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.
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.
Although the common lands have basic land types, they aren't basic lands.
Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
If multiple creatures enter the battlefield under your control simultaneously, you’ll scry 1 for each of those creatures. You won’t look at more than one card from your library at once.
Season of Growth’s last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
Season of Growth’s last ability triggers when you cast a spell that has multiple targets, as long as at least one of those targets is a creature you control. It doesn’t trigger multiple times if you cast a spell that targets a creature you control multiple times or that targets multiple creatures you control.
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever you cast a spell that targets a creature you control, draw a card.
If you choose the first mode for Glorfindel, Dauntless Rescuer's triggered ability but each creature the defending player controls can't block for any reason (such as being tapped), then Glorfindel, Dauntless Rescuer isn't blocked. If there's a cost associated with blocking Glorfindel, Dauntless Rescuer, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
If you choose the first mode for Glorfindel, Dauntless Rescuer's triggered ability, only one creature is required to block it. Other creatures may also block it (unless you've also chosen the second mode for Glorfindel, Dauntles Rescuer's triggered ability this turn) and are free to block other creatures or not block at all.
Whenever you scry, choose one and Glorfindel gets +1/+1 until end of turn.
• Glorfindel must be blocked this turn if able.
• Glorfindel can't be blocked by more than one creature each combat this turn.
Galadhrim Ambush counts all attacking creatures no matter which player, planeswalker, or battle they're attacking, including attacking creatures you control if Galadhrim Ambush is cast during your combat phase.
Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures.
Prevent all combat damage that would be dealt this turn by non-Elf creatures.
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.)
Inspiring CallInstantNormal - ~$0.43
Nissa, Steward of Elements #224Legendary Planeswalker — Nissa
If Nissa leaves the battlefield while her second ability is on the stack, use her last known loyalty to determine whether you may put the top card of your library onto the battlefield. If Nissa left the battlefield because she took enough damage to reduce her loyalty to 0, then her last known loyalty is 0.
If X is 0, Nissa enters the battlefield with no loyalty and is put into her owner's graveyard before you can activate her abilities.
Nissa's last ability sets the base power and toughness of the lands to 5/5. Any +1/+1 or -1/-1 counters that were on those lands will apply to those values.
Once Nissa's second ability begins to resolve, no player may take actions until it's done. Notably, players can't try to change Nissa's loyalty once you look at the card or choose to put it onto the battlefield.
While resolving Nissa's second ability, if you can't or don't put the card onto the battlefield, it remains on top of your library.
+2 Scry 2.
0 Look at the top card of your library. If it's a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, you may put that card onto the battlefield.
−6 Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They're still lands.
Nissa, Steward of ElementsLegendary Planeswalker — NissaNormal - ~$0.45
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I — Scry 2, then draw two cards.
II — Create a Treasure token and a 2/2 blue Bird creature token with flying.
III — Put a flyingcounteron each creature you control without flying.
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.
Haldir enters with X +1/+1 counters on it.
Vigilance
: Until end of turn, other Elves you control gain vigilance and get +1/+1 for each +1/+1counteron Haldir.
To choose a creature type, you must choose an existing creature type, such as Halfling or Scout. You can't choose multiple creature types, such as "Halfling Scout." Card types such as artifacts can't be chosen, nor can subtypes that aren't creature types, such as Forest, Equipment, or Food.
If Legolas Greenleaf enters the battlefield at the same time as another legendary creature you control, Legolas's Greenleaf's third ability will trigger and put a +1/+1 counter on it.
Reducing a creature's power after it has blocked Legolas Greenleaf will not remove that blocking creature from combat or make Legolas Greenleaf unblocked.
Reach
Legolas can't be blocked by creatures with power 2 or less.
Whenever another legendary creature you control enters, put a +1/+1counteron Legolas.
Whenever Legolas deals combat damage to a player, draw a card.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I — Scry 2.
II — Put two +1/+1 counters on target creature you control.
III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
The kicker ability doesn't let you pay a kicker cost more than once.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
Kicker (You may pay an additional as you cast this spell.)
Scry 2, then draw a card. If this spell was kicked, you may put a land card from your hand onto the battlefield.
