If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
The mana produced by Haven of the Spirit Dragon's second ability can be used to pay for any additional or alternative costs (such as dash costs) involved in casting a Dragon creature spell.
: Add .
: Add one mana of any color. Spend this mana only to cast a Dragon creature spell.
, ,Sacrificethis land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
Color identity is set before the game begins and doesn't change during the game, even if your commander is in a hidden zone (like the hand or library) or an effect changes your commander's color.
If you don't have a commander, you can't activate War Room's last ability at all.
If your commander has no colors in its color identity, you pay no life to activate War Room's last ability.
: Add . Put a stashcounteron this artifact.
,Sacrificethis artifact: Add X mana of any one color, where X is the number of stash counters on this artifact.
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.
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Professional Face-BreakerCreature — Human WarriorNormal - ~$5.13
When this enchantment enters, it deals X damage to each creature.
Whenever one or more creatures your opponents control die, you create a Treasure token. This ability triggers only once each turn.
As an additional cost to cast this spell,discarda card.
Draw two cards and create two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
If Steel Hellkite's third ability is activated with X equal to 0, it will destroy each nonland permanent with mana value 0 the appropriate players control.
If a nonland permanent has no mana symbols in its upper right corner (because it's a token that's not copying something else, for example), its mana value is 0.
If a permanent is copying something else, its mana value is the mana value of whatever it's copying.
If the mana cost of a permanent includes {X}, X is 0 for the purpose of determining its mana value.
In all cases, ignore any alternative costs or additional costs (such as kicker) paid when the permanent was cast.
It doesn't matter who controlled those permanents at the time Steel Hellkite dealt combat damage, or if those permanents were even on the battlefield at that time.
Steel Hellkite's last ability destroys only nonland permanents whose mana value is exactly equal to X, and only those controlled by players who have been dealt combat damage by Steel Hellkite this turn.
The mana value of a permanent is determined solely by the mana symbols printed in its upper right corner, unless it's copying something else (see below). The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has mana value 5.
You may activate the last ability even if Steel Hellkite hasn't dealt combat damage to any players that turn. If you do, the ability won't do anything.
Flying
: This creature gets +1/+0 until end of turn.
:Destroyeach nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each 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 a triggered ability granted by a lieutenant ability triggers, and in response to that trigger you lose control of your commander (causing the lieutenant to lose that ability), that triggered ability will still resolve.
If you gain control of a creature with a lieutenant ability owned by another player, that ability will check to see if you control your commander and will apply if you do. It won’t check whether its owner controls their commander.
If you lose control of your commander, lieutenant abilities of creatures you control will immediately stop applying. If this causes a creature’s toughness to become less than or equal to the amount of damage marked on it, the creature will be destroyed.
Lieutenant abilities apply only if your commander is on the battlefield and under your control.
Lieutenant abilities refer only to whether you control your commander, not any other player’s commander.
Flying, haste
Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature attacks, it deals 7 damage to target creature defending player controls."
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
Note that if the spell with overload is dealing damage, protection from that spell's color will still prevent that damage.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Mizzium Mortars deals 4 damage to target creature you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
If you don't put the top card of your library into your hand, you put it back on top of your library without revealing it. You'll draw it in that turn's draw step.
If you somehow control a Herald's Horn with no chosen creature type, no spells will cost less to cast, not even creature spells with no creature type. You'll be able to look at the top card of your library at the beginning of each of your upkeeps, but you can never put it into your hand this way, even if it's a creature card with no creature type.
The effect of Herald's Horn reduces only generic mana in a spell's cost. If that cost has no generic mana, the cost isn't reduced.
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.
You can't choose multiple creature types, such as "Cat Warrior." A Cat Warrior is both a Cat and a Warrior. It's affected by anything that affects either type and unaffected by things that affect non-Cat or non-Warrior creatures.
You must choose an existing creature type, such as Vampire or Cat. Card types such as "artifact" can't be chosen.
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
If Lathliss enters at the same time as one or more other nontoken Dragons you control, its second ability will trigger once for each of those other Dragons.
Flying
Whenever another nontoken Dragon you control enters, create a 5/5 red Dragon creature token with flying.
: Dragons you control get +1/+0 until end of turn.
Cavern-Hoard Dragon's first ability counts only the artifacts controlled by the opponent who controls the greatest number of artifacts among your opponents. If you have an opponent who controls two artifacts and another opponent who controls three artifacts, Cavern-Hoard Dragon's mana cost would be reduced by {3}.
Cavern-Hoard Dragon's last ability cares about the number of artifacts that player controls as the ability resolves.
If the greatest number of artifacts an opponent controls is seven or more, Cavern-Hoard Dragon costs {R}{R} to cast.
