_Planeshift(TM)_ Frequently Asked Questions
Compiled by Paul Barclay and David DeLaney

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

The first section ("GENERAL NOTES") explains new mechanics and concepts in 
the set. The second section ("CARD-SPECIFIC NOTES") contains answers to most 
reasonable questions players might ask about a given card.

Items in the "CARD-SPECIFIC NOTES" section now include full rules text for 
your reference. Not all cards in the set are listed.

GENERAL NOTES

Kicker
-----
- You can never pay a kicker cost more than once for a given spell.

- You don't choose targets for the kicker part of a spell unless you intend 
to pay its kicker cost. You announce your intention to pay a kicker cost at 
the same time you would announce a spell's mode, which happens *before* you 
choose targets.

- Once you've announced your intention to pay a kicker cost, you don't 
actually pay it until you pay the spell's mana cost.

Double-kicker cards (Battlemages)
-----
- Each of the five Battlemages has two kicker costs. You may pay neither, 
one, or both of those costs, and you will get the appropriate effects when 
the card comes into play.

- Remember that the Battlemages have comes-into-play triggered abilities. 
That means you choose targets for them when the Battlemage comes into play, 
not when you play the Battlemage spell.

- Some triggered abilities contain the phrases "if you paid the [A] kicker 
cost" and "if you paid the [B] kicker cost," where A and B are the first and 
second kicker costs listed on the card, respectively. This text just refers 
to one kicker cost or the other, regardless of what you actually spent when 
paying the cost. For example, if you paid 1U for a 2U kicker cost because of 
a Familiar's effect, the ability will still resolve normally. In other words, 
read "if you paid the [A] kicker cost" as "if you paid the first kicker cost 
listed," and read "if you paid the [B] kicker cost" as "if you paid the 
second kicker cost listed."

Color-changing effects
-----
- Effects that change a card's color(s) will overwrite all other colors the 
card had previously. If such effects last for a limited duration, the 
affected card will revert to its previous color(s) at the end of that 
duration.

"Gating" cards
-----
- Gating cards read "Whenever [this card] comes into play, return a [color A] 
or [color B] card to your hand." That's a triggered ability, so players can 
respond to it going on the stack by playing instants or activated abilities.

- Like any comes-into-play triggered ability, the gating ability will trigger 
regardless of whether the card comes into play from a player's hand, 
graveyard, or library (or any other zone).

- The gating triggered ability doesn't target anything, so it's perfectly 
fine to return an untargetable card you control (or a card with the right 
kind of protection) to its owner's hand.

- When the gating ability resolves, if you control no appropriate cards of 
the specified colors other than the gating card, you'll have to return the 
gating card itself to your hand. If the gating card turns out to be an 
invalid choice (for example, if you change the gating card's color before its 
comes-into-play ability resolves), then the gating ability does nothing.

"Dragon lairs"
-----
- A "non-Lair" land is any land that doesn't have the land type "Lair."

- Each of the five Lairs has a comes-into-play triggered ability that 
requires you to sacrifice the Lair unless you return a non-Lair land to its 
owner's hand. You can respond to the triggered ability by tapping the Lair 
itself for mana and then sacrificing it when its triggered ability resolves.

- If you have no lands other than Lairs in play when the triggered ability 
resolves, you must sacrifice the Lair you just played.

- If a Dragon Lair becomes a basic land, it doesn't lose the text that makes 
it a Lair, because that text isn't an ability.

"Dragon charms"
-----
- The dragon charms all use the phrase "Choose one -- ," which means they're 
modal. If a player targets a dragon charm with a Deflection-type spell, he or 
she can change the target of the charm but not its mode (which is true for 
any modal spell or ability).

"Planeswalker enchantments"
-----
- Your opponent reveals a card at random when the ability resolves, not when 
it's announced. That means if you want to respond to the ability, you'll have 
to do so before seeing the revealed card.

- Land cards have a converted mana cost of 0.

- If a player has no cards in hand to reveal when the ability resolves, the 
effect does nothing.

- If a player's hand is already revealed, a card is still selected at random.

Familiars
-----
- These work like the Medallions from the _Tempest(TM)_ set, but they affect 
two colors instead of just one. They don't reduce a spell's mana cost or 
converted mana cost. They simply let you pay less for a spell of the right 
color.

- The effect of a Familiar's ability can't help pay a cost's colored-mana 
portion, only its generic portion.

- A Familiar can't affect its own cost, even if it's somehow the appropriate 
color when announced.

- The effect enables you to pay less for a spell, not just for a spell's mana 
cost. That means you factor in additional costs such as kicker or buyback 
costs before applying a Familiar's effect.

- You pay only 1 less for a spell that is both colors named in a Familiar's 
ability, not 2 less.

- Familiars' effects are cumulative. For example, you pay up to 3 less for a 
spell if you have three of the right kind of Familiar in play.

- Familiars' effects aren't optional--you can't choose to pay the unreduced 
cost.

- If you sacrifice a Familiar as an additional or alternative cost to play a 
spell, its effect still reduces the cost. That's because before you pay a 
spell's cost, you "lock in" its total cost first.


CARD-SPECIFIC NOTES

Allied Strategies
4U
Sorcery
Target player draws a card for each basic land type among lands he or she 
controls.

- You draw a card for each basic land type, not for each basic land. That 
means a maximum of five.

- You determine how many basic land types you have when the spell resolves, 
not when you play it.
-----

Alpha Kavu
2G
Creature -- Kavu
2/2
1G: Target Kavu gets -1/+1 until end of turn.

- This creature is a Kavu, so it can target itself with its ability.
-----

Amphibious Kavu
2G
Creature -- Kavu
2/2
Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or 
black creatures, Amphibious Kavu gets +3/+3 until end of turn.

- The ability won't trigger more than once per combat, even if the Kavu is 
blocked by multiple blue and/or black creatures.
-----

Aura Blast
1W
Instant
Destroy target enchantment.
Draw a card.

- You still draw a card even if the enchantment somehow manages to regenerate.

- You don't draw a card if Aura Blast is countered because its target either 
left play or became illegal between the time Aura Blast was played and when 
it resolved.
-----

Aurora Griffin
3W
Creature  Griffin
2/2
Flying
W: Target permanent becomes white until end of turn.

- White overwrites all the target permanent's previous colors.
-----

Bog Down
2B
Sorcery
Kicker--Sacrifice two lands.
Target player discards two cards from his or her hand. If you paid the kicker 
cost, that player discards three cards from his or her hand instead.

