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Adagia, Windswept Bastion

Agate Instigator

Ajani, Nacatl Pariah

Arcane Signet

Arid Mesa

Aziza, Mage Tower Captain

Battle Hymn

Battlefield Forge

Big Score

Seething Song

Clowning Around

Command Tower

Prop Room

Deflecting Swat

Demand Answers

Desperate Ritual

Dragon Fodder

Elegant Parlor

Emeria, Shattered Skyclave

Enduring Innocence

Esper Sentinel

Exotic Orchard

Flashback

Flawless Maneuver

Forbidden Friendship

Fountainport

Frontline Rush

Gemstone Caverns

Glimpse the Impossible

Grand Crescendo

Group Project

Hex Magic

Adagia, Windswept Bastion #250 Land — Planet

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 0
Power/Toughness: /
Types:
  • Land
  • SubTypes:
  • Planet
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Station

    Rules

  • A station card is a card with the station keyword ability. The station keyword means “Tap another untapped creature you control: Put a number of charge counters on this permanent equal to the tapped creature’s power. Activate only as a sorcery.”
  • Any enters abilities of the copied permanent will trigger when the token enters. Any “as [this permanent] enters” or “[this permanent] enters with” abilities of the copied permanent will also work.
  • Each station card has one or more striations in its text box. Each striation is preceded by a station symbol—a circle surrounding a number and a plus sign.
  • Each station symbol represents an ability. A station symbol means “As long as this permanent has N or more charge counters on it, it has [abilities],” where N is the number inside the symbol and [abilities] are all the abilities found inside the same striation as that symbol.
  • Even if a permanent with station has equal or greater charge counters than the number in its last station symbol, you can still activate its station ability. Adding more charge counters won’t give it additional abilities, but other effects or cards might make those extra counters relevant.
  • If Adagia creates a token copy of an Aura, you choose what the token is enchanting as it enters the battlefield. This doesn’t target the player or permanent it will enchant, so a player or permanent with hexproof may be chosen this way. The chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura’s qualities can’t be chosen this way. If there’s nothing legal for the Aura token to enchant, the token is never created.
  • If Adagia’s last ability creates a token copy of a nonlegendary permanent, you’ll control two permanents with the same name, but only one of them (the newly created token) will be legendary. You won’t put any of them into their owners’ graveyards.
  • If a permanent with station becomes a creature, it will be able to attack if it’s been under your control continuously since the turn began. That is, it doesn’t matter how long it’s been a creature, just how long it’s been on the battlefield.
  • If another permanent becomes a copy of a permanent represented by a station card, all of its printed abilities, including the ones represented by station symbols, are copied. Its current characteristics and the number of charge counters on it are not copied. The abilities (and in some cases, types, power, and toughness) are determined based on the number of charge counters on the copy.
  • If the copied permanent is a token, the token that’s created copies the original characteristics of that token as stated by the effect that created the token, with the listed exception.
  • If the copied permanent is copying something else, then the token enters as whatever that permanent copied, with the listed exception.
  • If the tapped creature has negative power, no charge counters are put onto or removed from the permanent with station.
  • Planet is a land subtype with no special meaning. It doesn’t grant the land any intrinsic abilities.
  • The abilities of a permanent with station are based on the number of charge counters it has. This means that if a permanent with station gets charge counters due to some other effect (such as proliferate) or loses charge counters somehow, its abilities change accordingly. The same is true for determining whether or not that permanent is a creature.
  • The token created by Adagia’s last ability copies exactly what was printed on the original permanent and nothing else, with the listed exception (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. If it is a Vehicle, it is not crewed. If it is an Equipment, it is not attached to any creature.
  • Use the tapped creature’s power as the station ability resolves to determine how many charge counters to put on the permanent with station. If that creature isn’t on the battlefield at that time, use its power as it last existed on the battlefield.
  • Prices

    Seller Price
    Cardkingdom 8.49 USD / 8.99 USD
    Manapool 5.1 USD / 6.14 USD
    Cardmarket / 6.44 EUR 5.64 EUR
    Tcgplayer / 6.9 USD 5.68 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This land enters tapped. : Add . Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.) 12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.

    Agate Instigator #20 Token Creature — Lizard Rogue

    Info

    Color:
    Identifies:
    Cost:
    Power/Toughness: 1/1
    Types:
  • Token
  • Creature
  • Languages:
    Layout:
    Token

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 1.49 USD
    Manapool 1.29 USD

    Legalities

    Text

    Whenever another creature you control enters, this creature deals 1 damage to each opponent. (This token's mana cost is .)

