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.
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 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 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.
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.
The amount of damage Terror of the Peaks deals is the entering creature's power as the triggered ability resolves. If that creature leaves the battlefield before the ability resolves, use its power as it last existed on the battlefield.
Flying
Spells your opponents cast that target this creature cost an additional 3 life to cast.
Whenever another creature you control enters, this creature deals damage equal to that creature's power to any target.
Terror of the PeaksCreature — DragonNormal - ~$321.96
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
If Lathliss enters at the same time as one or more other nontoken Dragons you control, its second ability will trigger once for each of those other Dragons.
Flying
Whenever another nontoken Dragon you control enters, create a 5/5 red Dragon creature token with flying.
: Dragons you control get +1/+0 until end of turn.
Once you've announced that you're casting Klauth's Will, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
The commander you control doesn't have to be your commander.
Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won't change the number of modes chosen.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Breathe Flame — Klauth's Will deals X damage to each creature without flying.
• Smash Relics —Destroyup to X target artifacts and/or enchantments.
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
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.
Dragonborn Champion's last ability only triggers if 5 or more damage is dealt by the same source at the same time. If a source deals 3 damage to a player and then later deals 2 more damage to the same player, this will not cause the ability to trigger.
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).
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.)
Path of AncestryLandNormal - ~$0.21
Dragonspeaker Shaman #36Creature — Human Barbarian Shaman
If a Dragon entering the battlefield causes Dragon Tempest’s second ability to trigger but leaves the battlefield before that ability resolves, that Dragon still deals damage.
The amount of damage dealt by the Dragon that entered the battlefield is based on the number of Dragons you control when the ability resolves.
The two abilities aren’t mutually exclusive. If a Dragon with flying (which is most of them) enters the battlefield under your control, both abilities will trigger.
Whenever a creature you control with flying enters, it gains haste until end of turn.
Whenever a Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
The mana produced by Haven of the Spirit Dragon's second ability can be used to pay for any additional or alternative costs (such as dash costs) involved in casting a Dragon creature spell.
: Add .
: Add one mana of any color. Spend this mana only to cast a Dragon creature spell.
, ,Sacrificethis land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
If a Dragon entering the battlefield causes Scourge of Valkas's ability to trigger but leaves the battlefield before that ability resolves, that Dragon still deals damage.
The amount of damage dealt by the Dragon that entered the battlefield is based on the number of Dragons you control when the ability resolves.
Flying
Whenever this creature or another Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
: This creature gets +1/+0 until end of turn.
If a Mountain or Forest is entering the battlefield from your hand at the same time as Game Trail, you may reveal the other land to have Game Trail enter untapped.
If an effect instructs you to put Game Trail onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
Lands don't have a subtype just because they can produce mana of the corresponding color. Game Trail itself is neither a Mountain nor a Forest, even though it produces red and green mana, so you can't reveal one to satisfy the ability of another.
You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Canopy Vista from the Battle for Zendikar set to satisfy the ability of Game Trail.
Hellkite Charger’s ability may trigger multiple times in the same turn, since its own ability gives it multiple chances to attack. Each time it resolves, you may create an additional combat phase.
If two Hellkite Chargers attack at the same time, both of their abilities trigger. If you pay {5}{R}{R} for each, two new combat phases will be created. However, all attacking creatures untap as those abilities resolve, not as the combat phases start. Any creature that attacks in the second combat phase will remain tapped during the third combat phase.
If you pay {5}{R}{R}, the new combat phase immediately follows the current combat phase. There is no main phase in between.
You decide whether to pay {5}{R}{R} as Hellkite Charger’s ability resolves.
Flying, haste
Whenever this creature attacks, you may pay . If you do, untap all attacking creatures and after this phase, there is an additional combat phase.
"Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Whenever a Dragon you control enters, put a goldcounteron this artifact.
, Remove a goldcounterfrom this artifact: Draw a card.
: Add one mana of any color.
Dragon's HoardArtifactNormal - ~$4.94
Thrakkus the Butcher #250Legendary Creature — Dragon Peasant
In a Two-Headed Giant game, dethrone will trigger if the creature attacks either player on the team with the most life or tied for the most life.
Once dethrone triggers, it doesn't matter what happens to the players' life totals before the ability resolves. You'll put a +1/+1 counter on the creature even if the defending player doesn't have the most life as the ability resolves.
