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 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).
An attacking or blocking creature that phases out is removed from combat.
Any continuous effects with a "for as long as" duration ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they'll phase in still attached to that permanent.
Choices made for permanents as they entered the battlefield are remembered when they phase in.
Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack during that turn, and their activated abilities with {T} in their costs can be activated. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
Phased-out permanents are treated as though they don't exist. They can't be the targets of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
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.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
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.
If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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.
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.
If multiple creatures enter the battlefield simultaneously, you must still choose different modes for each instance of the triggered ability that's put onto the stack. If more than three creatures enter the battlefield simultaneously, that choice is made only for the first three.
Alliance — Whenever another creature you control enters, choose one that hasn't been chosen this turn —
• Put a +1/+1counteron this creature.
• Create a tapped Treasure token.
• You gain 2 life.
If 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.)
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.
Use the toughness of the creature as the last ability resolves to determine how much life you gain. If the Elf is no longer on the battlefield at that time, use its toughness from when it was last on the battlefield.
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token.
Whenever another Elf you control enters, you gain life equal to its toughness.
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.
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."
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 to which you can attach Lightning Greaves.
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.
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
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.)
Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
If 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.
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.)
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.
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
This checks for lands you control with the land type Plains or Island, not for lands named Plains or Island. The lands it checks for don't have to be basic lands. For example, if you control Watery Grave (a nonbasic land with the land types Island and Swamp), Glacial Fortress will enter untapped.
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.
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.
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.
If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger.
In a Two-Headed Giant game, a creature “attacks alone” if it's the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate's exalted abilities won't.
Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
You must attack with exactly one creature for exalted abilities to trigger. Exalted abilities won't trigger if you attack a player with one creature and a planeswalker with another, for example, or if you attack with two creatures but one is removed from combat.
A spell or ability that counters spells can still target Koma, Cosmos Serpent. When that spell or ability resolves, Koma won't be countered, but any additional effects of the countering spell or ability will still happen.
Activated abilities contain a colon and appear in the form "[Cost]: [Effect]." Some keywords such as equip are activated abilities and will have colons in their reminder texts. Loyalty abilities of planeswalkers are also activated abilities.
If you choose the first mode of Koma's activated ability, you can choose a permanent that's already tapped as the target. The effect stopping its activated abilities will still apply.
The first mode of Koma's activated ability doesn't stop static abilities from affecting the game, and it doesn't stop triggered abilities from triggering. Unlike similar effects, it does stop mana abilities from being activated. Most activated abilities that produce mana as they resolve are mana abilities.
You can't sacrifice Koma itself to activate its last ability, but you can sacrifice any other Serpent you control, including Koma's Coil.
This spell can't be countered.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
Craterhoof Behemoth’s triggered ability affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won’t gain trample and get +X/+X.
The value of X is calculated only once, as Craterhoof Behemoth’s last ability resolves.
Land cards not on the battlefield aren't Forests while Yavimaya is on the battlefield.
Yavimaya's ability causes each land on the battlefield to have the land type Forest. Any land that's a Forest has the ability "{T}: Add {G}." Nothing else changes about those lands, including their names, other subtypes, and whether they're legendary, basic, or snow.
Yavimaya, Cradle of Growth isn't a Forest while it's not on the battlefield.
Elrond, Master of Healing's first 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.
If two creatures you control with +1/+1 counters on them become the target of the same spell or ability an opponent controls, Elrond, Master of Healing's last ability will trigger twice.
Whenever you scry, put a +1/+1counteron each of up to X target creatures, where X is the number of cards looked at while scrying this way.
Whenever a creature you control with a +1/+1counteron it becomes the target of a spell or ability an opponent controls, you may draw a card.
Elrond, Master of HealingLegendary Creature — Elf NobleNormal - ~$0.33
If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness. Such a creature will have power greater than its base power if the ability is raising its power above 0.
Your opponents can't cast spells during your turn.
Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.
Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
If the legendary spell you cast this way is copied, the copy can be countered.