- This spell will make a player discard two cards or three, not five.

-----

Caldera Kavu
2R
Creature  Kavu
2/2
1B: Caldera Kavu gets +1/+1 until end of turn.
G: Caldera Kavu becomes the color of your choice until end of turn.

- You choose the color when the ability resolves, not when it's played.

- The new color overwrites all previous ones until end of turn.
-----

Cavern Harpy
UB
Creature -- Beast
2/1
Flying
When Cavern Harpy comes into play, return a blue or black creature you 
control to its owner's hand.
Pay 1 life: Return Cavern Harpy to its owner's hand.

- See "'gating' cards" in the GENERAL NOTES section.

- Paying life isn't the same as being dealt damage. It can't be prevented or 
replaced by effects.
-----

Cloud Cover
2WU
Enchantment
Whenever another permanent you control becomes the target of a spell or 
ability an opponent controls, you may return that permanent to its owner's 
hand.

- This is an optional triggered ability. When it resolves, you choose whether 
to return the permanent to its owner's hand or not.

-----

Confound
1U
Instant
Counter target spell that targets one or more creatures.
Draw a card.

- The spell Confound targets must target at least one creature. It can target 
more than one. It must still be targeting at least one when Confound 
resolves, or Confound will be countered (and therefore you won't get to draw 
a card).

- The spell doesn't have to read, "target creature." For example, Confound 
could target a Shatter played on an artifact creature.
-----

Crosis's Catacombs
Land
Crosis's Catacombs is a Lair in addition to its land type.
When Crosis's Catacombs comes into play, sacrifice it unless you return a 
non-Lair land you control to its owner's hand.
T: Add U, B, or R to your mana pool.

- See "dragon lairs" in the GENERAL NOTES section.
-----

Crosis's Charm
UBR
Instant
Choose one -- Return target permanent to its owner's hand; or destroy target 
nonblack creature, and it can't be regenerated; or destroy target artifact.

- See "dragon charms" in the GENERAL NOTES section.
-----

Darigaaz's Caldera
Land
Darigaaz's Caldera is a Lair in addition to its land type.
When Darigaaz's Caldera comes into play, sacrifice it unless you return a 
non-Lair land you control to its owner's hand.
T: Add B, R, or G to your mana pool.

- See "dragon lairs" in the GENERAL NOTES section.
-----

Darigaaz's Charm
BRG
Instant
Choose one -- Return target creature card from your graveyard to your hand; 
or Darigaaz's Charm deals 3 damage to target creature or player; or target 
creature gets +3/+3 until end of turn.

- See "dragon charms" in the GENERAL NOTES section.
-----

Daring Leap
1WU
Instant
Target creature gets +1/+1 and gains flying and first strike until end of 
turn.

- If you play this after blockers are declared, no blocks will be undone, but 
the creature will deal first-strike combat damage.
-----

Dark Suspicions
2BB
Enchantment
At the beginning of each opponent's upkeep, that player loses 1 life for each 
card in his or her hand more than you have in your hand.

- Cards in hand are counted only when the ability resolves.

- As an example of how this card works, if you have five cards in hand and 
your opponent has seven, he or she will lose 2 life. If you had five and he 
or she had two, he or she would lose no life.
-----

Death Bomb
3B
Instant
As an additional cost to play Death Bomb, sacrifice a creature.
Destroy target nonblack creature. It can't be regenerated. Its controller 
loses 2 life.

- If you control no creatures, you can't play this spell at all.

- If you sacrifice a Familiar to pay the additional cost, you still pay the 
reduced cost.
-----

Destructive Flow
BRG
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic 
land.

- If the player doesn't control any nonbasic lands, the ability does nothing.
-----

Diabolic Intent
1B
Sorcery
As an additional cost to play Diabolic Intent, sacrifice a creature.
Search your library for a card and put that card into your hand. Then shuffle 
your library.

- Because this effect causes you to search for any card, you can't "fail to 
find one."

- If you control no creatures, you can't play this spell.
-----

Disciple of Kangee
2W
Creature -- Wizard
2/2
U, T: Target creature gains flying and becomes blue until end of turn.

- See "color-changing effects" in the GENERAL NOTES section.

- The Disciple can target itself with its ability, but it will become tapped. 
You would have to play a spell or ability that untaps it if you wanted to 
attack or block with it afterward.
-----

Dominaria's Judgment
2W
Instant
Until end of turn, creatures you control gain protection from white if you 
control a plains, from blue if you control an island, from black if you 
control a swamp, from red if you control a mountain, and from green if you 
control a forest.

- Determination of which lands and creatures you control occurs only when 
Dominaria's Judgment resolves. Gaining or losing control of creatures and/or 
lands after it has resolved won't affect what kinds of protection your 
creatures have.

- If a creature you control gains protection from the color of an enchantment 
enchanting it, the enchantment will be put into its owner's graveyard.
-----

Doomsday Specter
2UB
Creature -- Specter
Flying
2/3
When Doomsday Specter comes into play, return a blue or black creature you 
control to its owner's hand.
Whenever Doomsday Specter deals combat damage to a player, look at that 
player's hand and choose a card from it. The player discards that card.

- See "'gating' cards" in the GENERAL NOTES section.

- If the Specter's combat damage ends up getting "redirected" to you, you 
must choose and discard a card.
-----

Draco
16
Artifact Creature -- Dragon
9/9
Draco costs 2 less to play for each basic land type among lands you control.
Flying
At the beginning of your upkeep, sacrifice Draco unless you pay 10. This cost 
is reduced by 2 for each basic land type among lands you control.

- Yes, it does cost that much. If you control all five basic land types, 
however, it costs 6 mana to play and 0 mana at the beginning of each of your 
upkeeps.

- Controlling basic lands of different types allows you to pay less for it, 
but its mana cost remains at 16 for the purposes of other spells and 
abilities. For example, a Spell Blast targeting Draco will always cost 16U.
-----

Dralnu's Crusade
1BR
Enchantment
All Goblins get +1/+1, are black, and are Zombies in addition to their 
creature types.

- The Goblins will be Goblins and Zombies, but they will be only black, not 
black and red.

- It affects only Goblins in play, so you can't play Lord of the Undead's 
ability to retrieve a Goblin card from your graveyard if Dralnu's Crusade is 
in play.
-----

Dralnu's Pet
1UU
Creature -- Shapeshifter
2/2
Kicker--2B, Discard a creature card from your hand.
If you paid the kicker cost, Dralnu's Pet has flying and comes into play with 
X +1/+1 counters on it, where X is the discarded card's converted mana cost.

