For each other permanent you control, Botanical Brawler will count +1/+1 counters having been put on that permanent at any time during that turn, even if Botanical Brawler wasn't on the battlefield at that time. For example, if a +1/+1 counter is put on a creature you control, then you cast Botanical Brawler, then another +1/+1 counter is put on that first creature, Botanical Brawler's last ability won't trigger.
Whenever another permanent enters the battlefield under your control with one or more +1/+1 counters on it, Botanical Brawler's last ability will trigger.
Trample
This creature enters with two +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on another permanent you control, if it's the first time +1/+1 counters have been put on that permanent this turn, put a +1/+1counteron this creature.
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 its 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 a permanent enters with counters on it, the effect causing the permanent to be given counters may specify which player puts those counters on it. If the effect doesn't specify a player, the object's controller puts those counters on it.
If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
Once a ward ability of a permanent with a counter on it has triggered, causing that permanent to lose ward by removing Innkeeper's Talent or removing the counters from that permanent won't affect that ability. The appropriate player will still have to pay {1} or have their spell or ability countered.
There's no restriction on how many Class permanents you can control, whether they're the same or different classes. 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.)
At the beginning of combat on your turn, put a +1/+1counteron target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Each creature you control has Rishkar's mana ability as long as that creature has any kind of counter on it. The effect isn't limited to those with +1/+1 counters.
Rishkar can be a target of its own triggered ability.
You can't target the same creature twice to have one recipient get two +1/+1 counters.
If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Whenever one or more +1/+1 counters are put on this creature, return target permanent card from your graveyard to your hand.
If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with twice that many instead.
If two or more effects attempt to modify how many counters would be put onto a creature you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
If you control two Branching Evolutions, the number of +1/+1 counters put on a creature is four times the original number. Three Branching Evolutions multiplies the original number by eight, and so on.
If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with twice that many instead.
If one of the creatures is an illegal target and the other one isn't as The Earth Crystal's last ability tries to resolve, the original distribution of counters applies and the counter that would have been put on the illegal target is lost. It won't be put on the remaining legal target instead.
If the rare case where you control two of The Earth Crystal, the number of +1/+1 counters put on a creature is four times the original number. Three of The Earth Crystal multiplies the original number by eight, and so on.
If two or more effects attempt to modify how many counters would be put onto a creature you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
The cost reduction applies only to generic mana in the total cost of green spells you cast.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of The Earth Crystal's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
You choose how many targets The Earth Crystal's last ability has and how the counters are distributed as you activate it. Each target must receive at least one counter. This means, for example, that you can't target two creatures and assign them two and zero counters respectively.
You don't choose a target for Eden, Seat of the Sanctum's last ability at the time you activate it. Rather, a second "reflexive" ability triggers when you sacrifice Eden, Seat of the Sanctum this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
The Earth CrystalLegendary ArtifactNormal - ~$6.72
Felidar Retreat's second mode affects only creatures you control at the time the ability resolves, including creatures you control but that for some reason didn't get a +1/+1 counter. Creatures you begin to control later in the turn won't gain vigilance or get a +1/+1 counter.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1counteron each creature you control. Those creatures gain vigilance until end of turn.
Felidar RetreatEnchantmentNormal - ~$2.08
Mikaeus, the Lunarch #225Legendary Creature — Human Cleric
Mikaeus enters with X +1/+1 counters on it.
: Put a +1/+1counteron Mikaeus.
, Remove a +1/+1counterfrom Mikaeus: Put a +1/+1counteron each other creature you control.
Mikaeus, the LunarchLegendary Creature — Human ClericNormal - ~$0.54
Gyre Sage's last ability is a mana ability. It doesn't use the stack and can't be responded to.
If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.
If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.
If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.
When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve.
When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1counteron this creature.)
: Add for each +1/+1counteron this creature.
Gyre SageCreature — Elf DruidNormal - ~$2.32
Ozolith, the Shattered Spire #372Legendary Artifact
However, if Ozolith, the Shattered Spire somehow enters the battlefield with +1/+1 counters it, its first ability won’t apply to itself.
If another artifact or creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
If you somehow control two copies of Ozolith, the Shattered Spire, the number of +1/+1 counters put on an artifact or creature you control is two plus the original number. Three Ozoliths add three, and so on.
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1counteron target artifact or creature you control. Activate only as a sorcery.
Cycling (,Discardthis card: Draw a card.)
