If lethal damage is dealt to a creature with an enrage ability, that ability triggers. The creature with that enrage ability leaves the battlefield before that ability resolves, so it won’t be affected by the resolving ability.
If multiple sources deal damage to a creature with an enrage ability at the same time, most likely because multiple creatures blocked that creature, the enrage ability triggers only once.
If your life total is brought to 0 or less at the same time that Frilled Deathspitter is dealt damage, you lose the game before its enrage ability resolves.
Trample
,Sacrificea land: Draw a card.
Mountaincycling (,Discardthis card: Search your library for a Mountain card, reveal it, put it into your hand, thenshuffle)
Any cards not cast, including land cards, remain in exile. They can’t be cast on later turns.
If an exiled card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If you cast a card “without paying its mana cost,” you can’t pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can’t wait to cast them later in the turn. Timing restrictions based on a card’s type are ignored.
If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won’t resolve until you’re done casting spells, so the permanents they become can’t be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can’t cast that Aura targeting that creature.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali’s ability are exiled.
Losing the game because a player (preferably an opponent) has ten or more poison counters is a rule of the game. Etali, Primal Sickness doesn’t have to still be on the battlefield when someone (preferably an opponent) gets their tenth poison counter.
Trample
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
Any cards not cast, including land cards, remain in exile. They can’t be cast on later turns.
If an exiled card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If you cast a card “without paying its mana cost,” you can’t pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can’t wait to cast them later in the turn. Timing restrictions based on a card’s type are ignored.
If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won’t resolve until you’re done casting spells, so the permanents they become can’t be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can’t cast that Aura targeting that creature.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali’s ability are exiled.
Losing the game because a player (preferably an opponent) has ten or more poison counters is a rule of the game. Etali, Primal Sickness doesn’t have to still be on the battlefield when someone (preferably an opponent) gets their tenth poison counter.
Trample, indestructible
Whenever Etali deals combat damage to a player, they get that many poison counters. (A player with ten or more poison counters loses the game.)
If Urban Daggertooth has a +1/+1 counter on it and is dealt lethal damage, it will die before its triggered ability resolves and you proliferate. You won't be able to add a +1/+1 counter to it in time to save it.
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents, and you can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
While proliferating, if you choose a permanent or player with multiple kinds of counters, the permanent or player gets another counter of each kind, not just one kind. This change from the original proliferate rules was introduced in a previous set.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since “any number” includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
Vigilance
Enrage — Whenever this creature is dealt damage, proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)
A noncreature card that happens to be entering the battlefield as a creature will have riot (for example, Rusted Relic while you control three other artifacts). Similarly, a creature card entering the battlefield as a noncreature permanent won't have riot (for example, Thassa, God of the Sea while your other permanents contribute only four to your devotion to blue).
A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
If a creature entering the battlefield has riot but can't have a +1/+1 counter put onto it, it gains haste.
If a creature enters the battlefield with two instances of riot, you may choose to have it get two +1/+1 counters, one +1/+1 counter and haste, or two instances of haste. Multiple instances of haste on the same creature are redundant, but we're not going to tell the Gruul how to live their lives.
If a nontoken, noncreature permanent becomes a creature after it's already on the battlefield, it will have riot but it will be too late for the replacement effect to have any effect.
If you choose for the creature to gain haste, it gains haste indefinitely. It won't lose it as the turn ends or as another player gains control of it.
Once a creature with riot has entered the battlefield, it keeps its +1/+1 counter or haste even if it loses riot.
Riot is a replacement effect. Players can't respond to your choice of +1/+1 counter or haste, and they can't take actions while the creature is on the battlefield without one or the other.
If Rhythm of the Wild leaves the battlefield at the same time that a nontoken creature enters the battlefield (most likely because that creature has a replacement effect, such as that of Rescuer Sphinx), that creature still gets a +1/+1 counter or haste.
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).
Ghalta's first ability can't reduce its cost below {G}{G}.
If a creature's power is somehow less than 0, it subtracts from the total power of your other creatures. If the total power of your creatures is 0 or less, Ghalta's cost remains {10}{G}{G}.
The total cost to cast Ghalta is locked in before you pay that cost. For example, if you control three 2/2 creatures, including one you can sacrifice to add {C}, the total cost of Ghalta is {4}{G}{G}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
To determine Ghalta's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases, then apply any cost reductions. Ghalta's mana value remains unchanged, no matter what the total cost to cast it was.
This spell costs less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
If lethal damage is dealt to a creature with an enrage ability, that ability triggers. The creature with that enrage ability leaves the battlefield before that ability resolves, so it won't be affected by the resolving ability.
If multiple sources deal damage to a creature with an enrage ability at the same time, most likely because multiple creatures blocked that creature, the enrage ability triggers only once.
