Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
If Kaya’s Ghostform and the enchanted permanent are both put into graveyards and/or exiled at the same time, the enchanted permanent will be returned to the battlefield.
If Kaya’s Ghostform enchants a permanent you control but don’t own, that permanent will return to the battlefield under your control when it dies or is exiled. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any creatures you control from Kaya’s Ghostform’s effect are exiled.
If an effect exiles the enchanted permanent and immediately returns it to the battlefield, the last ability of Kaya’s Ghostform triggers but will have no effect. If an effect exiles the enchanted permanent and would return it to the battlefield at a later time, Kaya’s Ghostform will return that card to the battlefield and it won’t be returned later.
If another player gains control of the enchanted permanent, Kaya’s Ghostform will be put into your graveyard.
If the enchanted permanent is put into a graveyard or exile but leaves that zone before the last ability of Kaya’s Ghostform resolves, that card stays in its new zone, even if that zone is also a graveyard or exile. You don’t return it to the battlefield.
Kaya’s Ghostform can enchant a token, but its last ability won’t return the token to the battlefield.
Kaya’s Ghostform is put into your graveyard once the enchanted permanent leaves the battlefield. It doesn’t return to the battlefield with that permanent.
Enchant creature or planeswalker you control
When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.
Kaya's GhostformEnchantment — AuraNormal - ~$1.28
Mask of Griselbrand #347Legendary Artifact — Equipment
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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 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.
Supernatural Stamina's effect works only once. If the targeted creature dies and is then returned to the battlefield, it's considered to be a new creature. If that new creature dies, it won't come back a second time.
If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
If the living weapon trigger causes two 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 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 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 +1/+1 for each Swamp you control.
Equip ( can be paid with either or 2 life.)
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Haunted Cloak to allow two new creatures to attack in the same turn.
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1counteron it."
A permanent can have multiple Roles attached to it if each one is controlled by a different player.
Cards in the Wilds of Eldraine main set create six different Role tokens: Cursed, Monster, Royal, Sorcerer, Wicked, and Young Hero. A seventh Role token, Virtuous, is created by Ellivere of the Wild Court, the commander of the "Virtue and Valor" Commander Deck.
Hexproof and shroud won't prevent a Role from becoming attached to a permanent if the ability creating that Role attached to that permanent doesn't target it.
If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner's graveyard. This is a state-based action.
If multiple creatures return to the battlefield (possibly because Not Dead After All targeted a melded permanent), a Wicked Role token will be created attached to each of them.
If the creature doesn't return to the battlefield or returns as a noncreature permanent, the Wicked Role token won't be created.
If two or more Roles controlled by the same player become attached to a permanent at the same time (perhaps due to an effect such as that of Doubling Season), that player chooses which one to keep and which are put into their owners' graveyards.
In rare cases, a spell or ability might attempt to create a Role token enchanting a permanent that it can't legally enchant (because of an ability like protection from enchantments). In such cases, the Role token isn't created.
Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability.
Some spells and abilities that create Role tokens require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Role token won't be created.
Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control, then create a Wicked Role token attached to it." (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
If a permanent on the battlefield has {X} in its mana cost, X is 0 for the purpose of determining its mana value.
If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
"Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1counteron it."
Casting Demonic Embrace with the permission granted by its last ability doesn't change when you can cast it.
If another effect gives you permission to cast Demonic Embrace from your graveyard, you don't pay the additional cost imposed by its last ability if you use that permission.
If the enchanted creature dies during your turn, you receive priority before any other player does. If you're allowed to cast Demonic Embrace at that time, you may do so before any player can attempt to remove it from your graveyard.
Enchant creature
Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types.
You may cast this card from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
If the target creature is a token, the ability still triggers when it dies. Its controller won't return the token to the battlefield, but they will creature a Treasure token.
The Treasure token is created by the creature's controller, who may be different from Fake Your Own Death's controller and may be different from the creature's owner.
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
If a card with a renew ability is put into your graveyard during your turn, you can activate that ability if it’s legal to do so before any other player can take any actions.
