_Shadowmoor_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff
Jordan, and Lee Sharpe
Document last modified April 17, 2008

_Shadowmoor_ Prerelease tournaments: April 19-20, 2008
_Shadowmoor_ official release date: May 2, 2008

The _Shadowmoor_ set becomes legal for sanctioned Constructed play on its
official release date. The following card sets will be permitted in the
Standard format: _Coldsnap_(R), _Time Spiral_(R), _Planar Chaos_(R), _Future
Sight_(R), _Tenth Edition_, _Lorwyn_(TM), _Morningtide_(TM), and
_Shadowmoor_. The _Lorwyn_ Block Constructed format will be renamed _Lorwyn-
Shadowmoor_ Block Constructed and comprise the _Lorwyn_, _Morningtide_, and
_Shadowmoor_ sets.

The _Shadowmoor_ set contains 301 cards (121 common, 80 uncommon, 80 rare, 20
basic land).

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 in the set.

Items in the "Card-Specific Notes" section include full rules text for your
reference. Not all cards in the set are listed.
-----

GENERAL NOTES

***Returning Mechanic: Hybrid***

Hybrid mana symbols represent a cost that can be paid with either of two
colors. For example, {U/B} can be paid with either {U} or {B}. It's both a
blue and a black mana symbol. A card with the mana cost {U/B} is both blue
and black, and its converted mana cost is 1. Visually, the {U/B} symbol is a
circle divided in half: the upper left looks like a blue mana symbol (water
drop on a blue background) and the lower right looks like a black mana symbol
(skull on a dark gray background).

Wasp Lancer
{U/B}{U/B}{U/B}
Creature -- Faerie Soldier
3/2
Flying

* Hybrid mana symbols appear only in costs, such as the mana cost in the
upper right corner of a card or the cost to play an activated ability.

* A card with a hybrid mana symbol in its mana cost is a hybrid card. A
hybrid card is each color that appears in its mana cost, regardless of what
mana was spent to play it. For example, the Wasp Lancer above is both blue
and black.

* As you play a hybrid spell or an activated ability with a hybrid cost, you
choose which color of mana you will spend for each hybrid mana symbol at the
same time you would choose modes or choose a value for X. If an effect then
reduces the cost to play that spell by one or more colored mana, it applies
to that spell only if you've chosen a method of paying for it that includes
those colors.

* If a cost includes more than one hybrid mana symbol, you can choose a
different color to pay for each symbol. For example, if a spell costs
{W/U}{W/U}, you can spend {W}{W}, {W}{U}, or {U}{U} to pay for it.

* Unlike other multicolored cards, which appear in a gold frame, hybrid cards
appear in a two-tone frame; the left half of the card's frame is one of its
colors and the right half is its other color.

* Hybrid mana symbols are not new colors. You can't add hybrid mana to your
mana pool.

***New Mechanic: Monocolored Hybrid***

Monocolored hybrid mana symbols represent a cost that can be paid in either
of two ways. For example, {2/B} can be paid with either {B} or with two mana
of any type. It's a black mana symbol. Visually, the {2/B} symbol is a circle
divided in half: the upper left looks like a generic mana symbol (the number
2 on a gray background) and the lower right looks like a black mana symbol
(skull on a dark gray background).

Beseech the Queen
{2/B}{2/B}{2/B}
Sorcery
({2/B} can be paid with any two mana or with {B}. This card's converted mana
cost is 6.)
Search your library for a card with converted mana cost less than or equal to
the number of lands you control, reveal it, and put it into your hand. Then
shuffle your library.

* A card with a monocolored hybrid mana symbol in its mana cost is each of
the colors that appears in its mana cost, regardless of what mana was spent
to play it. It is not colorless. For example, Beseech the Queen above is
black, even if you spend six red mana to play it.

* A card with monocolored hybrid mana symbols in its mana cost has a
converted mana cost equal to the highest possible cost it could be played
for. Its converted mana cost never changes. For example, Beseech the Queen
above has a converted mana cost of 6, even if you spend {B}{B}{B} to play it.

* If a cost includes more than one monocolored hybrid mana symbol, you can
choose a different way to pay for each symbol. For example, you can pay for
Beseech the Queen by spending {B}{B}{B}, {2}{B}{B}, {4}{B}, or {6}.

* If an effect reduces the cost to play a spell by an amount of generic mana,
it applies to a monocolored hybrid spell only if you've chosen a method of
paying for it that includes generic mana.

* Unlike other hybrid cards, which appear in two-tone frames, the
_Shadowmoor_ monocolored hybrid cards appear in monocolored frames because
they're just a single color.

The official rules for hybrid and monocolored hybrid are as follows:

104.3. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals
{0}, {1}, {2}, {3}, {4}, and so on; the hybrid symbols {W/U}, {W/B}, {U/B},
{U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid
symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; and the snow symbol {S}.

104.3f Each of the hybrid mana symbols represents a cost that can be paid in
one of two ways, as represented by the two halves of the hybrid mana symbol.
A hybrid symbol such as {W/U} can be paid with either white or blue mana, and
a monocolored hybrid symbol such as {2/B} can be paid with either one black
mana or two mana of any color of, or colorless, mana. A hybrid mana symbol is
all of its component colors.
Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.

203.2e An object with one or more hybrid mana symbols in its mana cost is
each of the colors of that mana symbol, in addition to any other colors the
object might be. Most cards with hybrid mana symbols in their mana costs are
printed in a two-tone frame. See rule 104.3f.

203.3c When calculating the converted mana cost of an object with a hybrid
mana symbol in its mana cost, use the largest component of each hybrid
symbol.
     Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U}
is 3.
     Example: The converted mana cost of a card with mana cost
{2/B}{2/B}{2/B} is 6.
-----

***Theme: Color Matters***

Many _Shadowmoor_ cards have two separate abilities while they're in play
that each check for a certain color. If a card matches both colors, both of
those abilities will "work." (Remember that a hybrid card is each color that
appears in its mana cost, regardless of what mana was spent to play it.)

For example, some cards have a pair of static abilities that affect
permanents of two specific colors:

Wilt-Leaf Liege
{1}{G/W}{G/W}{G/W}
Creature -- Elf Knight
4/4
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard Wilt-Leaf
Liege, put it into play instead of putting it into your graveyard.

* The abilities are separate and cumulative. If another creature you control
is both of the listed colors, it will get a total of +2/+2.

Some cards have a pair of triggered abilities that each check for a certain
color:

Dire Undercurrents
{3}{U/B}{U/B}
Enchantment
Whenever a blue creature comes into play under your control, you may have
target player draw a card.
Whenever a black creature comes into play under your control, you may have
target player discard a card.

* An object that's both of the listed colors will cause both abilities to
trigger. You can put them on the stack in either order.

Each member of a cycle of Auras checks the enchanted creature's colors:

Shield of the Oversoul
{2}{G/W}
Enchantment -- Aura
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and is indestructible.
(Lethal damage and effects that say "destroy" don't destroy it. If its
toughness is 0 or less, it's still put into its owner's graveyard.)
As long as enchanted creature is white, it gets +1/+1 and has flying.

* If the enchanted creature is both of the listed colors, it will get both
bonuses.

Some cards, including the members of the Wisps cycle, can change a
permanent's color:

Cerulean Wisps
{U}
Instant
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.

* An effect that changes a permanent's colors overwrites all its old colors
unless it specifically says "in addition to its other colors." For example,
after Cerulean Wisps resolves, the affected creature will just be blue. It
doesn't matter what colors it used to be (even if, for example, it used to be
blue and black).

* Changing a permanent's color won't change its text. If you turn Wilt-Leaf
Liege blue, it will still affect green creatures and white creatures.

Other things to note about color:

* Colorless is not a color.

* Unless they state otherwise, lands and artifacts are normally colorless
because they have no colored mana symbols in their mana costs. Giving a land
or an artifact a color won't change its card type; it'll still be a land or
an artifact.
-----

***Theme: -1/-1 Counters***

The _Shadowmoor_ set contains more cards that deal with -1/-1 counters than
all other cards in _Magic_ history combined. For the most part, -1/-1
counters work a lot like +1/+1 counters, but working with negative numbers
can have some tricky ramifications.

* A creature with -1/-1 counters on it may have 0 or less toughness. That
creature is put into its owner's graveyard as a state-based effect.
Regeneration will not prevent this.

* A creature with -1/-1 counters on it may have 0 or less power. If so, it
deals no damage in combat. If the effect of a spell or ability would change
that creature's power, its actual negative power is used in the calculation.
(For example, if a -2/2 creature gets +3/+3, it will end up as a 1/5.) The
same is true if an effect would set or change another creature's power or
toughness based on this creature's power. However, if the effect of a spell
or ability would do something else based on the creature's power (such as
allow a player to draw that many cards), the effect will use 0 instead.

* If a permanent has at least one +1/+1 counter and at least one -1/-1
counter on it, remove as many pairs of +1/+1 and -1/-1 counters from it as
you can. This is done as a state-based effect.

* Some abilities, such as persist, care whether a creature had -1/-1 counters
on it as it left play. If a creature with +1/+1 counters on it receives
enough -1/-1 counters to cause it to be destroyed by lethal damage or put
into its owner's graveyard for having 0 or less toughness, the game will
check its existence just before it leaves play. It still had all those
counters on it at that time.

* The effects of -1/-1 counters are applied after all effects that set a
creature's power and toughness to a specific number, as well as after effects
from resolved spells and abilities that change a creature's power and
toughness. It doesn't matter if those effects are played after the counters
are put onto the creature. For example, say you have a 2/2 creature with a
-1/-1 counter on it. An effect says "this creature becomes 4/1." After
applying the effect of the counter, the creature is 3/0 and it's put into the
graveyard.

* If an ability refers to counters that are "placed" on a permanent, it's
referring to both counters put on that permanent after it's in play and
counters the permanent comes into play with.
-----

***New Symbol: The Untap Symbol***

The untap symbol is the analog of the tap symbol. Represented as {Q} in rules
documents, it looks like a white J-shaped arrow (with the arrowhead pointing
up) on a black circle.