    Ajani, Nacatl Pariah (Ajani, Nacatl Pariah // Ajani, Nacatl Avenger) #468 Legendary Creature — Cat Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: 1/2
    Types:
  • Creature
  • SubTypes:
  • Cat
  • Warrior
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Transform

    Rules

  • A permanent with more than one type may be chosen as any of its types. For example, an artifact creature may be chosen as the artifact, the creature, or both. Choosing the same permanent twice this way has the same result as choosing it once.
  • A transforming double-faced card enters the battlefield with its front face up by default, unless a spell or ability instructs you to put it onto the battlefield transformed or allows you to cast it transformed, in which case it enters with its back face up.
  • Each face of a transforming double-faced card has its own set of characteristics: name, types, subtypes, abilities, and so on. While a transforming double-faced permanent is on the battlefield, consider only the characteristics of the face that's currently up. The other set of characteristics is ignored.
  • Each transforming double-faced card in this set is cast with its front face up. In every zone other than the battlefield, consider only the characteristics of its front face. If it is on the battlefield, consider only the characteristics of the face that's up; the other face's characteristics are ignored.
  • If an opponent doesn't control any permanents of one of the types, they'll still choose the permanents of the types they do control.
  • If you are instructed to put a card that isn't a double-faced card onto the battlefield transformed, it will not enter the battlefield at all. In that case, it stays in the zone it was previously in. For example, if a single-faced card is a copy of Ral, Monsoon Mage, choosing to exile that permanent during the resolution of its triggered ability will cause it to remain in exile.
  • In a case where you create more than one Cat Warrior creature token with Ajani, Nacatl Avenger's second ability (for example, because of the effect of Doubling Season), the reflexive ability will trigger once for each Cat Warrior you made this way. If a replacement effect causes you to create different tokens instead (for example, the effect of Divine Visitation), the creation of those tokens won't cause the reflexive ability to trigger.
  • In some rare cases, a spell or ability may cause Ajani, Nacatl Pariah to transform while it's a creature (front face up) on the battlefield. If this happens, Ajani, Nacatl Avenger won't have any loyalty counters on him and will subsequently be put into his owner's graveyard.
  • In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered. For example, Ral, Monsoon Mage's color identity is blue and red, since its front face is red and its back face has a blue and red color indicator.
  • Lands can't be chosen and won't be sacrificed, even if they have any of the types referenced by Ajani, Nacatl Avenger's last ability.
  • The back face of a transforming double-faced card usually has a color indicator that defines its color. Colorless back faces, such as lands, do not.
  • The mana value of a transforming double-faced card is the mana value of its front face, no matter which face is up.
  • When Ajani, Nacatl Avenger's last ability resolves, starting with the next opponent in turn order, each opponent in turn order chooses permanents they control. Each opponent will know the choices made by players who chose before them. They then sacrifice all of their unchosen nonland permanents simultaneously.
  • You can activate one of Ajani, Nacatl Avenger's loyalty abilities the turn he enters the battlefield. However, you may do so only during one of your main phases when the stack is empty. For example, if Ajani, Nacatl Avenger enters the battlefield during combat, there will be an opportunity for your opponent to remove him before you can activate one of his abilities.
  • You don't choose a target for Ajani, Nacatl Avenger's second ability when you activate it. Rather, if you control a red permanent other than Ajani, Nacatl Avenger, a second "reflexive" ability triggers when you create a Cat Warrior creature token this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
  • Prices

    Seller Price
    Tcgplayer 55 USD
    Cardmarket 32.5 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When Ajani enters, create a 2/1 white Cat Warrior creature token. Whenever one or more other Cats you control die, you may exile Ajani, then return him to the battlefield transformed under his owner's control.