Elven Chorus doesn't change when you can cast creature spells. Normally, this means during your main phase when the stack is empty, although flash may change this.
If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast a spell from the top of your library, you can't look at the next one until you're done paying for that spell.
The top card of your library isn't in your hand, so you can't take other actions that would normally be allowed from your hand, such as discarding it due to an effect or activating a cycling ability.
You can look at the top card of your library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
You'll still pay all costs for the spell, including additional costs. You may also pay alternative costs if any are available.
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Creatures you control have ": Add one mana of any color."
Elven ChorusEnchantmentNormal - ~$6.55
Marwyn, the Nurturer #687Legendary Creature — Elf Druid
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
When this creature enters, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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.
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 - ~$7.8
If the target creature is an illegal target by the time Hithlain Knots tries to resolve, the spell doesn't resolve. You won't scry 1, and you won't draw a card. However, if the target is legal but doesn't become tapped (most likely because it's already tapped), you do scry 1, and you do draw a card.
Growth Spiral's effect doesn't count as playing a land. It can put a land card onto the battlefield even if it's not your turn or if you've already played your land for the turn.
Activating Thassa's last ability after the target creature has been blocked won't change or undo the block.
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
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.
As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.
Counters put on a God remain on it while it's not a creature, even if they have no effect.
If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.
The type-changing ability that can make a God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color. It's always a creature spell while it's on the stack.
When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Thassa, God of the SeaLegendary Enchantment Creature — GodNormal
Priest of Titania's ability counts all Elves on the battlefield. This includes Priest of Titania itself as well as Elves controlled by other players.
Priest of Titania's ability is a mana ability. It doesn't use the stack and players can't respond to it. Notably, this means other players can't try to remove Elves from the battlefield after you activate this ability but before it resolves.
You choose a target for Palantír of Orthanc's ability when it goes on the stack. If that target is illegal as the ability tries to resolve, the ability is removed from the stack. You won't put an influence counter on Palantír of Orthanc, and you won't scry, draw, or mill.
At the beginning of your end step, put an influencecounteron Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, youmillX cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Palantír of OrthancLegendary ArtifactNormal - ~$38.91
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.
Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn't greater than the creature's toughness. Note that a source of damage having deathtouch has no effect on damage dealt to planeswalkers.
Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account.
Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
You must follow all normal timing rules for a card you play using The Temporal Anchor's last ability and, if it's a spell, you must pay its costs to cast it.
At the beginning of your upkeep, scry 2.
Whenever you choose to put one or more cards on the bottom of your library while scrying, exile that many cards from the bottom of your library.
During your turn, you may play cards exiled with The Temporal Anchor.
The Temporal AnchorLegendary ArtifactNormal - ~$0.74
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.)
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.
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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.
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 - ~$11.17
If the spell is countered, the squad ability will not trigger, and no tokens will be created.
If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost. If you paid the squad cost multiple times, the tokens will all enter the battlefield simultaneously.
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Other Elves you control get +1/+1.
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
: Add one mana of any color.
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).
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.
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.)
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 —
• You may tap or untap target creature.
• Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each player must vote for one of the available options. They can't abstain.
Each time the Ring tempts you, you must choose a creature if you control one.
If another Elf hasn't entered the battlefield under your control this turn as your beginning of combat step starts, Galadriel, Elven-Queen's ability won't trigger. No one will vote, and none of the other effects will happen. Putting another Elf onto the battlefield during the beginning of combat step won't cause the ability to trigger.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
In the case of non-secret voting, votes are cast in turn order, and each player will know the votes of players who voted beforehand.
No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
Will of the council — At the beginning of combat on your turn, if another Elf entered the battlefield under your control this turn, starting with you, each player votes for dominion or guidance. If dominion gets more votes, the Ring tempts you, then you put a +1/+1counteron your Ring-bearer. If guidance gets more votes or the vote is tied, draw a card.
Leaf-Crowned Visionary's ability triggers when you cast an Elf spell, and it resolves before that spell resolves. You may pay {G} to draw a card even if the spell was countered or Leaf-Crowned Visionary was removed from the battlefield in response.