Scourge of the Throne's ability has an intervening "if" clause. It must be attacking the player with the most life or tied with the most life both when it's declared as an attacker and as it starts to resolve for it to have any effect. If, at either time, the player isn't the one with the most life or tied for the most life, the ability will have no effect. Notably, this is different than how dethrone works. (Dethrone checks only once to see if the ability triggers.)
The +1/+1 counter is put on the creature before blockers are declared.
Dethrone doesn't trigger if the creature attacks a planeswalker, even if its controller has the most life. The same is true if the creature attacks a battle, even if its protector has the most life.
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1counteron it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
An ability that triggers when a creature becomes the target of a spell resolves before the spell that caused it to trigger. Such an ability resolves even if that spell is countered.
If a spell targets Goldspan Dragon more than once, the triggered ability will trigger only once.
Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have ",Sacrificethis artifact: Add two mana of any one color."
: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
Goreclaw's last ability affects only creatures you control with the appropriate power at the time it resolves. Creatures you begin to control later in the turn won't get either bonus, and a creature you control whose power decreases later in the turn won't lose either bonus.
If another creature has an ability that changes its power when it attacks, such as Brawl-Bash Ogre, you may have that ability resolve before Goreclaw's last ability.
If you cast a creature spell that will enter the battlefield with a number of +1/+1 counters, such as Hungering Hydra, those counters aren't considered when determining whether Goreclaw reduces that spell's cost. Similarly, effects that will raise the creature's power once it has entered the battlefield won't apply.
Creature spells you cast with power 4 or greater cost less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Goreclaw, Terror of Qal SismaLegendary Creature — BearNormal
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.
Dragonlord's Servant can't reduce the colored mana requirement of a Dragon spell you cast.
If there are any additional costs to cast a Dragon spell, apply those before applying Dragonlord's Servant and any other cost reductions.
The ability can apply to alternative costs to cast a Dragon spell.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
Dragonlord's Servant's ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell.
Dragonlord's Servant's ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast Dragon spells.
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.
You can't choose the same target multiple times to have it be dealt 6, 7, or 10 damage.
If Drakuseth attacks a planeswalker and that planeswalker is reduced to 0 loyalty from the damage caused by Drakuseth's ability, Drakuseth continues to attack. It can be blocked, and it won't deal any combat damage if it's not blocked. The same is true if Drakuseth attacks a battle and that battle is reduced to 0 defense from the damage caused by Drakuseth's ability.
The delayed triggered ability created by Dragonhawk's last ability counts only cards that were exiled by the ability that created it. It doesn't count cards exiled by previous instances of Dragonhawk's last ability or by the abilities of other Dragonhawks you may have controlled previously.
The value of X is calculated only once, as Dragonhawk's last ability resolves.
You pay all costs and follow all timing rules for cards played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.
Flying
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
A creature that must attack each turn, must only attack once that turn. It is not forced into each attack that turn.
Abilities that trigger when a creature attacks, blocks, or is blocked will trigger during each combat that turn. Thus, a creature with Rampage will get the bonus added during each attack.
If you manage to cast this during a main phase of your opponent's turn, that opponent's creatures will untap and that opponent will be able to attack again. It will not allow you to attack during their turn.
It only creates an additional combat and main phase if it resolves during a main phase.
The creature must have power 3 or greater as it enters the battlefield, or Elemental Bond’s ability won’t trigger. Static abilities that raise (or lower) a creature’s power are taken into account. However, you can’t have a creature with power 2 or less enter the battlefield and try to raise its power with a spell, an activated ability, or a triggered ability.
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.
Any of the exiled cards you don't play will remain exiled.
Even though the card is named after a specific character, controlling any commander will satisfy its condition.
Jeska's Will isn't a mana ability, even if you select the first mode (or both modes). It uses the stack and can be responded to.
Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.
The commander you control doesn't have to be your commander.
There's no extra bonus if you control more than one commander.
Use the number of cards in the target opponent's hand as Jeska's Will resolves to determine how much {R} to add.
You must follow the normal timing permissions and restrictions for the exiled cards. You can't play lands this way unless you have land plays available.
You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
If another effect (or effects) modifies how much damage a source you control would deal—by preventing some of it, for example—the player being dealt damage or the controller of the permanent being dealt damage chooses the order in which any such effects (including Twinflame Tyrant's) apply. If all of the damage is prevented, Twinflame Tyrant's effect no longer applies.
If damage dealt by a source you control is being divided or assigned among multiple permanents and/or players, that damage is divided or assigned before doubling. For example, if you attack with a 5/5 creature with trample and it's blocked by a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. Those amounts are then doubled to 4 and 6, respectively.
