mana abilities (such as the ability of Birds of Paradise) from being played. ----- Cycle of Life 1GG Enchantment Return Cycle of Life to its owner's hand: Target creature you played this turn is 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. * This can’t target creatures you put directly into play as an effect of a spell or ability. ----- Decomposition 1G Enchantment -- Aura Enchant black creature Enchanted creature has "Cumulative upkeep—Pay 1 life." When enchanted creature is put into a graveyard, its controller loses 2 life. * If Decomposition becomes unattached from the creature, the age counters remain on the creature but have no effect (unless it has another cumulative upkeep ability). If a new copy of Decomposition is then attached to that creature, it will count all age counters when determining the cumulative upkeep payment. * If Decomposition is attached to a creature that already has cumulative upkeep, each instance of cumulative upkeep triggers separately, but both use age counters, so the costs will increase faster. ----- Discordant Spirit 2BR Creature -- Spirit 2/2 At the end of each of your opponents' turns, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn. At the end of your turn, remove all +1/+1 counters on Discordant Spirit. * This counts damage that was dealt to you before it came into play. ----- Dream Fighter 2U Creature -- Human Soldier 1/1 Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. * The creatures phase out well before combat damage. Abilities that trigger on blocking will still resolve. * If Dream Fighter is assigned to block a creature with flanking, the flanking ability and the Dream Fighter ability both trigger. The active player puts the flanking ability on the stack first, so it resolves after Dream Fighter's ability has both creatures phase out, and therefore has no effect. ----- Emberwilde Caliph 2UR Creature -- Djinn 4/4 Flying, trample Emberwilde Caliph attacks each turn if able. Whenever Emberwilde Caliph deals damage, you lose that much life. * If you and your opponent each have less than 4 life when Emberwilde Caliph deals combat damage to your opponent, you'll win the game before the ability resolves and deals lethal damage to you. ----- Energy Vortex 3UU Enchantment As Energy Vortex comes into play, choose an opponent. At the beginning of your upkeep, remove all energy counters from Energy Vortex. At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless he or she pays 1 for each energy counter on Energy Vortex. X: Put X energy counters on Energy Vortex. Play this ability only during your upkeep. * Energy Vortex deals either 3 damage or 0. The damage doesn't depend on the number of energy counters. * Partial payment is not allowed. ----- Ersatz Gnomes 3 Artifact Creature -- Gnome 1/1 T: Target spell is colorless. T: Target permanent becomes colorless until end of turn. * If Ersatz Gnomes targets a spell that will come into play as a permanent, that permanent comes into play colorless. The effect won’t wear off. ----- Final Fortune RR Instant Take an extra turn after this one. At the end of that turn, you lose the game. * If you somehow skip the extra turn that is gained, you don't lose the game. ----- Flash 1U Instant Choose a creature card in your hand. You may pay its mana cost reduced by up to 2. If you do, put that card into play. If you don't, put that card into your graveyard. * An X in the creature card's mana cost is zero. * Mana cost includes color. For example, if the creature card’s mana cost is 1B, you may pay either B or 1B. * The "if you don't" text applies to the choice to pay (second sentence), not to putting the card into play (third sentence). ----- Floodgate 3U Creature -- Wall 0/5 Defender (This creature can't attack.) When Floodgate has flying, sacrifice it. When Floodgate leaves play, it deals 1 damage for each two Islands you control to each nonblue creature without flying. * The first triggered ability is a state-triggered ability. It won't trigger again while it's on the stack, but if it's countered by a spell or ability, it will trigger again immediately. * The second ability counts the number of Islands you control, divides by 2, and rounds down to determine the damage. ----- Forbidden Crypt 3BB Enchantment If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard, remove that card from the game instead. * The second ability replaces cards being put into your graveyard from anywhere, not just from play. * If Forbidden Crypt would be sent to the graveyard from play, its replacement effect will remove it from the game instead. ----- Frenetic Efreet 1UR Creature -- Efreet 2/1 Flying 0: If Frenetic Efreet is in play, flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. * This ability can be activated multiple times. However, in most cases, there will only be one coin flip. After the first flip, Frenetic Efreet will either phase out or be sacrificed. Subsequent flips won't happen because the Efreet is no longer in play. ----- Goblin Scouts 3RR Sorcery Put three 1/1 red Goblin Scout creature tokens with