The legendary spell can't be countered if the mana produced by Delighted Halfling is spent to pay any portion of the spell's cost, even an additional cost or an alternative cost. This is true even if you pay an additional cost while casting a spell "without paying its mana cost."
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.
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
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.
Return target nonland permanent you don't control to its owner's hand.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Saproling you control may become lethal if Tendershoot Dryad leaves the battlefield during that turn.
If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
Some cards get power, toughness, and/or abilities once you have the city's blessing. If another card has an ability that triggers when creatures with certain characteristics enter the battlefield (such as Mentor of the Meek or Elemental Bond do), use the entering permanent's characteristics after you have the city's blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
However, if Kami of Whispered Hopes somehow enters the battlefield with +1/+1 counters it, its first ability won’t apply to itself.
If another permanent you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
If you control two Kamis of Whispered Hopes, the number of +1/+1 counters put on a permanent is two plus the original number. Three Kamis of Whispered Hopes add three, and so on.
The last ability is a mana ability. It doesn’t use the stack and can’t be responded to.
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
Kami of Whispered HopesCreature — SpiritNormal - ~$5.83
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.
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 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.
Bloom Tender can't produce colorless mana, even if you control a colorless permanent.
Bloom Tender won't produce more than one mana of any particular color. At most, it will produce {W}{U}{B}{R}{G}.
For each color (white, blue, black, red, and green), check to see if you control a permanent of that color. You can count the same permanent for multiple colors. For example, if you control a green enchantment and a white-black creature, Bloom Tender's ability produces {W}{B}{G}.
If the creature with mentor leaves the battlefield with the mentor ability on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has lesser power.
If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
Mentor (Whenever this creature attacks, put a +1/+1counteron target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Danny PinkLegendary Creature — Human Soldier AdvisorNormal - ~$18.09
Champion of Lambholt's first ability applies even if it isn't attacking.
The comparison of power is done only when blockers are declared. Decreasing the power of a blocking creature (or increasing the power of Champion of Lambholt) after this point won't cause any creature to stop blocking or become unblocked.
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1counteron this creature.
Champion of LambholtCreature — Human WarriorNormal - ~$3
Eternal Witness #107aka. E-WitCreature — Human Shaman
If a resolving spell puts Eternal Witness onto the battlefield, Eternal Witness's ability can target that card if it's put into your graveyard as it resolves.
: Add .
Channel — ,Discardthis card:Destroytarget artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, thenshuffle This ability costs less to activate for each legendary creature you control.
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.
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.
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.
Battles will enter with double the normal number of defense counters.
Doubling Season affects permanents that enter with counters.
Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Doubling Season's replacement effect. For example, if an effect tells you to create a token "tapped and attacking," the additional tokens will also be tapped and attacking.
If there are two Doubling Seasons on the battlefield, then the number of tokens or counters is four times the original number. If there are three on the battlefield, then the number of tokens or counters is eight times the original number, and so on.
Planeswalkers will enter with double the normal number of loyalty counters. However, if you activate an ability whose cost has you put loyalty counters on a planeswalker, the number you put on isn't doubled. This is because those counters are put on as a cost, not as an effect.
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Vigilance
Whenever Aragorn and Arwen enters or attacks, put a +1/+1counteron each other creature you control. You gain 1 life for each other creature you control.
Aragorn and Arwen, WedLegendary Creature — Human Elf NobleNormal - ~$7.01
Once The Great Henge's last ability has triggered, you'll draw a card even if you can't put a +1/+1 counter on the creature for some reason (most likely because it has left the battlefield).
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much a relic's cost is reduced.
Once you determine the cost to cast The Great Henge, you may activate mana abilities to pay that cost. If the greatest power among creatures you control changes while activating mana abilities, the cost to cast The Great Henge remains what you previously determined.
The cost reduction ability reduces only the generic mana in the relic's cost. The colored mana must still be paid.
The first step of casting a spell is to move it to the stack. If this causes the greatest power among creatures you control to change, that new power will be used to determine the cost reduction.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
This spell costs less to cast, where X is the greatest power among creatures you control.
: Add . You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1counteron it and draw a card.
Ezuri's first ability can't affect itself, but its second ability does.
