Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a legendary Human you control may become lethal if General's Enforcer leaves the battlefield during that turn.
Only creatures are Humans. Planeswalkers such as Lukka and Narset who represent human characters aren't affected by General's Enforcer.
Legendary Humans you control have indestructible.
: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
General's EnforcerCreature — Human SoldierNormal - ~$3.08
When Horn of Gondor enters, create a 1/1 white Human Soldier creature token.
, : Create X 1/1 white Human Soldier creature tokens, where X is the number of Humans you control.
If one or more creatures you control die at the same time that Bastion of Remembrance leaves the battlefield, its last ability triggers for each of those creatures.
If your life total is brought to 0 or less at the same time that creatures you control are dealt lethal damage, you lose the game before the last ability goes on the stack.
In a Two-Headed Giant game, Bastion of Remembrance's last ability causes the opposing team to lose 2 life and you to gain 1 life.
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Although the Human tokens created by the triggered ability are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
Attacking with any creatures will cause Adeline's last ability to trigger. Adeline doesn't have to be among them.
The ability that defines Adeline's power works in all zones, not just the battlefield. As long as Adeline is on the battlefield (and still a creature), that ability will count Adeline itself.
Tokens will be created for each of your opponents, not just opponents that you attacked.
You choose whether each token is attacking that opponent or a planeswalker they control as those tokens enter the battlefield.
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline, Resplendent CatharLegendary Creature — Human KnightNormal - ~$2.75
"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.
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
If you don't have a commander, Path of Ancestry's ability produces no mana.
If your commander has no creature types, it can't share a creature type with any spell that you cast.
If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.
If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Path of AncestryLandNormal - ~$0.4
Jirina, Dauntless General #212Legendary Creature — Human Soldier
The set of creatures affected by Jirina's last ability is determined as the ability resolves. Humans you begin to control later in the turn, non-Human creatures you control that become Human, and noncreature permanents that become Human creatures later in the turn won't gain hexproof and indestructible.
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).
Once a ward ability has triggered, causing that Human to lose ward by removing Coppercoat Vanguard won't affect that ability. The appropriate player will still have to pay {1} or see their spell or ability countered.
Each other Human you control gets +1/+0 and has ward . (Whenever it becomes the target of a spell or ability an opponent controls,counterit unless that player pays .)
Coppercoat VanguardCreature — Human SoldierNormal - ~$0.34
First strike
Whenever this creature or another Human you control enters, tap target creature an opponent controls.
At the beginning of your upkeep, create a 1/1 white Human Soldier creature token.
Lossarnach CaptainCreature — Human SoldierNormal - ~$2.34
Although the common lands have basic land types, they aren't basic lands.
Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
Denethor, Ruling Steward doesn't need to have been on the battlefield when the creature died. For example, if a creature dies during combat on your turn and you cast Denethor, Ruling Steward during your second main phase, its first ability will trigger at the beginning of your end step.
Denethor, Ruling Steward's first ability will trigger only once during your end step, no matter how many creatures died under your control this turn. However, if no creatures have died under your control this turn as your end step begins, the ability won't trigger at all. It's not possible to cause a creature to die under your control during the end step in time to have the ability trigger.
At the beginning of your end step, if a creature died under your control this turn, create a 1/1 white Human Soldier creature token.
,Sacrificeanother creature: Each opponent loses 1 life and you gain 1 life.
Denethor, Ruling StewardLegendary Creature — Human NobleNormal - ~$0.21
Card types that can be exiled from a graveyard include artifact, creature, enchantment, land, planeswalker, instant, and sorcery. Legendary, basic, and snow are supertypes, not card types. Human, Equipment, and Aura are subtypes, not card types.
Flash
When this creature enters, exile a card from a graveyard.
Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
Cemetery ProtectorCreature — Human SoldierNormal - ~$1.69
A creature whose toughness is being increased by Thraben Doomsayer's fateful hour ability loses that bonus as soon as its controller has 6 or more life (or as soon as Thraben Doomsayer leaves the battlefield). If damage marked on that creature is greater than or equal to its toughness after the fateful hour ability stops applying, the creature is destroyed and put into its owner's graveyard.
If Thraben Doomsayer's activated ability resolves while you have 5 or less life, the creature token will be 3/3 as it enters.
Knight of the White Orchid's triggered ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless any one of your opponents controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as each of your opponents by the time it resolves.