mountainwalk into play. * The tokens have mountainwalk, but don’t have the text "mountainwalk" on them. This means they can't have their text changed with a card like Mind Bend to give them a different kind of landwalk. ----- Grim Feast 1BG Enchantment At the beginning of your upkeep, Grim Feast deals 1 damage to you. Whenever a creature is put into an opponent's graveyard from play, you gain life equal to its toughness. * If you control a creature your opponent owns, you'll gain life if it’s destroyed or sacrificed and put into your opponent's graveyard. This is also true for any token creatures that came into play under your control but were created by a spell or ability your opponent controlled. ----- Grinning Totem 4 Artifact 2, T, Sacrifice Grinning Totem: Search target opponent's library for a card and remove that card from the game. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played the card, put it into its owner's graveyard. * You may choose to find any kind of card, including a land. You must remove a card from the game; you can't fail to find anything. * "Until the beginning of your next upkeep" means the effect wears off as soon as your next upkeep starts. Your last chance to play the card is usually the end-of-turn step of the player who immediately precedes you. * The removed card is played using the normal rules for timing and priority for its card type, as well as any other applicable restrictions. You'll have to pay its mana cost. The only thing that's different is you're playing it from the removed-from-the-game zone. ----- Hakim, Loreweaver 3UU Legendary Creature -- Human Wizard 2/4 Flying UU: Return target Aura card from your graveyard to play attached to Hakim, Loreweaver. Play this ability only during your upkeep and only if Hakim isn't enchanted. UU, T: Destroy all Auras attached to Hakim. * You can target an Aura card that can't be attached to Hakim, but that Aura won't come into play because Auras can't come into play enchanting illegal permanents. * You can't play the first activated ability if Hakim is enchanted, but it can resolve if Hakim is enchanted. If you can untap Hakim in response to playing its ability, you can get multiple Auras on it. ----- Hall of Gemstone 1GG World Enchantment At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of their normal color. * Lands tapped for colorless mana still produce colorless mana. * Lands tapped for mana in response to the ability triggering will produce their normal colors of mana. * This won't affect how much mana a land produces. ----- Haunting Apparition 1UB Creature -- Spirit 1+*/2 Flying As Haunting Apparition comes into play, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard. * In a multiplayer game, if the chosen opponent leaves the game, Haunting Apparition becomes a 1/2 creature. ----- Hivis of the Scale 3RR Legendary Creature -- Viashino Shaman 3/4 You may choose not to untap Hivis of the Scale during your untap step. T: Gain control of target Dragon as long as Hivis remains tapped and as long as you control Hivis. * If the creature stops being a Dragon after the ability resolves, the control-change effect doesn't end. * If a different player takes control of Hivis, the Dragon goes back to its last controller, not to the player that took Hivis. ----- Illicit Auction 3RR Sorcery Each player may bid life for control of target creature. You begin the bidding at 0. In turn order, each player may top the high bid. The auction ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.) * Only the high bidder loses life. ----- Jabari's Influence 3WW Instant Play Jabari's Influence only after combat. Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it. * "Only after combat" means during a turn in which a combat phase has already taken place. It doesn't matter whether or not there'll be another combat phase this turn ----- Lead Golem 5 Artifact Creature -- Golem 3/5 Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step. * If Lead Golem attacks and then another player gains control of it, it won't untap during the new player's next untap step. * If Lead Golem attacks and then phases out during the same turn, it will phase in at the beginning of its controller's untap step, then not untap during that untap step. It doesn't matter if Lead Golem phases out before or after the ability resolved. * If Lead Golem attacks and then phases out at the beginning of its controller's next untap step, then when it phases back in on the following turn, it will untap. ----- Lion's Eye Diamond 0 Artifact Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability only any time you could play an instant. * This is a mana ability, so it is played and resolves as a mana ability, but it can only be played at a time when you could play an Instant. ----- Lure of Prey 2GG Instant Play Lure of Prey only if an opponent played a creature spell this turn. Put a green creature card from your hand into play. * The opponent's creature spell doesn't have to have resolved; it can still be on the stack or have been countered. * The ability