    Ajani, Nacatl Avenger (Ajani, Nacatl Pariah // Ajani, Nacatl Avenger) #468 Legendary Planeswalker — Ajani

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Ajani
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Transform

    Rules

  • A permanent with more than one type may be chosen as any of its types. For example, an artifact creature may be chosen as the artifact, the creature, or both. Choosing the same permanent twice this way has the same result as choosing it once.
  • A transforming double-faced card enters the battlefield with its front face up by default, unless a spell or ability instructs you to put it onto the battlefield transformed or allows you to cast it transformed, in which case it enters with its back face up.
  • Each face of a transforming double-faced card has its own set of characteristics: name, types, subtypes, abilities, and so on. While a transforming double-faced permanent is on the battlefield, consider only the characteristics of the face that's currently up. The other set of characteristics is ignored.
  • Each transforming double-faced card in this set is cast with its front face up. In every zone other than the battlefield, consider only the characteristics of its front face. If it is on the battlefield, consider only the characteristics of the face that's up; the other face's characteristics are ignored.
  • If an opponent doesn't control any permanents of one of the types, they'll still choose the permanents of the types they do control.
  • If you are instructed to put a card that isn't a double-faced card onto the battlefield transformed, it will not enter the battlefield at all. In that case, it stays in the zone it was previously in. For example, if a single-faced card is a copy of Ral, Monsoon Mage, choosing to exile that permanent during the resolution of its triggered ability will cause it to remain in exile.
  • In a case where you create more than one Cat Warrior creature token with Ajani, Nacatl Avenger's second ability (for example, because of the effect of Doubling Season), the reflexive ability will trigger once for each Cat Warrior you made this way. If a replacement effect causes you to create different tokens instead (for example, the effect of Divine Visitation), the creation of those tokens won't cause the reflexive ability to trigger.
  • In some rare cases, a spell or ability may cause Ajani, Nacatl Pariah to transform while it's a creature (front face up) on the battlefield. If this happens, Ajani, Nacatl Avenger won't have any loyalty counters on him and will subsequently be put into his owner's graveyard.
  • In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered. For example, Ral, Monsoon Mage's color identity is blue and red, since its front face is red and its back face has a blue and red color indicator.
  • Lands can't be chosen and won't be sacrificed, even if they have any of the types referenced by Ajani, Nacatl Avenger's last ability.
  • The back face of a transforming double-faced card usually has a color indicator that defines its color. Colorless back faces, such as lands, do not.
  • The mana value of a transforming double-faced card is the mana value of its front face, no matter which face is up.
  • When Ajani, Nacatl Avenger's last ability resolves, starting with the next opponent in turn order, each opponent in turn order chooses permanents they control. Each opponent will know the choices made by players who chose before them. They then sacrifice all of their unchosen nonland permanents simultaneously.
  • You can activate one of Ajani, Nacatl Avenger's loyalty abilities the turn he enters the battlefield. However, you may do so only during one of your main phases when the stack is empty. For example, if Ajani, Nacatl Avenger enters the battlefield during combat, there will be an opportunity for your opponent to remove him before you can activate one of his abilities.
  • You don't choose a target for Ajani, Nacatl Avenger's second ability when you activate it. Rather, if you control a red permanent other than Ajani, Nacatl Avenger, a second "reflexive" ability triggers when you create a Cat Warrior creature token this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
  • Prices

    Seller Price
    Cardmarket 32.5 EUR
    Cardkingdom 54.99 USD
    Manapool 59.39 USD
    Tcgplayer 55 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text


    +2 Put a +1/+1counteron each Cat you control.
    0 Create a 2/1 white Cat Warrior creature token. When you do, if you control a red permanent other than Ajani, he deals damage equal to the number of creatures you control to any target.
    −4 Each opponent chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.

    Arcane Signet #52 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you don't have a commander, Arcane Signet's ability produces no mana.
  • If you have two commanders, the ability adds one mana of any color in their combined color identities.
  • If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce {C}.
  • Prices

    Seller Price
    Cardmarket 0.53 EUR
    Cardkingdom 1.29 USD
    Manapool 0.51 USD
    Tcgplayer 0.5 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add one mana of any color in your commander's color identity.

    Arid Mesa #4 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 40.54 USD
    Cardmarket 29.85 EUR
    Tcgplayer 41.96 USD
    Cardkingdom 42.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    , Pay 1 life,Sacrificethis land: Search your library for a Mountain or Plains card, put it onto the battlefield, thenshuffle

    Aziza, Mage Tower Captain #174 Legendary Creature — Djinn Sorcerer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Djinn
  • Sorcerer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any choices made when the spell resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.
  • Aziza's ability and the copy it creates both resolve before the spell that caused the ability to trigger. They resolve even if the spell is countered before the copy is created.
  • If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
  • If the copied spell divides damage or distributes counters among a number of targets, the division and number of targets can't be changed. If you choose new targets, you must choose the same number of targets.
  • If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • You can't choose to pay any additional costs for a copied spell. 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.
  • Prices

    Seller Price
    Cardmarket 0.14 EUR / 0.2 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Tcgplayer 0.21 USD / 0.4 USD
    Manapool 0.15 USD / 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever you cast an instant or sorcery spell, you may tap three untapped creatures you control. If you do, copy that spell. You may choose new targets for the copy.