Once a player has announced that they are casting Cavern-Hoard Dragon, no player may take actions to try and change the greatest number of artifacts an opponent controls before Cavern-Hoard Dragon's cost is locked in.
This spell costs less to cast, where X is the greatest number of artifacts an opponent controls.
Flying, trample, haste
Whenever this creature deals combat damage to a player, you create a Treasure token for each artifact that player controls.
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 spell has {X} in its mana cost, use the value chosen for X to determine that spell's mana value.
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.)
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ",Sacrificethis artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
As an additional cost to cast this spell,discarda card.
Draw two cards and create two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
Blasphemous Act's ability can't reduce the total cost to cast the spell below {R}.
The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {C}, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
An instant or sorcery spell is not a creature spell, even if that spell creates Dragon creature tokens.
If the mana from Carnelian Orb of Dragonkind is spent to pay any part of the Dragon creature spell's cost, including an alternative or additional cost, the Dragon will gain haste until end of turn.
If the mana is spent on a non-Dragon spell that becomes a Dragon later in the turn, that creature won't have haste.
The mana created by Carnelian Orb of Dragonkind can be spent on anything, not just Dragon creature spells.
When this enchantment enters, create two Treasure tokens.
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
As an additional cost to cast this spell,discarda card.
Draw two cards and create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
If Treasure Map leaves the battlefield before its ability resolves, you can't put a landmark counter on it. However, if it somehow already had three landmark counters on it before it left the battlefield, you'll get three Treasures.
If a third landmark counter is put on Treasure Map by something other than the resolution of its first ability (as modified by any applicable replacement effects), you won't remove those counters, transform Treasure Map, or get Treasures yet. You'll have to wait until you activate its first ability again.
, : Scry 1. Put a landmarkcounteron this artifact. Then if there are three or more landmark counters on it, remove those counters, transform this artifact, and create three Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
If Treasure Map leaves the battlefield before its ability resolves, you can't put a landmark counter on it. However, if it somehow already had three landmark counters on it before it left the battlefield, you'll get three Treasures.
If a third landmark counter is put on Treasure Map by something other than the resolution of its first ability (as modified by any applicable replacement effects), you won't remove those counters, transform Treasure Map, or get Treasures yet. You'll have to wait until you activate its first ability again.
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.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I — Up to one target creature can't block for as long as you control this Saga. The Ring tempts you.
II — Search your library for a Mountain card, put it onto the battlefield, thenshuffle
III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When Smaug dies, create fourteen Treasure tokens."
There and Back AgainEnchantment — SagaSaga - ~$3.7
You pay all costs and follow all normal timing rules for the card played from exile with this permanent’s ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
It only produces one mana even if the land can produce more than one.
The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
Fellwar Stone 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 Fellwar Stone, you can tap Fellwar Stone 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.
Fellwar Stone 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.
The colors of mana are white, blue, black, red, and green. Fellwar Stone 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, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
Once you announce that you're activating the last ability of Bonders' Enclave, no player may take actions until you've finished activating it. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
Once you've activated the last ability of Bonders' Enclave, it doesn't check again at any point whether you control a creature with power 4 or greater.
If a Dragon entering the battlefield causes Scourge of Valkas's ability to trigger but leaves the battlefield before that ability resolves, that Dragon still deals damage.
The amount of damage dealt by the Dragon that entered the battlefield is based on the number of Dragons you control when the ability resolves.
Flying
Whenever this creature or another Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
: This creature gets +1/+0 until end of turn.
If you control no legendary creatures or legendary planeswalkers, you can activate Mox Amber's ability, but you won't add any mana.
If your legendary creatures and legendary planeswalkers are all colorless, you can activate Mox Amber's ability, but you won't add any mana. Colorless is not a color.
Mox Amber's ability adds one mana of the color of your choice from among the colors of legendary creatures and legendary planeswalkers you control. It doesn't add one mana of each of those colors.
Spit Flame deals 4 damage to target creature.
Whenever a Dragon you control enters, you may pay . If you do, return this card from your graveyard to your hand.
Any enters-the-battlefield abilities of the copied creature will trigger when Cursed Mirror enters the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
Cursed Mirror copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras or Equipment attached to it, or any non-copy effects that have changed its types, color, power and toughness, and so on.
If Cursed Mirror somehow enters the battlefield at the same time as a creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
If something else becomes a copy of Cursed Mirror while Cursed Mirror is a copy of a creature, the duration of the effect is not copied. The new copy will still be a creature (with haste) after Cursed Mirror stops being a copy at the end of the turn.
If the copied creature has {X} in its mana cost, X is considered to be 0.
If the copied creature is a token, Cursed Mirror copies the original characteristics of that token as stated by the effect that created the token. Copying a token doesn't make Cursed Mirror a token. Similarly, if Cursed Mirror itself is a token, copying a nontoken permanent doesn't make it stop being a token.
