If the permanent is tapped as the ability resolves, the opponent can't choose to tap it, so you'll create a Vampire token. Similarly, if it's no longer on the battlefield as the ability resolves, they can't choose to tap it, and you'll create a Vampire token.
Vigilance
Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
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 Elspeth’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 one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1 Create a 1/1 white Soldier creature token.
0 Put a +1/+1counteron each creature you control. Those creatures gain flying until your next turn.
−3Destroytarget creature an opponent controls with mana value 3 or greater.
Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip and unearth) are activated abilities and will have colons in their reminder text.
Myrel, Shield of Argive's first ability prevents opponents from activating abilities of permanents on the battlefield that are artifacts, creatures, and/or enchantments. It doesn't prevent activated abilities from cards in any zone other than the battlefield. Notably, this means that your opponents may still activate abilities of cards in their graveyard (such as unearth).
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Myrel, Shield of ArgiveLegendary Creature — Human SoldierNormal - ~$27.79
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 Mondrak'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. Similarly, if an effect creates a token and puts counters on it (such as a Fractal token) the additional token will also get those counters.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
,Sacrificetwo other artifacts and/or creatures: Put an indestructiblecounteron Mondrak. ( can be paid with either or 2 life.)
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.
You may tap any untapped permanents you control with the appropriate creature type (including this creature) to pay the cost of the ability, including creatures that haven't been under your control continuously since the beginning of your most recent turn.
All of the tokens enter the battlefield simultaneously. They’ll be created with the same name, color, type and subtype, abilities, power, toughness, and so on.
If an effect creates more than one kind of token, it’ll create twice as many of each kind. For example, if you cast Bestial Menace while controlling Anointed Procession, you’ll create two Snake tokens, two Wolf tokens, and two Elephant tokens.
If the effect creating the tokens instructs you to do something with those tokens at a later time, like exiling them at the end of combat, you’ll do that for all the tokens.
If the token you create has any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities, first determine how many tokens are being created, then apply those abilities individually for each one. For example, if a token with “You may have [this permanent] enter the battlefield as a copy of any creature on the battlefield” would be created (such as an embalmed Vizier of Many Faces), the resulting two tokens can each copy a different creature.
If you control two Anointed Processions, then the number of tokens created is four times the original number. If you control three, then the number of tokens created is eight times the original number, and so on.
There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
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 - ~$0.65
If a creature has more than one creature type, and one of those types matches the creature you are calculating for, then count that creature. Only one type needs to match in order to get counted.
If you have a creature with more than one creature type, count all creatures which have either creature type.
Sharing multiple creature types doesn't give an additional bonus. Coat of Arms counts creatures, not creature types.
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
As this artifact enters, choose a creature type. This artifact enters with a fellowshipcounteron it for each creature you control of the chosen type.
Creatures you control of the chosen type get +1/+1 for each fellowshipcounteron this artifact.
Everything that is specified by the effect creating the original token or tokens will also be true about the additional tokens created by Ojer Taq, Deepest Foundation'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. Similarly, if an effect creates a token and puts counters on it, the additional tokens will also get those counters.
If a card that isn't a transforming double-faced card is a copy of Ojer Taq, Deepest Foundation, it won't return to the battlefield when it dies.
Vigilance
If one or more creature tokens would be created under your control, three times that many of those tokens are created instead.
When Ojer Taq dies, return it to the battlefield tapped and transformed under its owner's control.
Temple of Civilization (Ojer Taq, Deepest Foundation // Temple of Civilization)#314Land
Everything that is specified by the effect creating the original token or tokens will also be true about the additional tokens created by Ojer Taq, Deepest Foundation'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. Similarly, if an effect creates a token and puts counters on it, the additional tokens will also get those counters.
If a card that isn't a transforming double-faced card is a copy of Ojer Taq, Deepest Foundation, it won't return to the battlefield when it dies.
(Transforms from Ojer Taq, Deepest Foundation.)
: Add .
