BETA

25 Cards Found

Ambush Viper #15 Creature — Snake

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 2
Power/Toughness: 2/1
Types:
  • Creature
  • SubTypes:
  • Snake
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Deathtouch Flash

    Rules

  • No entries
  • Prices

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    Legalities

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

    Text

    Flash Deathtouch

    Assault Strobe #10 Sorcery

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

    Batterskull #20 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Equip

    Rules

  • If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
  • If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
  • Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
  • The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
  • The ability to return Batterskull to its owner's hand can be activated only if Batterskull is on the battlefield. If Batterskull is no longer on the battlefield when the ability resolves, Batterskull remains in its new zone and isn't returned to its owner's hand.
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    Legalities

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

    Text

    Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +4/+4 and has vigilance and lifelink. : Return this Equipment to its owner's hand. Equip

    Broadside Bombardiers #11 Creature — Goblin Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Goblin
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Boast Haste Menace

    Rules

  • A boast ability can be activated at any point after the creature with that ability has been declared as an attacker. This can be before blockers are declared, after blockers are declared but before combat damage is dealt, during combat after combat damage is dealt, during the postcombat main phase, during the end step, or, in some unusual cases, during the cleanup step.
  • If a creature with a boast ability is put onto the battlefield attacking, it was never declared as an attacker. Its boast ability can't be activated that turn.
  • If an effect adds additional combat phases to a turn and a creature with a boast ability attacks more than once during that turn, its boast ability can still be activated only once.
  • If it's not your turn and you gain control of a creature with a boast ability after that creature attacked, you can activate that creature's boast ability if it hasn't been activated yet that turn.
  • The back face of a double-faced card doesn't have a mana cost. A double-faced permanent with its back face up has a mana value equal to the mana value of its front face.
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    Legalities

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

    Text

    Menace, haste Boast —Sacrificeanother creature or artifact: This creature deals damage equal to 2 plus the sacrificed permanent's mana value to any target. (Activate only if this creature attacked this turn and only once each turn.)

    Chain Lightning #12 Sorcery

    Info

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

    Rules

  • As Chain Lightning resolves, either the original or one of the copies, the targeted player or the controller of the targeted permanent may copy it. The copy has the same text, target, and color as the resolving spell, though the player creating the copy may choose a new target for it. Once that copy is created (or not), the Chain Lightning finishes resolving and leaves the stack.
  • If the targeted player or permanent is an illegal target as Chain Lightning tries to resolve, the spell doesn't resolve and none of its effects happen. It can't be copied.
  • The copy of Chain Lightning is created on the stack, so it's not cast. Abilities that trigger when a player casts a spell won't trigger. Players may respond to that spell before it resolves.
  • The player putting the copy of the spell on the stack controls that copy.
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    Legalities

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

    Text

    Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay . If the player does, they may copy this spell and may choose a new target for that copy.

    Crop Rotation #16 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Game Changer
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • You can’t cast Crop Rotation without sacrificing a land, and you can’t sacrifice additional lands.
  • Prices

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    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,sacrificea land. Search your library for a land card, put that card onto the battlefield, thenshuffle

    Dauthi Voidwalker #8 Creature — Dauthi Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Dauthi
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Shadow

    Rules

  • If a card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If an attacking creature has multiple evasion abilities, such as shadow and flying, a creature can block it only if that creature satisfies all of the appropriate evasion abilities.
  • If you cast a card this way, you may not cast it for any other alternative costs it has, but you may pay for additional costs, such as kicker costs. If the spell requires an additional cost, you must pay that cost.
  • If your opponent discards a card while you control Dauthi Voidwalker, abilities that function when that card is discarded still work, even though that card never reaches that player's graveyard. In addition, spells or abilities that check the characteristics of the discarded card can find that card in exile.
  • Playing a card with Dauthi Voidwalker's last ability is still subject to normal timing restrictions.
  • Tokens still die while Dauthi Voidwalker is on the battlefield.
  • While Dauthi Voidwalker is on the battlefield, nontoken creatures your opponents control won't die. They'll be exiled instead. Abilities that would trigger when those creatures die won't trigger.
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    Legalities

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

    Text

    Shadow (This creature can block or be blocked by only creatures with shadow.) If a card would be put into an opponent's graveyard from anywhere, instead exile it with a voidcounteron it. ,Sacrificethis creature: Choose an exiled card an opponent owns with a voidcounteron it. You may play it this turn without paying its mana cost.

