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_Scars of Mirrodin_(TM) Frequently Asked Questions

Compiled by Matt Tabak and Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, Lee
Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified September 23, 2010

An FAQ is a collection of clarifications and rulings involving the cards in a new _Magic: The
Gathering_(R) set. It's intended to make playing with these new cards more fun by clearing up the common
misconceptions and confusion inevitably caused by new mechanics and interactions. As future sets are
released, updates to the _Magic_(TM) rules may cause some of this information to become outdated. If you
can't find the answer you're looking for here, please contact us at <www.wizards.com/customerservice>.

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, most common, and most
confusing questions players might ask about cards in the set. Items in the "Card-Specific Notes" section
include full card text for your reference. Not all cards in the set are listed.
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GENERAL NOTES

***Release Information***

The _Scars of Mirrodin_ set contains 249 cards (101 common, 60 uncommon, 53 rare, 15
mythic rare, and 20 basic land).

Prerelease events: September 25-26, 2010


Launch Parties: October 1-3, 2010

The _Scars of Mirrodin_ set becomes legal for sanctioned Constructed play on its
official release date: Friday, October 1, 2010.

-- At that time, the following card sets will be permitted in the Standard format:
_Zendikar_(TM), _Worldwake_(TM), _Rise of the Eldrazi_(TM), _Magic 2011_, and _Scars
of Mirrodin_.

Go to <www.wizards.com/locator> to find an event or store near you.

Go to <www.wizards.com/MagicFormats> for a complete list of formats and permitted


card sets.
-----

***Mirran and Phyrexian Factions***

The native Mirrans and the invading Phyrexians are battling for control of Mirrodin.
Each _Scars of Mirrodin_ card (except planeswalkers and basic lands) has an
identifying insignia in its text box that shows which of these two factions it
belongs to. (The Mirran insignia looks like a segmented ring. The Phyrexian insignia
looks like a circle with a slash through it.) Faction insignias have no effect on
game play.

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

Many cards in the _Scars of Mirrodin_ set put -1/-1 counters on creatures or care
about -1/-1 counters in other ways. Infect appears only on cards from the Phyrexian
faction.

Carnifex Demon
{4}{B}{B}
Creature -- Demon
6/6
Flying
Carnifex Demon enters the battlefield with two -1/-1 counters on it.

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{B}, Remove a -1/-1 counter from Carnifex Demon: Put a -1/-1 counter on each other
creature.

For the most part, -1/-1 counters work a lot like +1/+1 counters. For example,
Carnifex Demon enters the battlefield as a 4/4 creature, because it's a 6/6 creature
with two -1/-1 counters on it. Working with negative numbers can have some tricky
ramifications, though.

* 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 action. Regeneration can't prevent
this. This happens even if the creature is indestructible.

* 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, a -2/2
creature that gets +3/+3 will end up as a 1/5 creature.

* If an effect of a spell or ability would do something else based on the power of a


creature with 0 or less power (such as allows 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 action.

***Returning Theme: Poison Counters***

Although a small number cards in previous _Magic_ sets have used poison counters, the
_Scars of Mirrodin_ set features poison counters as a prominent Phyrexian strategy.

Relic Putrescence
{2}{B}
Enchantment -- Aura
Enchant artifact
Whenever enchanted artifact becomes tapped, its controller gets a poison counter.

* Poison counters are the only kind of counters that a player can get. (Usually,
counters are put on permanents.) Keep careful track of how many poison counters each
player has. You may do so by keeping a running count on paper, by using a die, by
having that player accumulate a number of items that represent poison counters (such
as the poison counters found in many _Scars of Mirrodin_ booster packs), or by any
other clear and mutually agreeable method.

* A player who has ten or more poison counters loses the game. This is a state-based
action.

* No _Scars of Mirrodin_ cards enable a player to lose poison counters. (Only one
card in the entire game -- the _Homelands_(TM) card Leeches -- allows this to
happen.) Unless you're playing a format in which Leeches is legal, once a player gets
a poison counter, he or she will have it for the rest of the game.

***New Keyword Ability: Infect***

Infect is an ability that changes the nature of damage dealt to players and
creatures. Only cards from the Phyrexian faction have infect.

Blight Mamba
{1}{G}
Creature –- Snake
1/1
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to
players in the form of poison counters.)
{1}{G}: Regenerate Blight Mamba

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

119.3a Damage dealt to a player by a source without infect causes that player to lose
that much life.

119.3b Damage dealt to a player by a source with infect causes that player to get
that many poison counters.

119.3d Damage dealt to a creature by a source with wither and/or infect causes that
many -1/-1 counters to be put on that creature.

119.3e Damage dealt to a creature by a source with neither wither nor infect causes
that much damage to be marked on that creature.

The official rules for infect are as follows:

702.87. Infect

702.87a Infect is a static ability.

702.87b Damage dealt to a creature by a source with infect isn't marked on that
creature. Rather, it causes that many -1/-1 counters to be put on that creature. See
rule 119.3.

702.87c Damage dealt to a player by a source with infect doesn't cause that player to
lose life. Rather, it causes the player to get that many poison counters. See rule
119.3.

702.87d If a permanent leaves the battlefield before an effect causes it to deal


damage, its last known information is used to determine whether it had infect.

702.87e The infect rules function no matter what zone an object with infect deals
damage from.

702.87f Multiple instances of infect on the same object are redundant.

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

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

* Damage from a source with infect is damage in all respects. If the source with
infect also has lifelink, damage dealt by that source also causes its controller to
gain that much life. Damage from a source with infect can be prevented or redirected.
Abilities that trigger on damage being dealt will trigger if a source with infect
deals damage, if appropriate.

* If damage from a source with infect that would be dealt to a player is prevented,
that player doesn't get poison counters. If damage from a source with infect that
would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.

* Damage from a source with infect affects planeswalkers normally.

***Returning Ability Word: Imprint***

Though originally printed in the _Mirrodin_ block as a keyword, imprint is now an

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ability word. It appears in italics at the beginning of abilities, calling attention
to permanents that exile other cards and then use the exiled cards' characteristics
to define their other abilities. (An ability word has no rules meaning.) Imprint
appears only on cards from the Mirran faction.

Semblance Anvil
{3}
Artifact
Imprint -- When Semblance Anvil enters the battlefield, you may exile a nonland card
from your hand.
Spells you cast that share a card type with the exiled card cost {2} less to cast.

* Each permanent with an imprint ability also has an ability that refers to the
"exiled card(s)." These two abilities are linked. The second ability refers only to
cards exiled as a result of the imprint ability, not by any other ability.

* A permanent with an imprint ability might not have an exiled card for its linked
ability to refer to. This might happen if all cards exiled by the imprint ability
have left the exile zone, if you chose not to exile a card with an optional imprint
ability, or if the imprint ability failed to exile a card because it was countered,
among other reasons. In such a case, the values of the exiled card called for by the
linked ability are undefined. That ability has as much of its effect as possible, but
may be unable to have any effect at all.

* If a permanent with an imprint ability leaves the battlefield and then returns to
the battlefield, it is a new object. It has no association with any cards it exiled
during its previous existence.

***New Ability Word: Metalcraft***

Metalcraft is an ability word. It appears in italics at the beginning of abilities


that improve if you control three or more artifacts. (An ability word has no rules
meaning.) Metalcraft appears only on cards from the Mirran faction.

Galvanic Blast
{R}
Instant
Galvanic Blast deals 2 damage to target creature or player.
Metalcraft -- Galvanic Blast deals 4 damage to that creature or player instead if you
control three or more artifacts.

Auriok Sunchaser
{1}{W}
Creature –- Human Soldier
1/1
Metalcraft -– As long as you control three or more artifacts, Auriok Sunchaser gets
+2/+2 and has flying.

* Some metalcraft abilities that appear on instants and sorceries use the word
"instead." These spells have an upgraded effect if you control three or more
artifacts at the time they resolve. For these, you only get the upgraded effect, not
both effects.

* Metalcraft abilities of instants and sorceries that don't use the word "instead"
will provide an additional effect if you control three or more artifacts at the time
they resolve.

* Some metalcraft abilities are activated abilities of permanents. To activate such


an ability, you must control three or more artifacts at the time of the activation.
The ability will resolve as normal even if you no longer control three or more
artifacts as it resolves.

* Some metalcraft abilities are static abilities. These abilities constantly check
whether or not you control three or more artifacts to see if the bonus applies. With
one exception (see the "Stoic Rebuttal" entry in the Card-Specific Notes section),
these abilities function only on the battlefield.

* A creature with a static metalcraft ability that increases its toughness, such as
Auriok Sunchaser, loses that bonus as soon as its controller controls fewer than
three artifacts. If damage marked on that creature is greater than or equal to its
toughness after the metalcraft ability stops applying, the creature is destroyed and
put into its owner's graveyard as a state-based action.

* Triggered metalcraft abilities include an intervening "if" clause. You must control
three or more artifacts at the appropriate time in order for these abilities to
trigger, otherwise they do nothing. The game will check again as these abilities
resolve. If you don't control three or more artifacts at that time, these abilities
will do nothing.

* Some metalcraft abilities appear on artifacts. Since you already control that
artifact, you need to control only two others for the ability to work.

***New Keyword Action: Proliferate***

Proliferate is a keyword action that appears on Phyrexian cards. It allows you to add
another counter to each player and/or permanent that already has one.

Throne of Geth
{2}
Artifact
{T}, Sacrifice an artifact: Proliferate. (You choose any number of permanents and/or
players with counters on them, then give each another counter of a kind already
there.)

The official rules for proliferate are as follows:

701.23. Proliferate

701.23a To proliferate, choose any number of permanents with one or more counters on
them, and choose any number of players with one or more counters. For each permanent
chosen this way, choose a counter on that permanent, then put another of those
counters on it. For each player chosen this way, choose a counter that player has,
then he or she gets another of those counters.

* You can choose any player that has a counter, including yourself.

* You can choose any permanent that has a counter, including ones controlled by
opponents. You can't choose cards in any zone other than the battlefield, even if
they have counters on them, such as suspended cards or a Lightning Storm on the
stack.

* You don't have to choose every permanent or player that has a counter, only the
ones you want to add another counter to. Since "any number" includes zero, you don't
have to choose any permanents at all, and you don't have to choose any players at
all.

* If a permanent chosen this way has multiple kinds of counters on it, only a single
new counter is put on that permanent.

* Players can respond to the spell or ability whose effect includes proliferating.

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Once that spell or ability starts to resolve, however, and its controller chooses
which permanents and players will get new counters, it's too late for anyone to
respond.

***Emblems and the Command Zone***

An emblem is a new type of object that exists in the command zone. The command zone
is a game area reserved for certain specialized objects, such as nontraditional
_Magic_ cards (vanguard, plane, and scheme cards). Like all objects in the command
zone, emblems aren't permanents and can't be destroyed.

Venser, the Sojourner


Planeswalker -- Venser
3
+2: Exile target permanent you own. Return it to the battlefield under your control
at the beginning of the next end step.
-1: Creatures are unblockable this turn.
-8: You get an emblem with "Whenever you cast a spell, exile target permanent."

The official rules for emblems are as follows:

113. Emblems

113.1. Some effects put emblems into the command zone. An emblem is a marker used to
represent an object that has one or more abilities, but no other characteristics.

113.2. An effect that creates an emblem is written "[Player] gets an emblem with
[ability]." This means that [player] puts an emblem with [ability] into the command
zone. The emblem is both owned and controlled by that player.

113.3. An emblem has no characteristics other than the abilities defined by the
effect that created it. In particular, an emblem has no name, no types, no mana cost,
no color, and no expansion symbol.

113.4. Abilities of emblems function in the command zone.

113.5. An emblem is neither a card nor a permanent. Emblem isn't a card type.

* To date, only three cards have abilities that create emblems. Two are the _Scars of
Mirrodin_ planeswalkers Koth of the Hammer and Venser, the Sojourner. The third is
the planeswalker Elspeth, Knight-Errant, whose wording was recently updated.

* Emblems behave similarly to enchantments: They have an ability that, in a general


sense, continually affects the game. The primary difference between them is that
emblems aren't permanents and don't exist on the battlefield. Nothing in the game can
remove an emblem, simply because no other spell or ability references them. Once you
get an emblem, you keep it for the rest of the game.