- You must both pay 2B and discard a creature card to pay the kicker cost. If 
you fail to pay either part of the cost, it won't come into play with flying 
or any +1/+1 counters.

- You can't discard it to pay its own kicker cost.
-----

Dromar's Cavern
Land
Dromar's Cavern is a Lair in addition to its land type.
When Dromar's Cavern comes into play, sacrifice it unless you return a 
non-Lair land you control to its owner's hand.
T: Add W, U, or B to your mana pool.

- See "dragon lairs" in the GENERAL NOTES section.
-----

Dromar's Charm
WUB
Instant
Choose one -- You gain 5 life; or counter target spell; or target creature 
gets -2/-2 until end of turn.

- See "dragon charms" in the GENERAL NOTES section.
-----

Ertai, the Corrupted
2WUB
Creature -- Wizard Legend
oU, ocT, Sacrifice a creature or enchantment: Counter target spell.

- This card and Ertai, Wizard Adept can be in play at the same time, because 
they have different names and are therefore separate cards.
-----

Ertai's Trickery
U
Instant
Counter target spell if a kicker cost was paid for it.

- This can target any spell, not just one for which a kicker cost was paid. 
If it targets an "unkickered" spell, it does nothing.
-----

Exotic Disease
4B
Sorcery
Target player loses X life and you gain X life, where X is the number of 
basic land types among lands you control.

- You count the number of types you control, not the number of lands. That 
means X can't be greater than 5.

- You determine how many types you control when Exotic Disease resolves, not 
when you play it.
-----

Falling Timber
2G
Instant
Kicker--Sacrifice a land.
Prevent all combat damage target creature would deal this turn.
If you paid the kicker cost, prevent all combat damage another target 
creature would deal this turn.

- You don't choose a second target unless you pay the kicker cost.

- This doesn't affect damage dealt to the target creatures at all, only 
damage they would deal.
-----

Flametongue Kavu
3R
Creature -- Kavu
4/2
When Flametongue Kavu comes into play, it deals 4 damage to target creature.

- If it's the only creature in play at the time it comes into play, it will 
deal 4 damage to itself.
-----

Fleetfoot Panther
1GW
Creature -- Cat
3/4
You may play Fleetfoot Panther any time you could play an instant.
When Fleetfoot Panther comes into play, return a green or white creature you 
control to its owner's hand.

- See "'gating' cards" in the GENERAL NOTES section.
-----

Forsaken City
Land
Forsaken City doesn't untap during your untap step.
At the beginning of your upkeep, you may remove a card in your hand from the 
game. If you do, untap Forsaken City.
T: Add one mana of any color to your mana pool.

- You can't untap it with its triggered ability more than once during each of 
your upkeeps.

- You can choose to remove a card in your hand from the game at the beginning 
of each of your upkeeps regardless of whether Forsaken City is tapped.
-----

Gaea's Herald
1G
Creature -- Elf
1/1
Creature spells can't be countered by spells or abilities.

- This includes creature spells your opponents play.

- Creatures can still be the target of spells and abilities that try to 
counter them, but the countering will fail.

- The ability doesn't apply until Gaea's Herald is in play, so the Gaea's 
Herald spell itself can be countered.
-----

Gaea's Might
G
Instant
Target creature gets +1/+1 until end of turn for each basic land type among 
lands you control.

- The number of basic land types you control is checked only when the spell 
resolves.

- You count basic land types, not basic lands. That means the spell will give 
a creature +5/+5 at the most.
-----

Gainsay
1U
Instant
Counter target blue spell.

- Unlike Pyroblast, this spell's target must be blue both when Gainsay is 
played and when it resolves. (Pyroblast reads, in part, "Counter target spell 
if it is blue.")
-----

Gerrard's Command
GW
Instant
Untap target creature. It gets +3/+3 until end of turn.

- It's fine to play this on a creature that's already untapped.
-----

Goblin Game
5RR
Sorcery
Each player hides at least one object, then all players reveal them 
simultaneously. Each player loses life equal to the number of objects he or 
she revealed. The player who revealed the fewest objects then loses half his 
or her life, rounded up. If two or more players are tied for fewest, each 
loses half his or her life, rounded up.

- This card can be confusing if it's taken literally. For convenience, the 
"objects" hidden should be small enough to hide but large enough to see and 
count easily. Beads or coins are ideal for this. Furniture, dogs, and small 
children are not ideal. Sleight-of-hand tricks are not allowed--you must 
reveal all the objects that you hid. Hide the objects someplace where you can 
find them again, please.
-----

Guard Dogs
3W
Creature -- Hound
2/2
2W, T: Choose a permanent you control. Prevent all combat damage target 
creature would deal this turn if it shares a color with that permanent.

- You don't "choose a permanent you control" until the ability resolves, but 
you do target a creature at the time you play the ability.

- If the target creature and the chosen permanent share a color when the 
ability resolves, a shield will be created that will prevent the creature's 
combat damage. The shield won't work unless the creature and the chosen 
permanent still share a color at the time the shield would get used up.
-----

Heroic Defiance
1W
Enchant Creature
Enchanted creature gets +3/+3 unless it shares a color with the most common 
color among all permanents or a color tied for most common.

- The enchanted creature gets +3/+3 as long as its color *isn't* the most 
common in play. If its color *is* the most common, it doesn't get the bonus.
-----

Hobble
2W
Enchant Creature
When Hobble comes into play, draw a card.
Enchanted creature can't attack.
Enchanted creature can't block if it's black.

- Notice that the enchanted creature can't attack regardless of whether it's 
black or not. Being black just makes it unable to block also.

- The "can't block" ability checks to see if the enchanted creature is black 
only as blockers are declared, not before or after then.
-----

Honorable Scout
W
Creature -- Soldier
1/1
When Honorable Scout comes into play, you gain 2 life for each black and/or 
red creature target opponent controls.

- You only gain 2 life for a creature that's both black and red.

- You target an opponent when the ability triggers, but you don't count the 
number of black and/or red creatures that player controls until the ability 
resolves.
-----

Horned Kavu
RG
Creature -- Kavu
3/4
When Horned Kavu comes into play, return a red or green creature you control 
to its owner's hand.

- See "'gating' cards" in the GENERAL NOTES section.
-----

Hull Breach
RG
Sorcery
Choose one -- Destroy target artifact; or destroy target enchantment; or 
destroy target artifact and target enchantment.