The Plains you search for doesn't have to be basic. For example, you could put a Sacred Foundry onto the battlefield.
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, thenshuffle
Knight of the White OrchidCreature — Human KnightNormal
If Thalia’s Lieutenant enters the battlefield at the same time as another Human, each of Thalia’s Lieutenant’s abilities will trigger. You’ll put a +1/+1 counter on both cards.
When this creature enters, put a +1/+1counteron each other Human you control.
Whenever another Human you control enters, put a +1/+1counteron this creature.
Thalia's LieutenantCreature — Human SoldierNormal - ~$6.14
If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
While resolving the triggered ability of Mentor of the Meek, you can’t pay {1} multiple times to draw more than one card.
Any target opponents that are no longer legal targets by the time Call the Coppercoats resolves won't have their creatures counted when determining how many tokens you create.
If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional cost for any targets beyond the first.
If this spell is copied and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
The mana value of a strive spell doesn't change no matter how many targets it has.
You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
Call the CoppercoatsInstantNormal - ~$4.89
Thalia, Heretic Cathar #44Legendary Creature — Human Soldier
If Thalia enters the battlefield at the same time as an opponent’s creatures or nonbasic lands, those creatures and lands aren’t affected by Thalia’s last ability.
If an effect states that a creature or land enters the battlefield tapped unless a condition is met, Thalia’s last ability has it enter tapped even if that condition is true. For example, your opponent may reveal a Plains while playing Port Town (from the Shadows over Innistrad set), but Port Town will still enter tapped.
Use the exiled creature’s toughness as it last existed on the battlefield to determine how much life you lose.
Whether you control a Human is checked only after exiling the target creature. If that creature had exiled a Human you controlled until that creature left the battlefield, that Human will return to the battlefield in time to be counted.
You can tap any two untapped Humans you control, including ones you haven’t controlled continuously since the beginning of your most recent turn, to pay the cost of Devout Chaplain’s activated ability. You must have controlled Devout Chaplain continuously since the beginning of your most recent turn, however.
The last ability of Etchings of the Chosen can target any creature you control, not just one of the chosen type.
You must choose an existing creature type, such as Sliver or Warrior. Card types such as artifact, and supertypes such as legendary or snow, can't be chosen.
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
,Sacrificea creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroyit.)
Both triggered abilities trigger at the same time. You may put them on the stack in either order.
If the opponent doesn't control more creatures than you as their end step begins, the first ability won't trigger. The same is true for lands and the second ability. Each of those abilities will check again when it tries to resolve. If the opponent no longer controls more creatures (or lands) than you, the ability won't resolve and will have no effect.
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, thenshuffle
Keeper of the AccordCreature — Human SoldierNormal - ~$0.44
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
"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.
Create a 1/1 white Human creature token for each creature you control.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Visions of GlorySorceryNormal - ~$0.48
Shay Cormac #153Legendary Creature — Human Knight Rogue
Because damage remains marked on a creature until damage is removed as the turn ends, damage previously dealt to a creature with indestructible may cause it to be destroyed if Shay Cormac’s first ability resolves later during that turn. This is notably not the case with protection, as protection prevents damage.
If a permanent enters the battlefield under an opponent’s control with hexproof, indestructible, protection, shroud, and/or ward after Shay Cormac’s first ability resolves, it won’t lose that ability until you activate Shay Cormac’s first ability again. The same is true if an opponent’s permanent gains one of those abilities after Shay Cormac’s first ability resolves.
Shay Cormac’s last ability looks for any bounty counter on a creature, not just one from that Shay Cormac. For example, if players A and B each control a Shay Cormac and player A has put a bounty counter on player C’s creature, both players A and B will put two +1/+1 counters on their respective Shay Cormacs when that creature dies.
Shay Cormac’s second ability resolves before the spell or ability that caused it to trigger. It resolves even if that spell or ability is countered.
: Permanents your opponents control lose hexproof, indestructible, protection, shroud, and ward until end of turn.
Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bountycounteron that creature.
Whenever a creature with a bountycounteron it dies, put two +1/+1 counters on Shay Cormac.
Shay CormacLegendary Creature — Human Knight RogueNormal - ~$0.21
Esper Sentinel #328Artifact Creature — Human Soldier
If Esper Sentinel's has negative power when this ability resolves, then {X} is {0}. The opponent may still choose not to pay the cost if they want you to draw a card.