***Cycle: Spellbombs***

The _Scars of Mirrodin_ set includes a cycle of five Spellbombs, a variation of a


cycle originally seen in the _Mirrodin(R)_ set.

Horizon Spellbomb
{1}
Artifact
{2}, {T}, Sacrifice Horizon Spellbomb: Search your library for a basic land card,
reveal it, and put it into your hand. Then shuffle your library.
When Horizon Spellbomb is put into a graveyard from the battlefield, you may pay {G}.
If you do, draw a card.
* The second ability triggers when the Spellbomb is put into a graveyard from the
battlefield for any reason, not just as a result of sacrificing it to activate its
first ability.

* You choose whether or not to pay the triggered ability's cost as it resolves. By
this time, it's too late for players to respond. You may pay only once and draw only
one card.

* If you activate the first ability, the second ability will trigger and resolve
before the first ability does. For example, if you activate Horizon Spellbomb's first
ability, you'll choose whether to pay {G} and draw a card before you search your
library for a basic land card.

***Cycle: Smiths***

The _Scars of Mirrodin_ set includes a cycle of five Smiths, each of which is a
creature with an ability that triggers whenever you cast an artifact spell.

Lifesmith
{1}{G}
Creature -- Human Artificer
2/1
Whenever you cast an artifact spell, you may pay {1}. If you do, you gain 3 life.

* Whenever you cast an artifact spell, the ability of each Smith you control
triggers. You can put the abilities on the stack in any order, keeping in mind that
the one you put on the stack last will resolve first. All of the abilities will
resolve before the artifact spell does.

* A Smith's ability will resolve even if the artifact spell that caused it to trigger
is countered.

* Putting an artifact token onto the battlefield will not cause a Smith's ability to
trigger.

* Three of the Smiths (Embersmith, Lifesmith, and Myrsmith) require a payment of {1}
to get the bonus. You choose whether to pay {1} as the ability resolves. Although
players may respond to a Smith's ability, once it begins to resolve and you decide
whether to pay, it's too late for players to respond.

* As a Smith's ability resolves, you can pay {1} only once and get the bonus only
once.

***Cycle: _Scars of Mirrodin_ Tap Lands***

The _Scars of Mirrodin_ set includes a cycle of five lands that produce two colors of
mana and enter the battlefield tapped unless you control two or fewer other lands.

Blackcleave Cliffs
Land
Blackcleave Cliffs enters the battlefield tapped unless you control two or fewer
other lands.
{T}: Add {B} or {R} to your mana pool.

* If one of these lands is your first, second, or third land, it enters the
battlefield untapped. If you control three or more other lands, however, it enters
the battlefield tapped.

* If one of these lands enters the battlefield at the same time as one or more other

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lands (due to Scapeshift or Warp World, perhaps), it doesn’t take those lands into
consideration when determining how many other lands you control.

***Rules Note: Targeted Spells and Abilities***

Arc Trail
{1}{R}
Sorcery
Arc Trail deals 2 damage to target creature or player and 1 damage to another target
creature or player.

* If a spell or ability requires more than one target, like Arc Trail, you must be
able to choose that many targets. If you can't, you can't cast the spell or activate
the ability.

* If a spell or ability has multiple targets, and all targets are illegal by the time
it would resolve, the spell or ability is countered. However, if at least one of
those targets is still legal, the spell or ability will resolve. It can't perform
actions on illegal targets, nor can it make illegal targets perform actions.

Twisted Image
{U}
Instant
Switch target creature's power and toughness until end of turn.
Draw a card.

* If a spell or ability requires a target, and all targets of the spell or ability
are illegal targets by the time the spell or ability resolves, the spell or ability
is countered. None of its effects, including the untargeted effects (like Twisted
Image's "Draw a card"), will happen.
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CARD-SPECIFIC NOTES

Argent Sphinx
{2}{U}{U}
Creature -- Sphinx
4/3
Flying
Metalcraft -- {U}: Exile Argent Sphinx. Return it to the battlefield under your
control at the beginning of the next end step. Activate this ability only if you
control three or more artifacts.

* If you activate Argent Sphinx's metalcraft ability, Argent Sphinx will return to
the battlefield at the beginning of the next end step no matter how many artifacts
you control at that time.

* If you activate Argent Sphinx's metalcraft ability during a turn's end step, Argent
Sphinx will return to the battlefield at the beginning of the following turn's end
step.

* If you control an Argent Sphinx owned by another player and activate its ability,
Argent Sphinx will return to the battlefield under your control at the beginning of
the next end step. You'll retain control of it indefinitely.
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Argentum Armor
{6}
Artifact -- Equipment
Equipped creature gets +6/+6.
Whenever equipped creature attacks, destroy target permanent.
Equip {6}

* The second ability triggers and resolves during the declare attackers step. The
target permanent will be destroyed before blockers are declared.

* You may target any permanent with the triggered ability, not just one controlled by
the defending player. If no other player controls a permanent, you must target one of
your own.
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Asceticism
{3}{G}{G}
Enchantment
Creatures you control can't be the targets of spells or abilities your opponents
control.
{1}{G}: Regenerate target creature.

* You may target any creature with the regeneration ability, not just one you
control.
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Auriok Edgewright
{W}{W}
Creature -- Human Soldier
2/2
Metalcraft -- Auriok Edgewright has double strike as long as you control three or
more artifacts.

* If Auriok Edgewright has double strike as the combat damage step begins, there will
be a second combat damage step. As that second combat damage step begins, if Auriok
Edgewright no longer has double strike (perhaps because an artifact creature you
controlled was destroyed), Auriok Edgewright will not assign combat damage a second
time.
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Auriok Replica
{3}
Artifact Creature -- Cleric
2/2
{W}, Sacrifice Auriok Replica: Prevent all damage a source of your choice would deal
to you this turn.

* You choose a source of damage as the ability resolves. Since the ability doesn't
target the source, you could choose a source with protection from artifacts, for
example.

* If the chosen source would deal damage to you and to other creatures, players,
and/or planeswalkers, only the damage that would be dealt to you is prevented.
-----

Auriok Sunchaser
{1}{W}
Creature -- Human Soldier
1/1
Metalcraft -- As long as you control three or more artifacts, Auriok Sunchaser gets
+2/+2 and has flying.

* For the purposes of blocking (either because Auriok Sunchaser is attacking or


because a creature with flying is attacking Auriok Sunchaser's controller), whether

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Auriok Sunchaser has flying is checked only as the declare blockers step begins.

* If Auriok Sunchaser blocks a creature with flying, causing it to lose flying (by
destroying an artifact its controller controls, for example) won't change that.
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Blade-Tribe Berserkers
{3}{R}
Creature -- Human Berserker
3/3
Metalcraft -- When Blade-Tribe Berserkers enters the battlefield, if you control
three or more artifacts, Blade-Tribe Berserkers gets +3/+3 and gains haste until end
of turn.

* Once the metalcraft ability resolves, Blade-Tribe Berserkers retains its bonuses
for the rest of the turn, even if you cease to control three or more artifacts for
some reason.
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Bloodshot Trainee
{3}{R}
Creature -- Goblin Warrior
2/3
{T}: Bloodshot Trainee deals 4 damage to target creature. Activate this ability only
if Bloodshot Trainee's power is 4 or greater.

* Once Bloodshot Trainee's ability is activated, it will resolve as normal even if


Bloodshot Trainee's power is less than 4 by the time the ability resolves.
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Blunt the Assault


{3}{G}
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that
would be dealt this turn.

* You gain 1 life for each creature on the battlefield, not just for each attacking
and blocking creature.
-----

Bonds of Quicksilver
{3}{U}
Enchantment -- Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.

* Bonds of Quicksilver may target and may enchant an untapped creature.


-----

Carnifex Demon
{4}{B}{B}
Creature -- Demon
6/6
Flying
Carnifex Demon enters the battlefield with two -1/-1 counters on it.
{B}, Remove a -1/-1 counter from Carnifex Demon: Put a -1/-1 counter on each other
creature.

* As Carnifex Demon's last ability resolves, you'll put a -1/-1 counter on each
creature on the battlefield -- including creatures you control -- except for that
Carnifex Demon.
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Cerebral Eruption
{2}{R}{R}
Sorcery
Target opponent reveals the top card of his or her library. Cerebral Eruption deals
damage equal to the revealed card's converted mana cost to that player and each
creature he or she controls. If a land card is revealed this way, return Cerebral
Eruption to its owner's hand.

* If the targeted opponent is an illegal target by the time Cerebral Eruption


resolves, the spell is countered. No cards will be revealed and no damage will be
dealt.

* Once the card is revealed, it's too late for players to respond. The targeted
opponent can't, for example, see how much damage will be dealt, then cast a damage
prevention spell or activate a regeneration ability. All such actions must be done
before Cerebral Eruption starts to resolve.

* The converted mana cost of the revealed card is determined solely by the mana
symbols printed in its upper right corner. The converted mana cost is the total
amount of mana in that cost, regardless of color. For example, a card with mana cost
{3}{U}{U} has converted mana cost 5.

* If the mana cost of the revealed card includes {X}, X is considered to be 0.

* If the revealed card has no mana symbols in its upper right corner (because it's a
land card, for example), its converted mana cost is 0.

* If a land card is revealed this way, Cerebral Eruption is returned to its owner's
hand from the stack. It finishes resolving, but it isn't put into the graveyard.
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Chimeric Mass
{X}
Artifact
Chimeric Mass enters the battlefield with X charge counters on it.
{1}: Until end of turn, Chimeric Mass becomes a Construct artifact creature with
"This creature's power and toughness are each equal to the number of charge counters
on it."

* If the number of charge counters on Chimeric Mass changes while it is a creature,


its power and toughness will change accordingly.

* If you activate Chimeric Mass's last ability while it has no charge counters on it,
it will become a 0/0 creature and be put into its owner's graveyard as a state-based
action.

* Activating the last ability while Chimeric Mass is a creature will override any
effects that set its power and/or toughness to another number, but effects that
modify power and/or toughness without directly setting them will still apply.

* For example, say you activate the last ability of a Chimeric Mass with three charge
counters on it. After it resolves, you cast Giant Growth targeting it. It's now 6/6.
Then Diminish ("Target creature becomes 1/1 until end of turn") is cast targeting it.
Once Diminish resolves, Chimeric Mass would be 4/4. Activating Chimeric Mass's last
ability a second time would make it 6/6 again until end of turn.
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Clone Shell
{5}
Artifact Creature -- Shapeshifter
2/2
Imprint -- When Clone Shell enters the battlefield, look at the top four cards of
your library, exile one face down, then put the rest on the bottom of your library in
any order.
When Clone Shell is put into a graveyard from the battlefield, turn the exiled card
face up. If it's a creature card, put it onto the battlefield under your control.

* If you have fewer than four cards in your library as Clone Shell's first ability
resolves, you'll look at all of them.

* As Clone Shell's first ability resolves, you must exile one of the cards you look
at, even if none of them is a creature card.

* As Clone Shell's second ability resolves, if the exiled card is not a creature
card, it simply remains in exile face up.

* If you gain control of another player's Clone Shell, you won't be able to look at
the face-down exiled card. However, if Clone Shell is put into a graveyard, you will
turn that card face up as the ability resolves and, if it's a creature card, you will
put it onto the battlefield under your control (even if you don't want to).
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Contagion Clasp
{2}
Artifact
When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature.
{4}, {T}: Proliferate. (You choose any number of permanents and/or players with
counters on them, then give each another counter of a kind already there.)

* Contagion Clasp's first ability is mandatory. If you're the only player who
controls a creature, you must target one of them.
-----

Contagion Engine
{6}
Artifact
When Contagion Engine enters the battlefield, put a -1/-1 counter on each creature
target player controls.
{4}, {T}: Proliferate, then proliferate again. (You choose any number of permanents
and/or players with counters on them, then give each another counter of a kind
already there. Then do it again.)

* As Contagion Engine's activated ability resolves, you'll complete an entire


proliferate action, then you'll complete a second proliferate action. You may choose
different players and/or permanents, or different counters on those permanents, when
you proliferate the second time.

* Players can't respond between the first and the second proliferate actions.
-----

Copperhorn Scout
{G}
Creature -- Elf Scout
1/1
Whenever Copperhorn Scout attacks, untap each other creature you control.
* As Copperhorn Scout's ability resolves, you'll untap each other creature you
control regardless of whether that creature was attacking.

