All experience counters are identical, no matter how you got them. For example, the last ability will count experience counters that you got from the second ability, from another ability, from another copy of Aang, Airbending Master, and so on.
If the spell you cast has {X} in its mana cost, you must choose 0 as the value of X.
Lands exiled this way cannot be played from exile. (Lands that were animated by earthbend will be returned to the battlefield tapped when they're exiled.)
Since you are using an alternative cost to cast a spell from exile this way, you can't pay any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.
The experience counter goes on you, the player, not on Aang. You will keep that counter even if Aang, Airbending Master dies.
To airbend one or more permanents and/or spells means to exile each of those objects. For each card exiled this way, for as long as it's exiled, its owner may cast it from exile by paying {2} rather than paying its mana cost.
Tokens exiled this way will cease to exist and cannot be cast.
When Aang enters, airbend another target creature. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever one or more creatures you control leave the battlefield without dying, you get an experiencecounter
At the beginning of your upkeep, create a 1/1 white Ally creature token for each experiencecounteryou have.
Aang, Airbending MasterLegendary Creature — Human Avatar AllyNormal - ~$17.16
An “Ally spell” is any spell with the subtype Ally. Mana produced by the second ability can’t be spent to pay the costs of abilities of Allies you control.
The last ability can only target an Ally on the battlefield.
: Add .
: Add one mana of any color. Spend this mana only to cast an Ally spell.
, ,Sacrificethis land: Return target Ally you control to its owner's hand.
Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
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.
Austere CommandSorceryNormal - ~$0.81
Avatar Enthusiasts #11Creature — Human Peasant Ally
The token is never declared as an attacking creature. It simply enters the battlefield attacking. This won’t cause any abilities that trigger “whenever a creature attacks” to trigger.
You choose which opponent or planeswalker controlled by an opponent the token is attacking as it enters the battlefield. It doesn’t have to be the same opponent or planeswalker that the equipped creature is attacking.
If you cast a commander from your hand, the additional cost based on the number of times you've cast it from your command zone (sometimes referred to as the "commander tax") doesn't apply. Additionally, that casting won't add to the tax if you later cast the commander from the command zone.
If your commander isn't in the command zone (or you're not playing Commander) as the last ability resolves, nothing happens.
If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
If you cast a commander from your hand, the commander tax doesn't apply. Additionally, that casting won't add to commander tax if you later cast the commander from the command zone.
If you have two commanders with the partner ability in the command zone, Command Beacon's effect puts one of your choice into your hand, not both.
If your commander isn't in the command zone (or you don't have a commander) as the last ability resolves, nothing happens.
Although the draws are not optional, if an opponent doesn't draw a card, perhaps because a replacement effect replaced the draw with another effect, that player is not counted when determining how many cards you draw.
If an opponent drew more than one card this way due to a replacement effect, you still draw only one card for that player.
Vigilance
Sacrifice this creature: Another target Ally you control gains indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroyit.)
Earth Kingdom ProtectorsCreature — Human Soldier AllyNormal - ~$0.23
Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
If a creature token is exiled, it ceases to exist. It won’t be returned to the battlefield.
If a double-faced card is exiled, it will return with its front face up.
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Emeria, the Sky Ruin’s triggered ability has an “intervening ‘if’ clause.” That means (1) the ability won’t trigger at all unless you control seven or more Plains as your upkeep starts, and (2) the ability will do nothing if you control fewer than seven Plains by the time it resolves.
This land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add .
A token that's a copy of Enduring Innocence won't return to the battlefield when its last ability resolves.
Enduring Innocence's second ability checks the power of the other creatures only at the moment they enter. If a creature enters with counters, those counters are included. If a creature's power is 2 or less when it enters but becomes greater than 2 while Enduring Innocence's second ability is still on the stack, you'll still draw a card when the ability resolves.
If a nontoken permanent that's a copy of Enduring Innocence dies while it's a creature, it will return to the battlefield as an enchantment when its last ability resolves. It won't have any card types other than enchantment.
Sheep and Glimmer are both creature types. Enduring Innocence won't have those creature types when its last ability returns it to the battlefield because it won't be a creature.
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature.
An Aura controlled by another player does not cause a creature you control to be modified.
The cost to activate a creature's outlast ability includes the tap symbol ({T}). Envoy of the Ancestors's outlast ability can't be activated unless it has been under your control continuously since the beginning of your turn.
Outlast (, : Put a +1/+1counteron this creature. Outlast only as a sorcery.)