The damage is dealt by the same source as the original source of damage. The doubled damage isn't dealt by Twinflame Tyrant unless it was the original source of damage.
If you reveal your entire library and reveal fewer than X creature cards of the chosen type, you'll put the cards of the chosen type that you did reveal onto the battlefield and shuffle your library.
You can't choose multiple creature types, such as “Cat Warrior.” A Cat Warrior is both a Cat and a Warrior. It's affected by anything that affects either type and unaffected by things that affect non-Cat or non-Warrior creatures.
You must choose an existing creature type, such as Vampire or Cat. Card types such as “artifact” can't be chosen.
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, thenshufflethe rest of the revealed cards into your library.
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 a creature's power is less than 0 when it's doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. For example, if an effect has given Bear Cub, a 2/2 creature, -4/-0 so that it's a -2/2 creature, doubling its power and toughness gives it -2/+2, and it becomes a -4/4 creature.
If an effect instructs you to "double" a creature's power, that creature gets +X/+0, where X is its power as that effect begins to apply. Similarly, a creature whose toughness is doubled gets +0/+X, where X is its toughness as the effect begins to apply.
If you control more than one Unnatural Growth, each one applies independently. For example, if you control two copies of Unnatural Growth, a 2/2 Bear Cub becomes a 4/4 creature when the first ability resolves and then becomes an 8/8 creature when the second one resolves.
Once The Great Henge's last ability has triggered, you'll draw a card even if you can't put a +1/+1 counter on the creature for some reason (most likely because it has left the battlefield).
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much a relic's cost is reduced.
Once you determine the cost to cast The Great Henge, you may activate mana abilities to pay that cost. If the greatest power among creatures you control changes while activating mana abilities, the cost to cast The Great Henge remains what you previously determined.
The cost reduction ability reduces only the generic mana in the relic's cost. The colored mana must still be paid.
The first step of casting a spell is to move it to the stack. If this causes the greatest power among creatures you control to change, that new power will be used to determine the cost reduction.
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.
This spell costs less to cast, where X is the greatest power among creatures you control.
: Add . You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1counteron it and draw a card.
The Great HengeLegendary ArtifactNormal - ~$67.5
Xenagos, God of Revels #318Legendary Enchantment Creature — God
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
The value of X is calculated only once, as the ability resolves.
As Xenagos enters the battlefield, your devotion to red and green will determine whether any replacement effects that affect creatures entering the battlefield apply. Because replacement effects are considered before Xenagos is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.
Counters put on Xenagos remain on it while it's not a creature, even if they have no effect.
If Xenagos is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
If Xenagos stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
If an effect causes Xenagos to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
The type-changing ability that can make Xenagos not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to red and green. It's always a creature spell while it's on the stack.
When Xenagos enters the battlefield, your devotion to red and green will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield. The mana symbols in Xenagos's own mana cost are counted when determining this.
Xenagos's abilities function as long as it's on the battlefield, regardless of whether it's a creature.
Your devotion to two colors is the number of mana symbols among mana costs of permanents you control that are the first color, the second, or both. If an effect counts your devotion to two colors, a hybrid symbol that is both of those colors is counted just once.
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Xenagos, God of RevelsLegendary Enchantment Creature — GodNormal
If you choose 1 for the value of X, Crackle with Power will cost {3}{R}{R} to cast and deal five damage to a single target. If you choose 2 for the value of X, it will cost {6}{R}{R} to cast and deal ten damage to each of up to two targets, and so on.
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.
Flying
Whenever Ganax or another Dragon you control enters, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Choose a Background (You can have a Background as a second commander.)
Wulfgar of Icewind Dale's last ability affects only triggered abilities with conditions that are directly related to attacking, such as “whenever this creature attacks” or “whenever you attack with one or more creatures.” It does not affect triggered abilities with other trigger conditions, such as “whenever this creature becomes tapped.”
Wulfgar's last ability will cause its melee ability to trigger an additional time.
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Wulfgar of Icewind DaleLegendary Creature — Human BarbarianNormal
Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
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.
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.
After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
: Add .
Channel — ,Discardthis card:Destroytarget artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, thenshuffle This ability costs less to activate for each legendary creature you control.
Knollspine Dragon's ability checks only whether damage was dealt. It doesn't care whether the player's life total also changed for other reasons (such as if the player paid life or gained life). For example, if an opponent was dealt 4 damage and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Knollspine Dragon's ability will let you discard your hand and draw four cards.
