_Visions_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Sheldon Menery
Document last modified April 6, 2006

_Visions_ boosters packs, tournament packs, and theme decks go on sale at the
_Magic Online_(TM) store at 9 a.m. (PST) on April 10, 2005.

The _Visions_ set becomes legal for play in Classic, Classic (Vanguard),
Freeform, Mirage Constructed, Prismatic, Singleton, and Tribal Wars formats
on the day it goes on sale.

_Visions_ release events begin April 13, 2006.

The _Visions_ expansion, originally released in 1997, is a 167-card, black-
bordered set featuring 50 rares, 55 uncommons, and 62 commons. The _Visions_
set is nonredeemable. Online cards from the _Visions_ set can't be exchanged
for physical _Visions_ cards.


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

The first section ("General Notes") explains the new mechanics and concepts
in the set. The second section ("Card-Specific Notes") contains answers to
the most important questions players might ask about a given card.

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

GENERAL NOTES

The _Visions_ set introduces no new keywords. It contains many keywords,
themes, and mechanics that were introduced in the _Mirage_(TM) set, however.
For information on the following topics, please see the _Mirage_ FAQ
(http://www.wizards.com/dci/downloads/MirageFAQ120505.rtf):

Cumulative upkeep
Flanking
Phasing
Poison
"Slowtrips"
Substance
World Enchantments
-----

Chimeras

The _Visions_ set contains four artifact creatures that have the creature
type Chimera. Each one is a 2/2 creature with a keyword ability that can be
sacrificed to essentially add its body and ability to another Chimera.

Brass-Talon Chimera 
{4} 
Artifact Creature — Chimera  
2/2  
First strike
Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera and that
Chimera gains first strike.

* A +2/+2 counter isn't the same as two +1/+1 counters. It's a single
counter, and a creature with one of these counters on it won't interact with
abilities that look for +1/+1 counters.

* The ability doesn't wear off. The target Chimera will have the keyword
ability it gains this way until it leaves play or the game ends.
-----

CARD-SPECIFIC NOTES

Blanket of Night 
{1}{B}{B}  
Enchantment   
Each land is a Swamp in addition to its other land types. 

* Each land gains the subtype Swamp and the ability "{T}: Add {B} to your
mana pool." They won't lose any abilities or types they already had. Their
names won't change. They won't become basic.
-----

Breathstealer's Crypt 
{2}{U}{B}  
Enchantment   
If a player would draw a card, instead he or she draws a card and reveals it.
If it's a creature card, that player discards it unless he or she pays 3
life. 

* If more than one replacement effect would apply to the same draw (for
example, this effect and a dredge effect), the player who's drawing the card
chooses which one to use. If this effect is chosen, the result still includes
a draw, so the player may then replace that draw with another effect (such as
dredge).

* If Breathstealer's Crypt's replacement draw is itself replaced, the
remainder of the ability has no effect.
-----

Brood of Cockroaches 
{1}{B}  
Creature — Insect  
1/1  
When Brood of Cockroaches is put into your graveyard from play, at end of
turn, you lose 1 life and return Brood of Cockroaches to your hand. 

* When the delayed triggered ability resolves at the end of the turn, you'll
always lose 1 life. You'll return Brood of Cockroaches to your hand only if
it's still in your graveyard and has continuously been there since it was
originally put there.

* If the player who controls Brood of Cockroaches when it's put into a
graveyard from play isn't its owner, the ability won't trigger.
-----

City of Solitude 
{2}{G}  
Enchantment   
Players can play spells and activated abilities only during their own turns. 


* This will affect mana abilities. It will also affect activated abilities of
cards not in play (such as cycling).

* This won't affect triggered abilities.
-----

Corrosion 
{1}{B}{R}  
Enchantment   
Cumulative upkeep 1
At the beginning of your upkeep, put a rust counter on each artifact target
opponent controls. Then destroy each artifact with converted mana cost less
than or equal to the number of rust counters on it. Artifacts destroyed this
way can't be regenerated.
When Corrosion leaves play, remove all rust counters from all permanents. 