    Emrakul, the Aeons Torn #1 Legendary Creature — Eldrazi

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 15
    Power/Toughness: 15/15
    Types:
  • Creature
  • SubTypes:
  • Eldrazi
  • Languages:
    Layout:
    Normal

    Abilities/Keywords

    Annihilator Flying Protection

    Rules

  • Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
  • If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
  • "Colored spells" is not synonymous with "colored cards." For example, even though creatures are spells when they're cast, they're not spells when they're on the battlefield and can block Emrakul; and triggered abilities of permanents entering the battlefield (such as that of Banishing Light) can target it.
  • Emrakul can be targeted by spells that try to counter it (such as Ionize). Those spells will resolve, but the part of their effect that would counter Emrakul won't do anything. Any other effects those spells have will work as normal.
  • Emrakul can't be the target of colored Aura spells, but colored Auras can be put onto the battlefield enchanting it.
  • Emrakul's second ability triggers as you cast it, and that ability resolves before the spell itself. It resolves even if that spell is somehow removed from the stack.
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    Legalities

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

    Text

    This spell can't be countered. When you cast this spell, take an extra turn after this one. Flying, protection from spells that are one or more colors, annihilator 6 When Emrakul is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

    Exploration #17 Enchantment

    Info

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

    Rules

  • Exploration’s ability is cumulative with other effects that allow you to play additional lands, including ones created by other Explorations you control.
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    Legalities

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

    Text

    You may play an additional land on each of your turns.

    Fallen Shinobi #19 Creature — Zombie Ninja

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 5/4
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Ninja
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Ninjutsu

    Rules

  • Although the Ninja is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
  • Any cards you don't cast will remain in exile.
  • As you activate a ninjutsu ability, you reveal the Ninja card in your hand and return the attacking creature. The Ninja isn't put onto the battlefield until the ability resolves. If it leaves your hand before then, it won't enter the battlefield at all.
  • Casting an exiled card causes it to leave exile. You can't cast it multiple times.
  • Fallen Shinobi's triggered ability doesn't change when you can play the exiled cards. For example, if a sorcery card is exiled, you can cast it only during your main phase when the stack is empty. If a land card is exiled, you can play it only during your main phase and only if you have an available land play remaining.
  • If a creature in combat has first strike or double strike, you can activate the ninjutsu ability during the first-strike combat damage step. The Ninja will deal combat damage during the regular combat damage step, even if it has first strike.
  • The creature with ninjutsu enters the battlefield attacking the same player or planeswalker that the returned creature was attacking. This is a rule specific to ninjutsu; in other cases, when a creature is put onto the battlefield attacking, that creature's controller chooses which player or planeswalker it's attacking.
  • The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, the Ninja won't normally deal combat damage.
  • The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
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    Legalities

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

    Text

    Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, that player exiles the top two cards of their library. Until end of turn, you may play those cards without paying their mana costs.

    Flickerwisp #3 Creature — Elemental

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 3/1
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. Once the exiled permanent returns, it's considered a new object with no relation to the object that it was.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • If the permanent that returns to the battlefield has any abilities that trigger at the beginning of the end step, those abilities won't trigger that turn.
  • The exiled card will return to the battlefield at the beginning of the end step even if Flickerwisp is no longer on the battlefield.
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    Legalities

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

    Text

    Flying When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.

    Force Spike #5 Instant

    Info

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

    Rules

  • The payment is optional.
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    Seller Price

    Legalities

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

    Text

    Counter target spell unless its controller pays .

    Gut, True Soul Zealot #13 Legendary Creature — Goblin Shaman

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Goblin
  • Shaman
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • Although the Skeleton is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Any effects that say the Skeleton can't attack (such as that of Propaganda) affect only the declaration of attackers. They won't stop the Skeleton from entering the battlefield attacking.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
  • Effects that modify a creature's power and/or toughness, such as the one created by Titanic Growth, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness and effects that switch power and toughness.
  • Gut doesn't have to be among the attacking creatures.
  • Halsin, Emerald Archdruid's activated ability overwrites any previous effects that set the creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after Halsin's ability resolves will overwrite this effect.
  • If Gut somehow becomes an artifact, you may sacrifice it to its own ability.
  • If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
  • If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.
  • If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).
  • You can choose two commanders that are the same color or colors.
  • You choose the player or planeswalker the Skeleton is attacking.
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    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 attack, you maysacrificeanother creature or an artifact. If you do, create a 4/1 black Skeleton creature token with menace that's tapped and attacking. (It can't be blocked except by two or more creatures.) Choose a Background (You can have a Background as a second commander.)

    Kaldra Compleat #21 Legendary Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Equip Indestructible

    Rules

  • No entries
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    Legalities

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

    Text

    Living weapon Indestructible Equipped creature gets +5/+5 and has first strike, trample, indestructible, haste, and "Whenever this creature deals combat damage to a creature, exile that creature." Equip

    Memory Jar #22 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • You can’t look at the cards you exiled until they return to your hand.
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    Legalities

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

    Text

    ,Sacrificethis artifact: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.

    Miscalculation #6 Instant

    Info

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

    Abilities/Keywords

    Cycling

    Rules

  • Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.
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    Legalities

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

    Text

    Counter target spell unless its controller pays . Cycling (,Discardthis card: Draw a card.)

