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.
Boros CharmInstantNormal - ~$5.06
Aurelia, the Warleader #651Legendary Creature — Angel
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 - ~$9.87
Aurelia, the Law Above #317zLegendary Creature — Angel
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
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.
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 - ~$7.03
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.
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.
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.
For both triggered abilities, once the ability triggers, it doesn’t matter what happens to the attacking creatures in response.
No matter how many creatures another player attacks with, Firemane Commando’s last ability will look at all of them to make sure none of them attacked you. If any of them did, the player won’t draw a card.
The last triggered ability cares only that none of the attacking creatures attacked you. The other player will draw a card if they attacked a planeswalker you control or a battle you protect with two or more creatures, for example.
Flying
Whenever you attack with two or more creatures, draw a card.
Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
"Each Angel you already control" means each Angel you control other than the Angel entering, including Giada. It doesn't matter if some or all of the Angels on the battlefield entered after Giada did.
Flying, vigilance
Each other Angel you control enters with an additional +1/+1counteron it for each Angel you already control.
: Add . Spend this mana only to cast an Angel spell.
Giada, Font of HopeLegendary Creature — AngelNormal - ~$65.45
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.
If you give double strike to a creature after either first-strike or normal combat damage has been dealt, it won't help that creature deal any additional combat damage.
If you give double strike to a creature with first strike after first-strike combat damage has been dealt, that creature will also deal damage during the normal combat damage step.
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.
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.
Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to an Angel you control may become lethal if Lyra leaves the battlefield during that turn.
Multiple instances of lifelink on the same creature are redundant.
Flying
First strike (This creature deals combat damage before creatures without first strike.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Other Angels you control get +1/+1 and have lifelink.
This land enters tapped.
: Add .
, ,Sacrificethis land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, thenshuffle
Myriad LandscapeLandNormal - ~$0.25
Sword of the Animist #227Legendary Artifact — Equipment
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, thenshuffle
Equip
Sword of the AnimistLegendary Artifact — EquipmentNormal - ~$8.14
Starnheim Aspirant #KHM-380Creature — Human Cleric
An Angel spell is a creature spell with the creature type Angel. Instant, sorcery, and enchantment cards that may create Angel tokens are not Angel spells.
The cost reduction applies only to generic mana in the costs of Angel spells you cast. It can't reduce requirements of specific colors of mana.
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 Starnheim Aspirant). 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 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.
Damage dealt to Anya is tracked even if Anya has indestructible. For example, if Anya is dealt what would be lethal damage and Anya loses indestructible (perhaps because each opponent's life total is too high), it will be destroyed the next time state-based actions are performed. However, the check for whether a creature dealt damage by a source with deathtouch is destroyed happens only the first time that state-based actions are performed after that damage-dealing event.
If a player's starting life total is odd (Commander Vanguard? Sweet.), half that player's life total will be a fraction, and that's okay. For example, if an opponent's starting life total is 41, half that number is 20 ½. If that player's life total is 20 or less, Anya will have indestructible.
If damage is dealt to Anya and to your opponents at the same time, Anya may gain indestructible and/or extra toughness before state-based actions are checked. Similarly, if damage is dealt to Anya by a source with lifelink controlled by an opponent, Anya may lose indestructible and/or toughness before state-based actions are checked.
Flying
Anya gets +3/+3 for each opponent whose life total is less than half their starting life total.
As long as an opponent's life total is less than half their starting life total, Anya has indestructible.
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.
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 - ~$1.32
Archangel Avacyn's delayed triggered ability triggers at the beginning of the next upkeep regardless of whose turn it is.
Archangel Avacyn's delayed triggered ability won't cause it to transform back into Archangel Avacyn if it has already transformed into Avacyn, the Purifier, perhaps because several creatures died in one turn.
Flash
Flying, vigilance
When Archangel Avacyn enters, creatures you control gain indestructible until end of turn.