is not optional; if you can put a green creature card from your hand into play, you must. ----- Malignant Growth 3GU Enchantment Cumulative upkeep 1 At the beginning of your upkeep, put a growth counter on Malignant Growth. At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals damage to the player equal to the number of cards he or she drew this way. * Each upkeep, Malignant Growth gets an age counter (for the cumulative upkeep) and a growth counter. The counters are tracked separately. The last ability is based only on the number of growth counters, not age counters. * Malignant Growth deals damage based on the number of cards actually drawn, not the number of growth counters. If one or more of the draws is replaced by a non-draw, the associated damage won't be dealt. ----- Mangara's Blessing 2W Instant You gain 5 life. When a spell or ability an opponent controls causes you to discard Mangara's Blessing from your hand, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at end of turn. * The 2 life from having Mangara's Blessing discarded is gained when the triggered ability resolves, not at end of turn. Only the return to hand is done at end of turn. * Mangara's Blessing returns to your hand only if it is still in your graveyard at end of turn and has been there continuously since being discarded. ----- Mangara's Equity 1WW Enchantment As Mangara's Equity comes into play, choose black or red. At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay 1W. Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals X damage to that creature, where X is equal to the damage dealt to you or the white creature. * If a creature of the chosen color deals damage to multiple white creatures you control, Mangara's Equity will trigger once for each creature. ----- Mangara's Tome 5 Artifact When Mangara's Tome comes into play, search your library for five cards. Remove those cards from the game face down, then shuffle them. Then shuffle your library. 2: The next time you would draw a card this turn, instead put the top card removed from the game with Mangara's Tome into its owner's hand. * If your library contains five or more cards, you must remove five of them from the game. If your library has less than five cards, remove all of them from the game. * After the cards are removed from the game, you can no longer look at them. * You can activate the ability even if there are no cards left. If you do, you'll avoid drawing a card. * You can use Death Wish to get any of the removed cards, but you'll get one of them at random. The other Wishes can't get any of the cards. ----- Mind Bend U Instant Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "plainswalk." This effect doesn't end at end of turn.) * Mind Bend alters all occurrences of the chosen word in the text box and the type line of the given card. * Mind Bend can change a land's type from one basic land type to another. For example, a Forest can be changed to an Island so it produces blue mana. * Mind Bend can't change a word to the same word. It must be a different word. * Mind Bend can't change words in card names, such as Mountain Valley. * Mind Bend changes only what is printed on the card (or set on a token when it was created or set by a copy effect). It will not change any effects that are on the permanent. * You can play Mind Bend on a permanent that has no color or land words on it, but it won't do anything useful. ----- Mindbender Spores 2G Creature -- Fungus Wall 0/1 Defender (This creature can't attack.) Flying Whenever Mindbender Spores blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature." * Mindbender Spores doesn't tap the creature, it just prevents it from untapping. * Neither ability granted to the creature wears off. Whether or not Mindbender Spores remains in play has no bearing on whether these abilities work. ----- Mist Dragon 4UU Creature -- Dragon 4/4 0: Mist Dragon gains flying. (This effect doesn't end at end of turn.) 0: Mist Dragon loses flying. (This effect doesn't end at end of turn.) 3UU: Mist Dragon phases out. * Whether or not Mist Dragon has flying depends on which one of its abilities resolved last. Note that they have no duration, so they won’t wear off. ----- Mtenda Griffin 3W Creature -- Griffin 2/2 Flying W, T: Return Mtenda Griffin to its owner's hand and return target Griffin card in your graveyard to your hand. Play this ability only during your upkeep. * Mtenda Griffin is returned to hand on resolution. If the Griffin card in your graveyard becomes an illegal target, the ability will be countered and Mtenda Griffin will stay in play. However, if Mtenda Griffin leaves play before the ability resolves, the targeted card in your graveyard will still return to your hand. ----- Natural Balance 2GG Sorcery Each player who controls six or more lands chooses five lands he or she controls and sacrifices the rest. Each player who controls four or fewer lands may search his or her library for X basic land cards and put them into play, where X is five minus the number of lands he or she controls. Then each player