Flying, deathtouch, lifelink
Renew — , Exile this card from your graveyard: Put a flying counter, a deathtouch counter, and a lifelinkcounteron target creature. Activate only as a sorcery.
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
The loss of life is part of the spell's effect. It's not an additional cost. If Read the Bones doesn't resolve, you won't lose life.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
Scry 2, then draw two cards. You lose 2 life. (To 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.)
Enchant creature
Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls,counterit unless that player pays .)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Thran Power SuitArtifact — EquipmentNormal - ~$1.7
A copy of a permanent spell enters the battlefield as a token. This is not the same as an effect that creates a token, and any effect that refers to creating a token does not apply to copies of permanent spells.
Multiple instances of double strike do not increase the number of strikes. That creature still only gets to deal combat damage twice.
When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has ward , is an Assassin in addition to its other types, and can't be blocked.
Equip legendary creature
Equip (: Attach to target creature you control. Equip only as a sorcery.)
A player's "opening hand" is the hand of cards the player has after all players have taken mulligans. If players have any cards in hand that allow actions to be taken with them from a player's opening hand, the starting player takes all such actions first in any order, followed by each other player in turn order. Then the first turn begins.
If this card is in your opening hand, you may begin the game with it on the battlefield.
Equipped creature gets +1/+1 and has double strike and trample.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
If one of the targets is illegal when the activated ability resolves, nothing will happen and the Equipment won't move. Notably, if an opponent gains control of either target in response, the Equipment won't move.
Unlike the equip ability, Brass Squire's ability can be activated whenever you could cast an instant.
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).
The ability granted by Agent of the Shadow Thieves is looking to see if any of the attacking player's opponents have a higher life total than that defending player. The attacking player's life total is not included in this comparison.
You can choose two commanders that are the same color or colors.
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, put a +1/+1counteron this creature. It gains deathtouch and indestructible until end of turn."
Agent of the Shadow ThievesLegendary Enchantment — BackgroundNormal - ~$0.24
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough todestroyit. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
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.
A player who has ten or more poison counters loses the game. This is a state-based action.
Damage from a source with infect affects planeswalkers normally.
Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.
If damage from a source with infect that would be dealt to a player is prevented, that player doesn’t get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn’t get -1/-1 counters.
Infect’s effect applies to any damage, not just combat damage.
The -1/-1 counters remain on the creature indefinitely. They’re not removed if the creature regenerates or the turn ends.
Target creature gets +1/+0 and gains infect until end of turn. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
It's possible for a Champion's Helm you control to be attached to a creature an opponent controls (if an opponent gains control of your equipped creature, for example). In this case, the creature couldn't be the target of spells or abilities you control, as you are an opponent of the controller of the creature with hexproof.
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, thenshuffle
When this creature dies, you may draw a card.
Cranial Plating is counted by its own ability, so it gives at least +1/+0.
Cranial Plating's first activated ability is similar to an equip ability, but it's not an equip ability. Most importantly, it can be activated any time you could cast an instant, even during another player's turn.
If the targeted land is an illegal target by the time Demolition Field's ability resolves, it won't resolve and none of its effects will happen. Neither player will get to search for a basic land card.
The target land's controller gets to search for a basic land card even if that land wasn't destroyed by Demolition Field's ability. This may happen because the land has indestructible.
: Add .
, ,Sacrificethis land:Destroytarget nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, thenshuffle You may search your library for a basic land card, put it onto the battlefield, thenshuffle
As Accursed Marauder's enters-the-battlefield ability resolves, first the player whose turn it is chooses which creature they'll sacrifice, then each other player in turn order does the same. Players will know the choices of previous players when making their choice. Then all of the chosen creatures are sacrificed by their controllers simultaneously.
You may sacrifice Accursed Marauder to its own ability. If it is the only creature you control when that ability resolves, you must sacrifice it.
Until end of turn, target creature gets +2/+0 and gains "When this creature dies or is put into exile from the battlefield, return it to its owner's hand."