    Necromancy #9 Enchantment

    Info

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

    Rules

  • The bringing of the creature onto the battlefield and then putting Necromancy on it is all done as part of the resolution.
  • When putting a card onto the battlefield that requires a definition for its value or some other choice, you do what is needed to define the value or make the choice.
  • Necromancy enters as an enchantment and then becomes an Enchant Creature Aura as a triggered ability upon entering. It follows all the rules for Auras from then on.
  • If the creature card put onto the battlefield has protection from black (or anything that prevents this from legally being attached), this won't be able to attach to it. Then this will go to the graveyard as a state-based action, causing the creature to be sacrificed.
  • The sacrifice occurs only if you cast it using its own ability. If you cast it using some other effect (for example, if another effect allowed you to cast it as though it had flash), then it won't be sacrificed.
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    Legalities

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

    Text

    You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.

    Noble Hierarch #18 Creature — Human Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: 0/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Exalted

    Rules

  • If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger.
  • In a Two-Headed Giant game, a creature “attacks alone” if it's the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate's exalted abilities won't.
  • Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
  • You must attack with exactly one creature for exalted abilities to trigger. Exalted abilities won't trigger if you attack a player with one creature and a planeswalker with another, for example, or if you attack with two creatures but one is removed from combat.
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    Legalities

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

    Text

    Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) : Add , , or .

    Oxidda Scrapmelter #14 Creature — Beast

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • This ability is mandatory. If you’re the only player who controls any artifacts, you must target one of them.
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    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this creature enters,destroytarget artifact.

    Peek #7 Instant

    Info

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

    Rules

  • No entries
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    Seller Price

    Legalities

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

    Text

    Look at target player's hand. Draw a card.

    Shelldock Isle #24 Land

    Info

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

    Abilities/Keywords

    Hideaway

    Rules

  • It doesn't matter which library has twenty or fewer cards in it, and you don't have to specify a library.
  • "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
  • Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
  • Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
  • Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
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    Seller Price

    Legalities

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

    Text

    Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. : Add . , : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.

    Staff of the Storyteller #4 Artifact

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    When this artifact enters, create a 1/1 white Spirit creature token with flying. Whenever you create one or more creature tokens, put a storycounteron this artifact. , , Remove a storycounterfrom this artifact: Draw a card.

    Ulamog, the Infinite Gyre #2 Legendary Creature — Eldrazi

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 11
    Power/Toughness: 10/10
    Types:
  • Creature
  • SubTypes:
  • Eldrazi
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Annihilator Indestructible

    Rules

  • Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
  • If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
  • Lethal damage and effects that say "destroy" won't cause a creature with indestructible to be put into the graveyard. However, a creature with indestructible can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is controlled by the same player, or if its toughness is 0 or less.
  • Ulamog's ability triggers as you cast it, and that ability resolves before the spell itself. It resolves even if that spell is countered.
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    Legalities

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

    Text

    When you cast this spell,destroytarget permanent. Indestructible Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.) When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

    Umezawa's Jitte #23 Legendary Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If the Jitte is moved after the “+2/+2” mode is announced but before it resolves, the bonus is given to the creature that is equipped when the ability resolves.
  • If the Jitte leaves the battlefield after the “+2/+2” mode is announced but before it resolves, the bonus is given to the creature that was most recently equipped once the ability resolves.
  • If the “target creature gets -1/-1 until end of turn” mode is chosen, the target creature must also be announced.
  • The ability can be used any time Umezawa’s Jitte’s controller has priority — only the “target creature” choice has additional requirements. Choosing the “Equipped creature gets +2/+2 until end of turn” mode does nothing if the Jitte isn’t equipped to a creature when the ability resolves.
  • Umezawa’s Jitte’s activated ability generates a modal choice. The choice is made when the ability is activated.
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    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a chargecounterfrom Umezawa's Jitte: Choose one — • Equipped creature gets +2/+2 until end of turn. • Target creature gets -1/-1 until end of turn. • You gain 2 life. Equip

    Yavimaya, Cradle of Growth #25 Legendary Land

    Info

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

    Rules

  • Land cards not on the battlefield aren't Forests while Yavimaya is on the battlefield.
  • Yavimaya's ability causes each land on the battlefield to have the land type Forest. Any land that's a Forest has the ability "{T}: Add {G}." Nothing else changes about those lands, including their names, other subtypes, and whether they're legendary, basic, or snow.
  • Yavimaya, Cradle of Growth isn't a Forest while it's not on the battlefield.
  • Prices

    Seller Price

    Legalities

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

    Text

    Each land is a Forest in addition to its other land types.

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    Crop Rotation Instant Normal

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    Emrakul, the Aeons Torn Legendary Creature — Eldrazi Normal

    Exploration Enchantment Normal

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    Force Spike Instant Normal

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    Noble Hierarch Creature — Human Druid Normal

    Oxidda Scrapmelter Creature — Beast Normal

    Peek Instant Normal

    Shelldock Isle Land Normal

    Staff of the Storyteller Artifact Normal

    Ulamog, the Infinite Gyre Legendary Creature — Eldrazi Normal

    Umezawa's Jitte Legendary Artifact — Equipment Normal

    Yavimaya, Cradle of Growth Legendary Land Normal

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