who searched his or her library this way shuffles it. * If you control six or more lands, you must sacrifice lands. If you control four or fewer lands, you may search for land. You're not required to find all the basic land cards you're entitled to. ----- Null Chamber 3W World Enchantment As Null Chamber comes into play, you and an opponent each name a card other than a basic land card. The named cards can't be played. * This works just like Meddling Mage from the _Planeshift_(TM) set, except that two cards are named and nonbasic lands may be named. Your opponent knows what card you chose before he or she chooses a card. * Just like with Meddling Mage, the ban on playing the cards lasts only as long as Null Chamber is in play and has its abilities. ----- Phyrexian Dreadnought 1 Artifact Creature -- Dreadnought 12/12 Trample If Phyrexian Dreadnought would come into play, sacrifice any number of creatures with total power 12 or greater instead. If you do, put Phyrexian Dreadnought into play. If you don't, put it into its owner's graveyard. * The sacrifices are chosen one at a time, but done all at once. If you don't control creatures with total power of 12 or more, you don't sacrifice any creatures. If you do control creatures with total power of 12 or more, you must sacrifice at least enough creatures to total 12 power. * When Phyrexian Dreadnought phases in, it's not "coming into play" due to the phasing rules. So you don't have to sacrifice again when it phases in. * You have to sacrifice creatures right before Phryexian Dreadnought comes into play (by any means other than phasing in). This is not a play cost. It is done during the resolution of whatever brings the creature into play. ----- Phyrexian Purge 2BR Sorcery Destroy any number of target creatures. You lose 3 life for each creature targeted this way. * You lose life based on how many creatures you targeted, not how many you destroyed. ----- Political Trickery 2U Sorcery Exchange control of target land you control and target land an opponent controls. (This effect doesn't end at end of turn.) * There is no way for you to gain a land without giving your opponent a land. If one of the lands isn't a valid target when Political Trickery resolves, no exchange happens. ----- Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. * When Power Sink resolves, you either pay X mana or let all your lands become tapped. The lands that become tapped are not "tapped for mana." If you choose to pay, you may pay using whatever mana abilities you want to use. ----- Preferred Selection 2GG Enchantment At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay 2GG. If you do, put one of those cards into your hand. If you don't, put one of those cards on the bottom of your library. * If you pay the mana and sacrifice Preferred Selection, both cards you look at will end up in your hand -- one right away, and one during your draw step. If you don't, you're essentially looking at two cards, deciding which one of them you will draw during your draw step, and putting the other on the bottom of your library. ----- Prismatic Boon XWU Instant X target creatures gain protection from the color of your choice until end of turn. * Choose one color. All the target creatures gain protection from that color. ----- Prismatic Lace U Instant Target permanent becomes the color or colors of your choice. (This effect doesn't end at end of turn.) * You can choose any colors or combination of colors, but you must choose at least one. You can't make a permanent colorless. ----- Psychic Transfer 4U Sorcery If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player. * A player with less than 0 life is considered to have 0 life for the check in difference of life and for the effective life total being swapped. ----- Purgatory 2WB Enchantment If a nontoken creature would be put into your graveyard from play, remove that card from the game instead. At the beginning of your upkeep, you may pay 4 and 2 life. If you do, return a card removed from the game with Purgatory to play. * If an opponent takes control of Purgatory and uses its upkeep ability, the returned creature will come into play under his or her control regardless of who removed it. * If Purgatory and a creature are destroyed at the same time, the creature will be removed from the game and stay removed. ----- Pyric Salamander 1R Creature -- Lizard 1/1 R: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn. * If the ability resolves and Pyric Salamander phases out, it won't be sacrificed, even if it phases back in during the same turn. * If the ability resolves and Pyric Salamander changes controllers, it won't be sacrificed at end of turn. ----- Ray of Command 3U Instant Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it. * This effect ends if the creature phases out. The creature will phase back in during your next untap phase without the Ray of Command's control effect, which typically means it will be under its original controller's control. ----- Reparations 1WU Enchantment Whenever an opponent plays a spell that