When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
Avacyn, the Purifier (Archangel Avacyn // Avacyn, the Purifier)#449Legendary Creature — Angel
Archangel Avacyn's delayed triggered ability triggers at the beginning of the next upkeep regardless of whose turn it is.
Archangel Avacyn's delayed triggered ability won't cause it to transform back into Archangel Avacyn if it has already transformed into Avacyn, the Purifier, perhaps because several creatures died in one turn.
A creature spell that's both an Angel and a Human will cost {1} less to cast for each +1/+1 counter on Herald of War.
If there are additional costs to cast a creature spell, such as a kicker cost, apply those increases before applying cost reductions.
The +1/+1 counter is put on Herald of War before blockers are declared and combat damage is dealt.
The cost reduction is based on the total number of +1/+1 counters on Herald of War, not just the ones put on it by its own ability.
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.
Flying
Whenever this creature attacks, put a +1/+1counteron it.
Angel spells and Human spells you cast cost less to cast for each +1/+1counteron this creature.
If you didn't gain life during the turn before the end step begins, Resplendent Angel's triggered ability won't trigger at all. Gaining life during the end step won't cause the ability to trigger.
In a Two-Headed Giant game, life gained by your teammate won't satisfy Resplendent Angel's triggered ability, even though it caused your team's life total to increase.
Resplendent Angel's triggered ability checks if you gained 5 or more life total during the turn. It doesn't matter if you also lost life or whether your life total is greater than it was at the beginning of the turn. It also doesn't matter whether Resplendent Angel was on the battlefield when any of the life gain happened.
You create only one Angel token, no matter how many times you gained 5 or more life.
You don't need to have gained 5 life all at once to satisfy Resplendent Angel's triggered ability.
Flying
At the beginning of each end step, if you gained 5 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.
: Until end of turn, this creature gets +2/+2 and gains lifelink.
Because damage remains marked on creatures until the damage is removed as the turn ends, nonlethal damage dealt to creatures you control may become lethal if your life total drops below 7 life more than your starting life total or if Righteous Valkyrie leaves the battlefield that turn.
The amount of life you gain is equal to the Angel or Cleric's toughness as the triggered ability resolves. If the Angel or Cleric is no longer on the battlefield at that time, use its toughness from when it was last on the battlefield.
Flying
Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
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.
A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
If the revealed card is not a permanent card, it remains on top of that library.
The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
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 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.
A planeswalker with indestructible still loses loyalty as it's dealt damage. It is put into its owner's graveyard if its loyalty becomes 0.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature you control may become lethal if Avacyn leaves the battlefield during that turn.
A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
You can fetch any of the “Snow-Covered” lands, since they all also have the supertype basic.
This 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.
You shuffle your library if you search, even if you don't put any basic land cards into your hand.
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, thenshuffle
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.
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 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 Swiftfoot Boots to allow two new creatures to attack in the same turn.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
If Tajic and other creatures you control would be dealt lethal noncombat damage at the same time, the damage that would be dealt to your other creatures is prevented.
If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
Haste
Mentor (Whenever this creature attacks, put a +1/+1counteron target attacking creature with lesser power.)
Prevent all noncombat damage that would be dealt to other creatures you control.
: Tajic gains first strike until end of turn.
Tajic, Legion's EdgeLegendary Creature — Human SoldierNormal - ~$0.51
"Flashback [cost]" means "You may cast this card from your graveyard 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 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.
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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 - ~$0.22
Sword of Hearth and Home #384zArtifact — Equipment
As Sword of Hearth and Home's second ability resolves, the land and the creature will enter the battlefield at the same time.
If the creature you own is a token, it won't return to the battlefield. It will stay in exile and cease to exist after the ability finishes resolving.
If you choose a target creature you own and that creature isn't a legal target as the triggered ability tries to resolve, that ability won't resolve and none of its effects will happen. You won't search for a basic land card.
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, thenshuffle
Equip
Sword of Hearth and HomeArtifact — EquipmentNormal
If a triggered ability granted by a lieutenant ability triggers, and in response to that trigger you lose control of your commander (causing the lieutenant to lose that ability), that triggered ability will still resolve.