- This spell uses "Choose one -- ", which means it's modal. You choose which 
mode you're using when you play the spell.

- If you choose the third mode, one target becoming illegal before Hull 
Breach resolves won't keep the other from being destroyed.

- If you choose the third mode, and the artifact becomes an enchantment and 
vice versa before Hull Breach resolves, the spell will be countered, because 
both its targets will have become illegal.
-----

Hunting Drake
4U
Creature -- Drake
2/2
Flying
When Hunting Drake comes into play, put target red or green creature on top 
of its owner's library.

- Its ability can target a red and green creature, as well as a creature 
that's red and/or green in addition to one or more other colors. It doesn't 
matter whether the creature is red or green when the ability resolves, but it 
must be one color or the other.
-----

Implode
4R
Sorcery
Destroy target land.
Draw a card.

- If the land is no longer a legal target when Implode resolves, it's 
countered. If it's countered, you don't draw a card.

-----
Insolence
2R
Enchant Creature
Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that 
creature's controller.

- Playing this on a tapped creature won't cause its ability to immediately 
trigger. It must be already on the creature when it becomes tapped.
-----

Keldon Twilight
1BR
Enchantment
At the end of each player's turn, if no creatures attacked that turn, that 
player sacrifices a creature he or she controlled since the beginning of the 
turn.

- Walls aren't exempt. If a player controls only Walls he or she has 
controlled for a while, the player must sacrifice one of them.

- Creatures played during the turn in which the ability triggers aren't 
affected. If all the creatures you control came under your control during the 
turn, Keldon Twilight's ability does nothing.
-----

Lashknife Barrier
2W
Enchantment
When Lashknife Barrier comes into play, draw a card.
If a source would deal damage to a creature you control, it deals that much 
damage minus 1 to that creature instead.

- Lashknife Barrier's replacement effect is cumulative. Each one in play will 
reduce damage dealt to creatures you control by 1.

- If a source deals damage more than once, such as Pestilence's effect, 
Lashknife Barrier will reduce each instance of damage by 1.
-----

Lava Zombie
1BR
Creature -- Zombie
4/3
When Lava Zombie comes into play, return a black or red creature you control 
to its owner's hand.
2: Lava Zombie gets +1/+0 until end of turn.

- See "'gating' cards" in the GENERAL NOTES section.
-----

Lord of the Undead
1BB
Creature -- Lord
2/2
All Zombies get +1/+1.
1B, T: Return target Zombie card from your graveyard to your hand.

- Lord of the Undead is not a Zombie, so it doesn't give itself a bonus.

- The effect of Dralnu's Crusade affects only Goblins in play, so you can't 
play Lord of the Undead's ability to retrieve a Goblin card from your 
graveyard if it's in play.
-----

Magma Burst
3R
Instant
Kicker--Sacrifice two lands.
Magma Burst deals 3 damage to target creature or player. If you paid the 
kicker cost, Magma Burst deals 3 damage to another target creature or player.

- You target a second creature or player only if you pay the kicker cost.
-----

Magnigoth Treefolk
4G
Creature -- Treefolk
2/6
For each basic land type among lands you control, Magnigoth Treefolk has 
landwalk of that type.

- It gets landwalk only for the basic lands you control, not ones your 
opponents control.

- Another way to think about this ability is that if you and your opponent 
both control a particular type of basic land, the Treefolk is unblockable.
-----

Malicious Advice
XUB
Instant
Tap X target artifacts, creatures, and/or lands. You lose X life.

- Because the spell costs X mana (plus a blue and a black), you must decide 
on the value of X when you play the spell.

- You lose X life when the spell resolves, so if it's countered, you don't 
lose life.

- You lose X life regardless of how many targets are left when the spell 
resolves or how many targets actually become tapped.
-----

March of Souls
4W
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed 
this way, its controller puts a 1/1 white Spirit creature token with flying 
into play.

- This spell doesn't target anything or deal damage, so creatures with 
protection from white will be destroyed.

- Players get tokens only for creatures that are successfully destroyed.
-----

Marsh Crocodile
2UB
Creature -- Crocodile
4/4
When Marsh Crocodile comes into play, return a blue or black creature you 
control to its owner's hand.
When Marsh Crocodile comes into play, each player discards a card from his or 
her hand.

- See "'gating' cards" in the GENERAL NOTES section.

- You control both comes-into-play triggered abilities, so you choose which 
goes on the stack first. If you put the "return a creature" ability on the 
stack first, the "each player discards" ability will resolve first. Then, 
when the "return a creature" ability resolves, you can return the Crocodile 
itself to your hand.
     If you put the "each player discards" ability on the stack first, you 
can return the Crocodile itself and then discard it.
-----

Meddling Mage
WU
Creature -- Wizard
2/2
As Meddling Mage comes into play, name a nonland card.
The named card can't be played.

- "Can't be played" means players can't announce the spell. Effects can still 
put the card into play, though.

- "Name a nonland card" means you must name a *Magic* card's name, not a 
spell type, creature type, token name, or anything else.

- This ability can never counter a spell--it has no effect on spells already 
on the stack.

- The card is forbidden from being played as the Mage comes into play. That 
means, for example, if its controller names Shock, no one can play Shock "in 
response."
-----

Meteor Crater
Land
ocT: Choose a color of a permanent you control. Add one mana of that color to 
your mana pool.

- If you control no permanents of a color when you play this ability, it does 
nothing. The ability can never add one colorless mana to your mana pool.

- Meteor Crater has a mana ability, which means it's played and resolves in a 
single step. Your opponent can't affect the mana you get by changing the 
color of your permanents "in response."
-----

Mire Kavu
3R
Creature -- Kavu
3/2
Mire Kavu gets +1/+1 as long as you control a swamp.

- It only gets +1/+1, whether you have one swamp or a dozen.
-----

Mirrorwood Treefolk
3G
Creature -- Treefolk
2/4
2RW: The next time damage would be dealt to Mirrorwood Treefolk this turn, 
that damage is dealt to target creature or player instead.

- If you play this ability but the Treefolk is no longer in play the next 
time it would be dealt damage, then the replacement effect does nothing. The 
damage simply vanishes.

- If you play the ability but the target creature is no longer in play when 
the damage would be "redirected," then it remains dealt to the Treefolk.

- If the Treefolk is the target of Urza's Rage, its ability can "redirect" 
the damage, because the ability says nothing about preventing the damage.