    Battle Hymn #128 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Battle Hymn uses the stack and can be responded to. The amount of mana produced is based on the number of creatures you control when Battle Hymn resolves.
  • Prices

    Seller Price
    Cardkingdom 2.29 USD / 16.99 USD
    Tcgplayer 1.4 USD / 26.88 USD
    Cardmarket 2.13 EUR / 11.47 EUR
    Manapool 1.02 USD / 12.25 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Add for each creature you control.

    Battlefield Forge #257s Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
  • The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
  • Prices

    Seller Price
    Cardkingdom 2.99 USD
    Cardmarket 2.49 EUR
    Tcgplayer 3.1 USD
    Manapool 2.4 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add . : Add or . This land deals 1 damage to you.

    Big Score #155 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 1.01 USD
    Cardmarket 1.34 EUR
    Cardkingdom 1.79 USD
    Tcgplayer 1.16 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    As an additional cost to cast this spell,discarda card. Draw two cards and create two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")

    Blazing Firesinger (Blazing Firesinger // Seething Song) #109 Creature — Dwarf Bard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Dwarf
  • Bard
  • Languages:
    Layout:
    Prepare
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.
  • A creature without a prepare spell can't become prepared.
  • A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").
  • As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.
  • Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.
  • Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.
  • Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.
  • If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.
  • If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.
  • If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.
  • If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.
  • If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
  • Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.
  • Preparation cards can only be cast with their base characteristics.
  • While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.
  • Prices

    Seller Price
    Cardmarket / 0.31 EUR 0.23 EUR
    Cardkingdom 0.39 USD / 0.49 USD
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer 0.3 USD / 0.39 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)

    Seething Song (Blazing Firesinger // Seething Song) #109 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Prepare
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.
  • A creature without a prepare spell can't become prepared.
  • A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").
  • As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.
  • Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.
  • Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.
  • Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.
  • If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.
  • If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.
  • If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.
  • If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.
  • If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
  • Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.
  • Preparation cards can only be cast with their base characteristics.
  • While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.
  • Prices

    Seller Price
    Tcgplayer 0.3 USD / 0.39 USD
    Cardmarket / 0.31 EUR 0.23 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Add .

    Clowning Around #292 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Each die is identified by the number of faces it has. A six-sided die is a die with six equally likely outcomes: 1, 2, 3, 4, 5, and 6. The roll must be fair. Although physical dice are recommended, digital substitutes are allowed except in cases where the physical die is required for the effect.
  • If a die is rerolled, the original roll essentially never happened: it doesn't cause any abilities to trigger, and no effect that cares about die rolls will consider it.
  • If an ability triggers "whenever you roll a die," it will trigger whenever you roll any die, including the planar die. This is a change from previous Un- rules. Some abilities use the result to determine part of the effect. If you get a non-numerical result (currently just the planar die, but the future is long), that part of the effect won't do anything.
  • Results can be numbers not ordinarily possible on a six-sided die. Spells like Scooch can change the result to 0 or 7, for example.
  • Robot is a creature type. There may be creatures that appear to be robotic in nature that don't have the Robot creature type. They don't count.
  • Some effects may modify the result of a die roll. This may be part of the instruction to roll a die, or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications.
  • Something in the game must tell you to roll a die. If you roll a die for any other reason (to simulate a coin flip, to choose pizza toppings, to create alternate timelines), that roll doesn't count.
  • Prices

    Seller Price
    Manapool 5.14 USD
    Tcgplayer 5.07 USD
    Cardkingdom 4.49 USD
    Cardmarket 4.55 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.

    Command Tower #60 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you don't have a commander, Command Tower's ability produces no mana.
  • If you have two commanders, the ability adds one mana of any color in their combined color identities.
  • If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce {C}.
  • Prices

    Seller Price
    Cardkingdom 0.79 USD
    Tcgplayer 0.32 USD
    Cardmarket 0.2 EUR
    Manapool 0.2 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add one mana of any color in your commander's color identity.