If you gain control of a creature with a lieutenant ability owned by another player, that ability will check to see if you control your commander and will apply if you do. It won’t check whether its owner controls their commander.
If you lose control of your commander, lieutenant abilities of creatures you control will immediately stop applying. If this causes a creature’s toughness to become less than or equal to the amount of damage marked on it, the creature will be destroyed.
Lieutenant abilities apply only if your commander is on the battlefield and under your control.
Lieutenant abilities refer only to whether you control your commander, not any other player’s commander.
Only creatures you control when the ability resolves will gain the chosen ability. Creatures that come under your control later in the turn will not gain the ability.
You choose which ability creatures you control will gain when Angelic Skirmisher’s ability resolves. This happens before attacking creatures are declared.
"Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
If a spell has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
You can't pay the cost of unattaching Sunforger unless Sunforger is attached to a creature.
Equipped creature gets +4/+0.
, Unattach this Equipment: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Thenshuffle
Equip
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.
Although the Gnome tokens enter the battlefield as attacking creatures, they were never declared as attacking creatures. Abilities that trigger whenever a creature attacks won't trigger when they enter the battlefield attacking.
Anim Pakal, Thousandth Moon doesn't have to be one of the non-Gnome creatures you attack with in order for its ability to trigger, but it can be.
If Anim Pakal is no longer on the battlefield when the triggered ability resolves, you'll still create Gnomes. Use the number of +1/+1 counters that were on it when it was last on the battlefield.
You choose which player, planeswalker, or battle the Gnome tokens are attacking. Each Gnome token can enter attacking a different player, planeswalker, or battle, and they don't need to be the same ones that the non-Gnome creatures are attacking.
Whenever you attack with one or more non-Gnome creatures, put a +1/+1counteron Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
Anim Pakal, Thousandth MoonLegendary Creature — Human SoldierNormal - ~$3.86
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 - ~$0.23
Counters on Restless Bivouac remain on it when it stops being a creature. If it becomes a creature later, they'll apply to it.
If this becomes a creature because of an effect other than its own ability, its last ability will still trigger whenever it attacks.
If this becomes a creature but you haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it that turn.
This land enters tapped.
: Add or .
: This land becomes a 2/2 red and white Ox creature until end of turn. It's still a land.
Whenever this land attacks, put a +1/+1counteron target creature you control.
If Firemane Avenger's battalion ability resolves but some or all of the damage is prevented, you'll still gain 3 life.
If the target permanent or player is an illegal target when Firemane Avenger's battalion ability tries to resolve, the ability won't resolve and none of its effects will happen. You won't gain life.
Once a battalion ability has triggered, it doesn't matter how many creatures are still attacking when that ability resolves.
The effects of battalion abilities vary from card to card. Read each card carefully.
The three attacking creatures don't have to be attacking the same player, planeswalker, or battle.
Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
Any enters-the-battlefield abilities of the copied creature will trigger when the tokens enter the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied creature will also work.
Each condition is checked as the triggered ability resolves, not when it is placed on the stack.
Each condition is checked, even if you don't get the benefit of one or more of them. You can create a Treasure token even if you didn't draw a card, for example.
Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature 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, and so on.
If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
If the defending player is your only opponent, no tokens are put onto the battlefield.
The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking or the controller of the planeswalker it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the player it was last attacking or the controller of the planeswalker it was last attacking.
The tokens all enter the battlefield at the same time.
You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one.
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Battle Angels of TyrCreature — Angel KnightNormal - ~$20.34
Because damage remains marked on a creature until it's removed as the turn ends, lethal damage dealt to other creatures you control with flying may cause them to be destroyed if Sephara leaves the battlefield during that turn.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as Sephara's alternative cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
To pay Sephara's alternative cost, you may tap any untapped creatures you control with flying, including ones you haven't controlled continuously since the beginning of your most recent turn.
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don'tdestroythem.)