* Untapping an attacking creature doesn't cause it to stop attacking.


-----

Corrupted Harvester
{4}{B}{B}
Creature -- Horror
6/3
{B}, Sacrifice a creature: Regenerate Corrupted Harvester.

* You may sacrifice Corrupted Harvester to pay for its own regeneration ability. If
you do, however, it won't regenerate. It'll just end up in its owner's graveyard as a
result of the sacrifice.
-----

Culling Dais
{2}
Artifact
{T}, Sacrifice a creature: Put a charge counter on Culling Dais.
{1}, Sacrifice Culling Dais: Draw a card for each charge counter on Culling Dais.

* As Culling Dais's last ability resolves, its last existence on the battlefield is
checked to determine how many charge counters were on it.
-----

Darksteel Axe
{1}
Artifact -- Equipment
Darksteel Axe is indestructible. (Effects that say "destroy" don't destroy it.)
Equipped creature gets +2/+0.
Equip {2}

* Darksteel Axe itself is indestructible, not the creature it's equipping.

* Although Darksteel Axe is indestructible, it can still be put into the graveyard
for other reasons. The most likely reason is if it's sacrificed.
-----

Darksteel Juggernaut
{5}
Artifact Creature -- Juggernaut
*/*
Darksteel Juggernaut's power and toughness are each equal to the number of artifacts
you control.
Darksteel Juggernaut is indestructible and attacks each turn if able.

* The first ability works in all zones.

* Since Darksteel Juggernaut is itself an artifact, its power and toughness will
always be at least 1 while it's on the battlefield (unless a spell or ability somehow
changes its card type).

* Lethal damage and effects that say "destroy" won't cause Darksteel Juggernaut to be
put into the graveyard. However, it can be put into the graveyard for a number of
other reasons. The most likely reasons are if its toughness is 0 or less or it's
sacrificed.

* If, during your declare attackers step, Darksteel Juggernaut is tapped, is affected

MTG Realm . com


by a spell or ability that says it can't attack, or is affected by "summoning
sickness," then it doesn't attack. If there's a cost associated with having Darksteel
Juggernaut attack, you aren't forced to pay that cost, so it doesn't have to attack
in that case either.

* If there are multiple combat phases in a turn, Darksteel Juggernaut must attack
only in the first one in which it's able to.
-----

Dispense Justice
{2}{W}
Instant
Target player sacrifices an attacking creature.
Metalcraft -- That player sacrifices two attacking creatures instead if you control
three or more artifacts.

* The targeted player chooses which attacking creature(s) to sacrifice as Dispense


Justice resolves.
-----

Dissipation Field
{2}{U}{U}
Enchantment
Whenever a permanent deals damage to you, return it to its owner's hand.

* The ability triggers whenever you're dealt any damage (not just combat damage) by
any permanent (not just creatures). This includes permanents you control.
-----

Dross Hopper
{1}{B}
Creature -- Insect Horror
2/1
Sacrifice a creature: Dross Hopper gains flying until end of turn.

* You may sacrifice Dross Hopper to pay for its own ability. If you do, however, it
won't gain flying because it won't be on the battlefield by the time the ability
resolves.
-----

Echo Circlet
{2}
Artifact -- Equipment
Equipped creature can block an additional creature.
Equip {1}

* Destroying or unequipping the Echo Circlet after blockers have been declared will
not undo any blocks made by the equipped creature.

* Echo Circlet's effect is cumulative. If it equips a creature that can already block
an additional creature, now it can block three creatures. The same is true if two
Echo Circlets equip the same creature, for example.
-----

Elspeth Tirel
{3}{W}{W}
Planeswalker -- Elspeth
4
[+2]: You gain 1 life for each creature you control.
[-2]: Put three 1/1 white Soldier creature tokens onto the battlefield.
[-5]: Destroy all other permanents except for lands and tokens.

* As Elspeth Tirel's last ability resolves, each permanent that isn't a token, a
land, or Elspeth Tirel herself is destroyed.
-----

Engulfing Slagwurm
{5}{G}{G}
Creature -- Wurm
7/7
Whenever Engulfing Slagwurm blocks or becomes blocked by a creature, destroy that
creature. You gain life equal to that creature's toughness.

* Engulfing Slagwurm's ability triggers and resolves during the declare blockers
step. Creatures destroyed this way will not deal combat damage.

* If your Engulfing Slagwurm blocks or becomes blocked by multiple creatures, its


ability triggers that many times. Each trigger will be associated with a specific
creature. You choose which order to have the abilities resolve.

* If Engulfing Slagwurm's ability resolves and the other creature is not destroyed
(perhaps because it has already left the battlefield or it regenerates), you'll still
gain life equal to that creature's toughness.

* As each ability resolves, the amount of life you gain is equal to the appropriate
creature's current toughness (if it's somehow still on the battlefield), or its
toughness as it last existed on the battlefield (in all other cases).

* Even if the ability of an attacking Engulfing Slagwurm destroys each creature


blocking it, Engulfing Slagwurm won't deal combat damage to the player or
planeswalker it's attacking unless it somehow gains trample.
-----

Etched Champion
{3}
Artifact Creature -- Soldier
2/2
Metalcraft -- Etched Champion has protection from all colors as long as you control
three or more artifacts.

* "Protection from all colors" means protection from white, from blue, from black,
from red, and from green. (In other words, it doesn't just mean "protection from
objects that have all five colors.")
-----

Exsanguinate
{X}{B}{B}
Sorcery
Each opponent loses X life. You gain life equal to the life lost this way.

* Players can lose more life than they have. For example, say you're playing a
multiplayer game in which one of your opponents has 3 life and your other opponent
has 10 life. If you cast Exsanguinate with X of 4, your opponents will wind up at -1
life and 6 life, respectively. You'll gain 8 life.
-----

Ezuri, Renegade Leader


{1}{G}{G}
Legendary Creature -- Elf Warrior
2/2

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{G}: Regenerate another target Elf.
{2}{G}{G}{G}: Elf creatures you control get +3/+3 and gain trample until end of turn.

* Ezuri's first ability can't affect itself, but its second ability does.

* Only Elf creatures you control when the last ability resolves will get +3/+3 and
gain trample until end of turn. Non-Elf creatures that become Elves or Elf creatures
that enter the battlefield under your control later in the turn won't get the
bonuses.
-----

Ezuri's Archers
{G}
Creature -- Elf Archer
1/2
Reach (This creature can block creatures with flying.)
Whenever Ezuri's Archers blocks a creature with flying, Ezuri's Archers gets +3/+0
until end of turn.

* If Ezuri's Archers somehow blocks multiple creatures with flying (perhaps because
it's equipped by Echo Circlet), its ability triggers that many times.
-----

Flameborn Hellion
{5}{R}
Creature -- Hellion
5/4
Haste
Flameborn Hellion attacks each turn if able.

* If, during your declare attackers step, Flameborn Hellion is tapped, is affected by
a spell or ability that says it can't attack, or is affected by "summoning sickness,"
then it doesn't attack. If there's a cost associated with having Flameborn Hellion
attack, you aren't forced to pay that cost, so it doesn't have to attack in that case
either.

* If there are multiple combat phases in a turn, Flameborn Hellion must attack only
in the first one in which it's able to.
-----

Flesh Allergy
{2}{B}{B}
Sorcery
As an additional cost to cast Flesh Allergy, sacrifice a creature.
Destroy target creature. Its controller loses life equal to the number of creatures
put into all graveyards from the battlefield this turn.

* Flesh Allergy counts each creature put into a graveyard from the battlefield that
turn, including token creatures, the creature sacrificed to cast the spell, and the
targeted creature (if it is destroyed).

* If the targeted creature is an illegal target by the time Flesh Allergy resolves,
the spell is countered. No player will lose life.

* If Flesh Allergy resolves but the targeted creature is not destroyed (because it's
indestructible or enchanted by an Aura with totem armor, for example), its controller
will still lose life.

* You can target a creature you control, then sacrifice that creature to pay the
additional cost. However, if you do, Flesh Allergy will be countered for having an
illegal target. You won't lose any life.
-----

Flight Spellbomb
{1}
Artifact
{T}, Sacrifice Flight Spellbomb: Target creature gains flying until end of turn.
When Flight Spellbomb is put into a graveyard from the battlefield, you may pay {U}.
If you do, draw a card.

* For flying to work as an evasion ability, an attacking creature must be granted


flying before the declare blockers step begins. Once an attacking creature has become
blocked, giving it flying won't change that.
-----

Fulgent Distraction
{2}{W}
Instant
Choose two target creatures. Tap those creatures, then unattach all Equipment from
them.

* You must target two creatures as you cast Fulgent Distraction. If you can't
(because there's just one creature on the battlefield, perhaps), you can't cast the
spell.

* Fulgent Distraction can target tapped and/or unequipped creatures.

* If one of the targeted creatures is an illegal target by the time Fulgent


Distraction resolves, that creature won't become tapped and no Equipment will be
unattached from it. The other creature will still be affected. If both of the
targeted creatures are illegal targets by the time Fulgent Distraction resolves, the
spell is countered.
-----

Fume Spitter
{B}
Creature -- Horror
1/1
Sacrifice Fume Spitter: Put a -1/-1 counter on target creature.

* You may target Fume Spitter with its own ability. However, if you do, the ability
will be countered for having an illegal target.
-----

Furnace Celebration
{1}{R}{R}
Enchantment
Whenever you sacrifice another permanent, you may pay {2}. If you do, Furnace
Celebration deals 2 damage to target creature or player.

* Furnace Celebration itself doesn't allow you to sacrifice any permanents. Its
ability triggers whenever you sacrifice a permanent because some other spell,
ability, or cost instructed you to.

* You choose the target when the ability triggers. You choose whether or not to pay
{2} as the ability resolves. You can't pay {2} more than once for a single sacrificed
permanent.

* Although players may respond to the ability, once it starts to resolve and you
decide to pay {2}, it's too late for players to respond.

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* Sacrificing a Furnace Celebration will cause the abilities of other Furnace
Celebrations to trigger, but not its own ability.
-----

Genesis Wave
{X}{G}{G}{G}
Sorcery
Reveal the top X cards of your library. You may put any number of permanent cards
with converted mana cost X or less from among them onto the battlefield. Then put all
cards revealed this way that weren't put onto the battlefield into your graveyard.

* If you have fewer than X cards in your library, you reveal all of them.

* A permanent card is an artifact, creature, enchantment, land, or planeswalker card.

* The converted mana cost of a card in your library is determined solely by the mana
symbols printed in its upper right corner. The converted mana cost is the total
amount of mana in that cost, regardless of color. For example, a card with mana cost
{3}{U}{U} has converted mana cost 5.

* If the mana cost of a card in your library includes {X}, X is considered to be 0.

* If a card in your library has no mana symbols in its upper right corner (because
it's a land card, for example), its converted mana cost is 0. Such cards can always
be put onto the battlefield with Genesis Wave.

* You don't have to put permanent cards revealed this way onto the battlefield if you
choose not to, regardless of their converted mana costs.
-----

Geth, Lord of the Vault


{4}{B}{B}
Legendary Creature -- Zombie
5/5
Intimidate
{X}{B}: Put target artifact or creature card with converted mana cost X from an
opponent's graveyard onto the battlefield under your control tapped. Then that player
puts the top X cards of his or her library into his or her graveyard.

* The converted mana cost of a card in a graveyard is determined solely by the mana
symbols printed in its upper right corner. The converted mana cost is the total
amount of mana in that cost, regardless of color. For example, a card with mana cost
{3}{U}{U} has converted mana cost 5. If the mana cost of a card in a graveyard
includes {X}, X is considered to be 0.

* The X in Geth's activation cost must be exactly the converted mana cost of the
targeted artifact or creature card. You can't pay more than X to put more cards from
the opponent's library into his or her graveyard.

* If the targeted artifact or creature card leaves the graveyard by the time the
ability resolves, the ability is countered. The player won't put any cards into his
graveyard.

* If the player has fewer than X cards in his or her library, he or she puts all
cards from his or her library into his or her graveyard.
-----

Glimmerpoint Stag
{2}{W}{W}
Creature -- Elk
3/3
Vigilance
When Glimmerpoint Stag enters the battlefield, exile another target permanent. Return
that card to the battlefield under its owner's control at the beginning of the next
end step.