If the copied creature is copying something else, then Cursed Mirror enters the battlefield as a copy of whatever that creature is copying.
While it is copying a creature, Cursed Mirror does not have "{T}: Add {R}" (unless the creature it's copying also has that ability).
A "Dragon spell" refers only to a spell that has the Dragon subtype, regardless of its name. For example, Dragon's Hoard isn't a Dragon spell.
Because it's a loyalty ability, Sarkhan's second ability isn't a mana ability. It can be activated only any time you could cast a sorcery. It uses the stack and can be responded to.
+1 You maydiscarda card. If you do, draw a card.
+1 Add two mana in any combination of colors. Spend this mana only to cast Dragon spells.
−7 Create four 5/5 red Dragon creature tokens with flying.
In a Two-Headed Giant game, dethrone will trigger if the creature attacks either player on the team with the most life or tied for the most life.
Once dethrone triggers, it doesn't matter what happens to the players' life totals before the ability resolves. You'll put a +1/+1 counter on the creature even if the defending player doesn't have the most life as the ability resolves.
Scourge of the Throne's ability has an intervening "if" clause. It must be attacking the player with the most life or tied with the most life both when it's declared as an attacker and as it starts to resolve for it to have any effect. If, at either time, the player isn't the one with the most life or tied for the most life, the ability will have no effect. Notably, this is different than how dethrone works. (Dethrone checks only once to see if the ability triggers.)
The +1/+1 counter is put on the creature before blockers are declared.
Dethrone doesn't trigger if the creature attacks a planeswalker, even if its controller has the most life. The same is true if the creature attacks a battle, even if its protector has the most life.
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1counteron it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Dragonlord's Servant can't reduce the colored mana requirement of a Dragon spell you cast.
If there are any additional costs to cast a Dragon spell, apply those before applying Dragonlord's Servant and any other cost reductions.
The ability can apply to alternative costs to cast a Dragon spell.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
Dragonlord's Servant's ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell.
Dragonlord's Servant's ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast Dragon spells.
The ability of Daretti’s emblem will return the artifact card only if it’s still in your graveyard when the delayed triggered ability resolves at the beginning of the next end step. If the artifact card left your graveyard before that point (even if it was put back into your graveyard), the ability won’t return it to the battlefield.
You choose which artifact to sacrifice as the second ability resolves. You must sacrifice an artifact if you control at least one at that time. For example, if you control two artifacts when you activate the second ability, but the artifact you intended to sacrifice is destroyed in response, you must sacrifice the other artifact as the ability resolves.
You may choose to discard zero cards as the first ability resolves. In that case, you won’t draw any cards.
+2Discardup to two cards, then draw that many cards.
−2Sacrificean artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10 You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Indestructible (Effects that say "destroy" don'tdestroythis Equipment.)
Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Equip
You draw two cards and discard two cards all while Faithless Looting is resolving. Nothing can happen between the two, and no player may choose to take actions.
"Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Each token must attack the appropriate player if able.
Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.
If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
Opponents who have left the game aren't counted when determining how many tokens to create.
The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.
If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.
When this creature dies, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste.Sacrificethem at the beginning of the next end step. Activate only as a sorcery.)
Any of the exiled cards you don't play will remain exiled.
Even though the card is named after a specific character, controlling any commander will satisfy its condition.
Jeska's Will isn't a mana ability, even if you select the first mode (or both modes). It uses the stack and can be responded to.
Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
The commander you control doesn't have to be your commander.
There's no extra bonus if you control more than one commander.
Use the number of cards in the target opponent's hand as Jeska's Will resolves to determine how much {R} to add.
You must follow the normal timing permissions and restrictions for the exiled cards. You can't play lands this way unless you have land plays available.
You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ",Sacrificethis token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Sticky FingersEnchantment — AuraNormal - ~$0.35
The Reaver Cleaver #84Legendary Artifact — Equipment
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
The Reaver CleaverLegendary Artifact — EquipmentNormal - ~$16.03
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay . If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add .
An ability that triggers from the resolution of an activated mana ability is also a mana ability. This means that if the land's ability that caused you to add mana was an activated mana ability, Caged Sun's triggered ability won't use the stack and can't be responded to.
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
Each of the triggered abilities of Sarkhan’s Unsealing resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If a creature card’s power is written as * and an ability defines its power, that ability applies while the creature spell is on the stack. Sarkhan’s unsealing checks its power only as you finish paying costs; it doesn’t matter what the spell’s power is as you begin to cast it or when the triggered ability resolves.
If you cast a creature spell that will enter the battlefield with a number of +1/+1 counters, such as Hungering Hydra, those counters aren’t considered when determining whether either ability of Sarkhan’s Unsealing triggers. Similarly, effects that will raise the creature’s power once it has entered the battlefield won’t apply.