Merrow Wavebreakers
{4}{U}
Creature -- Merfolk Soldier
3/3
{1}{U}, {Q}: Merrow Wavebreakers gains flying until end of turn. ({Q} is the
untap symbol.)

* The untap symbol appears only in the costs of activated abilities. It means
"Untap this permanent."

* If the permanent is already untapped, you can't play its {Q} ability.
That's because you can't pay the "Untap this permanent" cost.

* The "summoning sickness" rule applies to {Q}. If a creature with an {Q}
ability hasn't been under your control since your most recent turn began, you
can't play that ability. Ignore this rule if the creature also has haste.

* When you play an {Q} ability, you untap the creature with that ability as a
cost. The untap can't be responded to. (The actual ability can be responded
to, of course.)

The relevant rules for the untap symbol are as follows:

104.5. The untap symbol is {Q}. The untap symbol in an activation cost means
"Untap this permanent." A permanent that's already untapped can't be untapped
again to pay the cost. Creatures that haven't been under a player's control
continuously since the beginning of his or her most recent turn can't use any
ability with the untap symbol in the cost. See rule 212.3f.

212.3f A creature's activated ability with the tap symbol or the untap symbol
in its activation cost can't be played unless the creature has been under its
controller's control since the start of his or her most recent turn. A
creature can't attack unless it has been under its controller's control since
the start of his or her most recent turn. This rule is informally called the
"summoning sickness" rule. Ignore this rule for creatures with haste (see
rule 502.5).

502.5b A creature with haste can attack or use activated abilities whose cost
includes the tap symbol or the untap symbol even if it hasn't been controlled
by its controller continuously since the start of his or her most recent
turn. (See rule 212.3f.)
-----

***New Keyword Ability: Conspire***

Conspire is an ability that appears on instant and sorcery cards. It lets
your creatures team up to create one extra copy of a spell.

Burn Trail
{3}{R}
Sorcery
Burn Trail deals 3 damage to target creature or player.
Conspire (As you play this spell, you may tap two untapped creatures you
control that share a color with it. When you do, copy it and you may choose a
new target for the copy.)

The official rules for conspire are as follows:

502.78. Conspire

502.78a Conspire is a keyword that represents two abilities. The first is a
static ability that functions while the spell is on the stack. The second is
a triggered ability that functions while the spell is on the stack.
"Conspire" means "As an additional cost to play this spell, you may tap two
untapped creatures you control that each share a color with it" and "When you
play this spell, if its conspire cost was paid, copy it. If the spell has any
targets, you may choose new targets for the copy." Paying a spell's conspire
cost follows the rules for paying additional costs in rules 409.1b and 409.1f-
h.

502.78b If a spell has multiple instances of conspire, each is paid
separately and triggers based on its own payment, not any other instance of
conspire.

* If you choose to pay a conspire cost of a multicolored spell, the two
creatures you tap don't need to share a color with each other. Each one just
needs to share a color with the spell that has conspire.

* You may pay a spell's conspire cost only once. (If a spell has multiple
instances of conspire, you may pay each conspire cost only once.)

* A copy created with conspire will have a conspire ability itself. However,
since that copy wasn't played, its conspire ability won't trigger. You won't
get another copy.

* The copy you create with conspire is separate from the original spell. If
either one of them is countered, the other remains on the stack.

* If conspire's triggered ability is countered (by the _Scourge_(TM) spell
Stifle, for example), no copy will be created. The original spell will be
unaffected.

* Wort, the Raidmother grants conspire to each red or green instant or
sorcery spell you play. If you play such a spell that already has conspire,
this will give it a second instance of conspire. You can pay both conspire
costs to create two copies of that spell.
-----

***New Keyword Ability: Persist***

Persist is an ability that can bring a creature back from the dead.

Murderous Redcap
{2}{B/R}{B/R}
Creature -- Goblin Assassin
2/2
When Murderous Redcap comes into play, it deals damage equal to its power to
target creature or player.
Persist (When this creature is put into a graveyard from play, if it had no
-1/-1 counters on it, return it to play under its owner's control with a -1/-
1 counter on it.)

The official rules for persist are as follows:

502.79. Persist

502.79a Persist is a triggered ability. "Persist" means "When this permanent
is put into a graveyard from play, if it had no -1/-1 counters on it, return
it to play under its owner's control with a -1/-1 counter on it."

* All the _Shadowmoor_ cards with persist are creatures. If one of them
somehow stops being a creature while it's in play, persist will still work.

* Persist triggers when the permanent is put into a graveyard. Its last known
information is used to determine whether it had any -1/-1 counters on it
before it left play. If the card is removed from the graveyard before its
persist ability resolves, it won't come back into play.

* If a permanent has multiple instances of persist, they'll each trigger
separately, but the redundant instances will have no effect. If one instance
returns the card to play, the next will do nothing.

* If a token has persist, the ability will trigger when the token is put into
a graveyard from play. However, the token can't return to play because it
will have ceased to exist.

* When a permanent with persist is put into a graveyard and then comes back
into play, it becomes a new object. It has no memory about its previous
existence in play. It has "summoning sickness."

* If multiple creatures with persist are put into the graveyard at the same
time (due to combat damage or Wrath of God, for example), the active player
(the player whose turn it is) puts all of his or her persist triggers on the
stack in any order, then each other player in turn order does the same. The
last trigger put on the stack is the first one that resolves. That means that
in a two-player game, the nonactive player's persist creatures will come back
into play first, then the active player's persist creatures will come back.
The creatures come back into play one at a time.

* If a creature with persist and some +1/+1 counters on it receives enough
-1/-1 counters to cause it to be destroyed by lethal damage or put into its
owner's graveyard for having 0 or less toughness, persist won't trigger, and
the card won't return to play. That's because persist checks the creature's
existence just before it leaves play, and it still has all those counters on
it at that point.
-----

***New Keyword Ability: Wither***

Wither is an ability that changes the nature of damage dealt to creatures.

Kulrath Knight
{3}{B/R}{B/R}
Creature -- Elemental Knight
3/3
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Creatures your opponents control with counters on them can't attack or block.

The official rules for damage dealt to creatures are as follows:

212.3g Damage dealt to a creature stays on that creature. If the total
accumulated damage on that creature is equal to or greater than its
toughness, that creature has been dealt lethal damage and is destroyed as a
state-based effect (see rule 420.5c). All damage on a creature is removed
when it regenerates (see rule 501.5, "Regenerate") and during the cleanup
step (see rule 314.2).

The official rules for wither are as follows:

502.80. Wither

502.80a Damage dealt to a creature by a source with wither doesn't stay on
that creature (see rule 212.3g). Rather, it causes that many -1/-1 counters
to be put on that creature.

502.80b Multiple instances of wither on the same object are redundant.

* Wither's effect applies to any damage, not just combat damage.

* The -1/-1 counters remain on the creature indefinitely. They won't be
removed if the creature regenerates or the turn ends.

* Since damage from a source with wither is real damage, it follows all the
other rules for damage. It can be prevented or redirected. When it's dealt,
it will cause lifelink and other similar abilities to trigger.

* If the source of the damage is still in play at the time that damage is
dealt, its characteristics are checked to see if it has wither. If the source
has left play by then, its last known information is used.

* Damage from sources with wither affects players and planeswalkers normally.
-----

***Cycle: "Hybrid Enhanced" Spells***

Some hybrid spells in the _Shadowmoor_ set determine their effects based on
whether mana of certain colors was used to pay their costs.

Torrent of Souls
{4}{B/R}
Sorcery
Return up to one target creature card from your graveyard to play if {B} was
spent to play Torrent of Souls. Creatures target player controls get +2/+0
and gain haste until end of turn if {R} was spent to play Torrent of Souls.
(Do both if {B}{R} was spent.)

* The spell cares about what mana was spent to pay its total cost, not just
what mana was spent to pay the hybrid part of its cost. For example, if you
spend four black mana and one red mana to play Torrent of Souls, it will have
both of its effects.

* When you play the spell, you choose its targets before you pay for it. In
the case of Torrent of Souls, you may target a creature card or not
(regardless of whether you plan to spend {B}), and you must target a player
(regardless of whether you plan to spend {R}).

* The spell checks on resolution to see if any mana of the stated colors was
spent to pay its cost. If so, it doesn't matter how much mana of that color
was spent.

* If the spell is copied, the copy will never have had mana of the stated
color paid for it, no matter what colors were spent on the original spell.
-----

***Cycle: Nonbasic Lands with Basic Land Types***

A cycle of _Shadowmoor_ nonbasic lands each have a basic land type.

Sapseep Forest
Land -- Forest
({T}: Add {G} to your mana pool.)
Sapseep Forest comes into play tapped.
{G}, {T}: You gain 1 life. Play this ability only if you control two or more
green permanents.

* These lands have basic land types, but they're not basic lands. Things that
affect basic lands don't affect it. Things that affect basic land types do.
For example, you can't find Sapseep Forest with Farhaven Elf's ability
("search your library for a basic land card"), but you can find it with
Safewright Quest ("search your library for a Forest or Plains card").

* Each of these lands has an activated ability you can play if you control
two or more permanents of a specified color. The requirement is checked only
when you play the ability, not when it resolves.

* Keep in mind that lands themselves are normally colorless. For example,
Sapseep Forest is not green.
-----

CARD-SPECIFIC NOTES

Advice from the Fae
{2/U}{2/U}{2/U}
Sorcery
({2/U} can be paid with any two mana or with {U}. This card's converted mana
cost is 6.)
Look at the top five cards of your library. If you control more creatures
than any other player, put two of those cards into your hand. Otherwise, put
one of them into your hand. Then put the rest on the bottom of your library
in any order.

* In a multiplayer game, compare the number of creatures you control with the
number of creatures each other player controls. If any single player controls
at least as many creatures as you, you get to put only one card into your
hand.
-----

Barrenton Medic
{4}{W}
Creature -- Kithkin Cleric
0/4
{T}: Prevent the next 1 damage that would be dealt to target creature or
player this turn.
Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.