* If a token is exiled this way, it will cease to exist and will not return to the
battlefield.

* If the exiled card is an Aura, that card's owner chooses what it will enchant as it
comes back onto the battlefield. An Aura put onto the battlefield this way doesn't
target anything (so it could be attached to a permanent with shroud, for example),
but the Aura's enchant ability restricts what it can be attached to. If the Aura
can't legally be attached to anything, it remains exiled.

* The exiled card will be returned to the battlefield at the beginning of the next
end step even if Glimmerpoint Stag is no longer on the battlefield at that time.

* If Glimmerpoint Stag somehow enters the battlefield during a turn's end step, the
exiled card won't be returned to the battlefield until the beginning of the following
turn's end step.
-----

Glimmerpost
Land -- Locus
When Glimmerpost enters the battlefield, you gain 1 life for each Locus on the
battlefield.
{T}: Add {1} to your mana pool.

* As the triggered ability resolves, count each Locus on the battlefield regardless
of who controls it.
-----

Glint Hawk
{W}
Creature -- Bird
2/2
Flying
When Glint Hawk enters the battlefield, sacrifice it unless you return an artifact
you control to its owner's hand.

* You may choose to sacrifice Glint Hawk as its triggered ability resolves even if
you control an artifact.

* You choose which artifact to return to its owner's hand as the triggered ability
resolves. If you control no artifacts at that time, you must sacrifice Glint Hawk.
Although players can respond to the ability, once it starts to resolve and you choose
an artifact you control to return to its owner’s hand, it's too late for players to
respond.
-----

Glint Hawk Idol


{2}
Artifact
Whenever another artifact enters the battlefield under your control, you may have
Glint Hawk Idol become a 2/2 Bird artifact creature with flying until end of turn.
{W}: Glint Hawk Idol becomes a 2/2 Bird artifact creature with flying until end of
turn.

MTG Realm . com


* The creature type "Bird" was inadvertently omitted from each of Glint Hawk Idol's
abilities. It has received errata to correct this omission; when either of its
abilities resolves, it will become a Bird artifact creature.

* If Glint Hawk Idol becomes a creature before you begin a turn with it under your
control, it will be affected by "summoning sickness."

* If Glint Hawk Idol and another artifact enter the battlefield under your control at
the same time, Glint Hawk Idol's first ability will trigger. You may have it become a
creature, but since it will be affected by "summoning sickness," it won't be able to
attack that turn.

* If either of Glint Hawk Idol's two abilities resolve while it's a creature, that
ability will override any effects that set its power and/or toughness to another
number, but effects that modify power and/or toughness without directly setting them
will still apply.

* For example, say one of Glint Hawk Idol's abilities has resolved and it's a 2/2
creature. You cast Giant Growth targeting it. It's now 5/5. Then Diminish ("Target
creature becomes 1/1 until end of turn") is cast targeting it. Once Diminish
resolves, Glint Hawk Idol would be 4/4. Activating Glint Hawk Idol's last ability at
this point would make it 5/5 again until end of turn.
-----

Goblin Gaveleer
{R}
Creature -- Goblin Warrior
1/1
Trample
Goblin Gaveleer gets +2/+0 for each Equipment attached to it.

* Goblin Gaveleer's bonus is in addition to whatever bonus the Equipment gives it.
-----

Golden Urn
{1}
Artifact
At the beginning of your upkeep, you may put a charge counter on Golden Urn.
{T}, Sacrifice Golden Urn: You gain life equal to the number of charge counters on
Golden Urn.

* As Golden Urn's last ability resolves, its last existence on the battlefield is
checked to determine how many charge counters were on it.
-----

Golem Artisan
{5}
Artifact Creature -- Golem
3/3
{2}: Target artifact creature gets +1/+1 until end of turn.
{2}: Target artifact creature gains your choice of flying, trample, or haste until
end of turn.

* Both of Golem Artisan's abilities may target any artifact creature, including
itself.

* You don't choose whether the targeted artifact creature gains flying, trample, or
haste until Golem Artisan's second ability resolves.
-----
Golem Foundry
{3}
Artifact
Whenever you cast an artifact spell, you may put a charge counter on Golem Foundry.
Remove three charge counters from Golem Foundry: Put a 3/3 colorless Golem artifact
creature token onto the battlefield.

* Whenever you cast an artifact spell, Golem Foundry's first ability triggers and
goes on the stack on top of it. It will resolve before the artifact spell does.
-----

Golem's Heart
{2}
Artifact
Whenever a player casts an artifact spell, you may gain 1 life.

* Unlike Golem Foundry and the Smith cycle, Golem's Heart's ability triggers whenever
any player casts an artifact spell, not just when you do.

* Whenever a player casts an artifact spell, Golem's Heart's ability triggers and
goes on the stack on top of it. It will resolve before the artifact spell does.
-----

Grafted Exoskeleton
{4}
Artifact -- Equipment
Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the
form of -1/-1 counters and to players in the form of poison counters.)
Whenever Grafted Exoskeleton becomes unattached from a permanent, sacrifice that
permanent.
Equip {2}

* In addition to the effect of its equip ability, Grafted Exoskeleton becomes


unattached from the creature it's equipping if a spell or ability (such as Fulgent
Distraction) causes it to become unattached, if Grafted Exoskeleton leaves the
battlefield, if the equipped creature ceases to be a creature, or if Grafted
Exoskeleton ceases to be an Equipment. (It also becomes unattached if the equipped
creature leaves the battlefield, but the triggered ability won't do anything in that
case.)

* If Grafted Exoskeleton's last ability triggers, but you don't control the permanent
it became unattached from at the time that ability resolves (perhaps because another
player has somehow gained control of it), you won't be able to sacrifice it.
-----

Grand Architect
{1}{U}{U}
Creature -- Vedalken Artificer
1/3
Other blue creatures you control get +1/+1.
{U}: Target artifact creature becomes blue until end of turn.
Tap an untapped blue creature you control: Add {2} to your mana pool. Spend this mana
only to cast artifact spells or activate abilities of artifacts.

* Other blue creatures you control will get +1/+1 whether they are artifacts or not.

* Turning an artifact creature blue with the second ability will override any other
color(s) the creature previously had. It will still be an artifact. You may target a
blue artifact creature with this ability.

MTG Realm . com


* Since Grand Architect's last ability doesn't have a tap symbol in its cost, you can
tap a blue creature (including Grand Architect itself) that hasn't been under your
control since your most recent turn began to pay the cost.
-----

Grindclock
{2}
Artifact
{T}: Put a charge counter on Grindclock.
{T}: Target player puts the top X cards of his or her library into his or her
graveyard, where X is the number of charge counters on Grindclock.

* If Grindclock leaves the battlefield before its last ability resolves, its last
existence on the battlefield is checked to determine how many charge counters were on
it.
-----

Hand of the Praetors


{3}{B}
Creature -- Zombie
3/2
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to
players in the form of poison counters.)
Other creatures you control with infect get +1/+1.
Whenever you cast a creature spell with infect, target player gets a poison counter.

* Whenever you cast a creature spell with infect, Hand of the Praetors's last ability
triggers and goes on the stack on top of it. It will resolve before the creature
spell does.

* The last ability triggers only if Hand of the Praetors is already on the
battlefield at the time you cast a creature spell with infect. Casting Hand of the
Praetors itself will not cause its own last ability to trigger.
-----

Heavy Arbalest
{3}
Artifact -- Equipment
Equipped creature doesn't untap during its controller's untap step.
Equipped creature has "{T}: This creature deals 2 damage to target creature or
player."
Equip {4}

* The controller of the equipped creature may activate the damage ability, not the
controller of Heavy Arbalest (if they somehow wind up being different players).

* If the equipped creature's ability is activated, that creature is the source of the
damage. It doesn't matter if Heavy Arbalest leaves the battlefield or somehow becomes
attached to another creature by that time.

* The equipped creature is the source of both the damage ability and the resultant
damage, not Heavy Arbalest. For example, you can activate the ability to target and
deal damage to a creature with protection from artifacts (assuming the equipped
creature isn't an artifact itself, of course).

* The creature that doesn't untap during its controller's untap step is the one that
Heavy Arbalest is equipped to at that time. If a different creature was tapped to
activate the ability granted to it by the Arbalest, but the Arbalest is no longer
equipping it, it will untap as normal.
-----
Hoard-Smelter Dragon
{4}{R}{R}
Creature -- Dragon
5/5
Flying
{3}{R}: Destroy target artifact. Hoard-Smelter Dragon gets +X/+0 until end of turn,
where X is that artifact's converted mana cost.

* If the targeted artifact is an illegal target by the time the activated ability
resolves, the ability is countered. Hoard-Smelter Dragon won't get the bonus.

* If the activated ability resolves but the targeted artifact isn't destroyed
(perhaps because it's indestructible or it regenerates), Hoard-Smelter Dragon will
still get the bonus.

* If the mana cost of a permanent includes {X}, that X is considered to be 0.


-----

Ichor Rats
{1}{B}{B}
Creature -- Rat
2/1
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to
players in the form of poison counters.)
When Ichor Rats enters the battlefield, each player gets a poison counter.

* If Ichor Rats's last ability causes each player to have ten poison counters, the
game is a draw.
-----

Ichorclaw Myr
{2}
Artifact Creature -- Myr
1/1
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to
players in the form of poison counters.)
Whenever Ichorclaw Myr becomes blocked, it gets +2/+2 until end of turn.

* Whenever Ichorclaw Myr becomes blocked, its last ability triggers just once, no
matter how many creatures it became blocked by. It will get just +2/+2.
-----

Inexorable Tide
{3}{U}{U}
Enchantment
Whenever you cast a spell, proliferate. (You choose any number of permanents and/or
players with counters on them, then give each another counter of a kind already
there.)

* Whenever you cast a spell, Inexorable Tide's ability triggers and goes on the stack
on top of it. It will resolve (and you'll proliferate) before the spell resolves.
-----

Infiltration Lens
{1}
Artifact -- Equipment
Whenever equipped creature becomes blocked by a creature, you may draw two cards.

* If the equipped creature becomes blocked by multiple creatures, Infiltration Lens's

MTG Realm . com


ability triggers that many times.
-----

Kemba, Kha Regent


{1}{W}{W}
Legendary Creature -- Cat Cleric
2/4
At the beginning of your upkeep, put a 2/2 white Cat creature token onto the
battlefield for each Equipment attached to Kemba, Kha Regent.

* The number of Equipment attached to Kemba is determined as the ability resolves. If


Kemba is no longer on the battlefield at that time, its last existence on the
battlefield is checked to determine the number of Equipment attached to it.
-----

Koth of the Hammer


{2}{R}{R}
Planeswalker -- Koth
3
[+1]: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of
turn. It's still a land.
[-2]: Add {R} to your mana pool for each Mountain you control.
[-5]: You get an emblem with "Mountains you control have '{T}: This land deals 1
damage to target creature or player.'"

* Koth's first ability can target any Mountain, including an untapped Mountain and/or
a Mountain another player controls.

* If Koth's first ability animates a Mountain that came under your control that turn,
it will have "summoning sickness" and be unable to attack. It will also be unable to
be tapped to activate an ability with the {T} symbol in its cost, such as the
Mountain's mana ability or the ability granted to it by Koth's emblem.

* Loyalty abilities can't be mana abilities. Koth's second ability uses the stack and
can be countered or otherwise responded to. Like all loyalty abilities, it can be
activated only once per turn, during your main phase, when the stack is empty, and
only if no other loyalty abilities of this permanent have been activated this turn.

* Koth's emblem grants an activated ability to each Mountain you control at any given
time for the rest of the game. It will continuously check which permanents you
control are Mountains to determine what has the ability. For example, a Mountain that
comes under your control later in the game will have the ability, while a Mountain
you controlled at the time the emblem was created, but that later came under the
control of another player, will no longer have the ability.

* You retain the emblem even after Koth leaves the battlefield.

* See the "Emblems" entry in the General Notes section for more information on
emblems.
-----

Kuldotha Forgemaster
{5}
Artifact Creature -- Construct
3/5
{T}, Sacrifice three artifacts: Search your library for an artifact card and put it
onto the battlefield. Then shuffle your library.