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, thenshuffle
Equip
Sword of the AnimistLegendary Artifact — EquipmentNormal - ~$8.14
Because damage remains marked on a creature until the damage is removed as the turn ends, damage previously dealt to a creature with indestructible may cause it to be destroyed if Shadowspear's second ability resolves during that turn.
If a permanent enters the battlefield under an opponent's control with hexproof or indestructible after Shadowspear's second ability resolves, it won't lose that ability unless you activate Shadowspear's second ability again. The same is true if an opponent's permanent gains indestructible or hexproof after Shadowspear's second ability resolves.
You can activate Shadowspear's second ability whether or not it's equipped to a creature.
Equipped creature gets +1/+1 and has trample and lifelink.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip
If a creature is equipped with a second Inquisitor’s Flail, combat damage dealt by and dealt to that creature will be multiplied by four. A third Inquisitor’s Flail would multiply the combat damage by eight, and so on.
If you divide the combat damage dealt by the equipped creature, perhaps because the creature has trample or is dealing combat damage to multiple creatures, you’ll divide the original amount and then double the results. For example, if a 5/5 creature with trample is blocked by a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then doubled to 4 and 6 damage, respectively. You can’t double the damage to 10 first and then assign 2 to the creature and 8 to the player.
If equipped creature would deal combat damage, it deals double that damage instead.
If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.
Equip
If the chosen creature is an illegal target as Mandate of Abaddon tries to resolve, it will be removed from the stack and no creatures will be destroyed.
Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and the timing restrictions for equip abilities don't apply.
If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached.
Mithril Coat doesn't enter the battlefield attached to a creature. Instead, the Equipment enters the battlefield and then a triggered ability attaches it to a creature. You may cast Mithril Coat even if you don't control any creatures.
If there is no other legal target for the spell, this does not change the target.
Once the spell resolves, the new target is considered to be targeted by the deflected spell. This will trigger any effects which trigger on being targeted.
The target of a spell that targets another spell on the stack can be changed to any other spell on the stack, even if the new target will resolve before the spell does.
This does not check if the current target is legal. It just checks if the spell has a single target.
This only targets the spell being changed, not the original or new target of the spell it is affecting.
You can choose to make a spell on the stack target this spell (if such a target choice would be legal had the spell been cast while this spell was on the stack). The new target for the deflected spell is not chosen until this spell resolves. This spell is still on the stack when new targets are selected for the spell.
You can't make a spell which is on the stack target itself.
You choose the spell to target on announcement, but you pick the new target for that spell on resolution.
If a spell targets multiple things, you can't target it with Imp's Mischief, even if all but one of those targets have become illegal.
You don't choose the new target for the spell until Imp's Mischief resolves. You must change the target if possible. However, you can't change the target to an illegal target. If there are no legal targets to choose from, the target isn't changed. It doesn't matter if the original target has somehow become illegal itself.
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.
A Swamp is a land with the subtype Swamp, not any land with a mana ability that produces black mana.
If you choose the second mode and the chosen target is an illegal target by the time Dread Presence's triggered ability tries to resolve, the ability doesn't resolve. You won't gain 2 life, and the ability won't change to the first mode.
Whenever a Swamp you control enters, choose one —
• You draw a card and you lose 1 life.
• This creature deals 2 damage to any target and you gain 2 life.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Equipped creature gets +1/+1 for each Swamp you control.
Equip—Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
As Fleshbag Marauder's ability resolves, first the player whose turn it is chooses a creature to sacrifice, then each other player in turn order does the same knowing the choices made before them. Then all those creatures are sacrificed simultaneously.
When its ability resolves, you may sacrifice Fleshbag Marauder itself. If you control no other creatures, you'll have to sacrifice Fleshbag Marauder.
Connive X is a variant of connive. If a creature connives X, its controller will draw X cards, discard X cards, then then put a number of +1/+1 counters on the conniving permanent equal to the number of nonland cards discarded this way.