* You put the -1/-1 counter on Barrenton Medic as a cost. That means it
happens when you play the ability, not when it resolves. If paying the cost
causes the creature to have 0 toughness, it's put into the graveyard before
you can untap it and before you can even pay the cost again.
-----

Blowfly Infestation
{2}{B}
Enchantment
Whenever a creature is put into a graveyard from play, if it had a -1/-1
counter on it, put a -1/-1 counter on target creature.

* When Blowfly Infestation's ability resolves, it will put a single -1/-1
counter on the targeted creature. It doesn't matter how many -1/-1 counters
were on the creature that went to a graveyard as long as it had at least one
on it.

* This ability is mandatory. If you're the only player who controls any
creatures when this ability triggers, you must target one of them.
-----

Boon Reflection
{4}{W}
Enchantment
If you would gain life, you gain twice that much life instead.

* Boon Reflection doesn't cause you to gain life. Rather, it causes life-
gaining effects to have you gain more life.

* The effects of multiple Boon Reflections are cumulative. For example, if
you have three Boon Reflections in play, you'll gain eight times the original
amount of life.

* If an effect says to set your life total to a certain number, and that
number is higher than your current life total, that effect will cause you to
gain life equal to the difference. Boon Reflection will double that number.
For example, if you have 13 life and Blessed Wind causes your life total to
become 20, your life total will actually become 27.

* In a Two-Headed Giant game, only Boon Reflection's controller is affected
by it. If that player's teammate gains life, Boon Reflection will have no
effect, even when that life gain is applied to the shared team life total.
-----

Cauldron of Souls
{5}
Artifact
{T}: Choose any number of target creatures. Each of those creatures gains
persist until end of turn. (When it's put into a graveyard from play, if it
had no -1/-1 counters on it, return it to play under its owner's control with
a -1/-1 counter on it.)

* If a nontoken creature that gains persist this way is put into a graveyard,
that card will be returned to play with a -1/-1 counter on it. However,
because it's a new object with no relation to its previous existence, the
returned creature will not have persist.
-----

Cemetery Puca
{1}{U/B}{U/B}
Creature -- Shapeshifter
1/2
Whenever a creature is put into a graveyard from play, you may pay {1}. If
you do, Cemetery Puca becomes a copy of that creature and gains this ability.

* This effect has no duration. If you use the ability, Cemetery Puca will
remain a copy of the creature until it leaves play or you use the ability
again. If it becomes a copy of a different creature card, the new copy will
overwrite the old copy.

* Cemetery Puca copies the printed values of the creature, plus any copy
effects that have been applied to it. It won't copy other effects that have
changed the creature's power, toughness, types, color, or so on. It also
won't copy counters on the creature (it'll just retain the counters it
already has).

* If Cemetery Puca becomes a copy of a token, it copies the original
characteristics of that token as stated by the effect that put it into play.
It does not become a token.

* Cemetery Puca's ability isn't targeted. It can copy a creature with shroud
or protection.

* If multiple creatures are put into their owners' graveyards at the same
time, Cemetery Puca's ability will trigger once for each of those creatures.
You choose the order that those abilities will resolve. It's possible to pay
{1}, have Cemetery Puca become a copy of something, play an activated ability
of that creature, then pay {1} again, for example. It will end up a copy of
the last creature card paid for.
-----

Cinderhaze Wretch
{4}{B}
Creature -- Elemental Shaman
3/2
{T}: Target player discards a card. Play this ability only during your turn.
Put a -1/-1 counter on Cinderhaze Wretch: Untap Cinderhaze Wretch.

* You put the -1/-1 counter on Cinderhaze Wretch as a cost. That means it
happens when you play the ability, not when it resolves. If paying the cost
causes the creature to have 0 toughness, it's put into the graveyard before
you can untap it and before you can even pay the cost again.
-----

Counterbore
{3}{U}{U}
Instant
Counter target spell. Search its controller's graveyard, hand, and library
for all cards with the same name as that spell and remove them from the game.
Then that player shuffles his or her library.

* Counterbore has no effect on cards in play that have the same name as the
targeted spell.

* The cards you're searching for must be found if they're in the graveyard,
because that's a zone everyone can see. Finding those cards in the hand and
library is optional, though.

* In most cases, Counterbore will remove the targeted spell from the game.
Its first sentence counters the spell, which puts it into its owner's
graveyard. Its second sentence then removes it from the graveyard. However,
there are some exceptions to this, as listed below.

* If the spell's controller isn't the same as its owner (due to Commandeer,
for example), it won't be removed from the game. The spell is countered and
put into its owner's graveyard. Then the spell's controller's graveyard,
hand, and library are searched.

* If the targeted spell can't be countered (it's Vexing Shusher, for
example), that spell will remain on the stack. Counterbore will continue to
resolve. You still get to search for and remove all other cards with that
name.
-----

Cragganwick Cremator
{2}{R}{R}
Creature -- Giant Shaman
5/4
When Cragganwick Cremator comes into play, discard a card at random. If you
discard a creature card this way, Cragganwick Cremator deals damage equal to
that card's power to target player.

* You target the player when the ability triggers. You won't know which card
is discarded until the ability resolves.

* Cragganwick Cremator deals damage equal to the discarded creature's power
as it exists in the graveyard. (This can matter for certain creatures with
variable power, such as Maro or Tarmogoyf.)

* If you have no cards in hand when Cragganwick Cremator's ability resolves,
you don't discard anything.
-----

Cultbrand Cinder
{4}{B/R}
Creature -- Elemental Shaman
3/3
When Cultbrand Cinder comes into play, put a -1/-1 counter on target
creature.

* If there are no other creatures in play when Cultbrand Cinder comes into
play, it must target itself.
-----

Dawnglow Infusion
{X}{G/W}
Sorcery
You gain X life if {G} was spent to play Dawnglow Infusion and X life if {W}
was spent to play it. (Do both if {G}{W} was spent.)

* If you spent both {G} and {W} to play Dawnglow Infusion, you'll gain (X +
X) life. An ability that triggers whenever you gain life will trigger just
once.

* Whether you choose to spend both {G} and {W} to play Dawnglow Infusion has
no bearing on the value of X. For example, say you decide that X is 4 and
you'll spend {G} on {G/W}. If you end up spending {W}{W}{R}{R}{G} to pay the
cost, X is still 4 and you've spent both {G} and {W}. You'll gain a total of
8 life.
-----

Demigod of Revenge
{B/R}{B/R}{B/R}{B/R}{B/R}
Creature -- Spirit Avatar
5/4
Flying, haste
When you play Demigod of Revenge, return all cards named Demigod of Revenge
from your graveyard to play.

* This ability triggers when you play Demigod of Revenge as a spell. It won't
trigger if Demigod of Revenge is put directly into play.

* The triggered ability goes on the stack on top of the Demigod of Revenge
spell. By the time the Demigod of Revenge spell resolves, all the Demigods
that were in your graveyard will be in play already.

* If Demigod of Revenge is countered *before* its triggered ability resolves,
the ability will still resolve. In fact, it will return that Demigod of
Revenge from your graveyard to play, as well as any others.
-----

Deus of Calamity
{R/G}{R/G}{R/G}{R/G}{R/G}
Creature -- Spirit Avatar
6/6
Trample
Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy
target land that player controls.

* This ability will trigger when Deus of Calamity deals 6 damage to an
opponent at one time. It won't keep track of the accumulated damage that it
deals at different times.

* This ability triggers from any damage, not just combat damage, that Deus of
Calamity deals to an opponent in increments of 6 or more.
-----

Devoted Druid
{1}{G}
Creature -- Elf Druid
0/2
{T}: Add {G} to your mana pool.
Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.

* You put the -1/-1 counter on Devoted Druid as a cost. That means it happens
when you play the ability, not when it resolves. If paying the cost causes
the creature to have 0 toughness, it's put into the graveyard before you can
untap it and before you can even pay the cost again.
-----

Din of the Fireherd
{5}{B/R}{B/R}{B/R}
Sorcery
Put a 5/5 black and red Elemental creature token into play. Target opponent
sacrifices a creature for each black creature you control, then sacrifices a
land for each red creature you control.

* The parts of the spell happen in order. When determining how many black
creatures and how many red creatures you control, keep in mind that you just
put a creature into play that's black and red.

* If the targeted opponent becomes an illegal target, the entire spell is
countered. You won't get a token.
-----

Dusk Urchins
{2}{B}
Creature -- Ouphe
4/3
Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it.
When Dusk Urchins is put into a graveyard from play, draw a card for each -1/-
1 counter on it.

* The -1/-1 counter is put on Dusk Urchins during the declare attackers or
declare blockers step, whichever is appropriate, so it will be smaller by the
time combat damage is dealt. (Note that this is different from how the
_Shadowmoor_ card Wicker Warcrawler works.)

* If Dusk Urchins has just 1 toughness when it blocks, it will get a -1/-1
counter and be put into the graveyard. The creature that it blocked remains
blocked, however.
-----

Elemental Mastery
{3}{R}
Enchantment -- Aura
Enchant creature
Enchanted creature has "{T}: Put X 1/1 red Elemental creature tokens with
haste into play, where X is this creature's power. Remove them from the game
at end of turn."

* The enchanted creature's power is checked at the time the ability resolves.
If the enchanted creature has left play by then, its last known information
is used.

* The tokens will be removed at the end of the turn even if Elemental Mastery
or the enchanted creature has left play by then.

* If the ability is played after the current turn's end of turn step has
begun, the tokens won't be removed until the next turn's end of turn step.
-----

Elsewhere Flask
{2}
Artifact
When Elsewhere Flask comes into play, draw a card.
Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control
becomes that type until end of turn.

* All your lands will have the chosen land type and no other land type.

* Changing a land's type doesn't change its name or whether it's legendary or
basic.

* Lands you control will have the mana ability of the basic land type you
choose (for example, Forests can tap to produce green mana) and will lose all
other innate abilities they had.
-----

Ember Gale
{3}{R}
Sorcery
Creatures target player controls can't block this turn. Ember Gale deals 1
damage to each white and/or blue creature that player controls.