Only Elf creatures you control when the last ability resolves will get +3/+3 and gain trample until end of turn. Non-Elf creatures that become Elves or Elf creatures that enter under your control later in the turn won't get the bonuses.
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.
A face-down creature has no name, so it can't share a name with anything. This includes other creatures with no name.
If the entering creature is put into your graveyard while Guardian Project's ability is on the stack, that same card will be a creature card in your graveyard that shares a name with the creature that was on the battlefield, so you won't draw a card.
If the entering creature leaves the battlefield and returns while Guardian Project's ability is on the stack, that same card will be a new creature you control that shares a name with the creature that was on the battlefield, so you won't draw a card. However, Guardian Project's ability may trigger for the new creature and you may draw a card as that ability resolves.
Whether the entering creature shares a name with a creature you control or a creature card in your graveyard is checked both as that creature enters and as Guardian Project's ability resolves. If the entering creature isn't the first of its name as it enters, the ability doesn't trigger at all; if its name is shared as the ability resolves, you don't draw a card.
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with conspire won't affect the copy, and vice versa.
Any enters-the-battlefield abilities of the copied creature will trigger when the token 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.
Conspire represents both an additional cost and a triggered ability that triggers when you cast the spell if you paid that cost.
Each creature you tap for conspire must share a color with Rally the Galadhrim For example, you could tap two green creatures, two blue creatures, or one of each. For either or both of the creatures, you may tap a multicolored creature that's green and/or blue, and possibly other colors as well.
If a spell with conspire has targets, you may choose new targets for the copy.
If the copied creature has {X} in its mana cost, X is 0.
If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created that token.
If the copied creature is copying something else, then the token enters the battlefield as whatever that creature copied.
The copy that conspire creates is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
The token copies exactly what was printed on the original creature and nothing else (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 Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
The triggered ability that creates the copy can itself be countered by anything that can counter a triggered ability. If it is countered, no copies will be put onto the stack.
Create a token that's a copy of target creature you control.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Rally the GaladhrimSorceryNormal - ~$0.4
Galadriel of Lothlórien #206Legendary Creature — Elf Noble
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 - ~$0.4
Rhystic Study's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered. The player gets the option to pay when this triggered ability resolves.
You don't have to decide whether or not to draw a card until after the player decides whether or not to pay.
A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to you getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of two, then cast Illustrious Wanderglyph, you won't have the city's blessing.
If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "legend rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with replicate won't affect the copies.
If a permanent has {X} in its mana cost, X is 0 when determining its mana value.
If the target nonland permanent is an illegal target as Mists of Lórien tries to resolve, it won't resolve and none of its effects will happen. No permanents will be returned to their owners' hands.
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target nonland permanent and each other nonland permanent with the same mana value as that permanent to their owners' hands.
Because you never "cast" a land card, Eladamri, Korvecdal doesn't allow you to play a land creature (such as Dryad Arbor) from the top of your library.
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.
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 must pay all costs and follow all timing rules for spells cast from the top of your library this way.
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
, , Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.
Even though the card is named after a specific character, controlling any commander will satisfy its condition.
Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
The commander you control doesn't have to be your commander.
There's no extra bonus if you control more than one commander.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Akroma's WillInstantNormal - ~$13.9
Rhys the Redeemed #213Legendary Creature — Elf Warrior
If the target of Arwen's second ability is illegal as it tries to resolve, the ability does nothing. You won't get to put any counters on Arwen.
You remove the indestructible counter from Arwen as a cost to activate its second ability. If Arwen already received 2 damage earlier in the turn, it will be destroyed due to having lethal damage before you get to put a +1/+1 counter on it.
Arwen enters with an indestructiblecounteron it.
, Remove an indestructiblecounterfrom Arwen: Another target creature gains indestructible until end of turn. Put a +1/+1counterand a lifelinkcounteron that creature and a +1/+1counterand a lifelinkcounteron Arwen.
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.
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.
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 creature is an illegal target by the time Path to Exile tries to resolve, the spell won't resolve. The creature's controller won't search for a basic land card.
The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
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.
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).