If a resolving spell or ability instructs a specific creature to connive but that creature has left the battlefield, the creature still connives, although you can't put any +1/+1 counters on it. Abilities that trigger "when [that creature] connives" will trigger.
If no cards are discarded, most likely because that player's hand is empty and an effect says they can't draw cards, the conniving creature does not receive any +1/+1 counters.
Once an ability that causes a creature to connive begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the conniving creature after you discard cards but before it receives +1/+1 counters, if any.
You must already control a Swamp as Spymaster's Vault enters the battlefield for it to enter untapped. If it enters the battlefield at the same time as a Swamp when you control no other Swamps, it will enter tapped.
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, thendiscardX cards. Put a +1/+1counteron that creature for each nonland card discarded this way.)
If the target creature or enchantment is an illegal target as Withering Torment tries to resolve, it won't resolve and none of its effects will happen. You won't lose life.
You must sacrifice exactly one creature to cast this spell; you can't cast it without sacrificing a creature, and you can't sacrifice additional creatures.
Blood Curdle targets only one creature: the one that will be destroyed. You choose which creature to put a menace counter on after the target creature has been destroyed.
If a creature you control was exiled until the creature that was destroyed left the battlefield, the exiled creature returns in time to receive the counter.
If the target creature is an illegal target by the time Blood Curdle tries to resolve, the spell won’t resolve. You won’t put a menace counter on any creature. If the target is legal but not destroyed (most likely because it has indestructible), you do put a menace counter on a creature you control.
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do,discarda card.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Choose one —
• Put a +1/+1counteron target creature.
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroyit.)
If a permanent you control is both an artifact and an enchantment, count it only once when determining the bonus from an equipped Nettlecyst.
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.
The living weapon ability has been updated so that the triggered ability creates Phyrexian Germ tokens rather than Germ tokens. This update applies to all cards with living weapon.
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1 for each artifact and/or enchantment you control.
Equip
This land enters tapped.
: Add .
, ,Sacrificethis land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, thenshuffle
Target creature gains undying until end of turn. (When it dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1counteron it.)
O-Naginata becomes unattached if the equipped creature's power is reduced so that its power is 2 or less, including the +3/+0 from O-Naginata's effect, as state-based actions are checked.
O-Naginata can become attached to a creature only if that creature's power is 3 or greater before O-Naginata is attached to it.
O-Naginata's equip ability can target any creature you control—but if the creature's power is 2 or less, it won't become attached as it resolves.
This Equipment can be attached only to a creature with power 3 or greater.
Equipped creature gets +3/+0 and has trample.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has trample and can't be blocked by more than one creature.
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
The triggered ability will trigger when one of the Gods from Theros block enters the battlefield only if your devotion is high enough that it's a creature when it enters. If Hero's Blade is attached to a God that stops being a creature (or any creature that stops being a creature), it will become unattached.
If the legendary creature that entered the battlefield leaves the battlefield before Hero's Blade becomes attached, Hero's Blade stays as it was. If it's already attached to another creature, it remains attached to that creature.
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Inner Demon's triggered ability affects only non-Demon creatures on the battlefield at the time it resolves. Creatures that enter the battlefield later in the turn won't get -2/-2. Unless Inner Demon leaves the battlefield before that ability resolves, the enchanted creature won't get -2/-2.
Enchant creature
Enchanted creature gets +2/+2, has flying, and is a Demon in addition to its other types.
When this Aura enters, all non-Demon creatures get -2/-2 until end of turn.
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn. (Damage dealt by that creature also causes its controller to gain that much life, and it can't be destroyed by damage or effects that say "destroy.")
Equipped creature gets +1/+0 for each Equipment attached to it.
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
If an artifact spell has {X} in its mana cost, choose the value for X first, and then reduce the cost by {1}. For example, an artifact that costs {X} with X chosen as 4 costs {3} to cast if you control Foundry Inspector.
Once a player has announced an artifact spell, no player may take actions to try to remove Foundry Inspector from the battlefield before that spell's cost is locked in.