* Ember Gale will deal damage only to white and/or blue creatures the
targeted player controls at the time it resolves. However, it will prevent
all creatures that player controls from blocking that turn, even if those
creatures come into play later.
-----

Enchanted Evening
{3}{W/U}{W/U}
Enchantment
All permanents are enchantments in addition to their other types.

* This has no effect on those permanents other than letting them interact
with things that care about enchantments.
-----

Everlasting Torment
{2}{B/R}
Enchantment
Players can't gain life.
Damage can't be prevented.
All damage is dealt as though its source had wither. (A source with wither
deals damage to creatures in the form of -1/-1 counters.)

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

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

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

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

* If an effect says to set your life total to a certain number, and that
number is higher than your current life total, that effect will normally
cause you to gain life equal to the difference. With Everlasting Torment in
play, that part of the effect won't do anything. (If the number is lower than
your current life total, the effect will work as normal.)

* The "damage can't be prevented" statement overrides all forms of preventing
damage, including protection abilities. Damage prevention spells and
abilities can still be played; they just don't do anything.

* Spells and abilities that replace or redirect damage aren't affected by
Everlasting Torment's second ability. They'll work as normal.

* The last ability affects all damage, whether it's dealt by creatures, other
permanents, spells, or cards that aren't in play. Wither works everywhere.
-----

Faerie Macabre
{1}{B}{B}
Creature -- Faerie Rogue
2/2
Flying
Discard Faerie Macabre: Remove up to two target cards in graveyards from the
game.

* Faerie Macabre's second ability can be played only while it's in your hand.
You can do this any time you could play an instant.

* The targeted cards may be in the same graveyard or in different graveyards.
-----

Fate Transfer
{1}{U/B}
Instant
Move all counters from target creature onto another target creature.

* Fate Transfer moves any kind of counters, not just -1/-1 counters.

* This effect may result in useless counters being placed on a creature. For
example, if an age counter is moved from a creature with cumulative upkeep to
a creature without cumulative upkeep, it will have no effect on the new
creature.

* If either one of the targets becomes illegal (because it leaves play or for
any other reason) by the time Fate Transfer resolves, the counters don't
move. If both targets become illegal, Fate Transfer is countered.
-----

Flourishing Defenses
{4}{G}
Enchantment
Whenever a -1/-1 counter is placed on a creature, you may put a 1/1 green Elf
Warrior creature token into play.

* This ability triggers both when a -1/-1 counter is put on a creature in
play and when a creature comes into play with a -1/-1 counter on it. This
includes when a creature returns to play as a result of persist.

* This ability triggers once for each -1/-1 counter. For example, if Leech
Bonder (a creature that comes into play with two -1/-1 counters on it) came
into play, Flourishing Defenses's ability would trigger twice.
-----

Fossil Find
{R/G}
Sorcery
Return a card at random from your graveyard to your hand, then reorder your
graveyard as you choose.

* The easiest way to choose a card at random from your graveyard is to turn
your graveyard face down, shuffle it, and pick a card. You're not normally
allowed to reorder your graveyard, but since this card lets you do it anyway,
it's okay to mix the cards up while you're picking randomly.

* If you have multiple cards in your graveyard with the same name, and one of
them is being targeted by another spell on the stack or enchanted (with
Spellweaver Volute, for example), you must differentiate them so you know
which one (if any) is chosen at random. In that case, it may be better to use
dice to choose a card at random, or temporarily use a proxy card to represent
the targeted card.

* Except for the card that you return to your hand, reordering your graveyard
won't affect anything that's currently targeting or enchanting a card in your
graveyard. Whatever it is will be able to track the card it's targeting or
enchanting as your graveyard is reordered.

* All players get to see which card you chose at random.
-----

Fracturing Gust
{2}{G/W}{G/W}{G/W}
Instant
Destroy all artifacts and enchantments. You gain 2 life for each permanent
destroyed this way.

* If an artifact or enchantment remains in play because it was regenerated or
is indestructible, you won't gain life for it.
-----

Glamer Spinners
{4}{W/U}
Creature -- Faerie Wizard
2/4
Flash
Flying
When Glamer Spinners comes into play, attach all Auras enchanting target
permanent to another permanent with the same controller.

* When Glamer Spinners comes into play, you target only one permanent: the
one that will be losing its Auras. You don't choose the permanent that will
be receiving the Auras until the ability resolves.

* You may target a permanent that has no Auras enchanting it.

* When the ability resolves, you choose the permanent that will be receiving
the Auras. It can't be the targeted permanent, it must have the same
controller as the targeted permanent, and it must be able to be enchanted by
all the Auras attached to the targeted permanent. If you can't choose a
permanent that meets all those criteria, the Auras won't move.
-----

Godhead of Awe
{W/U}{W/U}{W/U}{W/U}{W/U}
Creature -- Spirit Avatar
4/4
Flying
Other creatures are 1/1.

* This doesn't cause creatures to lose their abilities.

* If two Godheads of Awe are in play, they'll each make the other one 1/1.

* Godhead of Awe's ability overwrites most other effects that change or set a
creature's power and toughness. But certain other effects can still apply to
it after it becomes a 1/1. They are:
-- Effects that happen after Godhead of Awe is in play that change the
creature's power or toughness (like Giant Growth) or set the creature's power
and toughness to certain values (like Lignify).
-- Counters that change the creature's power and toughness, such as +1/+1 or
-1/-1 counters, regardless of when they were put on that creature.
-- Static abilities that change the creature's power and toughness (such as
those from Glorious Anthem or Yavimaya Enchantress), regardless of when they
first took effect.
-- Effects that switch the creature's power and toughness, regardless of when
they first took effect.
-----

Greater Auramancy
{1}{W}
Enchantment
Other enchantments you control have shroud.
Enchanted creatures you control have shroud.

* If you have two in play, they'll each grant the other one shroud.
-----

Grief Tyrant
{5}{B/R}
Creature -- Horror
8/8
Grief Tyrant comes into play with four -1/-1 counters on it.
When Grief Tyrant is put into a graveyard from play, put a -1/-1 counter on
target creature for each -1/-1 counter on Grief Tyrant.

* The triggered ability is mandatory. If you're the only player who controls
any creatures when it triggers, you must target one of them.
-----

Grim Poppet
{7}
Artifact Creature -- Scarecrow
4/4
Grim Poppet comes into play with three -1/-1 counters on it.
Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another
target creature.

* The second ability can target any creature except the Grim Poppet whose
ability is being played. It can target a different Grim Poppet. It can be
played multiple times targeting the same creature.
-----

Helm of the Ghastlord
{3}{U/B}
Enchantment -- Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this
creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this
creature deals damage to an opponent, that player discards a card."

* With regards to the two triggered abilities that Helm of the Ghastlord
grants to the enchanted creature, the point when damage is actually dealt is
the only time it matters what color the creature is. If the creature is blue
or black at that time, the appropriate ability or abilities will trigger.
They'll resolve even if the creature changes color or loses its Aura.

* The two abilities trigger when the enchanted creature deals damage to an
opponent of the creature's controller, not when it deals damage to an
opponent of the Helm's controller. They trigger from any damage, not just
combat damage.
-----

Hollowborn Barghest
{5}{B}{B}
Creature -- Demon Hound
7/6
At the beginning of your upkeep, if you have no cards in hand, each opponent
loses 2 life.
At the beginning of each opponent's upkeep, if that player has no cards in
hand, he or she loses 2 life.

* The first ability checks whether you have no cards in hand both when it
triggers and when it resolves. If you have any cards in your hand at the
beginning of your upkeep, it won't trigger at all. If you have any cards in
your hand when the ability resolves, it does nothing.

* The second ability behaves the same way, except that it's checking your
opponent instead of you.
-----

Hollowsage
{3}{B}
Creature -- Merfolk Wizard
2/2
Whenever Hollowsage becomes untapped, you may have target player discard a
card.

* If Hollowsage becomes untapped during your untap step, the ability will
trigger. However, since no player gets priority during the untap step, it
waits to be put on the stack until your upkeep starts. At that time, all your
"beginning of upkeep" triggers will also trigger. You can put them and
Hollowsage's trigger on the stack in any order.
-----

Illuminated Folio
{5}
Artifact
{1}, {T}, Reveal two cards from your hand that share a color: Draw a card.

* The two revealed cards stay revealed until the ability resolves. If one of
them is played, is discarded, or otherwise leaves your hand, the ability will
still resolve as normal.

* Colorless is not a color. You can't reveal two colorless cards from your
hand to play this ability because those cards don't share a color with one
another.
-----

Impromptu Raid
{3}{R/G}
Enchantment
{2}{R/G}: Reveal the top card of your library. If it isn't a creature card,
put it into your graveyard. Otherwise, put that card into play. That creature
has haste. Sacrifice it at end of turn.

* If you put a creature into play and a different player takes control of it
before the end of the turn, you can't sacrifice it at end of turn. It will
remain in play. It will have haste as long as it's in play.

* If the ability is played after the current turn's end of turn step has
begun, the creature won't be sacrificed until the next turn's end of turn
step.
-----

Incremental Blight
{3}{B}{B}
Sorcery
Put a -1/-1 counter on target creature, two -1/-1 counters on another target
creature, and three -1/-1 counters on a third target creature.

* You must target three different creatures. If you can't, you can't play
Incremental Blight.
-----

Inescapable Brute
{5}{R}
Creature -- Giant Warrior
3/3
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Inescapable Brute must be blocked if able.

* If Inescapable Brute is attacking, the defending player must assign at
least one blocker to it during the declare blockers step if that player
controls any creatures that could block Inescapable Brute.
-----

Inkfathom Witch
{1}{U/B}
Creature -- Merfolk Wizard
1/1
Fear
{2}{U}{B}: Each unblocked creature becomes 4/1 until end of turn.

* An "unblocked creature" is a creature that attacked and wasn't blocked.
Creatures aren't "blocked" or "unblocked" until the declare blockers step, so
playing this ability before then (or after combat ends) will have no effect.

* Creatures stop being unblocked as the combat phase ends. However, they'll
stay 4/1 until turn ends.