If a noncreature spell was already cast by an opponent the turn Esper Sentinel enters the battlefield, that opponent already cast their first noncreature spell this turn, and Esper Sentinel's ability won't trigger for that opponent that turn.
This ability checks Esper Sentinel's power when it resolves, not when the ability goes on the stack. If Esper Sentinel is no longer on the battlefield when it resolves, use the power it had the last time it was on the battlefield.
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.
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.
Herald's HornArtifactNormal - ~$24.44
Commissar Severina Raine #112★Legendary Creature — Human Soldier
In Two-Headed Giant and other formats where multiple players can attack at the same time, Commissar Severina Raine's triggered ability counts all attacking creatures, even those controlled by other players.
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures.
Summary Execution — ,Sacrificeanother creature: You gain 2 life and draw a card.
Commissar Severina RaineLegendary Creature — Human SoldierNormal - ~$27.44
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If some of the attacking creatures leave the battlefield while Mangara's triggered ability is on the stack, use the player or planeswalker they were attacking before they left to determine whether you draw a card. On the other hand, if they're removed from combat without leaving the battlefield, use their current information to determine that they're not attacking you or a planeswalker you control anymore.
If your opponent attacks you with one creature and your planeswalker with another, you draw a card.
Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
You draw just one card, no matter how many creatures are attacking you and your planeswalkers beyond the second.
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Mangara, the DiplomatLegendary Creature — Human ClericNormal - ~$6.47
If the target nonland permanent is an illegal target as Anguished Unmaking tries to resolve, it won't resolve and none of its effects will happen. You won't lose 3 life.
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.
To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
An ability of a permanent that triggers when a card is put into a graveyard “from anywhere” triggers twice only if Teysa and that permanent are both still on the battlefield immediately after the creature has died.
An ability that triggers on an event that causes a creature to die doesn't trigger twice. For example, an ability that triggers “whenever you sacrifice a creature” triggers only once.
An ability that triggers when a creature “leaves the battlefield” will trigger twice if that creature leaves the battlefield by dying.
If a creature dying at the same time as Teysa (including Teysa itself dying) causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If a creature dying at the same time that another permanent you control leaves the battlefield causes a triggered ability of that permanent to trigger, that ability triggers an additional time.
If you somehow control two Teysas, a creature dying causes abilities to trigger three times, not four. A third Teysa causes abilities to trigger four times, a fourth causes abilities to trigger five times, and so on. This also means that if you control Teysa and cast a second one, an ability that triggers when it dies due to the “legend rule” triggers three times.
Look at each creature as it exists on the battlefield, taking into account continuous effects, to determine whether any triggered abilities will trigger multiple times. For example, if a land that has become a creature dies, an ability that triggers when it dies triggers twice.
Teysa affects a creature's own “when this creature dies” triggered abilities as well as other triggered abilities that trigger when that creature dies. Such triggered abilities start with “when” or “whenever.”
Teysa's effect doesn't copy the triggered ability; it just causes the ability to trigger twice. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to pay a cost for that triggered ability, are also made separately.
The trigger event doesn't have to specifically refer to “creatures.” In these cases, the trigger event may also refer to something being “put into a graveyard from the battlefield.” For example, an ability that triggers “whenever an artifact is put into a graveyard from the battlefield” would trigger twice if an artifact creature dies while Teysa Karlov is on the battlefield.
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature tokens you control have vigilance and lifelink.
Teysa KarlovLegendary Creature — Human AdvisorNormal - ~$9.71
Odric, Master Tactician #46Legendary Creature — Human Soldier
If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player decides to not pay that cost, you must propose a new set of blocking creatures.
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
Odric, Master TacticianLegendary Creature — Human SoldierNormal - ~$0.68
This spell isn't modal. When it resolves, it will destroy the target if it's a creature or an enchantment, even if it changed from one to the other between targeting and resolution.
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.
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
The legendary creature must already be on the battlefield as the land enters the battlefield. If it enters the battlefield at the same time, the land will enter tapped.
Minas Tirith enters tapped unless you control a legendary creature.
: Add .
, : Draw a card. Activate only if you attacked with two or more creatures this turn.
Minas TirithLegendary LandNormal - ~$6.7
Priest of Forgotten Gods #478Creature — Human Cleric
Because it may have targets, the ability of Priest of Forgotten Gods isn't a mana ability. It uses the stack and can be responded to, even if no targets were chosen.
