If the target creature is an illegal target by the time Path to Exile tries to resolve, the spell won't resolve. The creature's controller won't search for a basic land card.
The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
Although the tokens are attacking, they never were declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
Whenever Hero of Bladehold attacks, both abilities will trigger. You can put them onto the stack in any order. If the token-creating ability resolves first, the tokens each get +1/+0 until end of turn from the battle cry ability.
You choose which opponent or planeswalker an opponent controls that each token is attacking when it is put onto the battlefield.
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever this creature attacks, create two 1/1 white Soldier creature tokens that are tapped and attacking.
Hero of BladeholdCreature — Human KnightNormal - ~$3.62
If Assemble the Legion isn't on the battlefield when its ability resolves, use the number of muster counters it had when it was last on the battlefield to determine how many Soldier tokens to create.
At the beginning of your upkeep, put a mustercounteron this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each mustercounteron this enchantment.
Creatures that enter the battlefield attacking were never declared as attackers, so they won't count toward melee's effect. Similarly, if a creature with melee enters the battlefield attacking, melee won't trigger.
It doesn't matter how many creatures you attacked a player with, only that you attacked a player with at least one creature. For example, if you attack one player with Skyhunter Strike Force and another player with five creatures, Skyhunter Strike Force will get +2/+2 until end of turn.
Melee will trigger if the creature with melee attacks a planeswalker. However, the effect counts only opponents (and not planeswalkers) that you attacked with a creature when determining the bonus.
You determine the size of the bonus as the melee ability resolves. Count each opponent that you attacked with one or more creatures. It doesn't matter if the attacking creatures are still attacking or even if they are still on the battlefield. It also doesn't matter if the opponent you attacked is still in the game.
Flying
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Lieutenant — As long as you control your commander, other creatures you control have melee.
Deflecting Palm doesn't target any permanent or player. You choose a source of damage as Deflecting Palm resolves.
If multiple prevention and/or replacement effects are trying to apply to the same damage, the player who would be dealt damage chooses the order in which to apply them.
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
Deflecting PalmInstantNormal - ~$3.13
Adeline, Resplendent Cathar #57Legendary Creature — Human Knight
Although the Human tokens created by the triggered ability are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
Attacking with any creatures will cause Adeline's last ability to trigger. Adeline doesn't have to be among them.
The ability that defines Adeline's power works in all zones, not just the battlefield. As long as Adeline is on the battlefield (and still a creature), that ability will count Adeline itself.
Tokens will be created for each of your opponents, not just opponents that you attacked.
You choose whether each token is attacking that opponent or a planeswalker they control as those tokens enter the battlefield.
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline, Resplendent CatharLegendary Creature — Human KnightNormal - ~$4.62
Boros Charm's second mode affects only permanents you control at the time it resolves. It won't affect permanents that come under your control later in the turn.
Planeswalkers with indestructible will still have loyalty counters removed from them as they are dealt damage. If a planeswalker with indestructible has no loyalty counters, it will still be put into its owner's graveyard, as the rule that does this doesn't destroy the planeswalker.
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
+1 Create three 1/1 white Soldier creature tokens.
−3Destroyall creatures with power 4 or greater.
−7 You get an emblem with "Creatures you control get +2/+2 and have flying."
Knight of the White Orchid's triggered ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless any one of your opponents controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as each of your opponents by the time it resolves.
The Plains you search for doesn't have to be basic. For example, you could put a Sacred Foundry onto the battlefield.
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, thenshuffle
Knight of the White OrchidCreature — Human KnightNormal
Although the token 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 the token enters the battlefield attacking.
You choose which player or planeswalker the token is attacking. It doesn’t have to be attacking the same player or planeswalker that Skyknight Vanguard is attacking.
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
Although the common lands have basic land types, they aren't basic lands.
Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
Aurelia's last ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
Flying, vigilance, haste
Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
Aurelia, the WarleaderLegendary Creature — AngelNormal - ~$9.35
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
You can choose the same object as the target of each half of a fused split spell, if appropriate.
If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
You can choose the same object as the target of each half of a fused split spell, if appropriate.
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.
Conversely, continuous effects generated by static abilities (such as an Aura that granted the appropriate ability) would resume applying if the Archetype left the battlefield.
If you and an opponent each control the same Archetype, no creature controlled by any player will have the appropriate ability.
The Archetype’s second ability applies to each creature controlled by any of your opponents, no matter when it entered the battlefield.
While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren’t created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures they control first strike wouldn’t cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
Normally, a creature’s base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature’s power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature’s power and/or toughness without setting them, that is not included when determining its base power and toughness.
Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn’t change its base power and toughness.