* Inkfathom Witch doesn't cause creatures to lose their abilities.

* If Inkfathom Witch is attacking and unblocked, it can make itself 4/1.

* Inkfathom Witch's ability overwrites most other effects that change or set
a creature's power and toughness. But certain other effects can still apply
to it after it becomes a 4/1. They are:
-- Effects that happen after Inkfathom Witch's ability resolves that change
the creature's power or toughness (like Giant Growth) or set the creature's
power and toughness to certain values (like Lignify).
-- Counters that change the creature's power and toughness, such as +1/+1 or
-1/-1 counters, regardless of when they were put on that creature.
-- Static abilities that change the creature's power and toughness (such as
those from Glorious Anthem or Yavimaya Enchantress), regardless of when they
first took effect.
-- Effects that switch the creature's power and toughness, regardless of when
they first took effect.
-----

Inquisitor's Snare
{1}{W}
Instant
Prevent all damage target attacking or blocking creature would deal this
turn. If that creature is black or red, destroy it.

* The prevention effect applies even after the creature leaves play.
-----

Isleback Spawn
{5}{U}{U}
Creature -- Kraken
4/8
Shroud
Isleback Spawn gets +4/+8 as long as a library has twenty or fewer cards in
it.

* It doesn't matter which library has twenty or fewer cards in it, and you
don't have to specify a library. If multiple libraries have twenty or fewer
cards in them, Isleback Spawn will still get its bonus only once.
-----

Jaws of Stone
{5}{R}
Sorcery
Jaws of Stone deals X damage divided as you choose among any number of target
creatures and/or players, where X is the number of Mountains you control as
you play Jaws of Stone.

* The amount of damage is locked in as you play Jaws of Stone. It won't
change, even if the number of Mountains you control changes.

* If you control no Mountains as you play Jaws of Stone, the number of
targets must be zero.

* If you control any Mountains as you play Jaws of Stone, the number of
targets must be at least one and at most X. You divide the damage among the
targets as you play Jaws of Stone. Each target must be assigned at least 1
damage.
-----

Kinscaer Harpoonist
{3}{U}
Creature -- Kithkin Soldier
2/2
Flying
Whenever Kinscaer Harpoonist attacks, you may have target creature lose
flying until end of turn.

* You may target a creature that doesn't have flying.
-----

Knacksaw Clique
{3}{U}
Creature -- Faerie Rogue
1/4
Flying
{1}{U}, {Q}: Target opponent removes the top card of his or her library from
the game. Until end of turn, you may play that card. ({Q} is the untap
symbol.)

* The removed card is played using the normal timing rules for its card type,
as well as any other applicable restrictions such as "Play [this card] only
during combat." For example, you can't play the card during an opponent's
turn unless it's an instant or has flash. Similarly, if the removed card is a
land, you can't play it if you've already played a land that turn. If it's a
nonland card, 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.

* If you don't play the removed card that turn, it remains removed from the
game but you can't play it.
-----

Knollspine Dragon
{5}{R}{R}
Creature -- Dragon
7/5
Flying
When Knollspine Dragon comes into play, you may discard your hand and draw
cards equal to the damage dealt to target opponent this turn.

* You target an opponent when the ability triggers. You don't decide whether
you want to discard and draw until the ability resolves.

* This ability counts the total amount of damage (both combat and noncombat)
dealt to the targeted opponent by all sources (including ones you controlled
and ones you didn't) over the course of the turn. Damage that was prevented
or replaced doesn't count. Damage that resolved but didn't cause loss of life
(due to Worship, for example) will count.

* Knollspine Dragon's ability checks only whether damage was dealt. It
doesn't care whether the player's life total also changed for other reasons
(such as if the player paid life or gained life). For example, if an opponent
was dealt 4 damage and gained 6 life during the turn, that player will have a
higher life total than he or she started the turn with -- but Knollspine
Dragon's ability will let you discard your hand and draw four cards.
-----

Kulrath Knight
{3}{B/R}{B/R}
Creature -- Elemental Knight
3/3
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Creatures your opponents control with counters on them can't attack or block.

* This checks your opponents' creatures for any kind of counters, not just
-1/-1 counters.
-----

Leech Bonder
{2}{U}
Creature -- Merfolk Soldier
3/3
Leech Bonder comes into play with two -1/-1 counters on it.
{U}, {Q}: Move a counter from target creature onto another target creature.
({Q} is the untap symbol.)

* Leech Bonder's activated ability can move any kind of counter, not just a
-1/-1 counter. It can target any two creatures, whether they have counters on
them or not.

* This effect may result in a useless counter being placed on a creature. For
example, if an age counter is moved from a creature with cumulative upkeep to
a creature without cumulative upkeep, it will have no effect on the new
creature.

* If either one of the target creatures becomes an illegal target (because it
left play or for any other reason), the counter doesn't move. If both targets
become illegal, the ability is countered.
-----

Lockjaw Snapper
{4}
Artifact Creature -- Scarecrow
2/2
Wither (This deals damage to creatures in the form of -1/-1 counters.)
When Lockjaw Snapper is put into a graveyard from play, put a -1/-1 counter
on each creature with a -1/-1 counter on it.

* Each of those creatures will get just one new -1/-1 counter, regardless of
how many it already has.
-----

Lurebound Scarecrow
{3}
Artifact Creature -- Scarecrow
4/4
As Lurebound Scarecrow comes into play, choose a color.
When you control no permanents of the chosen color, sacrifice Lurebound
Scarecrow.

* If you control a Lurebound Scarecrow but no color was chosen for it
(perhaps because your Cemetery Puca turned into a Lurebound Scarecrow), the
trigger condition will have an undefined value in it. It’ll never trigger, so
you won’t have to sacrifice the Scarecrow.
----

Mana Reflection
{4}{G}{G}
Enchantment
If you tap a permanent for mana, it produces twice as much of that mana
instead.

* You're "tapping a permanent for mana" only if you're playing an activated
ability of that permanent that includes the {T} symbol in its cost and
produces mana as part of its effect.

* Mana Reflection affects any permanent you tap for mana, not just lands you
tap for mana.

* Mana Reflection doesn't produce any mana itself. Rather, it causes
permanents you tap for mana to produce more mana. (This is different than
seemingly similar cards like Heartbeat of Spring and Gauntlet of Power.) If
the permanent puts any restrictions or riders on the mana it produces, as
Pillar of the Paruns and Hall of the Bandit Lord do, that will apply to all
the mana it produces this way.

* Mana Reflection doesn't cause permanents you tap for mana to produce one
extra mana -- rather, it doubles the type and amount of mana that permanent
would produce. For example, if you tap Mystic Gate for {W}{U}, it will
produce {W}{W}{U}{U} instead.

* The effects of multiple Mana Reflections are cumulative. For example, if
you have three Mana Reflections in play, you'll get eight times the original
amount and type of mana.

* If you have Mana Reflection in play and tap a permanent for mana, but
another replacement effect would change the type and/or amount of mana it
would produce (such as Contamination, which says "If a land is tapped for
mana, it produces {B} instead of any other type and amount"), you decide what
order to apply those effects in. In this example, applying Mana Reflection
first and Contamination second would result in {B}; applying Contamination
first and Mana Reflection second would result in {B}{B}.
-----

Medicine Runner
{1}{G/W}
Creature -- Elf Cleric
2/1
When Medicine Runner comes into play, you may remove a counter from target
permanent.

* This can remove any kind of counter, not just a -1/-1 counter.

* You may target a permanent that doesn't have a counter on it.
-----

Memory Plunder
{U/B}{U/B}{U/B}{U/B}
Instant
You may play target instant or sorcery card in an opponent's graveyard
without paying its mana cost.

* If you want to play the card, you play it as part of the resolution of
Memory Plunder. Timing restrictions based on the card's type are ignored if
it's a sorcery. Other play restrictions are not (such as "Play [this card]
only during combat").

* If you are unable to play the card (there are no legal targets for the
spell, for example), nothing happens when Memory Plunder resolves, and the
card remains in its owner's graveyard.

* If you play a card "without paying its mana cost," you can't pay any
alternative costs. On the other hand, if the card has additional costs (such
as conspire), you may pay those.
-----

Mercy Killing
{2}{G/W}
Instant
Target creature's controller sacrifices it, then puts X 1/1 green and white
Elf Warrior creature tokens into play, where X is that creature's power.

* You target the creature that will be sacrificed when you play Mercy
Killing, then its controller (who may or may not be you) sacrifices it when
Mercy Killing resolves. Because this is a sacrifice, neither regeneration nor
indestructibility will save the creature.
-----

Mirrorweave
{2}{W/U}{W/U}
Instant
Each other creature becomes a copy of target nonlegendary creature until end
of turn.

* Each other creature copies the printed values of the targeted creature,
plus any copy effects that have been applied to that creature. They won't
copy other effects that have changed the targeted creature's power,
toughness, types, color, or so on. They also won't copy counters on the
targeted creature (they'll each just retain the counters they already have).

* If the targeted creature is itself copying a creature, each other creature
will become whatever it's copying, as modified by that copy effect. For
example, if you target a Cemetery Puca that's copying a Grizzly Bears (a 2/2
creature with no abilities), each other creature will become a Grizzly Bears
with the Cemetery Puca ability.

* This effect can cause each other creature to stop being a creature. For
example, if you target an animated Mutavault (a land with an activated
ability that turns it into a creature), only the printed wording will be
copied -- the "becomes a creature" effect won't. Each other creature will
become an unanimated Mutavault.

* Noncopy effects that have already applied to the other creatures will
continue to apply to them. For example, if Giant Growth had given one of them
+3/+3 earlier in the turn, then Mirrorweave made it a copy of Grizzly Bears,
it will be a 5/5 Grizzly Bears.

* If the targeted creature is a token, each other creature copies the
original characteristics of that token as stated by the effect that put it
into play. Those creatures don't become tokens.