* The ability puts rust counters only on artifacts target opponent controls,
but then it destroys all artifacts that have enough rust counters on them, no
matter who controls them.

* When Corrosion leaves play, it removes all rust counters, regardless of how
they were put onto a permanent or whether a permanent with a rust counter on
it is still an artifact.
-----

Death Watch 
{B}  
Enchantment — Aura  
Enchant creature
When enchanted creature is put into a graveyard, its controller loses life
equal to its power and you gain life equal to its toughness. 

* The player who loses life is the player who controlled the creature when it
was put into a graveyard.

* If you control the enchanted creature, you both lose life and gain life. If
the life loss takes you to 0 or less life but the life gain brings you back
to 1 or more life, you won't lose the game.
-----

Desertion 
{3}{U}{U}  
Instant   
Counter target spell. If an artifact or creature spell is countered this way,
put that card into play under your control instead of into its owner's
graveyard. 

* This can counter any spell, not just an artifact or creature spell.

* If it counters an artifact or creature spell, that spell doesn't resolve.
The card is simply put into play under your control. Any additional costs or
mana considerations (such as kicker, sunburst, or _Guildpact_(TM) "enhanced"
creature abilities) won't carry over.

* You may counter your own spell this way. If you do, and the spell is an
artifact or creature spell, it will be put into play under your control.
-----

Desolation 
{1}{B}{B}  
Enchantment   
At end of turn, each player who tapped a land for mana this turn sacrifices a
land. If a Plains is sacrificed this way, Desolation deals 2 damage to that
Plains's controller.

* When this triggers, it will affect each player who tapped a land for mana
that turn, even if that land was tapped before Desolation entered play.

* Each player sacrifices a maximum of one land per Desertion per turn, no
matter how many lands he or she tapped for mana. The land that's sacrificed
doesn't have to be one of the lands that was tapped for mana.
-----

Dragon Mask 
{3}  
Artifact   
{3}, {T}: Target creature you control gets +2/+2 until end of turn. Return it
to its owner's hand at end of turn. 

* If the creature changes controller, it will retain the +2/+2 bonus and it
will still be returned to its owner's hand at end of turn.
-----

Dwarven Vigilantes 
{2}{R}  
Creature — Dwarf  
2/2  
Whenever Dwarven Vigilantes attacks and isn't blocked, you may have it deal
damage equal to its power to target creature. If you do, Dwarven Vigilantes
deals no combat damage this turn. 

* If the ability is countered (due to the target creature becoming an illegal
target, for example), Dwarven Vigilantes will deal combat damage as normal.
If the damage that would be dealt by the ability is prevented, however,
Dwarven Vigilantes will deal no combat damage. The "if you do" refers to
choosing the option of having it deal its combat damage to target creature,
not to actually dealing that damage.
-----

Elkin Lair 
{3}{R}  
World Enchantment   
At the beginning of each player's upkeep, that player removes a card at
random in his or her hand from the game. The player may play that card this
turn. At end of turn, if the player hasn't played the card, he or she puts it
into his or her graveyard. 

* All normal rules for playing the removed card apply. Its mana cost must be
paid, it can't be played at a time it normally couldn't be, a land played
this way counts as your land drop for the turn, etc. The only difference is
that it's being played from the removed-from-the-game zone rather than your
hand.

* Elkin Lair allows a removed card to be played only while it remains removed
from the game. Once it leaves that zone (because you played it, Elkin Lair's
"end of turn" trigger puts it into your graveyard, or for any other reason)
it can no longer be played.
-----

Equipoise 
{2}{W}  
Enchantment   
At the beginning of your upkeep, for each artifact target player controls in
excess of the number you control, choose an artifact he or she controls.
Repeat this process for creatures and lands. The chosen permanents phase
out. 

* First the permanents are all chosen, then they all phase out at the same
time.

* Each category is accounted for separately. Permanents with multiple types,
such as artifact creatures or artifact lands, count for each type they have.