If Blade Historian leaves the battlefield after first-strike combat damage has been dealt but before regular combat damage (perhaps because it attacked and was destroyed by first-strike combat damage), attacking creatures you control will lose double strike. A creature without double strike won’t deal regular combat damage if it already dealt first-strike damage that turn.
If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
The "Snarl" itself doesn't have any land subtypes. You can't reveal one to satisfy the ability of another.
You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land card.
If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player decides to not pay that cost, you must propose a new set of blocking creatures.
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
Odric, Master TacticianLegendary Creature — Human SoldierNormal - ~$2.17
If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
If you don't have a commander, Path of Ancestry's ability produces no mana.
If your commander has no creature types, it can't share a creature type with any spell that you cast.
If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.
If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Path of AncestryLandNormal - ~$2.5
Tori D'Avenant, Fury Rider #363Legendary Creature — Human Knight
Vigilance, trample
Whenever Tori D'Avenant attacks, all other attacking creatures you control get +1/+1 until end of turn. Other red attacking creatures you control gain trample until end of turn. Untap each other white attacking creature you control.
Tori D'Avenant, Fury RiderLegendary Creature — Human KnightNormal - ~$2.87
Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1counteron each of those creatures and they gain vigilance until end of turn.
At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.
"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.
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 you attacked with three or more creatures this turn.
Battalion — Whenever this creature and at least two other creatures attack, creatures you control gain indestructible until end of turn.
Sacrifice this creature:Countertarget spell with in its mana cost unless its controller pays .
Frontline MedicCreature — Human ClericNormal - ~$2.52
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.
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.)
For both triggered abilities, it doesn't matter what happens to the attacking creatures in response. As long as a player attacked with at least the appropriate number of creatures, the effects of Aurelia's triggered abilities will still occur.
Flying, vigilance, haste
Whenever a player attacks with three or more creatures, you draw a card.
Whenever a player attacks with five or more creatures, Aurelia deals 3 damage to each of your opponents and you gain 3 life.
Aurelia, the Law AboveLegendary Creature — AngelNormal
Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
Blasphemous Act's ability can't reduce the total cost to cast the spell below {R}.
The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {C}, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
Even though the card is named after a specific character, controlling any commander will satisfy its condition.
Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
The commander you control doesn't have to be your commander.
There's no extra bonus if you control more than one commander.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
: Add .
Channel — ,Discardthis card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs less to activate for each legendary creature you control.
Sokenzan, Crucible of DefianceLegendary LandNormal
The legendary creature must already be on the battlefield as the land enters the battlefield. If it enters the battlefield at the same time, the land will enter tapped.
Minas Tirith enters tapped unless you control a legendary creature.
: Add .
, : Draw a card. Activate only if you attacked with two or more creatures this turn.
If creatures enter the battlefield with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creatures on the battlefield, those effects apply when checking to see if Welcoming Vampire's ability will trigger.
Welcoming Vampire's ability checks the power of the other creatures only as they enter the battlefield. If one of those creatures has power 2 or less, the ability will trigger. Once the ability triggers, raising that creature's power above 2 won't affect that ability. Similarly, reducing a creature's power to 2 or less after it enters the battlefield won't cause the ability to trigger.
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
You choose attackers and make blocking assignments regardless of whether it's your turn and regardless of whether the creatures are attacking you. Your choices must be legal within the normal rules for attacking and blocking.
You can decide that a creature won't block.
If the defending player controls a planeswalker, the person who cast Master Warcraft first chooses the complete group of creatures that are going to attack. Then, for each of those creatures, the active player chooses who or what it's going to attack.
If a turn has multiple combat phases, this spell can only be cast before the beginning of the Declare Attackers Step of the first combat phase in that turn.
Cast this spell only before attackers are declared.
You choose which creatures attack this turn.
You choose which creatures block this turn and how those creatures block.
Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
Choose two —
•Destroyall artifacts.
•Destroyall enchantments.
•Destroyall creatures with mana value 3 or less.
•Destroyall creatures with mana value 4 or greater.
Although the common lands have basic land types, they aren't basic lands.
Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
Create X 2/2 red Human Knight creature tokens with trample and haste.
Whenever one or more creatures you control deal combat damage to one or more players this turn, you become the monarch.
If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
When Oath of Eorl's final chapter ability triggers, you can choose not to target a Human just to become the monarch. However, if you do choose a target, and that target is illegal at the time the ability tries to resolve, the ability won't resolve and none of its effects will happen. You won't become the monarch.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I — Create two 1/1 white Human Soldier creature tokens.
II — Create two 2/2 red Human Knight creature tokens with trample and haste.
III — Put an indestructiblecounteron up to one target Human. You become the monarch.