You can activate the ability of Priest of Forgotten Gods without choosing any targets if you wish. You'll still add {B}{B} and draw a card.
You may target players who can't sacrifice a creature. Those players still lose 2 life.
If Pitiless Plunderer dies at the same time as one or more other creatures you control, its ability will still trigger for each of those other creatures.
Any enters-the-battlefield abilities of the copied token will trigger when the token enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied token will also work.
Each of the new tokens copies the original characteristics of the appropriate token as stated by the effect that created that token and nothing else (unless that creature is copying something else; see below). It doesn’t copy whether the opponent’s token 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 the copied token has {X} in its mana cost, X is 0. (Most tokens don’t have a mana cost unless they’re copying something else.)
If the copied token is copying something else, then the new token enters the battlefield as whatever that token copied.
Whenever one or more tokens your opponents control enter, for each of them, create a tapped token that's a copy of it. This ability triggers only once each turn.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Kambal, Profiteering MayorLegendary Creature — Human AdvisorNormal - ~$5.87
Syr Konrad, the Grim #107Legendary Creature — Human Knight
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Syr Konrad, the GrimLegendary Creature — Human KnightNormal - ~$1.25
Whenever yousacrificeanother creature, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
,Sacrificeanother creature: This creature gets +2/+2 until end of turn.
FleshtakerCreature — Human AssassinNormal - ~$0.17
After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
Escape's permission doesn't change when you may cast the spell from your graveyard.
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
If you activate a loyalty ability of Elspeth, she's put into your graveyard, and she escapes all in the same turn, she'll be a new permanent. You can activate one of her loyalty abilities even though she's represented by the same card.
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape 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 and no matter whether an alternative cost was paid.
−1 Up to two target creatures you control each get +2/+1 until end of turn.
−2 Create two 1/1 white Human Soldier creature tokens.
−3 You gain 5 life.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
If, while activating mana abilities during the resolution of Jerren's last ability, you somehow gain or lose life, you will still be able to finish paying the cost and Jerren will still transform.
Jerren's last ability will trigger only if you have exactly 13 life at the beginning of your end step. You will be able to pay {4}{B}{B} only if you have exactly 13 life as that ability begins to resolve. If your life total isn't 13 at that point, the ability will have no effect. You won't be able to pay {4}{B}{B} and Jerren won't transform.
Multiple instances of lifelink are redundant, so giving lifelink to a Human that already has it gives no additional benefit.
Whenever Jerren enters or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token.
: Target Human you control gains lifelink until end of turn.
At the beginning of your end step, if you have exactly 13 life, you may pay . If you do, transform Jerren.
Ormendahl, the Corrupter (Jerren, Corrupted Bishop // Ormendahl, the Corrupter)#109Legendary Creature — Demon
If, while activating mana abilities during the resolution of Jerren's last ability, you somehow gain or lose life, you will still be able to finish paying the cost and Jerren will still transform.
Jerren's last ability will trigger only if you have exactly 13 life at the beginning of your end step. You will be able to pay {4}{B}{B} only if you have exactly 13 life as that ability begins to resolve. If your life total isn't 13 at that point, the ability will have no effect. You won't be able to pay {4}{B}{B} and Jerren won't transform.
Multiple instances of lifelink are redundant, so giving lifelink to a Human that already has it gives no additional benefit.
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
If an effect allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
If an effect allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.
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.
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
+1 Create three 1/1 white Soldier creature tokens.
−3Destroyall creatures with power 4 or greater.
−7 You get an emblem with "Creatures you control get +2/+2 and have flying."
Each of the chosen modes happens sequentially. If a permanent has an ability that triggers whenever it or another permanent is destroyed, it will see permanents destroyed at the same time as it or before it, but not permanents destroyed by later modes.
If a card is exiled "until" another permanent leaves the battlefield, the exiled card returns to the battlefield immediately after that permanent leaves the battlefield during Austere Command's resolution, and it may be destroyed by a later mode.
If the first and last modes are chosen, an artifact creature with mana value 4 or greater will have to be regenerated twice to survive. This is because the modes happen sequentially, and the regeneration "shield" is used up by the first one. The same is true with any other combination of modes that covers one permanent twice.
Choose two —
•Destroyall artifacts.
•Destroyall enchantments.