- Its ability doesn't say "from a source of your choice." That means it can 
redirect all damage dealt at one time, even if it's from multiple sources. 
For example, if five creatures block the Treefolk, its ability will 
"redirect" all the combat damage from all the creatures to another creature 
or player.
-----

Mogg Jailer
1R
Creature -- Goblin
2/2
Mogg Jailer can't attack if defending player controls an untapped creature 
with power 2 or less.

- Notice that the Jailer can't attack if your opponent controls an untapped 
_small_ creature (with 0, 1, or 2 power).

- It matters whether the defending player controls an untapped creature with 
power 2 or less only at the time attackers are declared.
-----

Mogg Sentry
R
Creature -- Goblin
1/1
Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn.

- The Sentry gets a separate +2/+2 for each spell played. If three spells are 
played in a turn, the Sentry gets +6/+6.
-----

Morgue Toad
2B
Creature -- Toad
2/2
Sacrifice Morgue Toad: Add UR to your mana pool.

- Its ability adds one red and one blue mana to your pool, not just one or 
the other.
-----

Multani's Harmony
G
Enchant Creature
Enchanted creature has "ocT: Add one mana of any color to your mana pool."

- This grants the enchanted creature the ability. That means if you play it 
on an opponent's creature, he or she decides when to play the mana ability.
-----

Natural Emergence
2RG
Enchantment
When Natural Emergence comes into play, return a red or green enchantment you 
control to its owner's hand.
Lands you control are 2/2 creatures with first strike. They're still lands.

- See "'gating' cards" in the GENERAL NOTES section.

- Note that this gating card is an enchantment, not a creature, and tells you 
to return a red or green enchantment.

- The ability that makes lands into creatures is a static ability, so it's 
only "on" while the enchantment is in play.

- The static ability sets lands' power and toughness to 2. If, for example, 
another effect made your lands into 3/3 creatures earlier, they would become 
2/2 if you played this enchantment. Later effects can still modify power and 
toughness normally.

- If an effect changes the type of a land made into 2/2 first-strike creature 
by this effect, the land will lose first strike, although it will still be a 
2/2 land creature. This is because when a permanent becomes a basic land, it 
loses all its abilities and gains the mana ability for that land type.
-----

Nemata, Grove Guardian
4GG
Creature -- Treefolk Legend
4/5
o2oG: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: All Saprolings get +1/+1 until end of turn.

- Neither ability has T in its cost, so both can be played multiple times per 
turn, including the turn Nemata comes into play.

- The second ability affects only Saprolings in play when it resolves, not 
Saprolings that come into play later.
-----

Nightscape Battlemage
2B
Creature -- Wizard
2/2
Kicker 2U and/or 2R
When Nightscape Battlemage comes into play, if you paid the 2U kicker cost, 
return up to two target nonblack creatures to their owners' hands.
When Nightscape Battlemage comes into play, if you paid the 2R kicker cost, 
destroy target land.

- See "double-kicker cards" in the GENERAL NOTES section.

- You may choose zero, one, or two targets for the 2U kicker ability.
-----

Nightscape Familiar
1B
Creature - Zombie
1/1
Blue spells and red spells you play cost o1 less to play.
o1oB: Regenerate Nightscape Familiar.

- See "familiars" in the GENERAL NOTES section.
-----

Noxious Vapors
1BB
Sorcery
Each player reveals his or her hand and chooses one card of each color from 
it, then discards all other nonland cards from it.

- The active player chooses the cards in his or her hand first, then the 
non-active player.

- If a card is the only one of a color in your hand, you must choose it.

- If, for example, you have two black and red cards in your hand when this 
resolves, you could choose one as the black card you'll keep and the other as 
the red card you'll keep.

- Choosing a multicolored card can satisfy the choice for each color in its 
mana cost. For example, if you had one card of each color in your hand as 
well as a Coalition Victory card (which has all five colors in its mana 
cost), you could choose the Coalition Victory and discard everything else.
-----

Orim's Chant
W
Instant
Kicker W
Target player can't play spells this turn. If you paid the kicker cost, 
creatures can't attack this turn.

- If you play this with kicker during your own turn, your creatures won't be 
able to attack, regardless of which player you targeted.

- This spell does nothing to spells already played or creatures already 
attacking.

- Its effect stops spells from being played, but not abilities.
-----

Phyrexian Bloodstock
4B
Creature -- Zombie
3/3
When Phyrexian Bloodstock leaves play, destroy target white creature. It 
can't be regenerated.

- Phyrexian Bloodstock's ability will trigger no matter how it leaves 
play--even if it's returning to its owner's hand.

- The ability isn't optional. You must destroy a white creature if possible.
-----

Phyrexian Scuta
3B
Creature -- Zombie
3/3
Kicker--Pay 3 life.
If you paid the kicker cost, Phyrexian Scuta comes into play with two +1/+1 
counters on it.

- The kicker cost is loss of life, not damage, so it can't be prevented.
-----

Phyrexian Tyranny
UBR
Enchantment
Whenever a player draws a card, that player loses 2 life unless he or she 
pays 2.

- This ability triggers once for each card drawn, not just once for each time 
a player draws one or more cards.

- You draw the card first. That means you know what it is before deciding 
whether to pay 2 or lose 2 life.
-----

Planar Overlay
2U
Sorcery
Each player chooses a land he or she controls of each basic land type. Return 
those lands to their owners' hands.

- You don't have to choose five different lands; a land with more than one 
type can count as each of its types. For example, you could choose only a 
Taiga (which is a forest and a mountain), a Tundra (which is an island and a 
plains), and a swamp.
-----

Planeswalker's Favor
2G
Enchantment
3G: Target opponent reveals a card at random from his or her hand. Target 
creature gets +X/+X until end of turn, where X is the revealed card's 
converted mana cost.

- See "planeswalker enchantments" in the GENERAL NOTES section.

- You choose both targets when you play the ability, but the card is revealed 
when the ability resolves.
-----

Planeswalker's Fury
2R
Enchantment
3R: Target opponent reveals a card at random from his or her hand. 
Planeswalker's Fury deals damage equal to that card's converted mana cost to 
that player. Play this ability only any time you could play a sorcery.

- See "planeswalker enchantments" in the GENERAL NOTES section.
-----

Planeswalker's Mirth
2W
Enchantment
3W: Target opponent reveals a card at random from his or her hand. You gain 
life equal to that card's converted mana cost.

