Knight of the White Orchid's triggered ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless any one of your opponents controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as each of your opponents by the time it resolves.
The Plains you search for doesn't have to be basic. For example, you could put a Sacred Foundry onto the battlefield.
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, thenshuffle
Knight of the White OrchidCreature — Human KnightNormal
Dark Confidant #114aka. BobCreature — Human Wizard
Grand Abolisher doesn't affect triggered abilities or static abilities.
Grand Abolisher doesn't stop your opponents from activating abilities of artifact, creature, or entorchantment cards in zones other than the battlefield (like cycling abilities, for example).
A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
The face-down spell has no mana cost and has a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the creature can still grant it any of these characteristics.
You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever another nontoken creature you control dies, draw a card.
Grim HaruspexCreature — Human WizardNormal - ~$2.34
Celestine, the Living Saint #10Legendary Creature — Human Warrior
Celestine's triggered ability looks at the total amount of life you gained to determine X, regardless of whether or not you also lost any life. For example, if you gained 3 life this turn, X is 3, even if you also lost some amount of life in the same turn.
The target creature card is chosen as the triggered ability is put on the stack. Gaining life after that point won't let you choose a target with a higher mana value.
Flying, lifelink
Healing Tears — At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Celestine, the Living SaintLegendary Creature — Human WarriorNormal - ~$23.8
Boromir, Warden of the Tower #4Legendary Creature — 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
If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you play a land from the top of your library and it has a replacement effect that requires you to make a decision (such as that of Temple Garden), you must make that decision without knowing the next card of your library.
Verge Rangers doesn't allow you to play additional lands.
Verge Rangers lets you look at the top card of your library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
First strike
You may look at the top card of your library any time.
As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
Verge RangersCreature — Human Scout RangerNormal - ~$0.32
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
Fatal Push can target any creature, even one with mana value 5 or greater. The creature's mana value is checked only as Fatal Push resolves.
If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.
Revolt abilities don't care why the permanent left the battlefield, who caused it to move, or where it moved to. They're equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Cast Down, or an enchantment you returned to your hand with Cyclonic Rift.
Tokens that leave the battlefield will satisfy a revolt ability.
Destroy target creature if it has mana value 2 or less.
Revolt —Destroythat creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
If a card in a player’s library has {X} in its mana cost, X is considered to be 0.
Your opponents may cast spells in response to the last ability of Ranger-Captain of Eos. The ability won’t affect those spells and it won’t affect spells that those players cast before you activated it. (In other words, the ability can’t be used to counter a spell.)
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, thenshuffle
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Ranger-Captain of EosCreature — Human Soldier RangerNormal - ~$34.89
Use the exiled creature’s toughness as it last existed on the battlefield to determine how much life you lose.
Whether you control a Human is checked only after exiling the target creature. If that creature had exiled a Human you controlled until that creature left the battlefield, that Human will return to the battlefield in time to be counted.
Effects may put cards from other zones onto the battlefield under an opponent’s control.
If a rule or effect allows them to do so, your opponents may play lands from zones other than their hand and activate abilities of cards in zones other than their hand.
If an effect says that an opponent may cast a spell from anywhere other than their hand, Drannith Magistrate’s restriction overrules that permission.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
If a player was dealt combat damage and subsequently lost the game, Tymna's triggered ability counts that player to determine the value of X.
If an effect creates an additional combat phase in a turn, it may also create an additional main phase after that combat phase. Tymna's ability triggers at the beginning of each of these postcombat main phases.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
You must pay exactly X life or none. You can't pay less life to draw fewer cards.
Lifelink
At the beginning of each of your postcombat main phases, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
Partner (You can have two commanders if both have partner.)
Tymna the WeaverLegendary Creature — Human ClericNormal - ~$35.28
For example, say you wanted to choose a target with mana value 6. You need X to be at least 6. You could choose to cast March of Otherworldly Light by paying {6}{W}. You could also exile white cards from your hand to reduce that cost by {2} for each one. If you had a reason to, you could even choose a greater value for X.
The mana value of March of Otherworldly Light while it's on the stack is the value chosen for X plus 1, no matter how much mana you actually paid to cast it.
You may exile more cards than necessary for March of Otherworldly Light's first ability, but you can't reduce the mana it costs to less than {W} this way.
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs less to cast for each card exiled this way.
Exile target artifact, creature, or enchantment with mana value X or less.
Once Extraction Specialist leaves the battlefield, the creature that is returned can attack and block as normal. If Extraction Specialist leaves the battlefield before its ability resolves, the creature that is returned will be able to attack and block as normal right away.
Lifelink
When this creature enters, return target creature card with mana value 2 or less from your graveyard to the battlefield. That creature can't attack or block for as long as you control this creature.
Extraction SpecialistCreature — Human RogueNormal - ~$1.34
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.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If some of the attacking creatures leave the battlefield while Mangara's triggered ability is on the stack, use the player or planeswalker they were attacking before they left to determine whether you draw a card. On the other hand, if they're removed from combat without leaving the battlefield, use their current information to determine that they're not attacking you or a planeswalker you control anymore.
If your opponent attacks you with one creature and your planeswalker with another, you draw a card.
Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
You draw just one card, no matter how many creatures are attacking you and your planeswalkers beyond the second.
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Mangara, the DiplomatLegendary Creature — Human ClericNormal - ~$6.48
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a legendary Human you control may become lethal if General's Enforcer leaves the battlefield during that turn.
Only creatures are Humans. Planeswalkers such as Lukka and Narset who represent human characters aren't affected by General's Enforcer.
Legendary Humans you control have indestructible.