Oath of EorlEnchantment — SagaSaga - ~$2.55
Odric, Lunarch Marshal #298Legendary Creature — Human Soldier
Multiple instances of any of the abilities Odric can grant your creatures are redundant.
Odric's ability triggers at the beginning of each combat, not just combat on your turn, whether or not any creatures you control have any of the listed abilities. If a creature gains one of the listed abilities before Odric's triggered ability resolves, perhaps due to another ability that triggered at the beginning of combat, then creatures you control will gain that ability.
The set of creatures affected by Odric's ability and how they are affected is determined as the ability resolves. Creatures you begin to control later in the turn won't gain any abilities or cause creatures to gain new abilities, and the abilities gained won't change even if every creature that normally had the abilities leaves the battlefield.
If one of those creatures has one or more variants of the listed keywords (for example, hexproof from white), creatures you control gain those specific variants.
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Odric, Lunarch MarshalLegendary Creature — Human SoldierNormal - ~$2.85
Additional costs from Paladin Class cards are cumulative. For example, if you control two Paladin Class cards, spells your opponents cast cost {2} more to cast.
Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
Gaining a level is a normal activated ability. It uses the stack and can be responded to.
Gaining a level won't remove abilities that a Class had at a previous level.
If Paladin Class is level 3 and you attack with exactly one creature, it won't get a power and toughness bonus, but it will get double strike.
Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Martial Coup checks the number you chose for X, not the amount of mana you actually spent.
No one can cast spells or activate abilities between the time the Soldier tokens are put onto the battlefield and the time all other creatures are destroyed. For example, you can't sacrifice one of those Soldier tokens to regenerate a Skeletal Kathari.
You do what the spell says in order. If X is 5 or more, you'll put the Soldier tokens onto the battlefield, then you'll destroy all other creatures.
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
Haste
Battalion — Whenever this creature and at least two other creatures attack, creatures you control gain first strike and trample until end of turn and can't be blocked by creature tokens this turn.
If an opponent is instructed to draw multiple cards, that player draws all of them before deciding how many times to pay as the multiple triggered abilities from Smothering Tithe resolve.
Whenever an opponent draws a card, that player may pay . If the player doesn't, you create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Both triggered abilities trigger at the same time. You may put them on the stack in either order.
If the opponent doesn't control more creatures than you as their end step begins, the first ability won't trigger. The same is true for lands and the second ability. Each of those abilities will check again when it tries to resolve. If the opponent no longer controls more creatures (or lands) than you, the ability won't resolve and will have no effect.
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, thenshuffle
Keeper of the AccordCreature — Human SoldierNormal - ~$2.65
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.
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.
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.
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.
If the permanent is tapped as the ability resolves, the opponent can't choose to tap it, so you'll create a Vampire token. Similarly, if it's no longer on the battlefield as the ability resolves, they can't choose to tap it, and you'll create a Vampire token.
Vigilance
Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
Although the creature you put onto the battlefield is attacking, 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.
If Paladin Elizabeth Taggerdy is no longer on the battlefield when its battalion ability resolves, use its power as it last existed on the battlefield to determine the value of X.
Once Paladin Elizabeth Taggerdy’s battalion ability has triggered, it doesn’t matter how many creatures are still attacking when that ability resolves.
The three attacking creatures don’t have to be attacking the same player, planeswalker, or battle.
You choose which player, planeswalker, or battle the creature you put onto the battlefield is attacking as it enters the battlefield. It doesn’t have to be attacking the same player, planeswalker, or battle that Paladin Elizabeth Taggerdy is attacking.
Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy's power.
Paladin Elizabeth TaggerdyLegendary Creature — Human KnightNormal - ~$4
,Sacrificethis land: Search your library for a basic land card, put it onto the battlefield tapped, thenshuffle Then if you control four or more lands, untap that land.
The creature that entered and caused the ability to trigger will also get a +1/+1 counter, provided it's still on the battlefield when the ability resolves.
Gisela doubles damage dealt to opponents and permanents your opponents control from any source, including sources controlled by those opponents.
If damage dealt by a source you control is being divided or assigned among multiple permanents an opponent controls or among an opponent and one or more permanents they control simultaneously, divide the original amount and double the results. For example, if you attack with a 5/5 creature with trample and your opponent blocks with a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then doubled to 4 and 6 damage, respectively. You can't double the damage to 10 first and then assign 2 to the creature and 8 to the player.
If multiple replacement effects would modify how damage would be dealt, the player being dealt damage (or the controller of the permanent being dealt damage) chooses the order in which to apply those effects.
Flying, first strike
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
Gisela, Blade of GoldnightLegendary Creature — AngelNormal - ~$6.12