* As the turn ends, the other creatures revert to what they were before. If
two Mirrorweaves are played on the same turn, they'll both wear off at the
same time.
-----

Mistmeadow Skulk
{1}{W}
Creature -- Kithkin Rogue
1/1
Lifelink, protection from converted mana cost 3 or greater

* The protection ability means the following:
- Mistmeadow Skulk can't be blocked by creatures with converted mana cost 3
or greater.
- Mistmeadow Skulk can't be enchanted by Auras with converted mana cost 3 or
greater. It also can't be equipped by Equipment with converted mana cost 3 or
greater.
- Mistmeadow Skulk can't be targeted by spells with converted mana cost 3 or
greater. It also can't be targeted by abilities from sources with converted
mana cost 3 or greater.
- All damage that would be dealt to Mistmeadow Skulk by sources with
converted mana cost 3 or greater is prevented.

* While a spell with X in its cost is on the stack, its converted mana cost
takes the chosen value of X into account. Mistmeadow Skulk can be chosen as a
target for a Blaze (which has mana cost {X}{R}) if X is 0 or 1, for example,
but it can't be chosen as a target for a Blaze if X is 2 or more.
-----

Mossbridge Troll
{5}{G}{G}
Creature -- Troll
5/5
If Mossbridge Troll would be destroyed, regenerate it.
Tap any number of untapped creatures you control other than Mossbridge Troll
with total power 10 or greater: Mossbridge Troll gets +20/+20 until end of
turn.

* The first ability essentially means that Mossbridge Troll always has a
regeneration shield. It retains that shield even if it's used.

* The total power of the creatures you tap is checked only when you pay the
cost. It doesn't matter if their power decreases, or if any of them have left
play, by the time the ability resolves. Note that you may tap a Mossbridge
Troll to help pay the cost of a different Mossbridge Troll's ability.
-----

Murderous Redcap
{2}{B/R}{B/R}
Creature -- Goblin Assassin
2/2
When Murderous Redcap comes into play, it deals damage equal to its power to
target creature or player.
Persist (When this creature is put into a graveyard from play, if it had no
-1/-1 counters on it, return it to play under its owner's control with a -1/-
1 counter on it.)

* Murderous Redcap's power is checked at the time the ability resolves. If
it's left play by then, its last known information is used.
-----

Oona, Queen of the Fae
{3}{U/B}{U/B}{U/B}
Legendary Creature -- Faerie Wizard
5/5
Flying
{X}{U/B}: Choose a color. Target opponent removes the top X cards of his or
her library from the game. For each card of the chosen color removed this
way, put a 1/1 blue and black Faerie Rogue creature token with flying into
play.

* You target the opponent when you play Oona's ability. You don't choose the
color until the ability resolves.

* You get the tokens, not your opponent.
-----

Painter's Servant
{2}
Artifact Creature -- Scarecrow
1/3
As Painter's Servant comes into play, choose a color.
All cards that aren't in play, spells, and permanents are the chosen color in
addition to their other colors.

* This ability affects every card in every game zone, all tokens in play, and
all spell copies on the stack, regardless of who controls or owns them.

* This ability doesn't overwrite any previous colors. Rather, it adds another
color.

* The effects of multiple Painter's Servants are cumulative.

* If something affected by Painter's Servant is normally colorless, it will
simply be the new color. It won't be both the new color and colorless.

* While Painter's Servant is in play, an effect that changes an object's
colors will overwrite Painter's Servant's effect. For example, playing
Cerulean Wisps on a creature will turn it blue, regardless of the color
chosen for Painter's Servant.

* Each card becomes a new object as it changes zones, so this effect will
apply to it from scratch in the new zone. Zone-change replacement abilities
that care about the new color (like "[color] permanents come into play
tapped") won't work because those effects are applied as the card is entering
its new zone. Zone-change triggered abilities that care about the new color
(like "when a [color] permanent comes into play" or "when you play a [color]
spell") will work because those effects apply after the card is already in
its new zone.
-----

Pili-Pala
{2}
Artifact Creature -- Scarecrow
1/1
Flying
{2}, {Q}: Add one mana of any color to your mana pool. ({Q} is the untap
symbol.)

* Using this creature's ability means you're untapping it for mana, not
tapping it for mana. Mana Reflection won't cause it to produce extra mana.
-----

Plague of Vermin
{6}{B}
Sorcery
Starting with you, each player may pay any amount of life. Repeat this
process until no one pays life. Each player puts a 1/1 black Rat creature
token into play for each 1 life he or she paid this way.

* In a game of N players, the process ends when all N players in sequence
(starting with you) choose not to pay life. It doesn't end the first time a
player chooses not to pay life. If a player chooses not to pay life but the
process continues, that player may pay life the next time the process gets
around to him or her.

* The amount of life a player may spend must be equal to or less than that
player's life total; you can't spend life you haven't got.

* If a player chooses to spend life, his or her life total goes down
immediately. This will affect how much life that player can spend the next
time the process gets around to him or her. If a player chooses to pay life
three different times during this process, for example, that counts as three
separate instances of losing life, not as one.

* After the process stops, the total amount of life each player paid this way
is calculated. That's how many tokens each player gets. All the tokens come
into play at the same time.

* In a Two-Headed Giant game, each player on a team gets a chance to pay
life. The team's life total is adjusted in between.
-----

Presence of Gond
{2}{G}
Enchantment -- Aura
Enchant creature
Enchanted creature has "{T}: Put a 1/1 green Elf Warrior creature token into
play."

* The creature's controller, not Presence of Gond's controller, is the one
who can play the ability, so that's the player who will get the token.
-----

Prismatic Omen
{1}{G}
Enchantment
Lands you control are every basic land type in addition to their other types.

* Each land you control will have the land types Plains, Island, Swamp,
Mountain, and Forest. They'll also have the mana ability of each basic land
type (for example, Forests can tap to produce {G}). They'll still have their
other subtypes and abilities.

* Giving a land extra basic land types doesn't change its name or whether
it's legendary or basic.
-----

Prismwake Merrow
{2}{U}
Creature -- Merfolk Wizard
2/1
Flash
When Prismwake Merrow comes into play, target permanent becomes the color or
colors of your choice until end of turn.

* You can choose any single color or any combination of more than one color.
You can't choose colorless.

* This ability won't make an artifact stop being an artifact. It'll just be a
colorful artifact.
-----

Prison Term
{1}{W}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature can't attack or block and its activated abilities can't be
played.
Whenever a creature comes into play under an opponent's control, you may
attach Prison Term to that creature.

* The last ability works only if Prison Term is already in play. You may move
it from the creature it's currently enchanting onto the new creature.
-----

Puca's Mischief
{3}{U}
Enchantment
At the beginning of your upkeep, you may exchange control of target nonland
permanent you control and target nonland permanent an opponent controls with
an equal or lesser converted mana cost.

* You choose two targets such that as a set, all of the targeting conditions
are met. That means, for example, that if you control a nonland permanent
whose converted mana cost is lower than any of your opponents' nonland
permanents, you can't choose it as a target. (If you did, you'd be unable to
choose a second target.)

* Even if you don't plan on exchanging control of any permanents, if you can
choose two legal targets when the ability triggers, you must do so. If you
can't, then you don't choose any targets.

* If either one of the targets becomes illegal (because it leaves play or for
any other reason) by the time the ability resolves, the exchange won't
happen. If both targets become illegal, the ability is countered.
-----

Puncture Bolt
{1}{R}
Instant
Puncture Bolt deals 1 damage to target creature. Put a -1/-1 counter on that
creature.

* Puncture Bolt will resolve fully (and give the creature a -1/-1 counter)
even if the 1 damage would be enough to destroy it. (This would matter if a
3/3 creature with persist had already been dealt 2 damage, for example.)

* If you target a creature with 2 toughness, Puncture Bolt deals 1 damage to
it, then puts a -1/-1 counter on it, which reduces it to 1 toughness. The
creature will be destroyed as a result of lethal damage. Regeneration could
save it.

* If you target a creature with 1 toughness, Puncture Bolt deals 1 damage to
it, then puts a -1/-1 counter on it, which reduces it to 0 toughness. The
creature will be put into its owner's graveyard as a result of having 0
toughness. Regeneration can't save it.
-----

Put Away
{2}{U}{U}
Instant
Counter target spell. You may shuffle up to one target card from your
graveyard into your library.

* If you choose to target a card in your graveyard, Put Away will have two
targets. If either one of the targets becomes illegal, Put Away will continue
to resolve and affect the other target.

* If the targeted spell can't be countered, that spell will remain on the
stack. Put Away will continue to resolve. If you targeted a card in your
graveyard, you still get to shuffle it into your library.

* You must choose all the targets at the time you play Put Away. You can't
use it to counter your own spell and then shuffle that card into your library
because at the time you choose targets, the spell isn't in your graveyard
yet.
-----

Rage Reflection
{4}{R}{R}
Enchantment
Creatures you control have double strike.

* If a creature loses double strike after assigning damage in the "first
strike" combat damage step (due to Rage Reflection leaving play, for
example), that creature won't assign damage in the "normal" combat damage
step.
-----

Reflecting Pool
Land
{T}: Add to your mana pool one mana of any type that a land you control could
produce.

* The types of mana are white, blue, black, red, green, and colorless.

* Reflecting Pool checks the effects of all mana-producing abilities of lands
you control, but it doesn't check their costs. For example, Vivid Crag says
"{T}, Remove a charge counter from Vivid Crag: Add one mana of any color to
your mana pool." If you control Vivid Crag and Reflecting Pool, you can tap
Reflecting Pool for any color of mana. It doesn't matter whether Vivid Crag
has a charge counter on it, and it doesn't matter whether it's untapped.

* Reflecting Pool doesn't care about any restrictions or riders your lands
put on the mana they produce, such as Pillar of the Paruns and Hall of the
Bandit Lord do. It just cares about types of mana.

* Multiple Reflecting Pools won't help each other produce mana. If you
control a Reflecting Pool, and all other lands you control either lack mana
abilities or are other Reflecting Pools, you may still play Reflecting Pool's
ability -- it just won't produce any mana.
-----

Reknit
{1}{G/W}
Instant
Regenerate target permanent.