* You may target yourself with this ability. If you do, nothing will happen.
-----

Eye of Singularity 
{3}{W}  
World Enchantment   
When Eye of Singularity comes into play, destroy each permanent with the same
name as another permanent, except for basic lands. They can't be regenerated.
Whenever a permanent other than a basic land comes into play, destroy all
other permanents with that name. They can't be regenerated. 

* This will destroy tokens with the same name and nonbasic lands with the
same name.

* If two or more permanents with the same name come into play at the same
time, they'll all be destroyed, as will any permanents with that name already
in play. If just one permanent comes into play, only permanents that were
already in play with that name will be destroyed. The new permanent won't be
affected.

* If a copy card such as Clone or Copy Enchantment is being put into play,
its controller chooses a permanent for it to copy as it enters play, it's put
into play as a copy of that permanent, then Eye of Singularity triggers and
destroys the permanent it's copying.

* Eye of Singularity won't trigger when a permanent phases in. It also won't
trigger if the name of a card that's already in play (such as Dimir
Doppelganger) becomes the name of another permanent that's already in play.
-----

Femeref Enchantress 
{G}{W}  
Creature — Human Druid  
1/2  
Whenever an enchantment is put into a graveyard from play, draw a card. 

* If Femeref Enchantress is enchanted when it goes to the graveyard, its
ability will not be triggered by the Auras attached to it unless those Auras
are being destroyed by the same effect that's destroying the Enchantress
(Akroma's Vengeance, for example).
-----

Forbidden Ritual 
{2}{B}{B}  
Sorcery   
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life
unless he or she sacrifices a permanent or discards a card. You may repeat
this process any number of times. 

* When you play this spell, you target an opponent. When the spell resolves,
you sacrifice one nontoken permanent. Then the opponent chooses whether to
lose 2 life, sacrifice a permanent, or discard a card, then does it. Then you
choose whether or not to sacrifice another permanent. If you don't, the
effect ends. If you do, the opponent chooses again, then you choose again.
You choose whether to repeat the process each iteration. You can't change the
target.
-----

Gossamer Chains 
{W}{W} 
Enchantment   
Return Gossamer Chains to its owner's hand: Prevent all combat damage that
would be dealt by target unblocked creature this turn. 

* This ability may be played only during the declare blockers step, the
combat damage step, or the end of combat step. A creature is an "unblocked
creature" only if it's an attacking creature after blockers have been
declared, and no blockers were declared as blocking it.
-----

Helm of Awakening 
{2}  
Artifact   
Spells cost 1 less to play. 

* This affects all spells played by all players. The cost reduction is not
optional.

* This reduces only generic mana costs. If a spell costs {W}{W}, for example,
this will have no effect on it.

* This looks at the total cost of the spell, not its mana cost. It will take
additional costs like kicker or entwine into account.

* A generic {X} cost is still considered generic even if there is a
requirement that a specific color be used for it. (For example, "Spend only
black mana on X.") Such a cost is reduced by Helm of Awakening.

* If Helm of Awakening is sacrificed as an additional cost to play a spell,
its cost reduction still applies to that spell.
-----

Infernal Harvest 
{1}{B}  
Sorcery   
As an additional cost to play Infernal Harvest, return X Swamps you control
to their owner's hand.
Infernal Harvest deals X damage divided as you choose among any number of
target creatures. 

* Divide the damage when you play Infernal Harvest.

* If X is greater than 0, the number of targets must be at least 1 and at
most X. If X is 0, the number of targets must be 0.
-----

Juju Bubble 
{1}  
Artifact   
Cumulative upkeep {1}
When you play a card, sacrifice Juju Bubble.
{2}: You gain 1 life. 

* This ability will trigger when you play any card, including playing a land.
It will not trigger when you play a copy, such as with Isochron Scepter.
-----

Katabatic Winds 
{2}{G}  
Enchantment   
Phasing
Creatures with flying can't attack or block, and their activated abilities
with {T} in their costs can't be played. 