Ozolith, the Shattered SpireLegendary ArtifactNormal - ~$10.01
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.
Whenever Haliya enters or attacks, put a +1/+1counteron target creature you control.
Whenever one or more creatures you control with +1/+1 counters on them deal combat damage to a player, draw a card.
Haliya, Ascendant CadetLegendary Creature — Human SoldierNormal - ~$0.2
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
If a noncreature permanent is instructed to endure, the effect is the same. You can put +1/+1 counters on that permanent or create a Spirit token.
If you can’t put +1/+1 counters on the creature for any reason as an endure ability resolves (for example, if the creature is no longer on the battlefield), you’ll just create a Spirit token.
The value of X is determined as the last ability resolves. If Warden of the Grove is no longer on the battlefield at that time, the number of counters on it as it last existed on the battlefield is used to determine how many +1/+1 counters to put on the creature that endured or the power and toughness of the Spirit token created.
You choose whether to put +1/+1 counters on the creature or create a Spirit token as the ability that includes the endure instruction is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
At the beginning of your end step, put a +1/+1counteron this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Champion of Lambholt's first ability applies even if it isn't attacking.
The comparison of power is done only when blockers are declared. Decreasing the power of a blocking creature (or increasing the power of Champion of Lambholt) after this point won't cause any creature to stop blocking or become unblocked.
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1counteron this creature.
Champion of LambholtCreature — Human WarriorNormal - ~$3
Kodama of the West Tree #78Legendary Creature — Spirit
Reach
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, thenshuffle
Kodama of the West TreeLegendary Creature — SpiritNormal - ~$14.57
When this creature enters, put a +1/+1counteron target creature.
Each creature you control with a +1/+1counteron it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Duskshell CrawlerCreature — InsectNormal - ~$0.24
Hamza, Guardian of Arashin #278Legendary Creature — Elephant Warrior
Hamza's first ability affects only generic mana costs. It can't reduce the total cost to cast the spell below {G}{W}.
Once you announce you're casting a creature spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change the number of creatures you control with +1/+1 counters.
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 Hamza, Guardian of Arashin). The total cost is locked in before any costs are paid. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
This spell costs less to cast for each creature you control with a +1/+1counteron it.
Creature spells you cast cost less to cast for each creature you control with a +1/+1counteron it.
Hamza, Guardian of ArashinLegendary Creature — Elephant WarriorNormal - ~$0.33
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.
Once a creature that has reach because of Sphere Grid's last ability has blocked a creature, removing all +1/+1 counters from that creature or causing Sphere Grid to leave the battlefield won't cause that creature to stop blocking.
Whenever a creature you control deals combat damage to a player, put a +1/+1counteron that creature.
Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample.
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
A casting cost of {X}{X} means that you pay twice X. If you want X to be 3, you pay {6} to cast Walking Ballista.
If Walking Ballista has been dealt damage or had its toughness reduced by an effect, this limits how many times you'll be able to remove +1/+1 counters from it in a single turn. For example, if it has three +1/+1 counters on it and has been dealt 1 damage this turn, it will be destroyed immediately after you activate the ability a second time and you won't be able to activate it a third time.
This creature enters with X +1/+1 counters on it.
: Put a +1/+1counteron this creature.
Remove a +1/+1counterfrom this creature: It deals 1 damage to any target.
A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
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.
Lifelink
Whenever another creature you control enters, put a +1/+1counteron that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1counteron Shelinda.
Shelinda, Yevon AcolyteLegendary Creature — Human ClericNormal - ~$0.64
Put a +1/+1counteron target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
Battles will enter with double the normal number of defense counters.
Doubling Season affects permanents that enter with counters.
Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Doubling Season's replacement effect. For example, if an effect tells you to create a token "tapped and attacking," the additional tokens will also be tapped and attacking.
If there are two Doubling Seasons on the battlefield, then the number of tokens or counters is four times the original number. If there are three on the battlefield, then the number of tokens or counters is eight times the original number, and so on.
Planeswalkers will enter with double the normal number of loyalty counters. However, if you activate an ability whose cost has you put loyalty counters on a planeswalker, the number you put on isn't doubled. This is because those counters are put on as a cost, not as an effect.
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
An ability that triggers when a creature “attacks while saddled” will trigger only if that creature was saddled when it was declared as an attacker.
Creatures with saddle can attack or block as normal even if they aren’t saddled.