, : Transform this land. Activate only if you attacked with three or more creatures this turn and only as a sorcery.
Although the tokens are attacking, they never were declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
Whenever Hero of Bladehold attacks, both abilities will trigger. You can put them onto the stack in any order. If the token-creating ability resolves first, the tokens each get +1/+0 until end of turn from the battle cry ability.
You choose which opponent or planeswalker an opponent controls that each token is attacking when it is put onto the battlefield.
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever this creature attacks, create two 1/1 white Soldier creature tokens that are tapped and attacking.
Hero of BladeholdCreature — Human KnightNormal - ~$1.84
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Evangel of HeliodCreature — Human ClericNormal
Darien, King of Kjeldor #9Legendary Creature — Human Soldier
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.
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.
An “extra turn” is any turn created by a spell or ability. Notably, it doesn’t include additional turns taken in tournaments after time expires for a round.
Extra turns can still be created while Trouble in Pairs is on the battlefield. They’re not skipped until they would begin, so if Trouble in Pairs leaves the battlefield before that happens, the extra turns will be unaffected.
If an opponent attacks you with two or more creatures more than once in a turn (probably because they’ve generated extra combat phases), Trouble in Pairs’s last ability will trigger each time that happens.
Trouble in Pairs counts spells that were cast even if they didn’t resolve. This means it still counts spells that were countered.
Trouble in Pairs doesn’t have to be on the battlefield to see the first card an opponent draws in a turn or the first spell they cast in a turn. As long as it’s already on the battlefield when they draw their second card or cast their second spell in a turn, its last ability will trigger.
Trouble in Pairs’s last ability can trigger multiple times per opponent per turn. For example, if an opponent draws a second card, casts a second spell, and attacks you with two or more creatures in a single turn, Trouble in Pairs’s last ability will trigger once when each of those events occurs, for a total of three times.
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a 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.
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 - ~$0.32
Some players may make the mental shortcut that the Defilers effectively turn one of the colored mana symbols in the spell’s cost into a Phyrexian colored mana symbol. Despite the similarity in function, this ability does not cause the spells to have Phyrexian mana symbols in their costs. Sorry, Rage Extractor!
You may only pay the additional cost once per permanent spell.
Vigilance
As an additional cost to cast white permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of white mana you pay.
Whenever you cast a white permanent spell, create a 1/1 white Soldier creature token.
Defiler of FaithCreature — Phyrexian HumanNormal - ~$0.4
Activating mana abilities is done before paying costs when activating an ability. This means that if you control a creature which can be tapped for mana, such as Avacyn's Pilgrim, you may both tap it for mana and untap it to pay costs for Halo Fountain's activated abilities.
Untapping creatures is part of the cost of all of Halo Fountain's abilities. Once you've begun activating an ability, other players can't take actions until you have finished activating it, including paying its costs. Notably, players can't take actions to remove the creatures from the battlefield to prevent you from untapping them to pay for the ability.
, , Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token.
, , Untap two tapped creatures you control: Draw a card.
, , Untap fifteen tapped creatures you control: You win the game.
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.
Exiling Valiant Veteran from your graveyard is part of the cost to activate its last ability. This means that once it has been activated it is no longer in the graveyard, and players can't respond to it by removing it from your graveyard to prevent you from activating it.
Color identity is set before the game begins and doesn't change during the game, even if your commander is in a hidden zone (like the hand or library) or an effect changes your commander's color.
If you don't have a commander, you can't activate War Room's last ability at all.
If your commander has no colors in its color identity, you pay no life to activate War Room's last ability.
A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
To determine the total cost of a creature 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 creature remains unchanged, no matter what the total cost to cast it was.
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.
You can fetch any of the “Snow-Covered” lands, since they all also have the supertype basic.
This 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.
You shuffle your library if you search, even if you don't put any basic land cards into your hand.
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, thenshuffle
Martial Coup checks the number you chose for X, not the amount of mana you actually spent.