* Creatures that can block as though they had flying, such as Giant Spider,
can't block. They are otherwise unaffected by Katabatic Winds.
-----

Knight of the Mists 
{2}{U}  
Creature — Human Knight  
2/2  
Flanking (Whenever a creature without flanking blocks this creature, the
blocking creature gets -1/-1 until end of turn.)
When Knight of the Mists comes into play, you may pay {U}. If you don't,
destroy target Knight and it can't be regenerated. 

* This can target any Knight. If there are no other Knights in play, it must
target itself.
-----

Lichenthrope 
{3}{G}{G}  
Creature — Plant Fungus  
5/5  
If damage would be dealt to Lichenthrope, put that many -1/-1 counters on it
instead.
At the beginning of your upkeep, remove a -1/-1 counter from Lichenthrope. 

* All damage that would be dealt to Lichenthrope is replaced. Abilities that
would trigger when damage is dealt to it don't trigger.

* In combat with creatures that don't have first strike or double strike,
Lichenthrope will assign its combat damage before it gets -1/-1 counters from
creatures blocking or blocked by it.
-----

Lightning Cloud 
{3}{R} 
Enchantment   
Whenever a player plays a red spell, you may pay {R}. If you do, Lightning
Cloud deals 1 damage to target creature or player. 

* You may pay {R} only once per spell.
-----

Man-o'-War 
{2}{U}  
Creature — Jellyfish  
2/2  
When Man-o'-War comes into play, return target creature to its owner's hand. 


* When Man-o'-War comes into play, if there are no other creatures in play,
it will have to target itself.
-----

Mob Mentality 
{R}  
Enchantment — Aura  
Enchant creature
Enchanted creature has trample.
Whenever all non-Wall creatures you control attack, enchanted creature gets
+X/+0 until end of turn, where X is the number of attacking creatures. 

* When you declare attackers, if the only creatures you control that don't
attack are Walls, this ability will trigger. This checks for Walls, not for
creatures with defender.
-----

Necromancy 
{2}{B}  
Enchantment   
You may play Necromancy any time you could play an instant. If it was played
any time a sorcery couldn't have been played, it gains substance until end of
turn and when it loses substance, sacrifice it.
When Necromancy comes into play, if it's in play, it becomes an Aura with
enchant creature. Put target creature card from a graveyard into play under
your control and attach Necromancy to it.
When Necromancy leaves play, destroy enchanted creature. It can't be
regenerated. 

* When Necromancy comes into play, if there is no legal target to choose or
its comes-into-play ability is countered, it will stay in play as a non-Aura
enchantment.

* When Necromancy comes into play, if the creature card it targets is unable
to be enchanted by it when it's a creature (due to protection from black, for
example), the ability will still resolve. Necromancy becomes an Aura and the
creature returns to play under your control, but Necromancy can't become
attached to it. Necromancy is now an unattached Aura, so it's put into its
controller's graveyard as a state-based effect. The creature remains in play.

* If Necromancy is moved from one creature to another, the creature it was
attached to stays in play. When Necromancy leaves play, only the creature
it's currently attached to will be destroyed. The creature card it used to be
attached to will be unaffected.
-----

Necrosavant 
{3}{B}{B}{B}  
Creature — Zombie Giant  
5/5  
3BB, Sacrifice a creature: Return Necrosavant from your graveyard to play.
Play this ability only during your upkeep.

* The ability may be activated only while Necrosavant is in your graveyard.
You can't activate the ability while Necrosavant is in play, sacrifice it to
pay the cost, then return it from your graveyard to play.
-----

Ogre Enforcer 
{3}{R}{R}  
Creature — Ogre  
4/4  
If Ogre Enforcer would be dealt nonlethal damage from a single source,
prevent that damage. 

* "Nonlethal damage" is damage less than Ogre Enforcer's toughness.