An ability that triggers when counters are put on a permanent will trigger if that permanent somehow enters the battlefield with those counters.
If Simic Ascendancy doesn't have twenty or more growth counters on it as your upkeep begins, its last ability won't trigger. You can't take any actions during your turn before your upkeep begins.
If the last ability does trigger, but Simic Ascendancy leaves the battlefield, use the number of counters it had on it immediately before it left the battlefield to determine whether you win the game.
If the last ability does trigger, but counters are removed from Simic Ascendancy so it has fewer than twenty remaining on it, you won't win the game.
: Put a +1/+1counteron target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle 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.
You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
A creature that deals combat damage to a player must have a +1/+1 counter on it at the time damage is dealt in order for Bred for the Hunt's ability to trigger.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Elves you control may become lethal if Imperious Perfect leaves the battlefield during that turn.
Fathom Mage's last ability will trigger whenever any +1/+1 counter is placed on it, not just ones due to the evolve ability.
If Fathom Mage enters with a +1/+1 counter on it (perhaps due to Master Biomancer), its last ability will trigger once for each +1/+1 counter it entered with.
If multiple +1/+1 counters are placed on Fathom Mage simultaneously, its last ability will trigger once for each of those counters.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1counteron this creature.)
Whenever a +1/+1counteris put on this creature, you may draw a card.
Fathom MageCreature — Human WizardNormal - ~$0.6
Elrond of the White Council #454Legendary Creature — Elf Noble
Abilities that trigger "whenever players finish voting" trigger once all players have voted or once all secret votes are revealed, but they won't go on the stack until the current spell or ability finishes resolving.
After the votes are revealed, starting with the player whose turn it is and proceeding in turn order, each player who voted fellowship chooses a creature they control for each of their fellowship votes. Then the controller of Elrond of the White Council's ability gains control of those creatures and they gain the listed ability. Finally, that player puts a +1/+1 counter on each creature they control for each aid vote.
Before secret votes are revealed, players may announce how they intend to vote, but they can't reveal what they actually wrote down until all votes are simultaneously revealed. Players can lie about how they intend to vote before the votes are revealed.
Each player must vote for one of the available options. They can't abstain.
If you control Elrond of the Secret Council's ability, it is usually best to vote for aid. Gaining control of a creature you already control is only occasionally helpful.
If you have multiple votes, you can vote for fellowship multiple times. If you do, you can choose the same creature each time.
No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
To secretly vote, each player writes down their chosen option without showing it to anyone else. Each player then keeps their vote secret until all players simultaneously reveal their votes.
Secret council — When Elrond enters, each player secretly votes for fellowship or aid, then those votes are revealed. For each fellowship vote, the voter chooses a creature they control. You gain control of each creature chosen this way, and they gain "This creature can't attack its owner." Then for each aid vote, put a +1/+1counteron each creature you control.
Elrond of the White CouncilLegendary Creature — Elf NobleNormal - ~$1.21
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a "results table" in the card text.
An effect that says "choose a target, then roll a d20" or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Any die roll that is ignored, such as from Pixie Guide's effect, will not cause the Perfect Illumination ability to trigger.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
If you roll a natural 4 while resolving the Focus Beam ability, you will scry before you draw a card for the Perfect Illumination ability.
If you're instructed to roll multiple dice (with one exception, see below) and more than one shows the highest natural result, the Perfect Illumination ability will trigger that many times.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications. Anything that is looking for the "natural result" is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result.
Perfect Illumination — Whenever you roll a die's highest natural result, draw a card.
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.
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.
If a card in a player's hand has {X} in its mana cost, X is considered to be 0.
If the card draw from Jace's last ability is modified by a replacement effect, you don't reveal any card, even if the draw was replaced by one or more card draws. No loyalty counters will be removed from Jace in that case.
If the mana value of the drawn card is greater than Jace's loyalty, you remove all loyalty counters from him. He'll be put into your graveyard as a state-based action before you can take any actions.
The token created by Jace's triggered ability doesn't have the legendary supertype and has a starting loyalty of 1 rather than 4. If another object becomes a copy of the token, that copy also won't be legendary and will have a starting loyalty of 1.