targets you or a creature you control, you may draw a card. * If opponent plays an untargeted spell and uses the splice ability to copy a targeted ability onto it (and targets you or a creature you control), the spell that's played is targeted and Reparations will trigger. ----- Sabertooth Cobra 2G Creature -- Snake 2/2 Whenever Sabertooth Cobra deals damage to a player, he or she gets a poison counter. That player gets another poison counter at the beginning of his or her next upkeep unless he or she pays 2 before that turn to prevent this effect. (A player with ten or more poison counters loses the game.) * You can pay the two mana any time before your next turn. Paying the 2 isn't an activated ability, and doesn't use the stack. If you don't pay, you get a poison counter whether Sabertooth Cobra is still in play or not. ----- Sacred Mesa 2W Enchantment At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. 1W: Put a 1/1 white Pegasus creature token with flying into play. * After the ability triggers at the beginning of your upkeep, you can create a Pegasus in response, then sacrifice the Pegasus to the triggered ability when it resolves. ----- Sand Golem 5 Artifact Creature -- Golem 3/3 When a spell or ability an opponent controls causes you to discard Sand Golem, return Sand Golem from your graveyard to play at end of turn with a +1/+1 counter on it. * Sand Golem returns to play only if it is still in your graveyard at end of turn and has been there continuously since being discarded. ----- Searing Spear Askari 2R Creature -- Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1R: Searing Spear Askari can't be blocked except by two or more creatures this turn. * Activating the ability a second time during the same turn will have no further effect. Activating it after blockers have been declared will have no effect at all that combat phase. ----- Seeds of Innocence 1GG Sorcery Destroy all artifacts. They can't be regenerated. The controller of each artifact destroyed this way gains life equal to its converted mana cost. * The controller gains life only for artifacts actually destroyed this way. If you try to destroy an indestructible artifact, you will not destroy it and thus its controller will not gain life. ----- Shallow Grave 1B Instant Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn. * This card cares about graveyard order. The top creature card is the one most recently put into your graveyard. ----- Shimmer 2UU Enchantment As Shimmer comes into play, choose a land type. All lands of the chosen type have phasing. * Land types are the words after the dash on the land's type line. "Legendary" and "basic" aren't land types. Many nonbasic lands don't have land types. Land types include basic land types, such as Island and Forest, and others, such as Lair, Locus, and Urza's. ----- Soul Echo XWW Enchantment Soul Echo comes into play with X echo counters on it. You don't lose the game for having 0 or less life. At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead. * If your opponent has chosen the "remove counters" option and Soul Echo runs out of counters before your next upkeep, the effect still replaces the damage and uselessly tries to remove counters from the now empty card. * You can lose the game for any other reason (you try to draw a card from an empty deck, your opponent plays Coalition Victory, and so on). * While the triggered ability is on the stack at the beginning of your upkeep, damage dealt to you affects you normally. * The triggered ability will always trigger and go on the stack. It checks to see if there are no echo counters on Soul Echo only when it resolves. * If you have more than one Soul Echo, the opponent chooses which ones, if any, will be replacing damage that turn. If your opponent chooses the "remove counters" option of more than one of them, then you choose which one you'll actually remove counters from each time you would be dealt damage. * In a multiplayer game, you choose an opponent during each of your upkeeps. You may choose a new opponent each time. ----- Spatial Binding UB Enchantment Pay 1 life: Until your next upkeep step, target permanent can't phase out. * If you target an Equipment and the creature it’s attached to later phases out, only the creature phases out. The Equipment becomes unattached and stays in play. When the creature phases back in, the Equipment won't be reattached. * If you target an Aura and the creature it’s attached to later phases out, only the creature phases out. The Aura stays in play unattached, so it's immediately put into its owner's graveyard as a state-based effect. ----- Tainted Specter 3B Creature -- Specter 2/2 Flying 1BB, T: Target player puts a card from his or her hand into his or her graveyard or on top of his or her library. If the card is put into that player's graveyard, Tainted Specter deals 1 damage to each creature and each player. Play this ability only any time you could play a sorcery. * First the player chooses a card in his or her hand, then he or she chooses where to put it. * Putting a card