This ability counts the total amount of damage (both combat and noncombat) dealt to the targeted opponent by all sources (including ones you controlled and ones you didn't) over the course of the turn. Damage that was prevented or replaced doesn't count. Damage that resolved but didn't cause loss of life (due to Worship, for example) will count.
You target an opponent when the ability triggers. You don't decide whether you want to discard and draw until the ability resolves.
If the new creature isn't on the battlefield as the first ability resolves, use its power when it left the battlefield to determine whether its controller may draw a card. Note that effects that reduced its power before it left the battlefield will apply.
Selvala's last ability is a mana ability. It doesn't use the stack and can't be responded to. If the greatest power among creatures you control is 0 or less at that time, no mana is added.
The new creature's power is compared to the power of each other creature on the battlefield as the first ability resolves. If another creature has the same or higher power than the new creature's power, no one may draw a card.
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Selvala, Heart of the WildsLegendary Creature — Elf ScoutNormal - ~$34.08
Earthquake Dragon's last ability can be activated only if it is in your graveyard.
If a permanent has {X} in its mana cost, X is 0 when calculating its mana value.
If the total mana value of Dragons you control is 14 or greater, Earthquake Dragon costs {G} to cast.
Once a player has announced that they are casting Earthquake Dragon, no player may take actions to try and change the number of Dragons its controller controls before that spell's cost is locked in.
The total cost to cast Earthquake Dragon is locked in before you pay that cost. For example, if you control three Dragons, each with mana value 4, including one you can sacrifice to add {C}, the total cost of Earthquake Dragon is {2}{G}. Then you can sacrifice the Dragon as you activate mana abilities just before paying the cost.
This spell costs less to cast, where X is the total mana value of Dragons you control.
Flying, trample
,Sacrificea land: Return this card from your graveyard to your hand.
If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Reliquary Tower onto the battlefield, you'll have no maximum hand size. However, if those permanents enter in the opposite order, your maximum hand size would be two.
If more than one {G} produced by a Jade Orb of Dragonkind is spent to cast a single Dragon creature spell, the delayed triggered ability associated with each mana spent will trigger. That creature will enter the battlefield with that many +1/+1 counters.
If the mana is spent on a Dragon creature spell, that creature will have hexproof as soon as it enters the battlefield. There is no opportunity to target the creature before it gains hexproof.
The delayed triggered ability will trigger whether Jade Orb of Dragonkind is still on the battlefield or not.
The mana created by Jade Orb of Dragonkind can be spent on anything, not just Dragon creature spells.
: Add . When you spend this mana to cast a Dragon creature spell, it enters with an additional +1/+1counteron it and gains hexproof until your next turn. (It can't be the target of spells or abilities your opponents control.)
If the legendary spell you cast this way is copied, the copy can be countered.
The legendary spell can't be countered if the mana produced by Delighted Halfling is spent to pay any portion of the spell's cost, even an additional cost or an alternative cost. This is true even if you pay an additional cost while casting a spell "without paying its mana cost."
The creature that entered deals damage equal to its current power to the targeted permanent or player. If it's no longer on the battlefield, its last known existence on the battlefield is checked to determine its power.
Warstorm Surge is the source of the ability, but the creature is the source of the damage. The ability couldn't target a creature with protection from red, for example. It could target a creature with protection from creatures, but all the damage would be prevented. Since damage is dealt by the creature, abilities like lifelink, deathtouch and infect are taken into account, even if the creature has left the battlefield by the time it deals damage.
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.
The mana generated by Castle Garenbrig's last ability can't be spent to activate abilities of creature cards that aren't on the battlefield.
This land enters tapped unless you control a Forest.
: Add .
, : Add six . Spend this mana only to cast creature spells or activate abilities of creatures.
If you don’t control twenty or more artifacts at the beginning of your upkeep, Hellkite Tyrant’s last ability won’t trigger. If it does trigger, it will check again when it tries to resolve. If you don’t control twenty or more artifacts at that time, the ability will do nothing.
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
If the target spell has a variable number of targets, you can’t change how many targets it has.
If the target spell has damage divided as it was cast (like Mythos of Vadrok), the division can’t be changed although the targets receiving that damage still can. The same is true of spells that distribute counters.
If you choose new targets for the target spell, the new targets must be legal.
It doesn’t matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
Once you begin casting this spell, players can’t take any other actions until you’re done casting it. Notably, they can’t try to remove the commander you control to make you pay its cost.
Putting your commander onto the battlefield this way isn't the same as casting that commander. The "commander tax" won't increase.