If a permanent becomes a copy of a saddled Mount, the copy won’t be saddled.
You may activate a permanent’s saddle ability even if that permanent is already saddled.
“Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”
“Saddled” isn’t an ability that a creature has. It’s just something true about that creature. It won’t stop being saddled until the turn ends or it leaves the battlefield.
This creature enters with a +1/+1counteron it.
, Remove two +1/+1 counters from this creature:Destroytarget artifact.
Whenever this creature attacks while saddled, put a +1/+1counteron it.
Saddle 1
District MascotCreature — Dog MountNormal - ~$2.05
Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
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.
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.
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
STATION 12+
, : Add for each creature you control.
+1/+1 counters on The Ozolith have no effect unless it becomes a creature. Keyword counters on The Ozolith will grant it keywords that may have no practical effect. For example, flying on a noncreature artifact is just strange, but hexproof on a noncreature artifact is entirely useful.
As The Ozolith's last ability resolves, you choose whether to move the counters.
If The Ozolith leaves the battlefield after the last ability triggers but before it resolves, you can't move any counters from it onto the target creature.
If the target creature is an illegal target by the time The Ozolith's last ability tries to resolve, the ability won't resolve. You won't remove any counters from The Ozolith.
The Ozolith's first ability doesn't move counters off the creature that's left the battlefield. Rather, you put the same number of each kind of counter the creature had onto The Ozoloith. Notably, if you somehow control a second The Ozolith, each one will receive the same number and kinds of counters that were on the creature that left the battlefield. Similarly, if the creature has an ability that triggers when it leaves the battlefield that refers to the number of counters it had, that ability will use the number of counters that were on the permanent, even if The Ozolith's first ability resolves first.
You can't move only some of the counters from The Ozolith onto the target creature.
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
Landfall — Whenever a land you control enters, put a +1/+1counteron target creature.
: Double the number of +1/+1 counters on each creature you control.
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.
Ward
Whenever Sovereign Okinec Ahau attacks, for each creature you control with power greater than that creature's base power, put a number of +1/+1 counters on that creature equal to the difference.
Sovereign Okinec AhauLegendary Creature — Cat NobleNormal - ~$3.74
An ability that triggers when a creature “attacks while saddled” will trigger only if that creature was saddled when it was declared as an attacker.
Creatures with saddle can attack or block as normal even if they aren’t saddled.
If a permanent becomes a copy of a saddled Mount, the copy won’t be saddled.
You may activate a permanent’s saddle ability even if that permanent is already saddled.
“Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”
“Saddled” isn’t an ability that a creature has. It’s just something true about that creature. It won’t stop being saddled until the turn ends or it leaves the battlefield.
Whenever this creature attacks while saddled, put a +1/+1counteron target creature.
Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn.
Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
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.
Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says "{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
The types of mana are white, blue, black, red, green, and colorless.
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1counteron it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
Coven — At the beginning of combat on your turn, put a +1/+1counteron up to one target creature you control. Then if you control three or more creatures with different powers, draw a card.
Leinore, Autumn SovereignLegendary Creature — Human NobleNormal - ~$2.08
If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
If an effect instructs you to put Fortified Village onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
Lands don't have a subtype just because they can produce mana of the corresponding color. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so 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. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
Devoid works in all zones, not just on the battlefield.
If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
Devoid (This card has no color.)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1counteron it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
If the target permanent is an illegal target by the time Stroke of Midnight tries to resolve, the spell doesn't resolve. No player creates a Human token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Human token.
If either permanent becomes an illegal target, no counter is removed or put.
The two target permanents don't have to share a type, which can result in some counters on permanents that would not occur normally, such as loyalty counters on creatures or +1/+1 counters on lands. Keyword counters will grant the permanent that keyword even if it's meaningless (such as trample on an enchantment); +1/+1 counters won't affect the permanent unless it's a creature; and many named counters (such as soul counters) won't have an effect unless the recipient permanent refers to them in some way.
To move a counter from one creature to another, the counter is removed from the first permanent and put on the second. Any abilities that care about a counter being removed from or put onto a permanent will apply.
You choose the two target permanents as Nesting Grounds's second ability is put onto the stack. You choose which kind of counter to move as that ability resolves.
Armorcraft Judge's ability counts the number of creatures, not the number of counters. A creature with more than one +1/+1 counter won't cause you to draw more than one card.