: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
General's EnforcerCreature — Human SoldierNormal - ~$0.47
The creature that entered and caused the ability to trigger will also get a +1/+1 counter, provided it's still on the battlefield when the ability resolves.
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.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).
You can choose two commanders that are the same color or colors.
Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."
Folk HeroLegendary Enchantment — BackgroundNormal - ~$4.23
Commissar Severina Raine #112★Legendary Creature — Human Soldier
In Two-Headed Giant and other formats where multiple players can attack at the same time, Commissar Severina Raine's triggered ability counts all attacking creatures, even those controlled by other players.
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures.
Summary Execution — ,Sacrificeanother creature: You gain 2 life and draw a card.
Commissar Severina RaineLegendary Creature — Human SoldierNormal - ~$33.27
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.
Horn of GondorLegendary ArtifactNormal - ~$5.13
Synergy
Esper Sentinel #328Artifact Creature — Human Soldier
If Esper Sentinel's has negative power when this ability resolves, then {X} is {0}. The opponent may still choose not to pay the cost if they want you to draw a card.
If a noncreature spell was already cast by an opponent the turn Esper Sentinel enters the battlefield, that opponent already cast their first noncreature spell this turn, and Esper Sentinel's ability won't trigger for that opponent that turn.
This ability checks Esper Sentinel's power when it resolves, not when the ability goes on the stack. If Esper Sentinel is no longer on the battlefield when it resolves, use the power it had the last time it was on the battlefield.
If 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).
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
The spell can't be countered if the mana produced by Cavern of Souls is spent to cover any cost of the spell, even an additional cost such as a kicker cost. This is true even if you use the mana to pay an additional cost while casting a spell "without paying its mana cost."
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact can't be chosen.
The spell can't be countered if the mana produced by Cavern of Souls is spent to cover any cost of the spell, even an additional cost such as a kicker cost. This is true even if you use the mana to pay an additional cost while casting a spell "without paying its mana cost."
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact can't be chosen.
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
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.)
Although the Human tokens created by the triggered ability are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
Attacking with any creatures will cause Adeline's last ability to trigger. Adeline doesn't have to be among them.
The ability that defines Adeline's power works in all zones, not just the battlefield. As long as Adeline is on the battlefield (and still a creature), that ability will count Adeline itself.
Tokens will be created for each of your opponents, not just opponents that you attacked.
You choose whether each token is attacking that opponent or a planeswalker they control as those tokens enter the battlefield.
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline, Resplendent CatharLegendary Creature — Human KnightNormal - ~$4.16
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
Thalia, Heretic Cathar #44Legendary Creature — Human Soldier
If Thalia enters the battlefield at the same time as an opponent’s creatures or nonbasic lands, those creatures and lands aren’t affected by Thalia’s last ability.
If an effect states that a creature or land enters the battlefield tapped unless a condition is met, Thalia’s last ability has it enter tapped even if that condition is true. For example, your opponent may reveal a Plains while playing Port Town (from the Shadows over Innistrad set), but Port Town will still enter tapped.
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
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.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a Human you control may become lethal if General Kudro leaves the battlefield during that turn.
General Kudro can be sacrificed to pay the cost of its own last ability. How noble.
Only creatures are Humans. Planeswalkers such as Lukka and Narset who represent human characters won't cause General Kudro's middle ability to trigger.
Other Humans you control get +1/+1.
Whenever General Kudro or another Human you control enters, exile target card from an opponent's graveyard.
,Sacrificetwo Humans:Destroytarget creature with power 4 or greater.
General Kudro of DrannithLegendary Creature — Human SoldierNormal - ~$1.44
A modal double-faced card can’t be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than “play”) a specific modal double-faced card, you can’t play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face’s name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can’t be put onto the battlefield, it doesn’t enter the battlefield.
In the Commander variant, a double-faced card’s color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
The mana value of a modal double-faced card is based on the characteristics of the face that’s being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you’re playing and ignore the other face’s characteristics.
A modal double-faced card can’t be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than “play”) a specific modal double-faced card, you can’t play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face’s name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can’t be put onto the battlefield, it doesn’t enter the battlefield.
In the Commander variant, a double-faced card’s color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
The mana value of a modal double-faced card is based on the characteristics of the face that’s being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you’re playing and ignore the other face’s characteristics.
If an effect such as that of Magus of the Moon causes Urborg to lose its abilities by setting it to a basic land type not in addition to its other types, it won't turn lands into Swamps, no matter in what order those effects started to apply.
Land cards not on the battlefield aren't Swamps while Urborg is on the battlefield.
Urborg's ability causes each land on the battlefield to have the land type Swamp. Any land that's a Swamp has the ability "{T}: Add {B}." Nothing else changes about those lands, including their names, other subtypes, other abilities, and whether they're legendary, basic, or snow.
Urborg, Tomb of Yawgmoth isn't a Swamp while it's not on the battlefield.
If Thalia’s Lieutenant enters the battlefield at the same time as another Human, each of Thalia’s Lieutenant’s abilities will trigger. You’ll put a +1/+1 counter on both cards.
When this creature enters, put a +1/+1counteron each other Human you control.
Whenever another Human you control enters, put a +1/+1counteron this creature.
Thalia's LieutenantCreature — Human SoldierNormal - ~$6.75
: Add .
Channel — ,Discardthis card: It deals 4 damage to target attacking or blocking creature. This ability costs less to activate for each legendary creature you control.
Eiganjo, Seat of the EmpireLegendary LandNormal - ~$6.61
Although the common lands have basic land types, they aren't basic lands.
Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.