* Each source's damage is checked independently, even the damage is dealt at
the same time (such as from multiple creatures dealing combat damage).
-----

Ovinomancer 
{2}{U}  
Creature — Human Wizard  
0/1  
When Ovinomancer comes into play, sacrifice it unless you return three basic
lands you control to their owner's hand.
{T}, Return Ovinomancer to its owner's hand: Destroy target creature. It
can't be regenerated. That creature's controller puts a 0/1 green Sheep
creature token into play. 

* If the targeted creature is indestructible, that creature remains in play
and its controller gets a Sheep token.

* Ovinomancer can target itself. If so, it will return to its owner's hand,
but its ability will be countered due to having no legal targets, so its
controller won't get a Sheep token.
-----

Peace Talks 
{1}{W}  
Sorcery   
This turn and next turn, creatures can't attack, and players and permanents
can't be the targets of spells or activated abilities. 

* "This turn and next turn" means the remainder of the current turn plus the
entire length of the turn immediately following the current turn, regardless
of whose turn that is.

* This doesn't affect triggered abilities.
-----

Prosperity 
{X}{U}  
Sorcery   
Each player draws X cards. 

* Each player draws cards at the same time.

* If each player runs out of cards before this effect ends, the game is a
draw. It doesn't matter whether one player became unable to draw a card
first.

* If a replacement effect is being applied to card drawing, treat it as if
each player draws one card, then each player draws one card, and so on until
all the required drawing is done.
-----

Pygmy Hippo 
{G}{U}  
Creature — Hippo  
2/2  
Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player
play a mana ability of each land he or she controls and empty his or her mana
pool. If you do, Pygmy Hippo deals no combat damage this turn and at the
beginning of your postcombat main phase, you add {X} to your mana pool, where
X is equal to the amount of mana emptied from defending player's mana pool
this way. 

* If a land has multiple mana abilities, the defending player chooses which
one to play. Likewise, if a mana ability requires a choice, the defending
player makes that choice.

* There is no specific ordering among the mana abilities, but the defending
player must do everything possible to play a mana ability from each land. For
example, if the defending player controls Mossfire Valley and Mountain, the
player can't claim that Mossfire Valley's mana ability is impossible to play
because his or her mana pool is empty. The player must play the mana ability
of the Mountain, then Mossfire Valley's mana ability is possible to play, so
the player must play it.

* If the defending player had mana in his or her mana pool generated
separately from Pygmy Hippo's effect, it is still emptied from his or her
mana pool and it will count towards the value of {X}.

* Pygmy Hippo's controller adds only colorless mana to his or her mana pool
from this ability. It has no restrictions or abilities that the mana the
defending player emptied from his or her mana pool may have had. Any of that
mana that isn't spent will result in mana burn.
-----

Quirion Druid 
{2}{G}  
Creature — Elf Druid  
1/2  
{G}, {T}: Target land becomes a 2/2 green creature that's still a land.

* The effect has no stated duration, so a land turned into a creature this
way continues being a creature as long as the land is in play.
-----

Remedy 
{1}{W}  
Instant   
Prevent the next 5 damage that would be dealt this turn to any number of
target creatures and/or players, divided as you choose. 

* Divide the damage prevention shields when you play Remedy.

* The number of targets must be at least 1 and at most 5.
-----

Rock Slide 
{X}{R}  
Instant   
Rock Slide deals X damage divided as you choose among any number of target
attacking or blocking creatures without flying. 

* Divide the damage when you play Rock Slide.

* If X is greater than 0, the number of targets must be at least 1 and at
most X. If X is 0, the number of targets must be 0.
-----

Sands of Time 
{4}  
Artifact   
Each player skips his or her untap step.
At the beginning of each player's upkeep, that player simultaneously untaps
each tapped artifact, creature, and land he or she controls and taps each
untapped artifact, creature, and land he or she controls. 

* With Sands of Time in play, the phasing event that would happen during the
untap step doesn't happen. Nothing phases in or out except via spells and
abilities such as Time and Tide.

* Players can tap permanents for abilities after Sands of Time's ability
triggers but before it resolves. It doesn't check the tapped/untapped state
of permanents until it resolves.
-----

Shimmering Efreet 
{2}{U}  
Creature — Efreet  
2/2  
Flying, phasing
Whenever Shimmering Efreet phases in, target creature phases out. 