* Kuldotha Forgemaster can be one of the three artifacts you sacrifice to activate
the ability.
-----

Kuldotha Phoenix
{2}{R}{R}{R}
Creature -- Phoenix
4/4
Flying, haste
Metalcraft -- {4}: Return Kuldotha Phoenix from your graveyard to the battlefield.
Activate this ability only during your upkeep and only if you control three or more
artifacts.

* You can activate Kuldotha Phoenix's ability only if it's in your graveyard.
-----

Leonin Arbiter
{1}{W}
Creature -- Cat Cleric
2/2
Players can't search libraries. Any player may pay {2} for that player to ignore this
effect until end of turn.

* If an effect says "You may search your library . . . If you do, shuffle your
library," and you haven't paid {2}, you can't choose to search, so you won't shuffle.

* If an effect says "Search your library . . . Then shuffle your library," and you
haven't paid {2}, the search effect fails, but you will still have to shuffle.

* Since players who haven't paid {2} can't search, they won't be able to find any
cards in a library. The effect applies to all players and all libraries. If a spell
or ability's effect has other parts that don't depend on searching for or finding
cards, they will still work normally.

* Effects that tell a player to reveal cards from a library or look at cards from the
top of a library will still work. Only effects that use the word "search" will fail
unless a player pays {2}.

* Paying {2} to ignore Leonin Arbiter's effect is a special action. Any player may
take this special action any time he or she has priority. It doesn't use the stack
and can't be responded to.

* Paying {2} doesn't let a player pick up a library and search it -- it just allows
him or her to ignore Leonin Arbiter's effect that turn. That player can search a
library only if another spell or ability instructs him or her to do so.

* If a player pays {2}, that enables only him or her to ignore Leonin Arbiter's
effect that turn. Each other player is still affected by it.

* A player who has paid {2} may search any library when instructed to do so that
turn, not just his or her own library.

* Once a player has paid {2}, he or she may search libraries that turn as many times
as he or she is instructed to do so.

* If there are multiple Leonin Arbiters on the battlefield, a player must pay {2} for
each one before being able to search libraries that turn.
-----

Liege of the Tangle


{6}{G}{G}
Creature -- Elemental

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8/8
Trample
Whenever Liege of the Tangle deals combat damage to a player, you may choose any
number of target lands you control and put an awakening counter on each of them. Each
of those lands is an 8/8 green Elemental creature for as long as it has an awakening
counter on it. They're still lands.

* You may choose to target zero lands.

* Whether a targeted land remains an 8/8 green Elemental creature depends only on
whether it has an awakening counter on it, not on whether Liege of the Tangle is
still on the battlefield.

* If all awakening counters on a land are moved to a land without an awakening


counter on it (perhaps by using Fate Transfer), the animation effect doesn't follow
them. The first land is no longer an 8/8 green Elemental creature because it no
longer has an awakening counter on it. The second land isn't an 8/8 green Elemental
creature because Liege of the Tangle didn't target it.
-----

Liquimetal Coating
{2}
Artifact
{T}: Target permanent becomes an artifact in addition to its other types until end of
turn.

* You may target any permanent with the ability, including an artifact.

* Becoming an artifact doesn't change what color(s) a permanent is.


-----

Livewire Lash
{2}
Artifact -- Equipment
Equipped creature gets +2/+0 and has "Whenever this creature becomes the target of a
spell, this creature deals 2 damage to target creature or player."
Equip {2}

* When the equipped creature becomes the target of a spell, the ability granted to it
by Livewire Lash will trigger and go on the stack on top of it. It will resolve
before the spell does.

* The equipped creature is the source of both the triggered ability and the resultant
damage, not Livewire Lash. For example, you can target and deal damage to a creature
with protection from artifacts (assuming the equipped creature isn't an artifact
itself, of course).
-----

Lumengrid Drake
{3}{U}
Creature -- Drake
2/2
Flying
Metalcraft -- When Lumengrid Drake enters the battlefield, if you control three or
more artifacts, return target creature to its owner's hand.

* The triggered ability is mandatory. If you control three or more artifacts as


Lumengrid Drake enters the battlefield, you must target a creature. If there are no
other creatures on the battlefield, you must target Lumengrid Drake itself. As the
ability resolves, if you control three or more artifacts, you must return the
targeted creature to its owner's hand.
-----

Melt Terrain
{2}{R}{R}
Sorcery
Destroy target land. Melt Terrain deals 2 damage to that land's controller.

* If the targeted land is an illegal target by the time Melt Terrain resolves, the
spell will be countered. No damage will be dealt.
-----

Memoricide
{3}{B}
Sorcery
Name a nonland card. Search target player's graveyard, hand, and library for any
number of cards with that name and exile them. Then that player shuffles his or her
library.

* Because you're searching for "any number" of cards with the chosen name, you can
opt to find all of them, none of them, or any number in between. That means you may
leave any cards with that name in that target's graveyard, hand, and/or library.
-----

Mimic Vat
{3}
Artifact
Imprint -- Whenever a nontoken creature is put into a graveyard from the battlefield,
you may exile that card. If you do, return each other card exiled with Mimic Vat to
its owner's graveyard.
{3}, {T}: Put a token onto the battlefield that's a copy of the exiled card. It gains
haste. Exile it at the beginning of the next end step.

* The imprint ability will trigger whenever a nontoken creature is put into any
graveyard from the battlefield, not just your graveyard.

* Exiling the card as the first ability resolves is optional. If you choose not to
exile it, or you can't exile it because the card has somehow left the graveyard
before the ability resolves, the ability simply doesn't do anything as it resolves.
Any card currently exiled by Mimic Vat remains exiled.

* If multiple nontoken creatures are put into their owners' graveyards from the
battlefield at the same time, the imprint ability will trigger that many times. You
put the triggered abilities on the stack in any order, so you'll determine in which
order they resolve. However, since exiling those cards is optional, and choosing to
exile a card this way causes the previously exiled cards to return to their owners'
graveyards, the order generally doesn't matter: You'll wind up with at most one of
those cards exiled, and the rest will be in the appropriate graveyards.

* You may exile a noncreature card with Mimic Vat's first ability. For example, if a
nontoken artifact that's become a creature is put into a graveyard from the
battlefield, Mimic Vat's first ability triggers and you may exile that card.

* The token created by the second ability will be a copy of whatever card is exiled
with Mimic Vat at the time the ability resolves. This might not be the same card that
was exiled with Mimic Vat at the time the ability was activated. It also might not be
a creature card.

* If the token is a copy of a noncreature card, it will still have haste, though that
won't matter unless that token somehow becomes a creature.

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* You may activate the second ability even if no card has been exiled with Mimic Vat.
If no card has been exiled with Mimic Vat by the time the ability resolves, no token
will be created.

* If the exiled card has {X} in its mana cost (such as Protean Hydra), X is
considered to be 0.

* Any enters-the-battlefield abilities of the exiled card will trigger when the token
is put onto the battlefield. Any "as [this permanent] enters the battlefield" or
"[this permanent] enters the battlefield with" abilities of the exiled card will also
work.

* The token is exiled at the beginning of the next end step regardless of who
controls it at that time, whether the exiled card is still exiled at that time, or
whether Mimic Vat is still on the battlefield at that time.

* If Mimic Vat's second ability is activated during a turn's end step, the token will
be exiled at the beginning of the following turn's end step.

* If the token isn't exiled when the delayed triggered ability resolves (due to
Stifle, perhaps), it remains on the battlefield indefinitely. It continues to have
haste.
-----

Mindslaver
{6}
Legendary Artifact
{4}, {T}, Sacrifice Mindslaver: You control target player during that player's next
turn. (You see all cards that player could see and make all decisions for the
player.)

* Although the template for Mindslaver has changed since its original printing in the
_Mirrodin_ set, the functionality of this card has not.

* Mindslaver's effect applies during the next turn that the targeted player actually
takes. You control that player for the entire turn; the effect doesn't end until the
beginning of the following turn.

* The player who is being controlled is still the active player.

* While controlling another player, you can see all cards that player can see. This
includes cards in that player's hand, cards in his or her teammates' hands in certain
multiplayer formats, face-down cards that player controls, and any cards in any other
zone an effect allows him or her to look at.

* You don't control any of the affected player's permanents, spells, or abilities.

* While controlling another player, you also continue to make your own choices and
decisions.

* While controlling another player, you make all choices and decisions that player is
allowed to make or told to make. For example:

** You choose which land that player plays (if any).

** You choose which spells that player casts (if any), and make all decisions as
those spells are cast and as they resolve. This includes choosing targets, modes, and
any other decisions called for. For example, you choose the value of X for that
player's Earthquake, the target for that player's Lightning Bolt, what mana that
player spends to cast Day of Judgment, and which card that player gets with Diabolic
Tutor.

** In much the same way, you choose which abilities that player activates (if any),
and make all decisions as those abilities are activated and as they resolve. For
example, you can have that player sacrifice his or her creatures to activate
Bloodthrone Vampire's ability.

** You make all decisions for that player's triggered abilities, including what they
target and any decisions made when they resolve.

** You choose which creatures controlled by that player attack, who or what they
attack, and how they assign their combat damage.

** You make any choices and decisions that player would make for any other reason.
For example, you could cast Fact or Fiction, choose that player to divide the
revealed cards into piles, and thus divide those cards into piles yourself.

* You can use only the affected player's resources (cards, mana, and so on) to pay
costs for that player; you can't use your own. For example, if you have that player
cast a spell that requires a creature to be sacrificed as an additional cost, you
must choose a creature controlled by that player to be sacrificed. Similarly, you can
use the affected player's resources only to pay that player's costs; you can't spend
them on your costs.

* You can't make any illegal decisions or illegal choices -- you can't do anything
that player couldn't do. You can't make choices or decisions for that player that
aren't called for by the game rules or by any cards, permanents, spells, abilities,
and so on. If an effect causes another player to make decisions that the affected
player would normally make (such as Master Warcraft does), that effect takes
precedence. (In other words, if the affected player wouldn't make a decision, you
wouldn't make that decision on his or her behalf.) You also can't make any choices or
decisions for the player that would be called for by the tournament rules (such as
whether to take an intentional draw or whether to call a judge).

* You can't make the affected player concede. That player may concede at any time,
even when you're controlling him or her.

* Controlling a player's turn won't let you look at that player's sideboard under any
circumstances. During a tournament, if you have that player cast a card such as
Glittering Wish that lets that player choose a card with certain characteristics from
outside the game, no card can be chosen.

* If the affected player skips his or her next turn, Mindslaver's ability will wait
to take effect. You'll control the affected player during the next turn he or she
actually takes.

* Multiple player-controlling effects that affect the same player overwrite each
other. The last one to be created is the one that works.

* You could gain control of yourself with Mindslaver's ability, but unless you do so
to overwrite someone else's player-controlling effect, this doesn't do anything.

* In multiplayer games using the shared team turns option, you control the affected
player's entire team during that team's next turn.
-----

Molder Beast
{4}{G}
Creature -- Beast

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5/3
Trample
Whenever an artifact is put into a graveyard from the battlefield, Molder Beast gets
+2/+0 until end of turn.

* If Molder Beast and an artifact creature are both involved in combat during the
same combat damage step, and that artifact creature is destroyed due to lethal combat
damage, Molder Beast's triggered ability will trigger -- but it will get the bonus
too late to affect that combat.
-----

Molten Psyche
{1}{R}{R}
Sorcery
Each player shuffles the cards from his or her hand into his or her library, then
draws that many cards.
Metalcraft -- If you control three or more artifacts, Molten Psyche deals damage to
each opponent equal to the number of cards that player has drawn this turn.

* If a player doesn't have any cards in his or her hand, the player will still
shuffle his or her library.

* The metalcraft effect counts all cards each opponent drew for any reason during
that turn, not just the cards those opponents drew due to Molten Psyche's first
effect.
-----

Myr Battlesphere
{7}
Artifact Creature -- Myr Construct
4/7
When Myr Battlesphere enters the battlefield, put four 1/1 colorless Myr artifact
creature tokens onto the battlefield.
Whenever Myr Battlesphere attacks, you may tap X untapped Myr you control. If you do,
Myr Battlesphere gets +X/+0 until end of turn and deals X damage to defending player.

* You choose the value for X as the last ability resolves. You can't choose a value
for X that's greater than the number of untapped Myr you control.