* Reknit can regenerate an artifact, creature, enchantment, land, or
planeswalker. If you regenerate a noncreature permanent, the next time that
permanent would be destroyed that turn, instead tap it. If that permanent had
any damage on it (because it had been a creature earlier in the turn), that
damage is removed.

* Regenerating a planeswalker will prevent it from being destroyed as a
result of a "destroy" effect (like the one from Reaper King). However, it
won't prevent that planeswalker from being put into its owner's graveyard
when its loyalty becomes 0.
-----

Repel Intruders
{3}{W/U}
Instant
Put two 1/1 white Kithkin Soldier creature tokens into play if {W} was spent
to play Repel Intruders. Counter up to one target creature spell if {U} was
spent to play Repel Intruders. (Do both if {W}{U} was spent.)

* You choose whether or not to target a creature spell before you decide
whether or not to spend {U} on Repel Intruders. You may target a creature
spell and then not spend {U} to play Repel Intruders; if you do, Repel
Intruders simply won't affect that creature spell. Similarly, if you don't
target a creature spell but then you spend {U} to play Repel Intruders, that
part of Repel Intruders has no effect.

* If you choose to target a creature spell, Repel Intruders has a target. If
that target becomes illegal by the time Repel Intruders resolves, the entire
spell will be countered. You won't get any tokens.
-----

River Kelpie
{3}{U}{U}
Creature -- Beast
3/3
Whenever River Kelpie or another permanent is put into play from a graveyard,
draw a card.
Whenever a spell is played from a graveyard, draw a card.
Persist (When this creature is put into a graveyard from play, if it had no
-1/-1 counters on it, return it to play under its owner's control with a -1/-
1 counter on it.)

* River Kelpie doesn't give you the ability to play spells from graveyards.
Its second ability merely triggers whenever a spell is played this way (by
using Memory Plunder, for example).

* If River Kelpie and another permanent are each put into play from a
graveyard at the same time, River Kelpie's first ability will trigger twice.
(It will see the other permanent coming into play.)

* If you play another artifact, creature, enchantment, or planeswalker spell
from a graveyard, only the second ability triggers. That's because the card
is put onto the stack, not into play.

* If you play River Kelpie itself from your graveyard (by using Yawgmoth's
Will, for example), neither ability triggers. The first ability doesn't
trigger because River Kelpie is put onto the stack; the second ability
doesn't trigger because it works only while River Kelpie is already in play.

* If you play a land card from a graveyard (by using Crucible of Worlds, for
example), only the first ability triggers. That's because the land (which
isn't a spell) is put directly into play from the graveyard.
-----

Rosheen Meanderer
{3}{R/G}
Legendary Creature -- Giant Shaman
4/4
{T}: Add {4} to your mana pool. Spend this mana only on costs that contain
{X}.

* A "cost that contains {X}" may be a spell's total cost, an activated
ability's cost, a suspend cost, or a cost you're asked to pay as part of the
resolution of a spell or ability (such as Broken Ambitions). A spell's total
cost includes either its mana cost (printed in the upper right corner) or its
alternative cost (such as suspend), as well as any additional costs (such as
kicker). Basically, if it's something you can spend mana on, it's a cost. If
that cost includes the {X} mana symbol in it, you can spend mana generated by
Rosheen on that cost.

* You can spend mana generated by Rosheen on any part of a cost that contains
{X}. You're not limited to spending it only on the {X} part.

* You can spend mana generated by Rosheen on a cost that includes {X} even if
you've chosen an X of 0, or the card specifies that you can spend only
colored mana on X. (You'll have to spend Rosheen's mana on a different part
of that cost, of course.)

* You don't have to spend all four mana on the same cost.
-----

Runed Halo
{W}{W}
Enchantment
As Runed Halo comes into play, name a card.
You have protection from the chosen name. (You can't be targeted, dealt
damage, or enchanted by anything with that name.)

* Runed Halo gives you protection from each object with the chosen name,
whether it's a card, a token, or a copy of a spell. It doesn't matter what
game zone that object is in.

* You can still be attacked by creatures with the chosen name.

* You'll have protection from the name, not from the word. For example, if
you choose the name Forest, you'll have protection from anything named
"Forest" -- but you won't have protection from Forests. An animated Sapseep
Forest, for example, could deal damage to you even though its subtype is
Forest.

* If you want to name a split card, you must name both halves of the card.
You'll have protection from each half.

* You can't choose [nothing] as a name. Face-down creatures have no name, so
Runed Halo can't give you protection from them.

* You must choose the name of a card, not the name of a token. For example,
you can't choose "Saproling" or "Voja." However, if a token happens to have
the same name as a card (such as "Shapeshifter" or "Goldmeadow Harrier"), you
can choose it.

* You may choose either one of a flip card's names. You'll have protection
only from the appropriate version. For example, if you choose Nighteyes the
Desecrator, you won't have protection from Nezumi Graverobber.
-----

Scarscale Ritual
{1}{U/B}
Sorcery
As an additional cost to play Scarscale Ritual, put a -1/-1 counter on a
creature you control.
Draw two cards.

* If you don't control any creatures, you can't play Scarscale Ritual.
-----

Scrapbasket
{4}
Artifact Creature -- Scarecrow
3/2
{1}: Scrapbasket becomes all colors until end of turn.

* Scrapbasket's ability won't stop it from being an artifact. It'll just be a
colorful artifact.

* After Scrapbasket's ability resolves, an effect that changes its colors
will overwrite that ability's effect. For example, playing Cerulean Wisps on
it will turn it just blue.
-----

Scuttlemutt
{3}
Artifact Creature -- Scarecrow
2/2
{T}: Add one mana of any color to your mana pool.
{T}: Target creature becomes the color or colors of your choice until end of
turn.

* For the second ability, you can choose any single color or any combination
of more than one color. You can't choose colorless.

* The second ability won't make an artifact creature stop being an artifact.
It'll just be a colorful artifact.
-----

Shield of the Oversoul
{2}{G/W}
Enchantment -- Aura
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and is indestructible.
(Lethal damage and effects that say "destroy" don't destroy it. If its
toughness is 0 or less, it's still put into its owner's graveyard.)
As long as enchanted creature is white, it gets +1/+1 and has flying.

* If an effect would simultaneously destroy Shield of the Oversoul and a
green creature it's enchanting, only the Shield is destroyed.

* If a green creature enchanted by Shield of the Oversoul is dealt lethal
damage, the creature isn't destroyed, but the damage remains on the creature.
If Shield of the Oversoul stops enchanting that creature later in the turn,
the creature will stop being indestructible and will be destroyed.
-----

Sinking Feeling
{2}{U}
Enchantment -- Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has "{1}, Put a -1/-1 counter on this creature: Untap this
creature."

* Sinking Feeling grants the untap ability to the creature it's enchanting.
Only the creature's controller can play that ability, not Sinking Feeling's
controller.
-----

Spawnwrithe
{2}{G}
Creature -- Elemental
2/2
Trample
Whenever Spawnwrithe deals combat damage to a player, put a token into play
that's a copy of Spawnwrithe.

* As the token is created, it checks the printed values of the Spawnwrithe
it's copying -- or, if the Spawnwrithe whose ability triggered was itself a
token, the original characteristics of that token as stated by the effect
that put it into play -- as well as any copy effects that have been applied
to it. It won't copy counters on the Spawnwrithe, nor will it copy other
effects that have changed Spawnwrithe's power, toughness, types, color, or so
on. Normally, this means the token will simply be a Spawnwrithe. But if any
copy effects have affected that Spawnwrithe, they're taken into account. For
example:

* If Spawnwrithe's ability triggers, then Spawnwrithe becomes a copy of
another creature before its ability resolves (due to Mirrorweave, perhaps),
the token will be a copy of whatever creature the Spawnwrithe is currently a
copy of. At the end of the turn, Spawnwrithe will revert back to what it was,
but the token will stay as it is.

* If a copy effect such as Mirrorweave causes some other creature to become a
copy of Spawnwrithe, then that creature deals combat damage to a player, the
token that's put into play is simply a copy of Spawnwrithe.

* A token created by a Cemetery Puca that's copying a Spawnwrithe will be a
Spawnwrithe with the Cemetery Puca ability.
-----

Spiteful Visions
{2}{B/R}{B/R}
Enchantment
At the beginning of each player's draw step, that player draws a card.
Whenever a player draws a card, Spiteful Visions deals 1 damage to that
player.

* Spiteful Visions's second ability triggers any time any player draws a
card, not just when a player draws a card as a result of its first ability.
-----

Swans of Bryn Argoll
{2}{W/U}{W/U}
Creature -- Bird Spirit
4/3
Flying
If a source would deal damage to Swans of Bryn Argoll, prevent that damage.
The source's controller draws cards equal to the damage prevented this way.

* The source of combat damage is the creature that deals it.

* If a spell is causing damage to be dealt, that spell will always identify
the source of the damage. In most cases, the source is the spell itself. For
example, Burn Trail says "Burn Trail deals 3 damage to target creature or
player."

* If an ability is causing damage to be dealt, that ability will always
identify the source of the damage. The ability itself is never the source.
However, the source of the ability is often the source of the damage. For
example, Knollspine Invocation's ability says "Knollspine Invocation deals X
damage to target creature or player."

* If the source of the damage is a permanent, Swans of Bryn Argoll checks who
that permanent's controller is at the time that damage is prevented. If the
permanent has left play by then, its last known information is used. If the
source of the damage is a spell, its controller is obvious. If the source of
the damage is a card from some other zone (such as a cycled Gempalm
Incinerator), Swans of Bryn Argoll checks its owner rather than its
controller.

* If a creature with wither would deal damage to Swans of Bryn Argoll, that
damage is treated just like any other damage. It's prevented, and the
creature's controller draws cards. Swans of Bryn Argoll doesn't get any -1/-1
counters.
-----

Sygg, River Cutthroat
{U/B}{U/B}
Legendary Creature -- Merfolk Rogue
1/3
At end of turn, if an opponent lost 3 or more life this turn, you may draw a
card. (Damage causes loss of life.)