    Dazzling Theater (Dazzling Theater // Prop Room) #3p Enchantment — Room

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Room
  • Languages:
    Layout:
    Split
    Rank:
    Saltiness:

    Rules

  • All of your creatures untap during each other player's untap step if Prop Room is unlocked. You have no choice about what untaps unless another effect says otherwise.
  • An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.
  • An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.
  • Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.
  • Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
  • Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.
  • If a Room enters from any zone other than the stack, it will enter with both halves locked.
  • If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
  • If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.
  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.
  • If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.
  • If you sacrifice Dazzling Theater while casting a creature spell (to activate a mana ability, for example), the spell won't have convoke when you pay its costs unless it has convoke some other way.
  • Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.
  • Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.
  • Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.
  • Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.
  • Some effects can prevent creatures from untapping during an untap step. However, effects that stop a creature from untapping "during your untap step" or "during its controller's untap step" won't stop that creature from untapping during another player's untap step, and as such, Prop Room's ability will cause that creature to untap.
  • To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.
  • When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
  • While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.
  • While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.
  • You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
  • Prices

    Seller Price
    Tcgplayer / 0.97 USD 0.88 USD
    Cardmarket 0.34 EUR / 0.6 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.) (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    Prop Room (Dazzling Theater // Prop Room) #3p Enchantment — Room

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Room
  • Languages:
    Layout:
    Split
    Rank:
    Saltiness:

    Rules

  • All of your creatures untap during each other player's untap step if Prop Room is unlocked. You have no choice about what untaps unless another effect says otherwise.
  • An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.
  • An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.
  • Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.
  • Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
  • Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.
  • If a Room enters from any zone other than the stack, it will enter with both halves locked.
  • If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
  • If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.
  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.
  • If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.
  • If you sacrifice Dazzling Theater while casting a creature spell (to activate a mana ability, for example), the spell won't have convoke when you pay its costs unless it has convoke some other way.
  • Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.
  • Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.
  • Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.
  • Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.
  • Some effects can prevent creatures from untapping during an untap step. However, effects that stop a creature from untapping "during your untap step" or "during its controller's untap step" won't stop that creature from untapping during another player's untap step, and as such, Prop Room's ability will cause that creature to untap.
  • To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.
  • When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
  • While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.
  • While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.
  • You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
  • Prices

    Seller Price
    Cardkingdom / 2.99 USD 2.49 USD
    Cardmarket 0.34 EUR / 0.6 EUR
    Manapool 1.03 USD / 1.34 USD
    Tcgplayer 0.88 USD / 0.97 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Untap each creature you control during each other player's untap step. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    Deflecting Swat #50 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If the target spell has a variable number of targets, you can't change how many targets it has.
  • If the target spell has damage divided as it was cast (like Mythos of Vadrok), the division can't be changed although the targets receiving that damage still can. The same is true of spells that distribute counters.
  • If you choose new targets for the target spell, the new targets must be legal.
  • It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
  • Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
  • Prices

    Seller Price
    Cardkingdom 94.99 USD
    Tcgplayer 65.74 USD
    Manapool 68.34 USD
    Cardmarket / 30 EUR 59.11 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    If you control a commander, you may cast this spell without paying its mana cost. You may choose new targets for target spell or ability.

    Demand Answers #306 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 2.49 USD 1.99 USD
    Cardmarket 0.54 EUR / 0.85 EUR
    Tcgplayer 0.42 USD / 0.79 USD
    Manapool / 0.71 USD 0.29 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    As an additional cost to cast this spell,sacrificean artifact ordiscarda card. Draw two cards.

    Desperate Ritual #110 Instant — Arcane

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
  • Arcane
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Splice

    Rules

  • A card with a splice ability can’t be spliced onto itself because the spell is on the stack (and not in your hand) when you reveal the cards you want to splice onto it.
  • Desperate Ritual isn’t a mana ability. When cast, it (or the spell it’s spliced onto) goes on the stack like any spell and can be responded to.
  • If all of the spell’s targets are illegal when the spell tries to resolve, it won’t resolve and none of its effects will happen.
  • You choose all targets for the spell after revealing cards you want to splice, including any targets required by the text of any of those cards. You may choose a different target for each instance of the word “target” on the resulting spell.
  • You reveal all cards you intend to splice at the same time. Each individual card can be spliced only once onto any one spell.
  • Prices

    Seller Price
    Cardkingdom / 22.99 USD 7.49 USD
    Tcgplayer 6.53 USD / 15.82 USD
    Cardmarket / 6.85 EUR 2.64 EUR
    Manapool / 16.95 USD 6.51 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Add . Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

    Dragon Fodder #535 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.12 USD
    Cardkingdom 0.35 USD
    Cardmarket 0.06 EUR
    Manapool 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create two 1/1 red Goblin creature tokens.