The number of creatures you control with +1/+1 counters on them is counted only as Armorcraft Judge's triggered ability resolves. Players may respond to the triggered ability by trying to change that number.
Trample
Each other Vehicle and creature you control enters with an additional +1/+1counteron it if its mana value is 4 or less. Otherwise, it enters with three additional +1/+1 counters on it.
Crew 3
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control.
: Move any number of counters from target permanent you control to another target permanent you control.
If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
If multiple creatures enter the battlefield simultaneously, you must still choose different modes for each instance of the triggered ability that's put onto the stack. If more than three creatures enter the battlefield simultaneously, that choice is made only for the first three.
Alliance — Whenever another creature you control enters, choose one that hasn't been chosen this turn —
• Put a +1/+1counteron this creature.
• Create a tapped Treasure token.
• You gain 2 life.
If Arwen, Weaver of Hope and another creature you control enter the battlefield at the same time, Arwen's ability won't cause that creature to enter with additional +1/+1 counters on it.
To determine how many additional +1/+1 counters a creature enters the battlefield with, use Arwen, Weaver of Hope's toughness as that creature is entering the battlefield.
A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature.
An Aura controlled by another player does not cause a creature you control to be modified.
The cost to activate a creature's outlast ability includes the tap symbol ({T}). Envoy of the Ancestors's outlast ability can't be activated unless it has been under your control continuously since the beginning of your turn.
Outlast (, : Put a +1/+1counteron this creature. Outlast only as a sorcery.)
Modified creatures you control have lifelink. (Equipment, Auras you control, and counters are modifications.)
Envoy of the AncestorsCreature — Human ClericNormal - ~$0.46
Whenever you cast your second spell each turn, choose one —
• Create two 1/1 white Human Soldier creature tokens.
• Put a +1/+1counteron each creature you control.
Cosmogrand ZenithCreature — Human SoldierNormal - ~$11.35
Metastatic Evangel #35Creature — Phyrexian Human Cleric
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
When you proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
Whenever another nontoken creature you control enters, proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)
Metastatic EvangelCreature — Phyrexian Human ClericNormal - ~$0.71
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)
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.
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 you don't control your commander as the lieutenant ability resolves, you won't get its effect.
If you have multiple commanders, you need to control only one for the lieutenant effect to happen.
The lieutenant effect happens only once each combat, even if you somehow control multiple commanders (perhaps because you have two commanders with a partner ability from the Battlebond™ set).
: Add .
Channel — ,Discardthis card:Destroytarget artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, thenshuffle This ability costs less to activate for each legendary creature you control.
Once The Great Henge's last ability has triggered, you'll draw a card even if you can't put a +1/+1 counter on the creature for some reason (most likely because it has left the battlefield).
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much a relic's cost is reduced.
Once you determine the cost to cast The Great Henge, you may activate mana abilities to pay that cost. If the greatest power among creatures you control changes while activating mana abilities, the cost to cast The Great Henge remains what you previously determined.
The cost reduction ability reduces only the generic mana in the relic's cost. The colored mana must still be paid.
The first step of casting a spell is to move it to the stack. If this causes the greatest power among creatures you control to change, that new power will be used to determine the cost reduction.
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. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
This spell costs less to cast, where X is the greatest power among creatures you control.
: Add . You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1counteron it and draw a card.
As an additional cost to cast this spell,sacrificea creature.
Creatures you control gain indestructible until end of turn. Put a +1/+1counteron each creature you control. (Damage and effects that say "destroy" don'tdestroythose creatures.)
If enough -1/-1 counters are put on Hangarback Walker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many Thopter tokens you get. For example, if there are three +1/+1 counters on Hangarback Walker and it gets four -1/-1 counters, you’ll get three Thopter tokens. That’s because Hangarback Walker’s triggered ability checks the creature’s existence just before it leaves the battlefield, and it still has all those counters on it at that point.
The value of each X in Hangarback Walker’s mana cost must be equal. For example, if X is 2, you’ll pay {4} to cast Hangarback Walker and it will enter the battlefield with two +1/+1 counters on it.
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1counteron this creature.
, : Put a +1/+1counteron this creature.
To double the number of +1/+1 counters on a creature, determine how many +1/+1 counters are on the creature and put that many more on it. Effects that interact with counters (such as the one created by Corpsejack Menace's ability) may change the number of counters ultimately put on the creature.