* As the end of turn step begins, Sygg's ability checks whether a player who
is currently your opponent, or a player who was your opponent at the time he
or she left the game, has lost 3 or more life over the course of the turn. If
so, the ability will trigger. If not, it won't.

* It doesn't matter how the opponent lost life or who caused it, as long as
the total loss of life is 3 or more.

* Sygg's ability checks only whether life was lost. It doesn't care whether
life was also gained. For example, if an opponent lost 4 life and gained 6
life during the turn, that player will have a higher life total than he or
she started the turn with -- but Sygg's ability will trigger anyway.

* You don't specify an opponent when the ability triggers. If multiple
opponents have lost 3 or more life over the course of the turn, the ability
will trigger only once.

* Sygg's ability will trigger even if Sygg wasn't in play at the time some or
all of the life was lost.

* Sygg's ability checks to see if it triggers at the end of every turn. It
doesn't have to be your turn, and it doesn't have to be the turn of the
opponent that lost life.
-----

Tatterkite
{3}
Artifact Creature -- Scarecrow
2/1
Flying
Tatterkite can't have counters placed on it.

* Tatterkite's ability prevents any kind of counter from being placed on it,
not just -1/-1 counters.

* A spell or ability whose effect would put a counter on Tatterkite simply
doesn't affect it. The spell or ability isn't countered. If it would put
counters on any other creatures, it continues to do so.

* If Tatterkite is dealt damage by a creature with wither, that damage has no
effect. It's not prevented; it just doesn't do anything. Lifelink and other
similar abilities will still trigger.

* You can't pay a cost that includes putting a counter on Tatterkite. For
example, if Tatterkite is the only creature you control, you can't play
Scarscale Ritual because you can't pay the additional cost.

* If Tatterkite would come into play with counters on it, it comes into play
but doesn't have those counters. For example, if an effect grants it persist
and then it's destroyed, it returns to play without a -1/-1 counter on it.
-----

Thought Reflection
{4}{U}{U}{U}
Enchantment
If you would draw a card, draw two cards instead.

* Thought Reflection doesn't cause you to draw cards. Rather, it causes card-
drawing effects to have you draw more cards. It also causes the draw action
during your draw step to have you draw two cards.

* If a spell or ability causes you to draw multiple cards, Thought
Reflection's effect doubles the total number you would draw. For example, if
you play Concentrate ("Draw three cards"), you'll draw six cards.

* The effects of multiple Thought Reflections are cumulative. For example, if
you have three Thought Reflections in play, you'll draw eight times the
original number of cards.

* If two or more replacement effects would apply to a card-drawing event, the
player who's drawing the card chooses what order to apply them.
-----

Torrent of Souls
{4}{B/R}
Sorcery
Return up to one target creature card from your graveyard to play if {B} was
spent to play Torrent of Souls. Creatures target player controls get +2/+0
and gain haste until end of turn if {R} was spent to play Torrent of Souls.
(Do both if {B}{R} was spent.)

* The effects of the spell happen in order. If you spent both {B} and {R} to
play Torrent of Souls, first you'll return a creature card from your
graveyard to play, then all creatures you control -- including the one you
just returned -- will get +2/+0 and gain haste until end of turn.
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Torture
{B}
Enchantment -- Aura
Enchant creature
{1}{B}: Put a -1/-1 counter on enchanted creature.

* The -1/-1 counters that are put on the enchanted creature are independent
of Torture. If Torture leaves play or is moved to another creature, the
counters will stay put.
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Tower Above
{2/G}{2/G}{2/G}
Sorcery
({2/G} can be paid with any two mana or with {G}. This card's converted mana
cost is 6.)
Until end of turn, target creature gets +4/+4 and gains trample, wither, and
"When this creature attacks, target creature blocks it this turn if able."
(It deals damage to creatures in the form of -1/-1 counters.)

* When the creature affected by Tower Above attacks, you can target any
creature in play with the triggered ability. However, if the creature you
target can't block the creature affected by Tower Above (for example, because
the attacking creature has flying and the other one doesn't, or because both
creatures are controlled by the same player), the triggered ability does
nothing. In that case, the creature you targeted is free to block whichever
creature its controller chooses, or block no creatures at all.
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Traitor's Roar
{4}{B/R}
Sorcery
Tap target untapped creature. It deals damage equal to its power to its
controller.
Conspire (As you play this spell, you may tap two untapped creatures you
control that share a color with it. When you do, copy it and you may choose a
new target for the copy.)

* If you use conspire to copy Traitor's Roar, but you don't change its
target, the copy will resolve just fine but the original will be countered on
resolution. That's because the copy will resolve first, and as part of its
resolution, it will tap the targeted creature. Then, when the original
Traitor's Roar tries to resolve, it will have an illegal target (since it
must target an untapped creature).
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Valleymaker
{5}{R/G}
Creature -- Giant Shaman
5/5
{T}, Sacrifice a Mountain: Valleymaker deals 3 damage to target creature.
{T}, Sacrifice a Forest: Choose a player. That player adds {G}{G}{G} to his
or her mana pool.

* The second ability is a mana ability. It doesn't target a player and it
doesn't use the stack. If the player who adds {G}{G}{G} to his or her mana
pool can't spend all of it before the phase ends, the remaining mana will
cause mana burn.
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Vexing Shusher
{R/G}{R/G}
Creature -- Goblin Shaman
2/2
Vexing Shusher can't be countered.
{R/G}: Target spell can't be countered by spells or abilities.

* After Vexing Shusher's ability resolves, any spells or abilities that would
counter the targeted spell will still resolve. They just won't counter that
spell.

* Vexing Shusher's ability won't prevent the targeted spell from being
countered by the game rules (for example, if all its targets are illegal).
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Wheel of Sun and Moon
{G/W}{G/W}
Enchantment -- Aura
Enchant player
If a card would be put into enchanted player's graveyard from anywhere,
instead that card is revealed and put on the bottom of that player's library.

* Wheel of Sun and Moon's replacement effect will apply to cards that would
be put into the enchanted player's graveyard from any game zone. This
includes from play (if a nontoken permanent is destroyed or would otherwise
be put into the graveyard), from the stack (if a spell is countered, or if an
instant or sorcery spell resolves), from the player's hand or library, and so
on.

* Wheel of Sun and Moon won't affect tokens that are put into the graveyard
from play or copies of spells that resolve or are countered. They're not
cards, so they'll go to the graveyard as normal, then cease to exist.

* If multiple cards would be put into the enchanted player's graveyard at the
same time (due to Millstone, for example), they are instead all revealed and
put on the bottom of the enchanted player's library at the same time. That
player chooses what order to put them in. The order is not revealed to the
other players.
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Wicker Warcrawler
{5}
Artifact Creature -- Scarecrow
6/6
Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at
end of combat.

* The -1/-1 counter is put on Wicker Warcrawler at end of combat, after
combat damage has already been dealt. (Note that this is different from how
the _Shadowmoor_ card Dusk Urchins works.)
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Wild Swing
{3}{R}
Sorcery
Choose three target nonenchantment permanents. Destroy one of them at random.

* You target three permanents as you play Wild Swing. You don't randomly
choose which one will be destroyed until Wild Swing resolves. If one of those
permanents has become an illegal target by then, you randomly choose between
the other two. If two of those permanents have become illegal targets by
then, there is no random choice -- the remaining permanent is destroyed.

* If one of the targets is indestructible, it can be chosen at random but
nothing will happen to it if it is.

* As Wild Swing resolves, there is no time to react between the time a
permanent is chosen at random and the time it's destroyed. If you want to put
a regeneration shield on one of those permanents, or sacrifice it for some
effect, or anything else, you must do so before Wild Swing resolves (and
before you know which one of the permanents will be chosen at random).
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Windbrisk Raptor
{5}{W}{W}
Creature -- Bird
5/7
Flying
Attacking creatures you control have lifelink.

* This is a static ability. Your creatures will have lifelink from the moment
they're declared as attackers until the moment the combat phase ends, they're
removed from combat, or Windbrisk Raptor leaves play, whichever comes first.
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Witherscale Wurm
{4}{G}{G}
Creature -- Wurm
9/9
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that
creature gains wither until end of turn. (It deals damage to creatures in the
form of -1/-1 counters.)
Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1
counters from it.

* Witherscale Wurm's second ability triggers when it deals any damage to an
opponent, not just combat damage.

* Witherscale Wurm's first ability does *not* give Witherscale Wurm wither.
-----

Worldpurge
{4}{W/U}{W/U}{W/U}{W/U}
Sorcery
Return all permanents to their owners' hands. Each player chooses up to seven
cards in his or her hand, then shuffles the rest into his or her library.
Empty all mana pools.

* Emptying a player's mana pool causes all mana to leave that pool, but this
is not mana burn. No life is lost.
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Wound Reflection
{5}{B}
Enchantment
At the end of each turn, each opponent loses life equal to the life he or she
lost this turn. (Damage causes loss of life.)

* When Wound Reflection's ability resolves, it checks how much life each
opponent lost over the course of the turn, then it causes that opponent to
lose that much life. It doesn't matter how the opponent lost life or who
caused it. It also doesn't matter if Wound Reflection wasn't in play at the
time some or all of the life was lost.

* Wound Reflection's ability checks only whether life was lost. It doesn't
care whether life was also gained. For example, if an opponent lost 4 life
and gained 6 life during the turn, that player will have a higher life total
than he or she started the turn with -- but Wound Reflection's ability will
still cause that player to lose 4 life.

* Wound Reflection's ability triggers at the end of every turn. It doesn't
have to be your turn, and it doesn't have to be the turn of an opponent that
lost life.

* If Wound Reflection's ability resolves, then an opponent loses life later
in the same turn, that life loss is never counted by Wound Reflection.

* Multiple Wound Reflections are cumulative. They'll both trigger at the same
time. One will resolve first. When the second one resolves, it will see the
same life loss that the first Wound Reflection saw, as well as the life loss
caused by the first Wound Reflection. For example, if an opponent lost 3 life
during the turn, the first Wound Reflection will cause that opponent to lose
3 more life, then the second Wound Reflection will cause that opponent to
lose 6 life.
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