Modified creatures you control have lifelink. (Equipment, Auras you control, and counters are modifications.)
Envoy of the AncestorsCreature — Human ClericNormal - ~$0.63
It only produces one mana even if the land can produce more than one.
The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
Create a 1/1 white Ally creature token for each Plains you control. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
If 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.
Gideon's first ability causes him to become a creature with the creature types Human, Soldier, and Ally. He remains a planeswalker with the planeswalker type Gideon. (He also retains any other card types or subtypes he may have had.) Each subtype is correlated to the proper card type: planeswalker is only a type (not a creature type), and Human, Soldier, and Ally are just creature types (not planeswalker types).
Gideon's first ability doesn't count as a creature entering the battlefield. Gideon was already on the battlefield; he only changed his types. Specifically, your rally abilities won't trigger. (Of course, Gideon's second ability will cause rally abilities to trigger.)
If Gideon becomes a creature the same turn he enters the battlefield, you can't attack with him or use any of his {T} abilities (if he gains any).
If damage that can't be prevented is dealt to Gideon after his first ability has resolved, that damage will have all applicable results: specifically, the damage is marked on Gideon (since he's a creature) and that damage causes that many loyalty counters to be removed from him (since he's a planeswalker). Even though he has indestructible, if Gideon has no loyalty counters on him, he's put into his owner's graveyard.
+1 Until end of turn, Gideon becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0 Create a 2/2 white Knight Ally creature token.
−4 You get an emblem with "Creatures you control get +1/+1."
Gideon, Ally of ZendikarLegendary Planeswalker — GideonNormal
Hada Freeblade #43558Creature — Human Soldier Ally
Hada Freeblade is banned in Pauper (not just non-legal), due to a special case on MTGO: https://magic.wizards.com/en/articles/archive/news/january-21-2019-banned-and-restricted-announcement
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 - ~$22.15
Hero of Goma Fada #31sCreature — Human Knight Ally
If a creature with a rally ability enters the battlefield under your control at the same time as other Allies, that ability will trigger once for each of those creatures and once for the creature with the ability itself.
When an Ally enters the battlefield under your control, each rally ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve.
Whenever this creature or another Ally you control enters, you may choose a color. If you do, Allies you control gain protection from the chosen color until end of turn.
Kabira EvangelCreature — Human Cleric AllyNormal - ~$10.47
Kazandu Blademaster #16Creature — Human Soldier Ally
This ability triggers on this creature entering, so it will enter with its unmodified power and toughness, and then receive a +1/+1 counter a short time later. It does not enter with the +1/+1 counter already on it.
If a creature with a rally ability enters the battlefield under your control at the same time as other Allies, that ability will trigger once for each of those creatures and once for the creature with the ability itself.
When an Ally enters the battlefield under your control, each rally ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve.
If a creature with a rally ability enters the battlefield under your control at the same time as other Allies, that ability will trigger once for each of those creatures and once for the creature with the ability itself.
When an Ally enters the battlefield under your control, each rally ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve.
If a creature with a rally ability enters the battlefield under your control at the same time as other Allies, that ability will trigger once for each of those creatures and once for the creature with the ability itself.
Multiple instances of lifelink on the same creature are redundant. There usually isn't much benefit in having the rally ability resolve more than once in a turn, other than that new creatures will be affected by the ability resolving an additional time.
When an Ally enters the battlefield under your control, each rally ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve.
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.
If a creature with a rally ability enters the battlefield under your control at the same time as other Allies, that ability will trigger once for each of those creatures and once for the creature with the ability itself.
Vigilance matters only as attackers are declared. Giving a creature vigilance after that point won’t untap it, even if it’s attacking.
When an Ally enters the battlefield under your control, each rally ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve.
This ability triggers on this creature entering, so it will enter with its unmodified power and toughness, and then receive a +1/+1 counter a short time later. It does not enter with the +1/+1 counter already on it.
First strike
Whenever Master Piandao attacks, look at the top four cards of your library. You may reveal an Ally, Equipment, or Lesson card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Master PiandaoLegendary Creature — Human Warrior AllyNormal - ~$0.2
To activate a cohort ability, the Ally with that ability must have been under your control continuously since the beginning of your most recent turn. Informally, it can’t have “summoning sickness.” However, the other Ally you tap can be one that just came under your control. (Note that tapping the second Ally doesn’t use {T} [the tap symbol].)
This land enters tapped.
: Add .