Trample
This creature enters with four +1/+1 counters on it.
Whenever this creature attacks, double the number of +1/+1 counters on each creature you control.
Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
To double the number of +1/+1 counters on a creature, put a number of +1/+1 counters on it equal to the number it already has. Replacement effects that modify the number of counters being placed on creatures you control, such as the effect of Branching Evolution, apply to this ability as normal.
Vigilance
When Byrke enters, put a +1/+1counteron each of up to two target creatures.
Whenever a creature you control with a +1/+1counteron it attacks, double the number of +1/+1 counters on it.
Byrke, Long Ear of the LawLegendary Creature — Rabbit SoldierNormal - ~$3.13
This creature enters with X +1/+1 counters on it.
When this creature leaves the battlefield, put its counters on target creature you control.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
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 one of these lands enters the battlefield at the same time as one or more other lands (due to Oblivion Sower or Warp World, perhaps), it doesn't take those lands into consideration when determining how many other lands you control.
If one of these lands enters the battlefield under your control and you control zero, one, or two other lands, it enters the battlefield untapped. If you control three or more other lands, however, it enters the battlefield tapped.
When this enchantment enters, create a Lander token. (It's an artifact with ", ,Sacrificethis token: Search your library for a basic land card, put it onto the battlefield tapped, thenshuffle")
Each creature you control enters with an additional +1/+1counteron it for each land that entered the battlefield under your control this turn.
When this creature enters, put a +1/+1counteron target creature.
Each creature you control with a +1/+1counteron it has trample.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
STATION 12+
, : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Each additional Hardened Scales you control will increase the number of +1/+1 counters placed on a creature you control by one.
If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
If two or more effects attempt to modify how many counters would be put on a creature you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
Draw a card for each creature you control with a +1/+1counteron it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroythem.)
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
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. Such a creature will have power greater than its base power if the ability is raising its power above 0.
Your opponents can't cast spells during your turn.
Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.
Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
Whenever a player casts a spell, you may put a +1/+1counteron this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Conclave Mentor's first ability doesn't apply to itself if it's somehow entering the battlefield with a +1/+1 counter on it.
If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
If two or more effects attempt to modify how many counters would be put onto a creature you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
If you control two Conclave Mentors, the number of +1/+1 counters put on a creature is two plus the original number. Three Conclave Mentors add three, and so on.
Use Conclave Mentor's power as it last existed on the battlefield to determine how much life you gain.
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on that creature instead.
When this creature dies, you gain life equal to its power.
Each additional cost and associated mode in the text box is also preceded with a + indicator. These symbols also have no rules meaning and serve only to remind players that the listed costs are additional costs.
If a mode requires a target, you can select that mode only if there’s a legal target available. Ignore the targeting requirements for modes you don’t choose.
If a spell with spree is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose new modes.
If all targets for the chosen modes become illegal before a spell with spree resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
If an effect allows you to cast a spell with spree “without paying its mana cost,” you must still choose at least one mode and pay the associated additional costs.
No matter which modes you choose, you always follow the instructions in the order they are written.
No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until the spell is done resolving.
Spells with spree have a + (plus sign) indicator in the upper right corner of the card frame. This has no rules meaning and serves only to remind players that at least one additional cost is required to cast the spell.
The mana value of a spell with spree is determined only by its mana cost (in the upper right corner of the card). It doesn’t matter which modes you choose or which additional costs you pay, including any additional costs imposed by other effects.
You can’t choose the same mode more than once.
You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.
You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
Spree (Choose one or more additional costs.)
+ —Destroytarget artifact.
+ —Destroytarget enchantment.
+ — Put a +1/+1counteron each creature target player controls.
However, if Kami of Whispered Hopes somehow enters the battlefield with +1/+1 counters it, its first ability won’t apply to itself.
If another permanent you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
If you control two Kamis of Whispered Hopes, the number of +1/+1 counters put on a permanent is two plus the original number. Three Kamis of Whispered Hopes add three, and so on.
The last ability is a mana ability. It doesn’t use the stack and can’t be responded to.
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
Kami of Whispered HopesCreature — SpiritNormal - ~$5.83
Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
If one or more counters would be put on a creature, Spacecraft, or Planet you control, twice that many of each of those kinds of counters are put on it instead.
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
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).
Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
The cost to activate a creature's outlast ability includes the tap symbol ({T}). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each anothercounterof each kind already there.)