    Elegant Parlor #260 Land — Mountain Plains

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
  • Mountain
  • Plains
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Surveil

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 11.08 USD 9.67 USD
    Cardkingdom 13.99 USD / 15.99 USD
    Cardmarket 9.66 EUR / 11.65 EUR
    Manapool 7.29 USD / 10.42 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    (: Add or .) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

    Emeria's Call (Emeria's Call // Emeria, Shattered Skyclave) #12s Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Modal Dfc
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
  • Emeria's Call affects only creatures you control at the time it resolves. Creatures you begin to control later won't gain indestructible.
  • If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
  • If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
  • If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
  • If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
  • In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
  • The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
  • There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
  • To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
  • Prices

    Seller Price
    Tcgplayer 17.67 USD
    Cardkingdom 13.99 USD
    Cardmarket 7.75 EUR
    Manapool 8.89 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.

    Emeria, Shattered Skyclave (Emeria's Call // Emeria, Shattered Skyclave) #12s Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Modal Dfc
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
  • Emeria's Call affects only creatures you control at the time it resolves. Creatures you begin to control later won't gain indestructible.
  • If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
  • If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
  • If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
  • If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
  • In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
  • The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
  • There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
  • To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
  • Prices

    Seller Price
    Tcgplayer 17.67 USD
    Cardmarket 7.75 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    As this land enters, you may pay 3 life. If you don't, it enters tapped. : Add .

    Enduring Innocence #386 Enchantment Creature — Sheep Glimmer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 2/1
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • Sheep
  • Glimmer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Lifelink

    Rules

  • A token that's a copy of Enduring Innocence won't return to the battlefield when its last ability resolves.
  • Enduring Innocence's second ability checks the power of the other creatures only at the moment they enter. If a creature enters with counters, those counters are included. If a creature's power is 2 or less when it enters but becomes greater than 2 while Enduring Innocence's second ability is still on the stack, you'll still draw a card when the ability resolves.
  • If a nontoken permanent that's a copy of Enduring Innocence dies while it's a creature, it will return to the battlefield as an enchantment when its last ability resolves. It won't have any card types other than enchantment.
  • Sheep and Glimmer are both creature types. Enduring Innocence won't have those creature types when its last ability returns it to the battlefield because it won't be a creature.
  • Prices

    Seller Price
    Cardmarket 18.87 EUR
    Cardkingdom 39.99 USD
    Tcgplayer 32.47 USD
    Manapool 36.86 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Lifelink Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn. When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)

    Esper Sentinel #328 Artifact Creature — Human Soldier

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Human
  • Soldier
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Esper Sentinel's has negative power when this ability resolves, then {X} is {0}. The opponent may still choose not to pay the cost if they want you to draw a card.
  • If a noncreature spell was already cast by an opponent the turn Esper Sentinel enters the battlefield, that opponent already cast their first noncreature spell this turn, and Esper Sentinel's ability won't trigger for that opponent that turn.
  • This ability checks Esper Sentinel's power when it resolves, not when the ability goes on the stack. If Esper Sentinel is no longer on the battlefield when it resolves, use the power it had the last time it was on the battlefield.
  • Prices

    Seller Price
    Cardkingdom / 94.99 USD 74.99 USD
    Tcgplayer 56.15 USD / 75.54 USD
    Manapool / 75.22 USD 62.08 USD
    Cardmarket 42.45 EUR / 52.29 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays , where X is this creature's power.

    Exotic Orchard #155 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
  • Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
  • Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
  • The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
  • When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
  • Prices

    Seller Price
    Cardkingdom 0.59 USD
    Tcgplayer 0.27 USD
    Cardmarket 0.22 EUR
    Manapool 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add one mana of any color that a land an opponent controls could produce.