into your graveyard doesn’t count as discarding it, so madness and abilities like Sand Golem’s don’t trigger. ----- Taniwha 3UU Legendary Creature -- Serpent 7/7 Phasing, trample At the beginning of your upkeep, all lands you control phase out. * Either Taniwha or all your lands will be in play each turn. You can still tap the lands for mana before the upkeep-triggered ability resolves (but your mana pool will empty as your draw step ends). The lands will then phase out tapped, and phase back in tapped next turn. They'll untap as normal during the untap step. ----- Teremko Griffin 3W Creature -- Griffin 2/2 Banding, flying * An attacking band that includes a flying creature and a nonflying creature can be blocked by a nonflying creature. ----- Tombstone Stairwell 2BB World Enchantment Cumulative upkeep 1B At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in his or her graveyard. At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with it. They can't be regenerated. * Each Tombspawn token is owned by the player who controls Tombstone Stairwell when it was created, and controlled by the player who put it into play. When the tokens are destroyed, they’re put into their owner's graveyard. * Both the cumulative upkeep ability and Tombstone Stairwell’s middle ability trigger at the beginning of upkeep, so you can choose in which they’re put on the stack. If Tombstone Stairwell isn't in play when the token-making ability resolves, it won't put any Tombspawn tokens into play. ----- Torrent of Lava XRR Sorcery Each player may tap any number of untapped creatures he or she controls. Torrent of Lava deals X damage to each creature without flying not tapped this way. Torrent of Lava deals X-1 damage to each creature without flying tapped this way. * Either player can tap creatures with flying he or she controls, but they won't take damage either way. * If X is 0, Torrent of Lava doesn't deal damage to any creatures. It won't deal –1 damage to creatures without flying tapped this way. ----- Urborg Panther 2B Creature -- Nightstalker Cat 2/2 B, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther. Sacrifice a creature named Feral Shadow, a creature named Breathstealer, and Urborg Panther: Search your library for a card named Spirit of the Night and put that card into play. Then shuffle your library. * You can sacrifice any Feral Shadow and any Breathstealer you control, but only the Urborg Panther whose ability you activate. If you can't sacrifice all three, you can't sacrifice any. ----- Ventifact Bottle 3 Artifact 1X, T: Put X charge counters on Ventifact Bottle. Play this ability only any time you could play a sorcery. At the beginning of your precombat main phase, if Ventifact Bottle has a charge counter on it, tap it and remove all charge counters from it. Then add X to your mana pool, where X is the number of charge counters removed this way. * This is a temporary mana storage device. * If Ventifact Bottle has any charge counters on it, adding mana to your mana pool is mandatory, and you must add the full amount. * If Ventifact Bottle is destroyed after its ability triggers, you get no mana. You only get mana if you remove counters. ----- Warping Wurm 2GU Creature -- Wurm 1/1 Phasing At the beginning of your upkeep, you may pay 2GU. If you don't, Warping Wurm phases out. When Warping Wurm phases in, put a +1/+1 counter on it. * At the beginning of your upkeep, if Warping Wurm phased in that turn, you'll put both triggered abilities on the stack in whatever order you choose. If you're not going to pay the 2GU, you need to put the +1/+1 counter ability on the stack last to be able to put the counter on the Wurm. If you stack the abilities in the other order, the Wurm will phase out before you can put a counter on it. ----- Wellspring 1GW Enchantment -- Aura Enchant land When Wellspring comes into play, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn. * When you first gain control of the enchanted land, you don't untap it. * If, when Wellspring's upkeep-triggered ability resolves, you already control the enchanted land, it'll untap and nothing further happens. * If Wellspring leaves play or you lose control of it, you'll still keep control of the land until end of turn. ----- Zirilan of the Claw 3RR Legendary Creature -- Viashino Shaman 3/4 1RR, T: Search your library for a Dragon card and put that card into play. Then shuffle your library. That Dragon gains haste until end of turn. At end of turn, remove it from the game. * If the Dragon phases out before end of turn, it won't get removed from the game after phasing back in. ----- Zombie Mob 2BB Creature — Zombie 2/0 Zombie Mob comes into play with a +1/+1 counter for each creature card in your graveyard. When Zombie Mob comes into play, remove all creature cards in your graveyard from the game. * If Zombie Mob comes directly into play from your graveyard (such as via Zombify), it sees itself in the graveyard and gets a +1/+1 counter for itself. ----- All trademarks are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. ©2005 Wizards.