•Destroyall creatures with mana value 3 or less.
•Destroyall creatures with mana value 4 or greater.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a Human you control may become lethal if Sanctuary Lockdown leaves the battlefield during that turn.
Since Sanctuary Lockdown’s activated ability doesn’t have a tap symbol in its cost, you can tap creatures that haven’t been under your control since your most recent turn began to pay the cost.
Adamant effects check what mana was actually spent to cast a spell. If an effect allows you to spend mana “as though it were mana” of any color or type, that allows you to spend mana you couldn't otherwise spend, but it doesn't change what mana you spent to cast the spell.
If an effect allows you to cast a spell without paying its mana cost, you can't choose to cast it and pay unless another rule or effect allows you to cast that spell for a cost. Similarly, you can't waive a cost reduction unless that effect says you may.
If an instant or sorcery spell has an adamant ability, you perform the spell's instructions in order. You don't perform the adamant instruction before the spell resolves or before any other effects printed above it.
If you copy a spell that has an adamant ability, no mana was spent to cast the copy at all, so that ability won't apply.
You create Humans and gain life all while Rally for the Throne is resolving. Nothing can happen between the two, and no player may choose to take actions.
Create two 1/1 white Human creature tokens.
Adamant — If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.
Rally for the ThroneInstantNormal - ~$0.24
Loran of the Third Path #12Legendary Creature — Human Artificer
Transforming is part of the triggered ability that puts invitation counters on Wedding Announcement. If some other effect causes Wedding Announcement to have three or more invitation counters on it, it won't transform until the next time its triggered ability resolves.
Wedding Announcement keeps its invitation counters as it transforms into Wedding Festivity.
Wedding Announcement's ability looks back in time to the combat phase of this turn, even if it wasn't yet on the battlefield when you attacked. If you attacked with at least two creatures this turn, you will draw a card as the ability resolves. This is true even if one or more of those permanents is no longer a creature or no longer on the battlefield.
At the beginning of your end step, put an invitationcounteron this enchantment. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if this enchantment has three or more invitation counters on it, transform it.
Transforming is part of the triggered ability that puts invitation counters on Wedding Announcement. If some other effect causes Wedding Announcement to have three or more invitation counters on it, it won't transform until the next time its triggered ability resolves.
Wedding Announcement keeps its invitation counters as it transforms into Wedding Festivity.
Wedding Announcement's ability looks back in time to the combat phase of this turn, even if it wasn't yet on the battlefield when you attacked. If you attacked with at least two creatures this turn, you will draw a card as the ability resolves. This is true even if one or more of those permanents is no longer a creature or no longer on the battlefield.
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.
The choice of creature type is made as Vanquisher's Banner enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
The last ability of Vanquisher's Banner resolves before the spell that caused it to trigger. The ability will resolve even if the creature spell is countered.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature you control of the chosen type may become lethal if Vanquisher's Banner leaves the battlefield during that turn.
The choice of creature type is made as Vanquisher's Banner enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
The last ability of Vanquisher's Banner resolves before the spell that caused it to trigger. The ability will resolve even if the creature spell is countered.
To choose a creature type, you must choose an existing creature type, such as Fungus or Sliver. You can't choose multiple creature types, such as Fungus Sliver. Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Secluded CourtyardLandNormal - ~$0.31
Kambal, Consul of Allocation #183sLegendary Creature — Human Advisor
A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
The face-down spell has no mana cost and has a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the creature can still grant it any of these characteristics.
You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever another nontoken creature you control dies, draw a card.
Grim HaruspexCreature — Human WizardNormal - ~$2.29
The spell can't be countered if the mana produced by Cavern of Souls is spent to cover any cost of the spell, even an additional cost such as a kicker cost. This is true even if you use the mana to pay an additional cost while casting a spell "without paying its mana cost."
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact can't be chosen.
The spell can't be countered if the mana produced by Cavern of Souls is spent to cover any cost of the spell, even an additional cost such as a kicker cost. This is true even if you use the mana to pay an additional cost while casting a spell "without paying its mana cost."
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact can't be chosen.
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Compare the revealed cards to the creature as it last existed before it died, not to the creature card as it exists in its owner's graveyard, to determine which one you put into your hand.
If Heirloom Blade leaves the battlefield at the same time that the equipped creature dies, its triggered ability triggers.
If the equipped creature has no creature type, no card can share a creature type with it.