- See "planeswalker enchantments" in the GENERAL NOTES section.
-----

Planeswalker's Mischief
2U
Enchantment
3U: Target opponent reveals a card at random from his or her hand. If it's an 
instant or sorcery card, remove it from the game. As long as it remains 
removed from the game, you may play it as though it were in your hand without 
paying its mana cost. If it has X in its mana cost, X is 0. At end of turn, 
if you haven't played it, return it to its owner's hand. Play this ability 
only any time you could play a sorcery.

- See "planeswalker enchantments" in the GENERAL NOTES section.

- You must play the spell legally. That means you must announce targets, 
choose modes, pay additional or alternative costs, pay kicker costs if you 
want, and so on. The ability exempts you only from paying the spell's mana 
cost.

- This effect does nothing if the revealed card isn't an instant or sorcery.

- If you play the spell, it will go to its owner's graveyard when it 
resolves. If you don't, it will be returned to its owner's hand at end of 
turn.
-----

Planeswalker's Scorn
2B
Enchantment
3B: Target opponent reveals a card at random from his or her hand. Target 
creature gets -X/-X until end of turn, where X is the revealed card's 
converted mana cost. Play this ability only any time you could play a sorcery.

- See "planeswalker enchantments" in the GENERAL NOTES section.

- You choose the targets when you play the ability, but the card isn't 
revealed until the ability resolves. That means no one will know what X is 
until it's too late to respond with instants and activated abilities.
-----

Pollen Remedy
W
Instant
Kicker--Sacrifice a land.
Prevent the next 3 damage that would be dealt this turn to any number of 
target creatures and/or players, divided as you choose. If you paid the 
kicker cost, prevent the next 6 damage this way instead.

- Here's the order in which things happen when you play this spell: first you 
announce whether you're going to pay the kicker cost, then you choose 
targets, then you announce how the damage-prevention will be divided among 
the targets, then you pay the spell's costs.

- You must allot at least 1 "point" of damage prevention to each target.
-----

Primal Growth
2G
Sorcery
Kicker--Sacrifice a creature.
Search your library for a basic land card, put that card into play, then 
shuffle your library. If you paid the kicker cost, instead search your 
library for two basic land cards, put them into play, then shuffle your 
library.

- You may choose not to find any basic land cards when you search.

- This spell allows you to get one basic land card or two, never three.
-----

Pygmy Kavu
3G
Creature -- Kavu
1/2
When Pygmy Kavu comes into play, draw a card for each black creature your 
opponents control.

- Its comes-into-play effect counts the total number of black creatures your 
opponents control, not just how many a single opponent controls.

- Drawing cards is mandatory; you have to do it even if it causes you to lose 
as a result of exhausting your library.
-----

Questing Phelddagrif
1GWU
Creature -- Phelddagrif
4/4
G: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 
1/1 green Hippo creature token into play.
W: Questing Phelddagrif gains protection from black and from red until end of 
turn. Target opponent gains 2 life.
U: Questing Phelddagrif gains flying until end of turn. Target opponent may 
draw a card.

- All of Questing Phelddagrif's abilities target an opponent. If no opponent 
can be targeted (because of Ivory Mask's effect, for example), the abilities 
can't be played.

- For the third ability, the Phelddagrif gains flying whether or not the 
opponent chooses to draw a card.
-----

Quirion Dryad
1G
Creature -- Dryad
1/1
Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on 
Quirion Dryad.

- This ability can trigger only once per spell. Colorless spells won't 
trigger it.

- If a spell is green and one or more other colors, the Dryad's ability will 
trigger.

- The ability triggers based only on the color of the spell when it was 
played. Changing the spell's color while it's on the stack won't trigger it.

- Once the ability triggers, the Dryad will get a counter, even if the spell 
that triggered its ability is countered.
-----

Quirion Explorer
1G
Creature -- Elf
1/1
T: Add to your mana pool one mana of any color that a land an opponent 
controls could produce.

- This ability won't count Fertile Ground or similar cards that trigger when 
a land produces mana, but this ability is affected by Contamination and 
similar cards that change the type of mana a card can produce.

- It can produce only mana of a color. If your opponent controls no lands or 
only lands that produce colorless mana, the ability does nothing.
-----

Radiant Kavu
RGW
Creature -- Kavu
3/3
RGW: Prevent all combat damage blue creatures and black creatures would deal 
this turn.

- This ability affects *all* creatures that are blue or black when it 
resolves, including the ones you control.

- The ability prevents only combat damage, not other damage creatures would 
deal due to spells or abilities.
-----

Razing Snidd
4BR
Creature -- Beast
3/3
When Razing Snidd comes into play, return a black or red creature you control 
to its owner's hand.
When Razing Snidd comes into play, each player sacrifices a land.

- See "'gating' cards" in the GENERAL NOTES section.

- You control both comes-into-play triggered abilities, so you choose which 
goes on the stack first. If you put the "return a creature" ability on the 
stack first, the "each player sacrifices a land" ability will resolve first. 
Then, when the "return a creature" ability resolves, you can return the Snidd 
itself to its owner's hand.
-----

Rith's Charm
RGW
Instant
Choose one -- Destroy target nonbasic land; or put three 1/1 green Saproling 
creature tokens into play; or prevent all damage a source of your choice 
would deal this turn.

- See "dragon charms" in the GENERAL NOTES section.
-----

Rith's Grove
Land
Rith's Grove is a Lair in addition to its land type.
When Rith's Grove comes into play, sacrifice it unless you return a non-Lair 
land you control to its owner's hand.
T: Add R, G, or W to your mana pool.

- See "dragon lairs" in the GENERAL NOTES section.
-----

Root Greevil
3G
Creature - Beast
2/3
o2oG, ocT, Sacrifice Root Greevil: Destroy all enchantments of the color of 
your choice.

- You must choose one of the five *Magic* colors. "Multicolored" isn't a 
color.
-----

Rushing River
2U
Instant
Kicker--Sacrifice a land.
Return target nonland permanent to its owner's hand. If you paid the kicker 
cost, return another target nonland permanent to its owner's hand.

- You can sacrifice a tapped land.

- You target a second nonland permanent only if you pay the kicker cost.
-----

Samite Elder
2W
Creature -- Cleric
1/2
T: Creatures you control gain protection from the color(s) of target 
permanent you control until end of turn.

- The color(s) of the permanent are determined only when the ability 
resolves. If the permanent changes color after the ability resolves, the kind 
of protection isn't affected.

- If the target permanent is of more than one color when the ability 
resolves, creatures you control gain protection from each of its colors.

- Targeting an artifact, land, or another colorless permanent will do nothing.
-----

Samite Pilgrim
1W
Creature -- Cleric
1/1
T: Prevent the next X damage that would be dealt to target creature this 
turn, where X is the number of basic land types among lands you control.