    Flashback #333 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • "Flashback [cost]" means "You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
  • A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
  • If a card has multiple instances of flashback, you may choose any of its flashback costs to pay.
  • If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
  • If a card with no mana cost gains flashback, it has no flashback cost. It can't be cast this way.
  • If you cast a spell with flashback, you can't pay any alternative costs. You can pay additional costs such as kicker costs. If the spell has any mandatory additional costs, you must pay those to cast the spell with flashback.
  • If you cast an instant or sorcery with {X} in its mana cost this way, you still choose the value of X as part of casting the spell and pay that cost.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
  • You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
  • You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
  • Prices

    Seller Price
    Cardmarket / 8.56 EUR 5.51 EUR
    Manapool 4.48 USD / 8.33 USD
    Tcgplayer / 9.38 USD 6.46 USD
    Cardkingdom / 14.99 USD 7.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

    Flawless Maneuver #26 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
  • Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
  • Prices

    Seller Price
    Cardmarket / 7.5 EUR 21.03 EUR
    Manapool 21.43 USD
    Cardkingdom 34.99 USD
    Tcgplayer 20.96 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    If you control a commander, you may cast this spell without paying its mana cost. Creatures you control gain indestructible until end of turn.

    Forbidden Friendship #367 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.34 USD
    Tcgplayer / 0.51 USD 0.46 USD
    Cardkingdom / 1.99 USD 0.79 USD
    Cardmarket 0.18 EUR / 0.61 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.

    Fountainport #253 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 3.76 EUR 3.34 EUR
    Tcgplayer / 2.99 USD 3.17 USD
    Manapool / 3.02 USD 2.53 USD
    Cardkingdom 5.49 USD / 5.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add . , ,Sacrificea token: Draw a card. , , Pay 1 life: Create a 1/1 blue Fish creature token. , : Create a Treasure token.

    Frontline Rush #186 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • The value of X is calculated only once, as Frontline Rush resolves.
  • Prices

    Seller Price
    Tcgplayer / 0.34 USD 0.26 USD
    Cardkingdom / 0.49 USD 0.39 USD
    Cardmarket 0.19 EUR / 0.38 EUR
    Manapool / 0.15 USD 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose one — • Create two 1/1 red Goblin creature tokens. • Target creature gets +X/+X until end of turn, where X is the number of creatures you control.

    Gemstone Caverns #280 Legendary Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A player's "opening hand" is the hand of cards the player has after all players have taken mulligans. If players have any cards in hand that allow actions to be taken with them from a player's opening hand, the starting player takes all such actions first in any order, followed by each other player in turn order. Then the first turn begins.
  • If multiple Gemstone Caverns are put onto the battlefield under a single player's control before the game begins, the "legend rule" won't put the extras into that player's graveyard until just before the starting player gets priority during the game's first upkeep step. There's no opportunity to tap the extras for mana.
  • Prices

    Seller Price
    Cardkingdom / 139.99 USD 69.99 USD
    Manapool 56.41 USD / 102.44 USD
    Cardmarket / 136.71 EUR 38.96 EUR
    Tcgplayer / 107.23 USD 58.19 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luckcounteron it. If you do, exile a card from your hand. : Add . If Gemstone Caverns has a luckcounteron it, instead add one mana of any color.

    Glimpse the Impossible #124 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Only the cards that remain in exile are put into your graveyard. For example, a permanent spell cast this way will remain on the battlefield.
  • You pay all costs and follow all normal timing rules for a card played this way. For example, if one of the exiled cards is a land card, you may play it only during your main phase while the stack is empty.
  • Prices

    Seller Price
    Cardkingdom / 0.79 USD 0.35 USD
    Cardmarket / 0.33 EUR 0.17 EUR
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer / 0.42 USD 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add ."

    Grand Crescendo #117 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 11.91 EUR
    Tcgplayer 9.48 USD
    Cardkingdom 13.99 USD
    Manapool 8.47 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.

    Group Project #17 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flashback

    Rules

  • "Flashback [cost]" means "You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
  • A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
  • If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
  • You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
  • You can tap any untapped creatures you control to pay for Group Project's flashback cost, even ones you haven't controlled continuously since the beginning of your most recent turn.
  • You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.07 EUR / 0.09 EUR
    Tcgplayer / 0.19 USD 0.19 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Create a 2/2 red and white Spirit creature token. Flashback—Tap three untapped creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    Hex Magic #133 Sorcery — Arcane

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
  • Arcane
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 1.49 USD / 3.99 USD
    Manapool / 1.53 USD 0.15 USD
    Tcgplayer / 2.49 USD 0.83 USD
    Cardmarket 1.63 EUR / 3.15 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.