* You can tap any untapped Myr you control as the last ability resolves, not just the
Myr tokens you put onto the battlefield with the first ability. This includes Myr
that haven't been under your control since your most recent turn began.

* The defending player referred to by the last ability is the player attacked by Myr
Battlesphere or the controller of the planeswalker attacked by Myr Battlesphere. For
the purposes of this ability, that player remains the defending player even if Myr
Battlesphere or that planeswalker is removed from combat before the ability resolves.

* As the last ability resolves, you can tap untapped Myr you control even if Myr
Battlesphere is no longer on the battlefield by then. If that has happened, Myr
Battlesphere won't be able to get the +X/+0 bonus, but it will still deal X damage to
the defending player.
-----

Myr Propagator
{3}
Artifact Creature -- Myr
1/1
{3}, {T}: Put a token that's a copy of Myr Propagator onto the battlefield.
* Normally, when a token is created by this ability, it will simply be a Myr
Propagator, so it'll also have the token-creating ability. (See below for weird
exceptions.)

* Here's the detailed version of what happens. As the token is created, it checks the
printed values of the Myr Propagator it's copying -- or, if the Myr Propagator whose
ability was activated was itself a token, the original characteristics of that token
as stated by the effect that put it onto the battlefield -- as well as any copy
effects that have been applied to it. It won't copy counters on the Myr Propagator,
nor will it copy other effects that have changed Myr Propagator's power, toughness,
types, color, or so on.

* If Myr Propagator has left the battlefield by the time its ability resolves, you'll
still put a token onto the battlefield. That token has the copiable values of the
characteristics of Myr Propagator as it last existed on the battlefield.

* Here are the weird exceptions promised above. If any copy effects have affected the
Myr Propagator whose ability was activated, they're taken into account when the token
is created. For example:

** If Myr Propagator's ability is activated, then Myr Propagator temporarily becomes


a copy of another creature before its ability resolves (due to Cytoshape, perhaps),
the token will be a copy of whatever creature the Myr Propagator is currently a copy
of. After the turn ends, the Cytoshaped Myr Propagator reverts back to what it was,
but the token will stay as it is.

** If the copy ability of a creature (such as Cemetery Puca, perhaps) makes it become
a copy of Myr Propagator and gain another ability, the token created by this
creature's ability will be a Myr Propagator with that additional ability.
-----

Myr Reservoir
{3}
Artifact
{T}: Add {2} to your mana pool. Spend this mana only to cast Myr spells or activate
abilities of Myr.
{3}, {T}: Return target Myr card from your graveyard to your hand.

* You can use the mana produced by Myr Reservoir's first ability to pay an
alternative cost or additional cost incurred while casting a Myr spell. It's not
limited to just that spell's mana cost.

* The mana can't be spent to activate activated abilities of Myr sources that aren't
on the battlefield.

* A card, spell, or permanent is a Myr only if it has the subtype Myr, regardless of
its name. For example, Myr Reservoir itself is not a Myr.
-----

Necrotic Ooze
{2}{B}{B}
Creature -- Ooze
4/3
As long as Necrotic Ooze is on the battlefield, it has all activated abilities of all
creature cards in all graveyards.

* Necrotic Ooze gains only activated abilities. It doesn't gain keyword abilities
(unless those keyword abilities are activated), triggered abilities, or static
abilities.

MTG Realm . com


* Activated abilities contain a colon. They're generally written "[Cost]: [Effect]."
Some keywords are activated abilities; they have colons in their reminder text.

* If an activated ability of a card in a graveyard references the card it's printed


on by name, treat Necrotic Ooze's version of that ability as though it referenced
Necrotic Ooze by name instead. For example, if Cudgel Troll (which says "{G}:
Regenerate Cudgel Troll") is in a graveyard, Necrotic Ooze has the ability "{G}:
Regenerate Necrotic Ooze."
-----

Neurok Replica
{3}
Artifact Creature -- Wizard
1/4
{1}{U}, Sacrifice Neurok Replica: Return target creature to its owner's hand.

* You may target Neurok Replica with its own ability. However, if you do, the ability
will be countered for having an illegal target.
-----

Nihil Spellbomb
{1}
Artifact
{T}, Sacrifice Nihil Spellbomb: Exile all cards from target player's graveyard.
When Nihil Spellbomb is put into a graveyard from the battlefield, you may pay {B}.
If you do, draw a card.

* You may activate Nihil Spellbomb's first ability targeting any player, even one
whose graveyard has no cards in it.
----

Nim Deathmantle
{2}
Artifact -- Equipment
Equipped creature gets +2/+2, has intimidate, and is a black Zombie.
Whenever a nontoken creature is put into your graveyard from the battlefield, you may
pay {4}. If you do, return that card to the battlefield and attach Nim Deathmantle to
it.
Equip {4}

* Once Nim Deathmantle returns a card from your graveyard to the battlefield, it will
remain on the battlefield indefinitely, even if Nim Deathmantle becomes unattached
from it.

* Nim Deathmantle's color-changing and type-changing effects override the equipped


creature's previous colors and creature types. After Nim Deathmantle becomes equipped
to a creature, that creature will bea black Zombie, not any other colors or creature
types.

* Nim Deathmantle causes the equipped creature to be a black Zombie even if it didn't
return that creature to the battlefield from the graveyard.

* Once Nim Deathmantle becomes unattached from a creature, its color-changing and
type-changing effects stop affecting that creature. The creature will no longer be
black and will no longer be a Zombie (unless its printed characteristics or some
other effects still cause it to be black and/or a Zombie, of course). This is true
even if Nim Deathmantle returned that creature to the battlefield from the graveyard.

* You choose whether to pay {4} as Nim Deathmantle's second ability resolves.
Although players may respond to this ability, once it begins to resolve and you
decide whether to pay, it's too late for players to respond.

* If the nontoken creature that caused Nim Deathmantle's second ability to trigger is
somehow removed from your graveyard before that ability resolves, you may still pay
{4} as it resolves. Even if you do, however, no card will be returned to the
battlefield.

* Nim Deathmantle's second ability may return a card it can't equip to the
battlefield. For example, if a nontoken artifact that's become a creature is put into
your graveyard from the battlefield, Nim Deathmantle's second ability triggers. If
you pay {4} as it resolves, you'll return that card to the battlefield. However, Nim
Deathmantle can't equip it, so Nim Deathmantle remains attached to whatever it was
already equipping (or, if it was unattached, it remains so). The same is true if a
nontoken creature with protection from artifacts is put into your graveyard from the
battlefield, for example.

* If multiple nontoken creatures are put into your graveyard from the battlefield at
the same time, Nim Deathmantle's second ability triggers that many times. You put the
triggered abilities on the stack in any order, so you'll determine in which order
they resolve. If you pay {4} more than once, each card you paid {4} for will end up
on the battlefield under your control, and Nim Deathmantle will end up attached to
the last card that returned to the battlefield this way that it could equip.
-----

Ogre Geargrabber
{4}{R}{R}
Creature -- Ogre Warrior
4/4
Whenever Ogre Geargrabber attacks, gain control of target Equipment an opponent
controls until end of turn. Attach it to Ogre Geargrabber. When you lose control of
that Equipment, unattach it.

* If the targeted Equipment can't be attached to Ogre Geargrabber for some reason,
you'll still gain control of it until end of turn.

* Any ability of the targeted Equipment that triggers "whenever equipped creature
attacks" won't trigger. That's because Ogre Geargrabber is already attacking at the
time that Equipment becomes attached to it.

* The delayed triggered ability ("When you lose control of that Equipment, unattach
it") triggers the next time you lose control of the Equipment for any reason, not
just when Ogre Geargrabber's control-changing effect ends. The Equipment will become
unattached from whatever creature it happens to be attached to at that time. It
doesn't matter if Ogre Geargrabber is still on the battlefield at this time.

* Ogre Geargrabber's control-changing effect ends during the cleanup step, at the
same time that damage marked on permanents is removed. If you still controlled the
Equipment at that time, this causes the delayed triggered ability to trigger. It goes
on the stack and players can respond (which normally doesn't happen during the
cleanup step), then, once that cleanup step ends, another one begins.
-----

Oxidda Scrapmelter
{3}{R}
Creature -- Beast
3/3
When Oxidda Scrapmelter enters the battlefield, destroy target artifact.

* This ability is mandatory. If you're the only player who controls any artifacts,
you must target one of them.

MTG Realm . com


-----

Painful Quandary
{3}{B}{B}
Enchantment
Whenever an opponent casts a spell, that player loses 5 life unless he or she
discards a card.

* Whenever an opponent casts a spell, Painful Quandary's ability triggers and goes on
the stack on top of it. It will resolve before the spell does.
-----

Platinum Emperion
{8}
Artifact Creature -- Golem
8/8
Your life total can't change. (You can't gain or lose life. You can't pay any amount
of life except 0.)

* The ability doesn't prevent damage. Rather, it changes the results of that damage.
For example, if a creature with lifelink deals damage to you, you won't lose any
life, but its controller will still gain that much life. Similarly, if a creature you
control with lifelink deals damage to another player, that player will lose life but
you won't gain any life. Notably, if a creature with infect deals damage to you,
you'll get that many poison counters.

* Abilities that trigger whenever damage is dealt to you will still trigger because
that damage is still dealt, even though your life total doesn't change as a result.

* Spells and abilities that would normally cause you to gain or lose life still
resolve, but the life-gain or life-loss part simply has no effect.

* You can't pay a cost that includes the payment of any amount of life other than 0
life.

* If a cost would include causing you to gain life (like the alternative cost of an
opponent's Invigorate does), that cost can't be paid.

* Effects that would replace having you gain life with some other effect won't be
able to be applied because it's impossible for you to gain life. The same is true for
events that would replace having you lose life with some other effect.

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

* If an effect says to set your life total to a certain number that's different than
your current life total, that part of the effect won't do anything.

* If an effect would cause you to exchange life totals with another player, the
exchange won't happen. Neither player's life total changes.

* The ability won't preclude you from losing the game. It just precludes your life
total from changing.
-----

Precursor Golem
{5}
Artifact Creature -- Golem
3/3
When Precursor Golem enters the battlefield, put two 3/3 colorless Golem artifact
creature tokens onto the battlefield.
Whenever a player casts an instant or sorcery spell that targets only a single Golem,
that player copies that spell for each other Golem that spell could target. Each copy
targets a different one of those Golems.

* The second ability triggers whenever a player casts an instant or sorcery spell
that targets only one Golem. That Golem can be Precursor Golem itself, one of the
Golem tokens it created, or any other Golem. It doesn't matter who controls the
Golem.

* If an instant or sorcery spell has multiple targets, but it's targeting the same
Golem with all of them (such as Agony Warp targeting the same Golem twice), Precursor
Golem's last ability will trigger.

* Any Golem that couldn't be targeted by the original spell (due to shroud,
protection abilities, targeting restrictions, or any other reason) is just ignored by
Precursor Golem's second ability.

* The controller of the spell that caused Precursor Golem's second ability to trigger
also controls all the copies. That player chooses the order the copies are put onto
the stack. The original spell will be on the stack beneath those copies and will
resolve last.

* The copies that Precursor Golem's second ability creates are created on the stack,
so they're not "cast." Abilities that trigger when a player casts a spell (like
Precursor Golem's second ability itself) won't trigger.

* If the spell that's copied is modal (that is, it says "Choose one --" or the like),
the copies will have the same mode. Their controller can't choose a different one.

* If the spell that's copied has an X whose value was determined as it was cast (like
Fireball does), the copies have the same value of X.

* The controller of a copy can't choose to pay any additional costs for the copy.
However, effects based on any additional costs that were paid for the original spell
are copied as though those same costs were paid for the copy too.
-----

Prototype Portal
{4}
Artifact
Imprint -- When Prototype Portal enters the battlefield, you may exile an artifact
card from your hand.
{X}, {T}: Put a token that's a copy of the exiled card onto the battlefield. X is the
converted mana cost of that card.

* If Prototype Portal has left the battlefield by the time its second ability
resolves, you'll still put a token onto the battlefield that's a copy of the exiled
card. On the other hand, if Prototype Portal is still on the battlefield at this time
but there is no exiled card (because, perhaps, Riftsweeper's ability caused the
exiled card to be put into its owner's library), no token is created.