- You count the basic land types when the ability resolves, not when it's 
played, and not later when the shield(s) gets used up.

- If you control no basic lands, this ability still targets the creature and 
creates a shield, but the shield doesn't do anything.

- As with all "domain" spells and abilities, this ability counts basic land 
types, not basic lands. That means X will never be greater than 5.
-----

Sawtooth Loon
2WU
Creature -- Bird
2/2
Flying
When Sawtooth Loon comes into play, return a white or blue creature you 
control to its owner's hand.
When Sawtooth Loon comes into play, draw two cards, then put two cards from 
your hand on the bottom of your library.

- See "'gating' cards" in the GENERAL NOTES section.

- You control both comes-into-play triggered abilities, so you choose which 
goes on the stack first. If you put the "return a creature" ability on the 
stack first, the "draw cards" ability will resolve first. Then, when the 
"return a creature" ability resolves, you can return the Loon itself to its 
owner's hand.
-----

Sea Snidd
4U
Creature -- Beast
3/3
ocT: Target land's type becomes the basic land type of your choice until end 
of turn.

- Just as with color-changing abilities, this ability overwrites previous 
land types. For example, if you play the ability on a forest and choose 
"island," the land will become an island, not an island and a forest.

- Targeting a legendary land will make the land nonlegendary for as long as 
the effect lasts.

- The land's name changes to match its new type for as long as the effect 
lasts.
-----

Shifting Sky
2U
Enchantment
As Shifting Sky comes into play, choose a color.
All nonland permanents are the chosen color.

- See "color-changing effects" in the GENERAL NOTES section.
-----

Shivan Wurm
3RG
Creature -- Wurm
7/7
Trample
When Shivan Wurm comes into play, return a red or green creature you control 
to its owner's hand.

- See "'gating' cards" in the GENERAL NOTES section.
-----

Shriek of Dread
1B
Instant
Target creature can't be blocked this turn except by artifact creatures 
and/or black creatures.

- This must be played before the declare blockers step begins to have any 
useful effects. If it's played afterward, it can't cause creatures to become 
unblocked.
-----

Silver Drake
1WU
3/3
Creature -- Drake
Flying
When Silver Drake comes into play, return a white or blue creature you 
control to its owner's hand.

- See "'gating' cards" in the GENERAL NOTES section.
-----

Singe
R
Instant
Singe deals 1 damage to target creature. That creature becomes black until 
end of turn.

- The creature becomes black regardless of whether the 1 damage is 
successfully dealt.

- If dealt lethal damage, the creature will be black when it's put into its 
owner's graveyard. (Once it's there, the card reverts to its initial 
color(s).)
-----

Sinister Strength
1B
Enchant Creature
Enchanted creature gets +3/+1 and is black.

- The new color, black, overwrites all the enchanted creature's previous 
color values.
-----

Sisay's Ingenuity
U
Enchant Creature
When Sisay's Ingenuity comes into play, draw a card.
Enchanted creature has "2U: Target creature becomes the color of your choice 
until end of turn."

- Only the enchanted creature's controller can play the color-changing 
ability granted by the enchantment.
-----

Skyship Weatherlight
4
Legendary Artifact
When Skyship Weatherlight comes into play, search your library for any number 
of artifact and/or creature cards and remove them from the game. Then shuffle 
your library.
4, T: Choose a card at random that was removed from the game with Skyship 
Weatherlight. Put that card into your hand.

- If Skyship Weatherlight leaves play, the cards it removed from the game 
remain removed. There's no way to bring them back--not even if the same 
Skyship Weatherlight card returns to play.

- You can choose not to find any cards when you search.

- You can search your library for artifact cards, creature cards, artifact 
creature cards, or any combination of those.

- Cards removed from the game are removed face up. That means to choose one 
at random, you'll have to roll a die, or conceal them, shuffle them, and pick 
one (or use any other method that ensures randomness).
-----

Skyshroud Blessing
1G
Instant
Lands can't be the targets of spells or abilities this turn.
Draw a card.

- This will cause any spells or abilities that are targeting lands to be 
countered.

- It affects all players' lands, not just yours.

- Its effect doesn't cause enchant lands to "fall off" the lands they're 
enchanting.
-----

Slay
2B
Instant
Destroy target green creature. It can't be regenerated.
Draw a card.

- The target creature must be green when you play Slay and when it resolves.

-- You don't draw a card if Slay is countered because its target either left 
play or became illegal between the time Slay was played and when it resolved.
-----

Sleeping Potion
1U
Enchant Creature
When Sleeping Potion comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When enchanted creature becomes the target of a spell or ability, sacrifice 
Sleeping Potion.

- Playing this spell doesn't cause its own third ability to trigger.

- The creature doesn't automatically become untapped if Sleeping Potion is 
destroyed.

- The creature can still be untapped by spells and abilities.
-----

Slingshot Goblin
2R
Creature -- Goblin
2/2
R, ocT: Slingshot Goblin deals 2 damage to target blue creature.

- The target creature must be blue when you play the ability and when it 
resolves.
-----

Sparkcaster
2RG
Creature -- Kavu
5/3
When Sparkcaster comes into play, return a red or green creature you control 
to its owner's hand.
When Sparkcaster comes into play, it deals 1 damage to target player.

- See "'gating' cards" in the GENERAL NOTES section.

- You control both comes-into-play triggered abilities, so you choose which 
goes on the stack first. If you put the "return a creature" ability on the 
stack first, the "deal 1 damage" ability will resolve first. Then, when the 
"return a creature" ability resolves, you can return the Sparkcaster itself 
to its owner's hand.

- Dealing 1 damage to target player isn't optional. If an effect keeps you 
from targeting your opponent, you'll have to target yourself.
-----

Star Compass
2
Artifact
Star Compass comes into play tapped.
T: Add to your mana pool one mana of any color a basic land you control could 
produce.

- This ability won't count Fertile Ground or similar cards that trigger when 
a land produces mana, but this ability is affected by Contamination and 
similar cards that change the type of mana a card can produce.

- This ability won't count dual lands or any other nonbasic land.
-----

Steel Leaf Paladin
4GW
Creature -- Knight
4/4
First strike
When Steel Leaf Paladin comes into play, return a green or white creature you 
control to its owner's hand.