, ,Sacrificethis land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, thenshuffle
Each of the Oaths is legendary: if you control more than one of any particular Oath, you choose one to remain on the battlefield and the others are put into your graveyard.
Even if you control a particular Oath, you can cast another of that Oath to take advantage of its enters-the-battlefield ability. It will enter the battlefield, causing its first ability to trigger. You will then choose one to keep, as detailed above, and then its enters-the-battlefield ability will resolve.
The “legend rule” checks the full names of legendary permanents. You can control Oath of Gideon and Oath of Chandra at the same time, for example.
When Oath of Gideon enters, create two 1/1 white Kor Ally creature tokens.
Each planeswalker you control enters with an additional loyaltycounteron it.
To activate a cohort ability, the Ally with that ability must have been under your control continuously since the beginning of your most recent turn. Informally, it can’t have “summoning sickness.” However, the other Ally you tap can be one that just came under your control. (Note that tapping the second Ally doesn’t use {T} [the tap symbol].)
If a spell you cast has {X} in its mana cost, you choose the value of X before calculating the spell's total cost.
If there are additional costs to cast a spell, or if the cost to cast a spell is increased by an effect (such as the one created by Thalia, Guardian of Thraben's ability), apply those increases before applying cost reductions.
The ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that cost.
The ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay.
The cost reduction can apply to alternative costs such as flashback costs.
Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
Rally the AncestorsInstantNormal - ~$1.26
Recruiter of the Guard #266Creature — Human Soldier
If a creature card has "*" in its toughness, the ability that defines its toughness works in all zones. For example, if Nethergoyf is in your library, its toughness is determined by the ability "Nethergoyf's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1." If your graveyard consists of an artifact card, a creature card, and an instant card, you won't be able to find Nethergoyf with Recruiter of the Guard since Nethergoyf's toughness will be 4.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
Landfall — Whenever a land you control enters, choose one —
• Create a 1/1 white Kor Ally creature token.
• Creatures you control get +1/+1 until end of turn.
If a card in a graveyard has {X} in its mana cost, X is considered to be 0.
If the target card is an illegal target by the time Sevinne's Reclamation tries to resolve, the spell doesn't resolve. You won't copy it if you cast it from a graveyard.
If you cast Sevinne's Reclamation from your graveyard, any abilities that trigger as the permanent card returns to the battlefield will resolve before the copy of Sevinne's Reclamation resolves but after new targets for the copy have been chosen.
The copy that Sevinne's Reclamation creates is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy wasn't cast from a graveyard, so it won't make another copy of itself.
"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.
A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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 remove Sokka to change by how much Equipment spell costs are reduced.
Sokka will count himself as an Ally for his second ability.
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.
Vigilance
Equipment spells you cast cost less to cast for each Ally you control.
At the beginning of combat on your turn, attach up to one target Equipment you control to Sokka.
Sokka, SwordmasterLegendary Creature — Human Warrior AllyNormal - ~$3.13
Whenever this creature or another Ally you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, draw a card.
South Pole VoyagerCreature — Human Scout AllyNormal - ~$0.4
To activate a cohort ability, the Ally with that ability must have been under your control continuously since the beginning of your most recent turn. Informally, it can’t have “summoning sickness.” However, the other Ally you tap can be one that just came under your control. (Note that tapping the second Ally doesn’t use {T} [the tap symbol].)
If the target permanent is an illegal target by the time Stroke of Midnight tries to resolve, the spell doesn't resolve. No player creates a Human token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Human token.
Other creatures you control get +1/+0.
Whenever another permanent you control leaves the battlefield during your turn, create a 1/1 white Ally creature token. This ability triggers only once each turn.
Suki, Courageous RescuerLegendary Creature — Human Warrior AllyNormal - ~$1.23
A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
If the mana cost of a card in your graveyard includes {X}, X is considered to be 0.
The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has mana value 5.
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Whenever another creature you control enters, you may gain 1 life.
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
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.)
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Tale of Momo's first ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
This spell costs less to cast if a creature left the battlefield under your control this turn.
Search your library and/or graveyard for an Ally creature card, reveal it, and put it into your hand. If you search your library this way,shuffle
The choices you make as Talus Paladin’s ability resolves are made individually. First you decide whether to have Allies you control gain lifelink until end of turn. Then, regardless of that decision, you decide whether to put a +1/+1 counter on Talus Paladin.
Whenever this creature or another Ally you control enters, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1counteron this creature.
Talus PaladinCreature — Human Knight AllyNormal - ~$4.39