* You don't choose the value of {X}. Rather, the value of X is defined by the
activated ability.

* If the exiled card has {X} in its mana cost (such as Chalice of the Void), that X
is considered to be 0. The {X} in Prototype Portal's activation cost takes this into
account, though it may be greater than 0 if the exiled card has other mana symbols in
its mana cost (such as Riptide Replicator).

MTG Realm . com


* You may not activate the second ability if no card has been exiled with Prototype
Portal. In that case, the value of {X} is undefined and can't be paid.

* Any enters-the-battlefield abilities of the exiled card will trigger when the token
is put onto the battlefield. Any "as [this permanent] enters the battlefield" or
"[this permanent] enters the battlefield with" abilities of the exiled card will also
work.
-----

Psychic Miasma
{1}{B}
Sorcery
Target player discards a card. If a land card is discarded this way, return Psychic
Miasma to its owner's hand.

* If a land card is discarded this way, Psychic Miasma is returned to its owner's
hand from the stack. It finishes resolving, but it isn't put into the graveyard.
----

Quicksilver Gargantuan
{5}{U}{U}
Creature -- Shapeshifter
7/7
You may have Quicksilver Gargantuan enter the battlefield as a copy of any creature
on the battlefield, except it's still 7/7.

* Except for its power and toughness, Quicksilver Gargantuan copies exactly what was
printed on the original creature and nothing more (unless that creature is copying
something else or is a token; see below). It doesn't copy whether that creature is
tapped or untapped, whether it has any counters on it or Auras attached to it, or any
non-copy effects that have changed its power, toughness, types, color, or so on.

* If the chosen creature has {X} in its mana cost (such as Protean Hydra), X is
considered to be zero.

* If the chosen creature is copying something else (for example, if the chosen
creature is a Clone), then your Quicksilver Gargantuan enters the battlefield as
whatever the chosen creature copied, except for its power and toughness.

* If the chosen creature is a token, your Quicksilver Gargantuan copies the original
characteristics of that token as stated by the effect that put the token onto the
battlefield, except for its power and toughness. Your Quicksilver Gargantuan is not a
token.

* If the chosen creature has a characteristic-defining ability that sets its power
and/or toughness, that ability will overwrite Quicksilver Gargantuan's printed power
of 7 and/or its printed toughness of 7. For example, if Quicksilver Gargantuan copies
a Nightmare, its power and toughness will each be equal to the number of Swamps you
control.

* If Quicksilver Gargantuan is not a creature (for example, if it entered the


battlefield as a copy of an animated land), it will not have the characteristics of
power or toughness at all, so it won't be 7/7. If it later becomes a creature, its
power and toughness will be determined by the effect that causes it to become a
creature; again, it won't be 7/7.

* Any enters-the-battlefield abilities of the copied creature will trigger when


Quicksilver Gargantuan enters the battlefield. Any "as [this creature] enters the
battlefield" or "[this creature] enters the battlefield with" abilities of the chosen
creature will also work.
* If Quicksilver Gargantuan somehow enters the battlefield at the same time as
another creature (due to Mass Polymorph or Liliana Vess's third ability, for
example), Quicksilver Gargantuan can't become a copy of that creature. You may only
choose a creature that's already on the battlefield.

* You can choose not to copy anything. In that case, Quicksilver Gargantuan simply
enters the battlefield as a 7/7 creature.
-----

Ratchet Bomb
{2}
Artifact
{T}: Put a charge counter on Ratchet Bomb.
{T}, Sacrifice Ratchet Bomb: Destroy each nonland permanent with converted mana cost
equal to the number of charge counters on Ratchet Bomb.

* As Ratchet Bomb's last ability resolves, its last existence on the battlefield is
checked to determine how many charge counters were on it.

* Ratchet Bomb's second ability destroys only those nonland permanents whose
converted mana cost is exactly equal to the number of charge counters on Ratchet
Bomb. It doesn't matter who controls them.

* If Ratchet Bomb's second ability is activated while it has no charge counters on


it, it will destroy each nonland permanent with converted mana cost 0.

* The converted mana cost of a permanent is determined solely by the mana symbols
printed in its upper right corner, unless it's copying something else (see below).
The converted mana cost is the total amount of mana in that cost, regardless of
color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5.

* If a permanent is copying something else, its converted mana cost is the converted
mana cost of whatever it's copying.

* In all cases, ignore any alternative costs or additional costs (such as kicker)
paid when the permanent was cast.

* If the mana cost of a permanent includes {X}, X is considered to be 0.

* If a nonland permanent has no mana symbols in its upper right corner (because it's
a token that's not copying something else, for example), its converted mana cost is
0.
-----

Razor Hippogriff
{3}{W}{W}
Creature -- Hippogriff
3/3
Flying
When Razor Hippogriff enters the battlefield, return target artifact card from your
graveyard to your hand. You gain life equal to that card's converted mana cost.

* If the artifact card in your graveyard is an illegal target by the time the ability
resolves, the ability will be countered. You won't gain any life.

* If the mana cost of the targeted card includes {X}, X is considered to be 0.


-----
Relic Putrescence
{2}{B}

MTG Realm . com


Enchantment -- Aura
Enchant artifact
Whenever enchanted artifact becomes tapped, its controller gets a poison counter.

* Relic Putrescence may target and may enchant an artifact that's already tapped. It
won't do anything until the enchanted artifact changes from being untapped to being
tapped.

* When the enchanted artifact becomes tapped, Relic Putrescence's ability triggers.
The player who gets the poison counter is the player who, at the time the ability
resolves, controls the artifact that became tapped. If that artifact is no longer on
the battlefield, its last existence on the battlefield is checked to determine its
controller. It doesn't matter whether Relic Putrescence is still on the battlefield
as the ability resolves, what artifact it's enchanting at that time, who controlled
the artifact at the time it became tapped, or who tapped it.

* If the enchanted artifact is tapped as a cost to activate a mana ability, the mana
ability resolves immediately, then Relic Putrescence's ability goes on the stack.

* If the enchanted artifact is tapped as a cost to activate an ability that's not a


mana ability, Relic Putrescence's ability will go on the stack on top of that
activated ability and resolve first.
-----

Rust Tick
{3}
Artifact Creature -- Insect
1/3
You may choose not to untap Rust Tick during your untap step.
{1}, {T}: Tap target artifact. It doesn't untap during its controller's untap step
for as long as Rust Tick remains tapped.

* You may target a tapped artifact with Rust Tick's activated ability.

* If the affected artifact is untapped by some other spell or ability, Rust Tick's
effect will not end. If you keep Rust Tick tapped, and that artifact becomes tapped
again, Rust Tick will continue to prevent it from being untapped during its
controller's untap step.

* Rust Tick doesn't track the artifact's controller. If the affected artifact changes
controllers, Rust Tick will prevent it from being untapped during its new
controller's untap step.

* If Rust Tick untaps or leaves the battlefield, its effect will end. This has no
immediate visible effect on the affected artifact. (It doesn't untap immediately, for
example.) The artifact will just untap as normal during its controller's next untap
step.

* If you control both Rust Tick and the affected artifact, that artifact won't untap
during the untap step in which you choose to untap Rust Tick. (It will untap during
your next one.)
-----

Rusted Relic
{4}
Artifact
Metalcraft -- Rusted Relic is a 5/5 Golem artifact creature as long as you control
three or more artifacts.

* If Rusted Relic stops being a creature during combat (because you lose control of
one or more artifacts, perhaps), it is removed from combat and will not deal or be
dealt combat damage. Creatures it was blocking remain blocked. It won't re-enter that
combat, even if you wind up controlling three or more artifacts again during that
combat phase.

* Whether Rusted Relic has "summoning sickness" is based on how long you have
continuously controlled it, not on how long it has continuously been a creature.
-----

Scrapdiver Serpent
{5}{U}{U}
Creature -- Serpent
5/5
Scrapdiver Serpent is unblockable as long as defending player controls an artifact.

* Whether Scrapdiver Serpent is unblockable is relevant only as the declare blockers


step begins. If the defending player gains control of an artifact after Scrapdiver
Serpent has become blocked, the Serpent will remain blocked.
-----

Seize the Initiative


{W}
Instant
Target creature gets +1/+1 and gains first strike until end of turn.

* A creature that gains first strike after other creatures with first strike or
double strike deal combat damage in the first combat damage step will still deal
damage in the second combat damage step.
-----

Semblance Anvil
{3}
Artifact
Imprint -- When Semblance Anvil enters the battlefield, you may exile a nonland card
from your hand.
Spells you cast that share a card type with the exiled card cost {2} less to cast.

* Artifact, creature, enchantment, instant, planeswalker, sorcery, and tribal are


card types.

* Spells you cast that share multiple card types with the exiled card still cost just
{2} less to cast. They don't get a greater cost reduction.

* Semblance Anvil takes the total cost to cast a spell into account, not just its
mana cost. This includes additional costs (such as kicker) and alternative costs
(such as evoke). It also includes cost increases from other sources (such as
Lodestone Golem's ability).

* Semblance Anvil won't affect the part of a spell's cost represented by colored mana
symbols. For example, a spell that normally costs {1}{U} to cast would cost {U} if it
shared a card type with the exiled card.

* Semblance Anvil can reduce the amount you pay for a spell's cost that includes {X}.
For example, Blaze is a sorcery that costs {X}{R}. If the card exiled with Semblance
Anvil is a sorcery, and you want to cast Blaze with X equal to 5, you'll have to pay
only {3}{R}. This is true even if the ability states that {X} must be paid with a
certain color of mana (as Drain Life does).

* Semblance Anvil's cost reduction effect is mandatory.


-----

MTG Realm . com


Shape Anew
{3}{U}
Sorcery
The controller of target artifact sacrifices it, then reveals cards from the top of
his or her library until he or she reveals an artifact card. That player puts that
card onto the battlefield, then shuffles all other cards revealed this way into his
or her library.

* If the targeted artifact is an illegal target by the time Shape Anew resolves, the
spell is countered. Nothing else happens.

* If the first card the player reveals is an artifact card, he or she will still have
to shuffle his or her library even though no other cards were revealed this way.

* If there are no artifact cards in the player's library, all the cards in that
library are revealed, then the library is shuffled. (The targeted artifact remains
sacrificed.)

* If the targeted artifact's controller can't sacrifice it (due to Tajuru Preserver,


perhaps), the other effects of the spell will still happen.
-----

Skinrender
{2}{B}{B}
Creature -- Zombie
3/3
When Skinrender enters the battlefield, put three -1/-1 counters on target creature.

* This ability is mandatory. If there are no other creatures on the battlefield, you
must target Skinrender itself.
-----

Snapsail Glider
{3}
Artifact Creature -- Construct
2/2
Metalcraft -- Snapsail Glider has flying as long as you control three or more
artifacts.

* For the purposes of combat, whether Snapsail Glider has flying is relevant only as
the declare blockers step begins. If an attacking Snapsail Glider without flying
becomes blocked, gaining control of enough artifacts to cause it to have flying won't
change that. Similarly, if a Snapsail Glider with flying blocks another creature with
flying, losing control of enough artifacts to cause the Glider to lose flying won't
change that.
-----

Soul Parry
{1}{W}
Instant
Prevent all damage one or two target creatures would deal this turn.

* Soul Parry prevents all damage the targeted creatures would deal this turn, not
just combat damage.
-----

Spikeshot Elder
{R}
Creature -- Goblin Shaman
1/1
{1}{R}{R}: Spikeshot Elder deals damage equal to its power to target creature or
player.

* How much damage Spikeshot Elder deals as a result of its ability is determined by
its power as that ability resolves. If Spikeshot Elder is no longer on the
battlefield at that time, its last existence on the battlefield is checked to
determine its power.
-----

Steady Progress
{2}{U}
Instant
Proliferate. (You choose any number of permanents and/or players with counters on
them, then give each another counter of a kind already there.)
Draw a card.

* This spell has no targets. You can cast it even if there are no players or
permanents with counters on them. If you do, you'll simply draw a card as it
resolves.
-----

Steel Hellkite
{6}
Artifact Creature -- Dragon
5/5
Flying
{2}: Steel Hellkite gets +1/+0 until end of turn.
{X}: Destroy each nonland permanent with converted mana cost X whose controller was
dealt combat damage by Steel Hellkite this turn. Activate this ability only once each
turn.