If you don't reveal a creature card that shares a type with the creature that died, you'll just reveal and randomize your library.
You'll reveal cards until you find one that shares at least one creature type with the creature that died. For example, if a Cat Wizard dies, you'll stop if you reveal a Human Wizard or Cat Soldier.
Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip
If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
If 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 modal double-faced card can’t be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than “play”) a specific modal double-faced card, you can’t play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face’s name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can’t be put onto the battlefield, it doesn’t enter the battlefield.
In the Commander variant, a double-faced card’s color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
The mana value of a modal double-faced card is based on the characteristics of the face that’s being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you’re playing and ignore the other face’s characteristics.
A modal double-faced card can’t be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than “play”) a specific modal double-faced card, you can’t play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face’s name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can’t be put onto the battlefield, it doesn’t enter the battlefield.
In the Commander variant, a double-faced card’s color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
The mana value of a modal double-faced card is based on the characteristics of the face that’s being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you’re playing and ignore the other face’s characteristics.
: Add .
Channel — ,Discardthis card: It deals 4 damage to target attacking or blocking creature. This ability costs less to activate for each legendary creature you control.
Eiganjo, Seat of the EmpireLegendary LandNormal - ~$7.7
Greymond, Avacyn's Stalwart #18Legendary Creature — Human Soldier
As Greymond, Avacyn's Stalwart enters, choose two abilities from among first strike, vigilance, and lifelink.
Humans you control have each of the chosen abilities.
As long as you control four or more Humans, Humans you control get +2/+2.
Greymond, Avacyn's StalwartLegendary Creature — Human SoldierNormal - ~$53.92
Multiple instances of deathtouch or lifelink on the same creature are redundant.
Vault of the Archangel's last ability affects only creatures you control when that ability resolves. It won't affect creatures that come under your control later in the turn.
It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
Similarly, the power of the creature attacking you is checked only when MacCready’s second ability triggers. Once it triggers, the creature’s controller will lose 2 life and you’ll gain 2 life when the ability resolves, regardless of whether or not its power is still 4 or greater at that time or whether or not it’s still on the battlefield.
The power of your attacking creature is checked only when MacCready’s first ability triggers. Once it triggers, the creature will gain skulk until end of turn when the ability resolves, regardless of whether or not its power is still 2 or less at that time.
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.)
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
MacCready, Lamplight MayorLegendary Creature — Human AdvisorNormal - ~$9.17
Thalia, Guardian of Thraben #137Legendary Creature — Human Soldier
Thalia's ability affects each spell that's not a creature spell, including your own.
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.
Thalia's ability affects each spell that's not a creature spell, including your own.
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.
As an additional cost to cast this spell,sacrificean artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Colorless and generic mana symbols ({C}, {0}, {1}, {2}, {X}, and so on) in mana costs of permanents you control don’t count toward your devotion to any color.
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it’s still on the battlefield at that time.
If you put an Aura on an opponent’s permanent, you still control the Aura, and mana symbols in its mana cost count towards your devotion.
Mana symbols in the text boxes of permanents you control don’t count toward your devotion to any color.
When this creature enters, create a number of 1/1 white Human Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Reverent HopliteCreature — Human SoldierNormal - ~$0.3
Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1counteron each of those creatures and they gain vigilance until end of turn.
If an opponent has more life than you, you gain 4 life.
If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.
If an opponent has more cards in hand than you, draw a card.
Thought-Stalker Warlock’s triggered ability cares whether an opponent lost life this turn, not how their life total changed. For example, an opponent who gained 2 life and lost 1 life in the same turn still lost life.
To choose a creature type, you must choose an existing creature type, such as Lizard or Wizard. You can’t choose multiple creature types, such as “Lizard Wizard.” Card types such as artifact can’t be chosen, nor can subtypes that aren’t creature types, such as Jace, Vehicle, or Treasure.
As Three Tree City enters, choose a creature type.
: Add .
, : Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
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.)
You must sacrifice exactly one creature to cast this spell; you can't cast it without sacrificing a creature, and you can't sacrifice additional creatures.
If one of these lands enters the battlefield at the same time as one or more other lands (due to Oblivion Sower or Warp World, perhaps), it doesn't take those lands into consideration when determining how many other lands you control.
If one of these lands is your first, second, or third land, it enters the battlefield untapped. If you control three or more other lands, however, it enters the battlefield tapped.