- See "'gating' cards" in the GENERAL NOTES section.
-----

Stormscape Battlemage
2U
Creature -- Wizard
2/2
Kicker W and/or 2B
When Stormscape Battlemage comes into play, if you paid the W kicker cost, 
you gain 3 life.
When Stormscape Battlemage comes into play, if you paid the 2B kicker cost, 
destroy target nonblack creature. That creature can't be regenerated.

- See "double-kicker cards" in the GENERAL NOTES section.
-----

Stormscape Familiar
1U
Creature -- Bird
1/1
Flying
White spells and black spells you play cost o1 less to play.

- See "familiars" in the GENERAL NOTES section.
-----

Strafe
R
Sorcery
Strafe deals 3 damage to target nonred creature.

- The target creature must *not* be red when Strafe is played or when it 
resolves.
-----

Stratadon
10
Artifact Creature
5/5
Stratadon costs 1 less to play for each basic land type among lands you 
control.
Trample

- Yes, it does cost that much. If you control all five basic land types, it 
costs 5 mana to play.

- Once you've begun playing Stratadon, your opponent can't do anything to 
affect how much you'll have to pay to play it.
-----

Sunken Hope
3UU
Enchantment
At the beginning of each player's upkeep, that player returns a creature he 
or she controls to its owner's hand.

- Returning a creature to its owner's hand is mandatory and isn't targeted. 
Players choose which creature to return when the ability resolves.

- The ability doesn't target anything, so creatures with protection from blue 
can be returned, as can untargetable creatures such as Blastoderm.
-----

Sunscape Battlemage
2W
Creature -- Wizard
2/2
Kicker 1G and/or 2U
When Sunscape Battlemage comes into play, if you paid the 1G kicker cost, 
destroy target creature with flying.
When Sunscape Battlemage comes into play, if you paid the 2U kicker cost, 
draw two cards.

- See "double-kicker cards" in the GENERAL NOTES section.
-----

Sunscape Familiar
1W
Creature -- Wall
0/3

Green spells and blue spells you play cost o1 less to play.

- See "familiars" in the GENERAL NOTES section.
-----

Surprise Deployment
3W
Instant
Play Surprise Deployment only during combat.
Put a nonwhite creature card from your hand into play. At end of turn, return 
that creature to your hand.

- This spell doesn't give the creature haste, so normally it can't attack. 
Even if the creature has haste, it can attack only if Surprise Deployment is 
played during the beginning-of-combat step.

- The creature will return to your hand at end of turn only if it's still in 
play at that time.
-----

Tahngarth, Talruum Hero
3RR
Creature -- Minotaur Legend
4/4
Attacking doesn't cause Tahngarth, Talruum Hero to tap.
1R, T: Tahngarth deals damage equal to its power to target creature. That 
creature deals damage equal to its power to Tahngarth.

- You can attack with Tahngarth and then play its ability during combat.

- Tahngarth's power and the target creature's power are determined on 
resolution.

- If Tahngarth isn't in play when its activated ability resolves, its 
last-known power value will be used. If the target creature isn't in play 
when the ability resolves, the ability will be countered.
-----

Thornscape Battlemage
2G
Creature -- Wizard
2/2
Kicker R and/or W
When Thornscape Battlemage comes into play, if you paid the R kicker cost, 
Thornscape Battlemage deals 2 damage to target creature or player.
When Thornscape Battlemage comes into play, if you paid the W kicker cost, 
destroy target artifact.

- See "double-kicker cards" in the GENERAL NOTES section.
-----

Thornscape Familiar
1G
Creature -- Insect
2/1
Red spells and white spells you play cost o1 less to play.

- See "familiars" in the GENERAL NOTES section.
-----

Thunderscape Battlemage
2R
Creature -- Wizard
2/2
Kicker 1B and/or G
When Thunderscape Battlemage comes into play, if you paid the 1B kicker cost, 
target player discards two cards from his or her hand.
When Thunderscape Battlemage comes into play, if you paid the G kicker cost, 
destroy target enchantment.

- See "double-kicker cards" in the GENERAL NOTES section.
-----

Thunderscape Familiar
1R
Creature -- Kavu
1/1
First strike
Black spells and green spells you play cost o1 less to play.

- See "familiars" in the GENERAL NOTES section.
-----

Treva's Charm
GWU
Instant
Choose one -- Destroy target enchantment; or remove target attacking creature 
from the game; or draw a card, then discard a card from your hand.

- See "dragon charms" in the GENERAL NOTES section.
-----

Treva's Ruins
Land
Treva's Ruins is a Lair in addition to its land type.
When Treva's Ruins comes into play, sacrifice it unless you return a non-Lair 
land you control to its owner's hand.
T: Add G, W, or U to your mana pool.

- See "dragon lairs" in the GENERAL NOTES section.
-----

Urza's Guilt
2UB
Sorcery
Each player draws two cards, then discards three cards from his or her hand, 
then loses 4 life.

- If you have zero or one card in your library, or if you have 4 life or 
less, you lose the game as soon as this spell is done resolving.

- If you have fewer than three cards in your hand, you discard your whole 
hand.

- You can't play any spells or abilities in between drawing and discarding.
-----

Voice of All
2WW
Creature - Angel
Flying
2/2
As Voice of All comes into play, choose a color.
Voice of All has protection from the chosen color.

- The only legal choices for this ability are white, blue, black, red, or 
green. You can't choose "artifact," "colorless," "multicolored," or anything 
else.
-----

Warped Devotion
2B
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a 
card from his or her hand.

- Warped Devotion's ability will trigger even if a token is returned to a 
player's hand (although the token never actually makes it into a player's 
hand).

- This ability triggers once for each permanent returned, not just once each 
time one or more permanents are returned.
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Volcano Imp
3B
Creature - Imp
2/2
Flying
o1oR: Volcano Imp gains first strike until end of turn.

- You can play its activated ability multiple times in a turn, but redundant 
instances of first strike on a creature do nothing.
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Warped Devotion
2B
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a 
card from his or her hand.

- You can play spells and abilities in response to this ability triggering.

- The ability triggers once for each returned card. If four permanents are 
bounced back to a player's hand, the player must discard four cards.

- A token returned to a player's hand will trigger this ability, even though 
the token vanishes before reaching that hand.
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Waterspout Elemental
3UU
Creature -- Elemental
3/4
Kicker U
Flying
When Waterspout Elemental comes into play, if you paid the kicker cost, 
return all other creatures to their owners' hands and you skip your next turn.

- Waterspout Elemental will return your creatures as well as your opponent's 
creatures.

- If you play two of these with kicker in one turn, you skip your next two 
turns.

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