If a creature you control with trample is unblocked, the full amount of combat damage it deals to the defending player is counted by Quartzwood Crasher's last ability.
Quartzwood Crasher's second ability includes damage dealt by Quartzwood Crasher itself as long as it still has trample.
Trample
Whenever one or more creatures you control with trample deal combat damage to a player, create an X/X green Dinosaur Beast creature token with trample, where X is the amount of damage those creatures dealt to that player.
Belligerent Yearling's ability overwrites any previous effects that set its power, including previous instances of that ability. Other effects that set its power to specific values that start to apply after the ability resolves, including future instances of the ability, will overwrite that effect.
Effects that modify the power of Belligerent Yearling without setting it to a specific value will apply to the new base power no matter when they started to take effect. The same is true for counters that change its power.
If you turn Fountain of Ichor into a creature but haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, target creature you control gains menace until end of turn.
If lethal damage is dealt to a creature with an enrage ability, that ability triggers. The creature with that enrage ability leaves the battlefield before that ability resolves, so it won’t be affected by the resolving ability.
If multiple sources deal damage to a creature with an enrage ability at the same time, most likely because multiple creatures blocked that creature, the enrage ability triggers only once.
If Ornery Dilophosaur's power is raised to 4 or greater, its ability triggers when it attacks.
If you don't control a creature with power 4 or greater immediately after Ornery Dilophosaur attacks, its ability doesn't trigger. If you don't control one as the ability resolves, it has no effect. It doesn't have to be the same creature at both times, however.
Once Ornery Dilophosaur's ability has resolved, it keeps +2/+2 for the rest of the turn even if you no longer control a creature with power 4 or greater.
Ornery Dilophosaur gets just +2/+2, no matter how many creatures you control with power 4 or greater.
Deathtouch (Any amount of damage this deals to a creature is enough todestroyit.)
Whenever this creature attacks, if you control a creature with power 4 or greater, this creature gets +2/+2 until end of turn.
If your life total is brought to 0 or less at the same time that Ravenous Daggertooth is dealt damage, you lose the game before its enrage ability resolves.
If lethal damage is dealt to a creature with an enrage ability, that ability triggers. The creature with that enrage ability leaves the battlefield before that ability resolves, so it won’t be affected by the resolving ability.
If multiple sources deal damage to a creature with an enrage ability at the same time, most likely because multiple creatures blocked that creature, the enrage ability triggers only once.
A player with ten or more poison counters loses the game. This is a state-based action and doesn't use the stack. In other words, it happens immediately and players can't respond to it, just like a player losing the game due to having 0 or less life.
Any other effects of that damage, such as life gain from lifelink, still apply.
Conversely, replacement effects that apply to the number of counters put on a player can modify the counters placed this way. For example, Vorinclex, Monstrous Raider's last two abilities can apply to counters placed this way.
Damage dealt by a creature with toxic grants the same number of counters regardless of how much damage is dealt. Notably, if a replacement effect modifies the damage in some way (such as that of Gratuitous Violence), the number of counters given remains unchanged.
If a creature with toxic deals combat damage to a creature or planeswalker, or if it deals noncombat damage, toxic has no effect and no player gets poison counters.
Multiple instances of toxic are cumulative. For example, if a creature has toxic 2 and gains toxic 1 due to another effect, combat damage that creature deals to a player will cause that player to get 3 poison counters.
Toxic doesn't change the amount of combat damage a creature deals. For example, if a 2/2 creature with toxic 1 deals combat damage to a player, that creature will deal 2 damage. The results of that damage are the player loses 2 life and gets a poison counter.
If you exile a land card and a nonland card, you'll create a Dinosaur token, then a Treasure token.
If you exile two land cards, you'll create only one Dinosaur token. Similarly, if you exile two nonland cards, you'll create only one Treasure token.
You pay all costs and follow all normal timing rules for cards played this way. For example, if one of the exiled cards is a land card, you may play it only during your main phase while the stack is empty.
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, thenshuffle
This creature can't attack or block unless you control seven or more lands.
A card's mana value 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 {1}{U}{U} has mana value 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
Effects that allow you to "cast" a card don't allow you to play a land card.
If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
If the revealed card is not a permanent card, it remains on top of that library.
The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
This checks for lands you control with the land type Mountain or Forest, not for lands named Mountain or Forest. The lands it checks for don't have to be basic lands. For example, if you control Temple Garden (a nonbasic land with the land types Forest and Plains), Rootbound Crag will enter untapped.
If the creature becomes an illegal target by the time Chandra's Ignition tries to resolve (perhaps because another player controls it or it's left the battlefield), Chandra's Ignition won't resolve and none of its effects will happen. No damage will be dealt.
The creature is the source of the damage, not Chandra's Ignition. For example, Chandra's Ignition can have a white creature deal damage to a creature with protection from red.