* If Shimmering Efreet phases in as your untap step begins, the triggered
ability will go on the stack at the beginning of your upkeep. That's when the
target is chosen. If there is no other creature to target, Shimmering Efreet
will be the target.
-----

Shrieking Drake 
{U}  
Creature — Drake  
1/1  
Flying
When Shrieking Drake comes into play, return a creature you control to its
owner's hand. 

* The ability isn't targeted, so you can return an untargetable creature or a
creature with protection from blue.

* The creature to return is chosen on resolution. If you have no other
creatures, you'll have to return the Drake itself.
-----

Song of Blood 
{1}{R} 
Sorcery   
Put the top four cards of your library into your graveyard.
Whenever a creature attacks this turn, it gets +1/+0 until end of turn for
each creature card put into your graveyard this way. 

* The bonus that attacking creatures will get this turn is determined when
you put the cards into your graveyard. It doesn't matter if they're still
there when a creature attacks.

* If a creature attacks more than once this turn, it gets the bonus each
time.
-----

Squandered Resources 
{B}{G}  
Enchantment   
Sacrifice a land: Add to your mana pool one mana of any type the sacrificed
land could produce. 

* "Type" means {W}, {U}, {B}, {R}, {G}, or colorless mana. It doesn't include
any restrictions or abilities.

* You can sacrifice a land that doesn't have a mana ability, but Squandered
Resources won't produce any mana when you do so.
-----

Stampeding Wildebeests 
{2}{G}{G}  
Creature — Beast  
5/4  
Trample
At the beginning of your upkeep, return a green creature you control to its
owner's hand. 

* The ability isn't targeted, so you can return an untargetable creature or a
creature with protection from green.

* The creature to return is chosen on resolution, so each Wildebeests
requires a different creature. If you have no other green creatures, you'll
have to return the Wildebeests itself. If you have no green creatures at all
(due to Shifting Sky, for example), the ability does nothing.
-----

Suleiman's Legacy 
{R}{W}  
Enchantment   
When Suleiman's Legacy comes into play, destroy all Djinns and Efreets. They
can't be regenerated.
Whenever a Djinn or Efreet comes into play, destroy it. It can't be
regenerated. 

* If a Djinn or Efreet is phased out when Suleiman's Legacy comes into play
and then phases in, Suleiman's Legacy won't trigger.

* If a creature that's already in play gains the type Djinn or Efreet,
Suleiman's Legacy won't trigger.
-----

Sun Clasp 
{1}{W}  
Enchantment — Aura  
Enchant creature
Enchanted creature gets +1/+3.
{W}: Return enchanted creature to its owner's hand. 

* When the ability is activated, only the enchanted creature is returned to
hand. Sun Clasp will then be put into its owner's graveyard as a state-based
effect.
-----

Talruum Champion 
{4}{R}  
Creature — Minotaur  
3/3  
First strike
Whenever Talruum Champion blocks or becomes blocked by a creature, that
creature loses first strike until end of turn. 

* A creature blocking or blocked by Talruum Champion won't lose double
strike.
-----

Talruum Piper 
{4}{R}  
Creature — Minotaur  
3/3  
All creatures with flying able to block Talruum Piper do so. 

* Creatures that can block as though they had flying, such as Giant Spider,
must block Talruum Piper.
-----

Teferi's Realm 
{1}{U}{U}  
World Enchantment   
At the beginning of each player's upkeep, that player chooses artifact,
creature, land, or non-Aura enchantment. All nontoken permanents of that type
phase out. 

* If non-Aura enchantment is chosen, Teferi's Realm itself will phase out.

* After a permanent phases out, it will phase in during the next untap step
of the player who controlled it when it phased out. Permanents that phase out
at the same time due to this effect won't all phase in at the same time if
they had different controllers.
-----

Three Wishes 
{1}{U}{U}  
Instant   
Remove the top three cards of your library from the game face down. You may
look at those cards as long as they remain removed from the game. Until your
next turn, you may play those cards. At the beginning of your next upkeep,
put any of those cards you didn't play into your graveyard. 