The token from Jace's triggered ability copies exactly what is printed on Jace and nothing else. It doesn't copy how many counters are on him, or any non-copy effects that have changed his color or types, and so on. It enters the battlefield with one loyalty counter. You can activate one loyalty ability of each of the Jaces this turn.
While resolving Jace's last ability, you must reveal the card before it's mixed with the other cards in your hand.
You can control one legendary Jace, Mirror Mage in addition to any number of nonlegendary copies of Jace, Mirror Mage.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
The kicker ability doesn't let you pay a kicker cost more than once.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
Kicker
When Jace enters, if Jace was kicked, create a token that's a copy of Jace, except it's not legendary and its starting loyalty is 1.
+1 Scry 2.
0Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace.
Scry 3, then reveal the top card of your library. If it's a creature or land card, draw a card. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
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.
Elvish Mariner's last ability cares about the number of cards you actually looked at. For example, if you were supposed to scry 3 but only had two cards in your library, X would be 2.
Whenever this creature attacks, scry 1.
Whenever you scry, tap up to X target nonland permanents, where X is the number of cards looked at while scrying this way.
Elvish MarinerCreature — Elf PilotNormal - ~$4.08
Celeborn the Wise #607Legendary Creature — Elf Noble
Celeborn the Wise's first ability has you scry 1 just once whenever you attack with one or more Elves, no matter how many Elves you attack with and no matter how many players you attack.
Celeborn the Wise's last ability cares about the number of cards you actually looked at. For example, if you were supposed to scry 3 but only had two cards in your library, Celeborn would get +2/+2.
Whenever you attack with one or more Elves, scry 1.
Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
Celeborn the WiseLegendary Creature — Elf NobleNormal - ~$0.28
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
You finish scrying before revealing the top card of your library.
Whenever the Ring tempts you, if you chose a creature other than Galadriel as your Ring-bearer, scry 3.
Whenever you scry, you may reveal the top card of your library. If a land card is revealed this way, put it onto the battlefield tapped.
Galadriel of LothlórienLegendary Creature — Elf NobleNormal - ~$0.42
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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.)
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.
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.
"Do this only once each turn" lets you choose whether or not to untap Legolas as the triggered ability resolves. If you don't untap it, the ability will trigger again the next time the condition is met. Once you choose to do so, the ability will no longer trigger for the rest of the turn.
Reach
Whenever you scry, if Legolas is tapped, you may untap it. Do this only once each turn.
Whenever a creature an opponent controls dies, put a +1/+1counteron Legolas.
Legolas, Counter of KillsLegendary Creature — Elf ArcherNormal - ~$0.21
Elvish Archdruid's first ability affects only other Elves you control. However, Elvish Archdruid's second ability counts all Elves you control — including itself.
Elvish Archdruid's activated ability is a mana ability. It doesn't use the stack and players can't respond to it.
Whenever you scry, put a versecounteron this enchantment.
, Exile this enchantment: Draw a card for each versecounteron this enchantment. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
Lifecrafter's Bestiary's second triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
The draw step is after the upkeep step, so you'll scry 1 before you draw for the turn.
While resolving Lifecrafter's Bestiary's second triggered ability, you can't pay {G} multiple times to draw multiple cards.
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.
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.
It doesn't matter how many Elves enter the battlefield under your control. The ability creates only one Elf Warrior creature token.
Once the triggered ability has triggered once during a turn, it can't trigger again, even if the triggered ability is still on the stack, has been countered, or has otherwise left the stack.
The activated ability affects only Elves you control as the ability resolves. Elves you begin to control later in the turn won't get the bonuses. Creatures you control that become Elves later in the turn won't get the bonuses, and Elves you control that got the bonuses that stop being Elves later in the turn won't lose them.
Whenever one or more other Elves you control enter, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn.
: Elves you control get +2/+2 and gain deathtouch until end of turn.
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.
You check the power of your creatures as Overwhelming Stampede resolves. For example, if you control a 2/1 creature, a 2/2 creature, a 2/4 creature, a 4/1 creature, a 5/5 creature, and a 5/6 creature at that time, each of your creatures gets +5/+5 and gains trample until end of turn.