Use the power of the target creature as Chandra's Ignition resolves to determine how much damage it deals to each other creature and each opponent.
If one or more static abilities that apply to a creature entering change its power, those abilities are considered when determining whether Garruk's Uprising's last ability triggers. The same is true for replacement effects that apply to it, such as entering with one or more +1/+1 counters or entering as a copy of another creature.
If you don't control a creature with power 4 or greater immediately after Garruk's Uprising enters, its first ability won't trigger. If you don't control one as the ability resolves, you don't draw a card. They don't have to be the same creature both times, however.
Once the last ability of Garruk's Uprising has triggered, lowering the power of the creature or removing it from the battlefield won't stop you from drawing a card.
The first ability of Garruk's Uprising has you draw just one card, no matter how many creatures you control with power 4 or greater.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
Wayward Swordtooth's middle ability is cumulative if you control more than one. It's also cumulative with other effects that let you play additional lands, such as the one from Enter the Unknown.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
This creature can't attack or block unless you have the city's blessing.
If an effect refers to a "[subtype] spell" or "[subtype] card," it refers only to a spell or card that has that subtype. For example, March of the Drowned is a card that benefits Pirates and features Pirates in its illustration, but it isn't a Pirate card.
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
If your life total is brought to 0 or less at the same time that Sun-Crowned Hunters is dealt damage, you lose the game before its enrage ability resolves.
If lethal damage is dealt to a creature with an enrage ability, that ability triggers. The creature with that enrage ability leaves the battlefield before that ability resolves, so it won’t be affected by the resolving ability.
If multiple sources deal damage to a creature with an enrage ability at the same time, most likely because multiple creatures blocked that creature, the enrage ability triggers only once.
Defender (This creature can't attack.)
As long as you control a creature with power 4 or greater, this creature can attack as though it didn't have defender.
Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves first and you draw a card, perhaps a land you'll play later.
If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.
The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Urban Evolution.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach
Whenever this creature mutates, you maydiscarda card. If you do, draw a card.
If it’s the turn Stampeding Horncrest comes under your control, and it loses haste after being declared as an attacker, it will continue to attack. It won’t be removed from combat. On the other hand, if it loses haste before your declare attackers step, it won’t be able to attack.
Prowl compares the creature types of the spell with the creature types of the creatures that dealt combat damage to players this turn. For example, this means that normally, if you control Hunting Velociraptor, you can cast Grim Giganotosaurus for its prowl cost only if a Dinosaur dealt combat damage to a player, but if an effect causes the spell to have other creature types, the prowl ability is also satisfied by a creature with those additional types having dealt combat damage to a player.
You can cast a spell for its prowl cost any time in a turn after a creature you control of a matching type has dealt combat damage to a player. It doesn't matter if that player left the game, if that creature left the battlefield or left your control, or if that creature no longer has a matching type.
First strike
Dinosaur spells you cast have prowl . (You may cast a spell for its prowl cost if you dealt combat damage to a player this turn with a creature with any of its creature types.)
Other Dinosaurs you control have haste.
When this creature enters, create two 0/1 green Dinosaur Egg creature tokens.
At the beginning of combat on your turn, if you control one or more Eggs,sacrificean Egg, then create a 3/3 green Dinosaur creature token.
Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
Blasphemous Act's ability can't reduce the total cost to cast the spell below {R}.
The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {C}, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
Runic Armasaur's ability doesn't trigger when an opponent activates an ability of a card in hand (such as a cycling ability from the Amonkhet block) or a card in a graveyard (such as that of Bone Dragon), even if that causes a card to be put onto the battlefield.
Runic Armasaur's ability doesn't trigger when an opponent activates an ability of a noncreature, nonland permanent that causes it to become a creature (such as a crew ability of a Vehicle).
Runic Armasaur's ability resolves before the ability that caused it to trigger. Players can cast spells and activate abilities after the triggered ability resolves but before the activated ability that caused it to trigger does.
If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
The entering creature's toughness is determined as the ability of Verdant Sun's Avatar resolves. If that creature has left the battlefield, use its toughness as it last existed on the battlefield. If the creature's toughness was less than 0, your life total won't change.
Fighting is not optional. If there is at least one legal target for The Tarrasque's last ability, it must fight.
If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
The Tarrasque will have haste and ward {10} even if it was cast from a zone other than your hand. May we suggest the command zone?
The fight happens in the declare attackers step before blockers are declared. Unless the creature it is fighting survives, that creature won't be able to block that combat.
If the Phyrexian Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
If the living weapon trigger causes two Phyrexian Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Phyrexian Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
The Phyrexian Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +6/+6 and has trample.
Equip
If Apex Altisaur fights a creature while either of its abilities is resolving, being dealt damage this way causes its second ability to trigger. It may fight several times in a row this way.