No one can cast spells or activate abilities between the time the Soldier tokens are put onto the battlefield and the time all other creatures are destroyed. For example, you can't sacrifice one of those Soldier tokens to regenerate a Skeletal Kathari.
You do what the spell says in order. If X is 5 or more, you'll put the Soldier tokens onto the battlefield, then you'll destroy all other creatures.
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.
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.
At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.
"Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
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 - ~$2.13
The power of the creature is checked on activation and on resolution. If the targeted creature’s power is not 4 or greater on resolution, the ability doesn’t resolve.
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 .
For both triggered abilities, once the ability triggers, it doesn’t matter what happens to the attacking creatures in response.
No matter how many creatures another player attacks with, Firemane Commando’s last ability will look at all of them to make sure none of them attacked you. If any of them did, the player won’t draw a card.
The last triggered ability cares only that none of the attacking creatures attacked you. The other player will draw a card if they attacked a planeswalker you control or a battle you protect with two or more creatures, for example.
Flying
Whenever you attack with two or more creatures, draw a card.
Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
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.
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 - ~$0.4
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.
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 - ~$0.49
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Barracks of the Thousand (Thousand Moons Smithy // Barracks of the Thousand)#357Legendary Artifact Land
(Transforms from Thousand Moons Smithy.)
: Add .
Whenever you cast an artifact or creature spell using mana produced by Barracks of the Thousand, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
The game starts with no monarch. As a player becomes the monarch, the current monarch (if any) ceases being the monarch. There is never more than one monarch at a time.
There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
+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."
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When this creature enters, create three 1/1 white Soldier creature tokens.
Captain of the WatchCreature — Human SoldierNormal - ~$0.35
A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
If a player attacks with more than one creature, that player chooses how to pay each cost individually. For example, if you attack with two creatures, you may pay {W} for one cost and 2 life for the other.
If you control Norn's Annex, your opponents can choose not to attack with a creature with an ability that says it must attack.
If you're at 1 life or less, you can't pay 2 life.
Multiple Norn's Annexes controlled by the same player will each impose a cost to attack. Players choose how they pay each cost individually. For example, if a creature you control is attacking a player who controls two Norn's Annexes, you may pay {W} for one cost and 2 life for the other.
Phyrexian mana is not a new color. Players can't produce Phyrexian mana.
The controller of each creature attacking you or a planeswalker you control pays either {W} or 2 life as attackers are being declared.
To calculate the mana value of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
( can be paid with either or 2 life.)
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
Norn's AnnexArtifactNormal - ~$5.38
Weathered Wayfarer #102223Creature — Human Nomad Cleric
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.
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.
When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1counteron General Leo Cristophe for each creature you control.
General Leo CristopheLegendary Creature — Human SoldierNormal - ~$0.34
Resolute Reinforcements #145Creature — Human Soldier
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If a spell is cast with an alternative cost that includes mana (such as flashback), Boromir's second ability won't trigger and won't counter that spell. Similarly, if a spell is cast without paying its mana cost, but the player did pay mana for additional costs such as from kicker or from Thorn of Amethyst, Boromir's second ability won't trigger and won't counter that spell.
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.
Players may cast spells that they know Boromir, Warden of the Tower will counter. Any abilities that trigger when spells are cast will still trigger and resolve if appropriate, and any effects that count how many spells are cast will still count those spells if appropriate.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
Vigilance
Whenever an opponent casts a spell, if no mana was spent to cast it,counterthat spell.
Sacrifice Boromir: Creatures you control gain indestructible until end of turn. The Ring tempts you.
Boromir, Warden of the TowerLegendary Creature — Human SoldierNormal - ~$3.48
An ability that triggers from the resolution of an activated mana ability is also a mana ability. This means that if the land's ability that caused you to add mana was an activated mana ability, Caged Sun's triggered ability won't use the stack and can't be responded to.
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.
At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead.
• Create a 1/1 white Soldier creature token.
• Put a +1/+1counteron each of up to two Soldiers you control.
SOLDIER Military ProgramEnchantmentNormal - ~$0.52
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