In a Two-Headed Giant game, the last ability of Sarkhan’s Unsealing causes the opposing team to lose 8 life.
Whenever you cast a creature spell with power 4, 5, or 6, this enchantment deals 4 damage to any target.
Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.
If a red mana you add has certain restrictions or riders associated with it (for example, if it was produced by Base Camp), they'll apply to that mana no matter when you spend it.
Leyline Tyrant's last ability goes on the stack without a target. While that ability is resolving, you may pay any amount of red mana, including from the unspent mana you have. If you do, a second ability triggers and you pick one target to be dealt that much damage. This is different from abilities that say "If you do . . ." in that players may cast spells and activate abilities after mana is paid but before the damage is dealt.
Once Leyline Tyrant leaves the battlefield, you have until the end of the current step or phase to spend your unspent red mana before it is lost as normal. There is no penalty associated with this other than the loss of the mana.
You can keep unspent red mana indefinitely while Leyline Tyrant is on the battlefield. That means if you add a red mana during one step or phase, you can spend it during a later step or phase, or even a later turn. Other types of mana will continue to be lost as normal as each step and phase ends.
Flying
You don't lose unspent red mana as steps and phases end.
When this creature dies, you may pay any amount of . When you do, it deals that much damage to any target.
Although the tokens enter attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
Any “enters” abilities of the copied creature will trigger when the tokens enter. Any “as [this creature] enters” or “[this creature] enters with” abilities of the copied creature will also work.
Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
If an instance of myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
If the defending player is your only opponent, no tokens are put onto the battlefield.
The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking, the controller of the planeswalker it was attacking, or the protector of the battle it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the appropriate player based on who or what the creature was last attacking.
The tokens created by a single instance of myriad all enter at the same time.
You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one. You can’t have any of the tokens attack a battle.
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
If the creature becomes an illegal target by the time Chandra's Ignition tries to resolve (perhaps because another player controls it or it's left the battlefield), Chandra's Ignition won't resolve and none of its effects will happen. No damage will be dealt.
The creature is the source of the damage, not Chandra's Ignition. For example, Chandra's Ignition can have a white creature deal damage to a creature with protection from red.
Use the power of the target creature as Chandra's Ignition resolves to determine how much damage it deals to each other creature and each opponent.
If you don’t control twenty or more artifacts at the beginning of your upkeep, Hellkite Tyrant’s last ability won’t trigger. If it does trigger, it will check again when it tries to resolve. If you don’t control twenty or more artifacts at that time, the ability will do nothing.
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
An ability that triggers when a creature becomes the target of a spell resolves before the spell that caused it to trigger. Such an ability resolves even if that spell is countered.
If a spell targets Goldspan Dragon more than once, the triggered ability will trigger only once.
Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have ",Sacrificethis artifact: Add two mana of any one color."
You can't choose the same target multiple times to have it be dealt 6, 7, or 10 damage.
If Drakuseth attacks a planeswalker and that planeswalker is reduced to 0 loyalty from the damage caused by Drakuseth's ability, Drakuseth continues to attack. It can be blocked, and it won't deal any combat damage if it's not blocked. The same is true if Drakuseth attacks a battle and that battle is reduced to 0 defense from the damage caused by Drakuseth's ability.
If a spell you cast has {X} in its mana cost, you choose the value of X before calculating the spell's total cost.
If there are additional costs to cast a spell, or if the cost to cast a spell is increased by an effect (such as the one created by Thalia, Guardian of Thraben's ability), apply those increases before applying cost reductions.
The ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that cost.
The ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay.
The cost reduction can apply to alternative costs such as flashback costs.
Whenever a Dragon you control enters, put a goldcounteron this artifact.
, Remove a goldcounterfrom this artifact: Draw a card.
: Add one mana of any color.
A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
If the revealed card is not a permanent card, it remains on top of that library.
The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Flying, trample
When Atsushi dies, choose one —
• Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
• Create three Treasure tokens.
Atsushi, the Blazing SkyLegendary Creature — Dragon SpiritNormal - ~$12.84
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won't usually be a creature anyway).
You can choose two commanders that are the same color or colors.
Flying
Whenever Ganax or another Dragon you control enters, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Choose a Background (You can have a Background as a second commander.)
For the triggered ability to trigger, a Dwarf you control has to actually change from untapped to tapped. If an effect attempts to tap a Dwarf you control while it is already tapped, the ability won’t trigger.
Magda’s triggered ability doesn’t allow you to tap any Dwarves. You have to find some other way to tap them. Attacking is still a great way to go.
Other Dwarves you control get +1/+0.
Whenever a Dwarf you control becomes tapped, create a Treasure token.
Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, thenshuffle
When this creature enters, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Whenever you attack, you maysacrificeone or more Treasures. When you do, up to that many target creatures gain double strike until end of turn.