If the target creature is an illegal target when Apex Altisaur's last ability tries to resolve, the ability doesn't resolve. If it's a legal target but Apex Altisaur is no longer on the battlefield when the ability resolves (perhaps because it has already died from picking too many fights) the target creature won't deal or be dealt damage.
When this creature enters, it fights up to one target creature you don't control.
Enrage — Whenever this creature is dealt damage, it fights up to one target creature you don't control.
If lethal damage is dealt to a creature with an enrage ability, that ability triggers. The creature with that enrage ability leaves the battlefield before that ability resolves, so it won't be affected by the resolving ability.
If multiple sources deal damage to a creature with an enrage ability at the same time, most likely because multiple creatures blocked that creature, the enrage ability triggers only once.
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.
Search your library for a basic land card, put that card onto the battlefield tapped, thenshuffle
Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, thenshuffle
Changeling is a characteristic-defining ability. It functions in all zones, not only while a card that has it is on the battlefield.
If an effect causes a creature with changeling to become a new creature type, it will be only that new creature type. It will still have changeling; the effect making it all creature types will simply be overwritten.
If an effect causes a creature with changeling to lose all abilities, it will remain all creature types, even though it will no longer have changeling. This is because changeling applies before the effect that removes it.
The subtype Shapeshifter that appears on the type line is mostly there to reinforce the flavor. A creature card with changeling is just as much an Elf, a Dwarf, a Sliver, a Goat, a Coward, and a Zombie as it is a Shapeshifter.
You choose the target artifact or enchantment an opponent controls as you put the triggered ability on the stack. Once the ability starts resolving, you choose which creature card to exile from your graveyard, if any. At that point, no one can respond to your choice or take any actions until the ability is finished resolving.
Changeling (This card is every creature type.)
When this creature enters, you may exile a creature card from your graveyard. If you do, exile target artifact or enchantment an opponent controls.
Broken Bond’s effect doesn’t count as playing a land. It can put a land card onto the battlefield even if you’ve already played your land for the turn.
If the target artifact or enchantment is an illegal target by the time Broken Bond tries to resolve, the spell doesn’t resolve. You won’t put a land card onto the battlefield.
You can’t cast Broken Bond unless you choose an artifact or enchantment as a target.
Any cards not cast, including land cards, remain in exile. They can't be cast on later turns, even if Etali attacks again.
Because all attacking creatures are chosen at once, a creature cast this way can't attack during the same combat as Etali, even if it has haste.
If an exiled card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can't wait to cast them later in the turn. Timing permissions based on a card's type are ignored, and the spells resolve before blockers are declared.
If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali's ability are exiled.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
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.)
If an effect refers to a “[subtype] spell” or “[subtype] card,” it refers only to a spell or card that has that subtype. For example, March of the Drowned is a card that benefits Pirates and features Pirates in its illustration, but it isn’t a Pirate card.
When this creature enters, create a 3/3 green Dinosaur creature token.
Forestcycling (,Discardthis card: Search your library for a Forest card, reveal it, put it into your hand, thenshuffle)
A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
If a spell with cascade is countered, the cascade ability will still resolve normally.
If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
You exile the cards face up. All players will be able to see them.
Reach, trample
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
If a resolving spell or ability instructs a specific creature to explore but that creature has left the battlefield, the creature still explores. If you reveal a nonland card this way, you won't put a +1/+1 counter on anything, but you may put the revealed card into your graveyard. Effects that trigger "whenever a creature explores" trigger as appropriate.
If an ability instructs a creature to explore, its controller reveals the top card of their library. If it's a land card, they'll put it into their hand. Otherwise, they'll put a +1/+1 counter on that creature, then choose to either leave that card on top of their library or put it into their graveyard.
If no card is revealed, most likely because that player's library is empty, the exploring creature receives a +1/+1 counter.
In some unusual cases, noncreature permanents may explore. For example, if the creature card returned by Defossilize is somehow not a creature once it's on the battlefield, it can still explore. You'll take all the same actions, and you may end up putting a +1/+1 counter on the permanent. (Note that some effects target a creature, and those effects would still require a legal target to have it explore.)
Once an ability that causes a creature to explore begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the exploring creature after you reveal a nonland card but before it receives a counter.
Some spells or abilities might cause a creature to explore multiple times in a row. If you reveal a nonland card when a creature explores and leave it on top of your library, then the creature explores again immediately afterwards, you'll reveal the same card again.
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1counteron this creature, then put the card back or put it into your graveyard.)
Whether or not you control another Dinosaur is checked only as Armored Kincaller's ability is resolving. It doesn't matter if you still control Armored Kincaller at the time, or if it's still a Dinosaur.
When this creature enters, 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.)
: This creature can't be blocked by creatures with power 2 or less this turn.