* Steel Hellkite's last ability destroys only nonland permanents whose converted mana
cost is exactly equal to X, and only those controlled by players who have been dealt
combat damage by Steel Hellkite this turn.

* It doesn't matter who controlled those permanents at the time Steel Hellkite dealt
combat damage, or if those permanents were even on the battlefield at that time.

* You may activate the last ability even if Steel Hellkite hasn't dealt combat damage
to any players that turn. If you do, the ability won't do anything.

* If Steel Hellkite's third ability is activated with X equal to 0, it will destroy


each nonland permanent with converted mana cost 0 the appropriate players control.

* The converted mana cost of a permanent is determined solely by the mana symbols
printed in its upper right corner, unless it's copying something else (see below).
The converted mana cost is the total amount of mana in that cost, regardless of
color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5.

* If a permanent is copying something else, its converted mana cost is the converted
mana cost of whatever it's copying.

* In all cases, ignore any alternative costs or additional costs (such as kicker)
paid when the permanent was cast.

* If the mana cost of a permanent includes {X}, X is considered to be 0.

* If a nonland permanent has no mana symbols in its upper right corner (because it's
a token that's not copying of something else, for example), its converted mana cost

MTG Realm . com


is 0.
-----

Stoic Rebuttal
{1}{U}{U}
Instant
Metalcraft -- Stoic Rebuttal costs {1} less to cast if you control three or more
artifacts.
Counter target spell.

* Stoic Rebuttal's metalcraft ability functions while Stoic Rebuttal is on the stack.

* For the purpose of determining whether the cost reduction applies, the number of
artifacts you control is checked as you cast Stoic Rebuttal, before your last chance
to activate mana abilities to pay for it. For example, if you control three
artifacts, you could determine that Stoic Rebuttal costs {U}{U} to cast, then
sacrifice one of those artifacts to activate a mana ability.
-----

Strata Scythe
{3}
Artifact -- Equipment
Imprint -- When Strata Scythe enters the battlefield, search your library for a land
card, exile it, then shuffle your library.
Equipped creature gets +1/+1 for each land on the battlefield with the same name as
the exiled card.
Equip {3}

* The bonus counts all lands on the battlefield with the same name as the exiled
card, not just lands you control.
-----

Sunblast Angel
{4}{W}{W}
Creature -- Angel
4/5
Flying
When Sunblast Angel enters the battlefield, destroy all tapped creatures.

* The second ability destroys each creature that's tapped at the time it resolves,
including creatures you control. If Sunblast Angel has become tapped by the time its
ability resolves, it will be destroyed too.
-----

Sunspear Shikari
{1}{W}
Creature -- Cat Soldier
2/2
As long as Sunspear Shikari is equipped, it has first strike and lifelink.

* If all Equipment attached to Sunspear Shikari somehow becomes unequipped after it


deals combat damage in the first combat damage step, it won't assign combat damage in
the second combat damage step.
-----

Sword of Body and Mind


{3}
Artifact -- Equipment
Equipped creature gets +2/+2 and has protection from green and from blue.
Whenever equipped creature deals combat damage to a player, you put a 2/2 green Wolf
creature token onto the battlefield and that player puts the top ten cards of his or
her library into his or her graveyard.
Equip {2}

* If there are fewer than ten cards in that player's library, that player puts all
the cards from his or her library into his or her graveyard.
-----

Sylvok Lifestaff
{1}
Artifact -- Equipment
Equipped creature gets +1/+0.
Whenever equipped creature is put into a graveyard, you gain 3 life.
Equip {1}

* If Sylvok Lifestaff and the equipped creature are put into their owners' graveyards
at the same time (due to Planar Cleansing, perhaps), the triggered ability will still
trigger. You'll gain 3 life.
-----

Sylvok Replica
{3}
Artifact Creature -- Shaman
1/3
{G}, Sacrifice Sylvok Replica: Destroy target artifact or enchantment.

* You may target Sylvok Replica with its own ability. However, if you do, the ability
will be countered for having an illegal target.
-----

Tangle Angler
{3}{G}
Creature -- Horror
1/5
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to
players in the form of poison counters.)
{G}: Target creature blocks Tangle Angler this turn if able.

* You may activate Tangle Angler's second ability multiple times in a turn to force
multiple creatures to block it.

* Activating Tangle Angler's second ability doesn't force you to attack with Tangle
Angler that turn. If it doesn't attack, the targeted creature is free to block
whichever creature its controller chooses, or block no creatures at all.

* If you attack with Tangle Angler but a creature you targeted with its activated
ability isn't able to block it (for example, because an effect has granted Tangle
Angler intimidate and the other creature is white), the other creature is free to
block whichever creature its controller chooses, or block no creatures at all.

* Tapped creatures, creatures that can't block as the result of an effect, creatures
with unpaid costs to block (such as those from War Cadence), and creatures that
aren't controlled by the defending player are exempt from effects that would require
them to block. Such creatures can be targeted by Tangle Angler's activated ability,
but the requirement to block does nothing.
-----

Tel-Jilad Defiance
{1}{G}
Instant

MTG Realm . com


Target creature gains protection from artifacts until end of turn.
Draw a card.

* "Protection from artifacts" means the following:


-- The affected creature can't be blocked by artifact creatures.
-- The affected creature can't be equipped. If any Equipment are attached to it, they
become unattached. The affected creature also can't be enchanted by Auras that have
somehow become artifacts in addition to enchantments.
-- The affected creature can't be targeted by abilities from artifact sources.
-- All damage that would be dealt to the affected creature by artifact sources is
prevented.
-----

Tel-Jilad Fallen
{2}{G}{G}
Creature -- Elf Warrior
3/1
Protection from artifacts
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to
players in the form of poison counters.)

* "Protection from artifacts" means the following:


-- Tel-Jilad Fallen can't be blocked by artifact creatures.
-- Tel-Jilad Fallen can't be equipped. It also can't be enchanted by Auras that have
somehow become artifacts in addition to enchantments.
-- Tel-Jilad Fallen can't be targeted by abilities from artifact sources.
-- All damage that would be dealt to Tel-Jilad Fallen by artifact sources is
prevented.
-----

Throne of Geth
{2}
Artifact
{T}, Sacrifice an artifact: Proliferate. (You choose any number of permanents and/or
players with counters on them, then give each another counter of a kind already
there.)

* You may sacrifice Throne of Geth to activate its ability.


-----

Trinket Mage
{2}{U}
Creature -- Human Wizard
2/2
When Trinket Mage enters the battlefield, you may search your library for an artifact
card with converted mana cost 1 or less, reveal that card, and put it into your hand.
If you do, shuffle your library.

* If the mana cost of a card in your library includes {X}, X is considered to be 0.


-----

Tunnel Ignus
{1}{R}
Creature -- Elemental
2/1
Whenever a land enters the battlefield under an opponent's control, if that player
had another land enter the battlefield under his or her control this turn, Tunnel
Ignus deals 3 damage to that player.

* Whenever a land enters the battlefield under an opponent's control, this ability
triggers only if another land had already entered the battlefield under that
opponent's control this turn. It doesn't matter if that other land is still on the
battlefield, is still under that player's control, or is still a land.

* If multiple lands enter the battlefield under an opponent's control at the same
time, Tunnel Ignus's ability triggers that many times, even if no other lands had
entered the battlefield under that player's control earlier in the turn. That's
because each ability takes into consideration the other land(s) that entered the
battlefield at the same time as the one that caused it to trigger.
-----

Turn Aside
{U}
Instant
Counter target spell that targets a permanent you control.

* Turn Aside can target a spell that has multiple targets, as long as at least one of
those targets is a permanent you control.

-----

Turn to Slag
{3}{R}{R}
Sorcery
Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to
that creature.

* You may target any creature, not just one with Equipment attached to it. The
targeted creature will still be dealt damage even if no Equipment is attached to it.

* If the targeted creature is an illegal target by the time Turn to Slag resolves,
the spell is countered. No Equipment is destroyed.
-----

Twisted Image
{U}
Instant
Switch target creature's power and toughness until end of turn.
Draw a card.

* Effects that switch a creature's power and toughness are applied after every other
effect that modifies that creature's power and toughness, no matter when they started
to take effect. For example, if Twisted Image resolves targeting a 1/5 creature, then
that creature gets +2/+0 until end of turn, it will be 5/3 that turn.
-----

Vault Skyward
{U}
Instant
Target creature gains flying until end of turn. Untap it.

* Vault Skyward can target any creature, including one that already has flying or is
already untapped.

* For flying to work as an evasion ability, Vault Skyward must be cast before the
declare blockers step begins. Once a creature has become blocked, giving it flying
won't change that.
-----

Venser, the Sojourner

MTG Realm . com


{3}{W}{U}
Planeswalker -- Venser
3
[+2]: Exile target permanent you own. Return it to the battlefield under your control
at the beginning of the next end step.
[-1]: Creatures are unblockable this turn.
[-8]: You get an emblem with "Whenever you cast a spell, exile target permanent."

* The first ability can target any permanent you own, including those another player
controls.

* If the first ability exiles a token, that token will cease to exist. It won't
return to the battlefield.

* A permanent exiled by the first ability will return to the battlefield under your
control at the beginning of the next end step even if you no longer control Venser at
that time.

* Venser's second ability doesn't lock in what it applies to. That's because the
effect states a true thing about creatures, but doesn't actually change the
characteristics of those creatures. As a result, all creatures are unblockable that
turn, including creatures you don't control, creatures that weren't on the
battlefield at the time the ability resolved, and creatures that have lost all
abilities.

* Venser's last ability creates an emblem with a triggered ability. The emblem is the
source of the triggered ability. Because emblems are colorless, you can target
permanents with protection from white or from blue, for example, with the triggered
ability.

* Whenever you cast a spell, the emblem's ability triggers and goes on the stack on
top of it. It will resolve before the spell does.

* If you control more than one such emblem, each one's ability will trigger
separately whenever you cast a spell.

* You retain the emblem even after Venser leaves the battlefield.

* See the "Emblems" entry in the General Notes section for more information on
emblems.
-----

Venser's Journal
{5}
Artifact
You have no maximum hand size.
At the beginning of your upkeep, you gain 1 life for each card in your hand.

* If multiple effects modify your hand size, apply them in timestamp order. For
example, if you put Null Profusion (an enchantment that says your maximum hand size
is two) onto the battlefield and then put Venser's Journal onto the battlefield,
you'll have no maximum hand size. However, if those permanents enter the battlefield
in the opposite order, your maximum hand size would be two.

-----

Vigil for the Lost


{3}{W}
Enchantment
Whenever a creature you control is put into a graveyard from the battlefield, you may
pay {X}. If you do, you gain X life.

* As the ability resolves, you choose a value for X and decide whether to pay {X}. If
you do decide to pay {X}, it's too late for any player to respond since the ability
is already in the midst of resolving.
-----

Viridian Revel
{1}{G}{G}
Enchantment
Whenever an artifact is put into an opponent's graveyard from the battlefield, you
may draw a card.

* It doesn't matter who controlled the artifact while it was on the battlefield, only
whose graveyard it was put into.
-----

Volition Reins
{3}{U}{U}{U}
Enchantment -- Aura
Enchant permanent
When Volition Reins enters the battlefield, if enchanted permanent is tapped, untap
it.
You control enchanted permanent.

* Volition Reins may target and may enchant an untapped permanent.

* If the enchanted permanent is untapped as Volition Reins enters the battlefield,


the triggered ability won't trigger at all.

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

Wing Puncture
{G}
Instant
Target creature you control deals damage equal to its power to target creature with
flying.

* If either target has become illegal by the time Wing Puncture resolves, the spell
will still resolve but have no effect. If the first target is illegal, it can't
perform any actions, so it can't deal damage. If the second target is illegal,
there's nothing for the first target to deal damage to. If both targets have become
illegal, the spell will be countered.
-----

Wurmcoil Engine
{6}
Artifact Creature -- Wurm
6/6
Deathtouch, lifelink
When Wurmcoil Engine is put into a graveyard from the battlefield, put a 3/3
colorless Wurm artifact creature token with deathtouch and a 3/3 colorless Wurm
artifact creature token with lifelink onto the battlefield.

* The two creature tokens enter the battlefield at the same time.

* It must be clear to all players which token has deathtouch and which token has
lifelink.

MTG Realm . com


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