* The cards that are removed from the game are hidden from all players except
their owner.

* All normal rules for playing the removed cards apply. Their mana costs must
be paid, they can't be played at a time they normally couldn't be, a land
played this way counts as your land drop for the turn, etc. The only
difference is that they're being played from the removed-from-the-game zone
rather than your hand.

* You can play the removed cards only before the start of your next untap
step. After that, you can't play them, even though the triggered ability that
puts the unplayed cards into your graveyard won't resolve until sometime
during your upkeep.

* Three Wishes allows the removed cards to be played only while they remain
removed from the game. Once one of those cards leaves that zone (because you
played it or for any other reason), it can no longer be played.
-----

Time and Tide 
{U}{U}  
Instant   
Simultaneously, all creature cards that are phased out phase in and all
creatures with phasing phase out. 

* This looks for creature cards in the phased-out zone, not for cards that
happened to be creatures when they phased out.
-----

Triangle of War 
{1}  
Artifact   
{2}, Sacrifice Triangle of War: Choose target creature you control and target
creature an opponent controls. Each creature deals damage equal to its power
to the other. 

* If either target is illegal when the ability resolves, it will do nothing.
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Undiscovered Paradise 
Land   
{T}: Add one mana of any color to your mana pool. During your next untap
step, as you untap your permanents, return Undiscovered Paradise to its
owner's hand. 

* If you tap Undiscovered Paradise for mana, it will be returned to its
owner's hand during your next untap step regardless of who controls it at
that time, whether it's tapped or untapped, or whether an effect prevents you
from untapping it.

* If Undiscovered Paradise was tapped for mana and remains under that
player's control, it untaps and is returned to its owner's hand as the same
time during that player's next untap step. Anything that would trigger when
it becomes untapped will trigger.
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Vampirism 
{1}{B}  
Enchantment — Aura  
Enchant creature
When Vampirism comes into play, draw a card at the beginning of the next
turn's upkeep.
Enchanted creature gets +1/+1 for each other creature you control.
All other creatures you control get -1/-1. 

* If you control Vampirism but you don't control the creature Vampirism is
attached to, just ignore each instance of the word "other": The enchanted
creature gets +1/+1 for each creature you control, and each of your creatures
gets -1/-1.
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Vanishing 
{U}  
Enchantment — Aura  
Enchant creature
{U}{U}: Enchanted creature phases out. 

* When the enchanted creature phases out, Vanishing indirectly phases out
with it. When that creature phases back in, Vanishing will phase back in
attached to it.
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Vision Charm 
{U}  
Instant   
Choose one — Target artifact phases out; or target player puts the top four
cards of his or her library into his or her graveyard; or choose a land type
and a basic land type, and the land type of each land of the first chosen
type becomes the second chosen type until end of turn. 

* The last ability is complex. The first choice can be any one of the land
types (Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-
Plant, Swamp, Tower, or Urza's). The second choice can be any one of the
basic land types (Forest, Island, Mountain, Plains, or Swamp). The ability
changes the lands, not just the types, so if the chosen land type is Urza's
and the chosen basic land type is Swamp, all Urza's Towers, Urza's Mines, and
Urza's Power Plants in play will become Swamps (not Swamp Towers, etc.) until
end of turn. They'll lose their normal abilities and gain the mana ability
associated with their new land type.

* This won't affect supertypes. The lands won't become basic.
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Waterspout Djinn 
{2}{U}{U}  
Creature — Djinn  
4/4  
Flying
At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return
an untapped Island you control to its owner's hand. 

* The Island to return is chosen on resolution, so each Djinn requires a
different one.
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Wind Shear 
{2}{G}  
Instant   
Attacking creatures with flying get -2/-2 and lose flying until end of turn. 


* The "until end of turn" duration applies to both the -2/-2 and the loss of
flying.
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