You'll return the commander to the command zone only if it's still on the battlefield as the delayed triggered ability resolves. If it's in another zone, it will stay where it is.
Flying
When this creature enters, you may put a commander you own from the command zone onto the battlefield. It gains haste. Return it to the command zone at the beginning of the next end step.
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 exerted permanent is already untapped during your next untap step (most likely because an effect untapped it), exert's effect preventing it from untapping expires without having done anything.
If mana generated with Arena of Glory's last ability is spent on a noncreature spell that becomes a creature later in the turn, that creature won't have haste.
If mana generated with Arena of Glory's last ability is spent to cast a noncreature spell that creates tokens, those tokens won't gain haste.
If mana generated with Arena of Glory's last ability is spent to pay any part of a creature spell's cost, including an alternative or additional cost, that creature spell (and the resulting creature) will gain haste until end of turn.
If the mana generated with Arena of Glory's last ability is spent on two different creature spells, each of those spells (and resulting creatures) will gain haste until end of turn.
If you gain control of another player's permanent until end of turn and exert it, and then that player regains control of it, it will untap during that player's untap step.
The mana generated with Arena of Glory's last ability can be spent on anything, not just creature spells.
You must already control a Mountain as Arena of Glory enters the battlefield for it to enter untapped. If it enters the battlefield at the same time as a Mountain when you control no other Mountains, it will enter tapped.
This land enters tapped unless you control a Mountain.
: Add .
, , Exert this land: Add . If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
However, if you have a way to decrease its power, you can cause the triggered ability to trigger multiple times in a single turn.
That triggered ability triggers only if the activated ability causes the power of Inferno of the Star Mounts to become exactly 20. If its power becomes 20 in any other way, the ability won't trigger. If its power becomes 21 or greater this way, the ability won't trigger.
You don't choose a target when you activate the activated ability. You choose a target for the linked triggered ability only if it triggers because the power of Inferno of the Star Mounts became 20.
This spell can't be countered.
Flying, haste
: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
Inferno of the Star MountsLegendary Creature — DragonNormal - ~$3.38
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.
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Ancient Bronze DragonCreature — Elder DragonNormal
Each additional cost and associated mode in the text box is also preceded with a + indicator. These symbols also have no rules meaning and serve only to remind players that the listed costs are additional costs.
If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose.
If a spell with spree is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose new modes.
If all targets for the chosen modes become illegal before a spell with spree resolves, the spell won't resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
If an effect allows you to cast a spell with spree "without paying its mana cost," you must still choose at least one mode and pay the associated additional costs.
No matter which modes you choose, you always follow the instructions in the order they are written.
No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until the spell is done resolving.
Spells with spree have a + (plus sign) indicator in the upper right corner of the card frame. This has no rules meaning and serves only to remind players that at least one additional cost is required to cast the spell.
The effect of Smuggler's Surprise's last mode affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won't get hexproof or indestructible. However, if you chose Smuggler's Surprise's second mode, any creatures you put onto the battlefield that way will gain hexproof and indestructible until end of turn if their power is 4 or greater.
The mana value of a spell with spree is determined only by its mana cost (in the upper right corner of the card). It doesn't matter which modes you choose or which additional costs you pay, including any additional costs imposed by other effects.
You can't choose the same mode more than once.
You choose the modes as you cast the spell with spree. Once modes are chosen, they can't be changed.
You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
Spree (Choose one or more additional costs.)
+ —Millfour cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
As long as any of its targets are legal at the time Comet Storm resolves, Comet Storm will deal X damage to each of those legal targets.
Each target you choose must be different.
For example, if you want Comet Storm to deal 4 damage to each of three different targets, that means X is 4 and you're kicking the spell twice. You'll pay a mana cost of {4}{R}{R}, plus a kicker cost of {1}, plus another kicker cost of {1}, for a total of {6}{R}{R}.
The number of targets you choose for Comet Storm is one more than the number of times it's kicked. First you declare how many times you're going to kick the spell (at the same time you declare the value of X), then you choose the targets accordingly, then you pay the costs. No player can respond between the time you declare how many times you'll kick the spell and the time you choose the targets.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
The kicker ability doesn't let you pay a kicker cost more than once.
To determine a spell'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 (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
Multikicker (You may pay an additional any number of times as you cast this spell.)
Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.
Each additional cost and associated mode in the text box is also preceded with a + indicator. These symbols also have no rules meaning and serve only to remind players that the listed costs are additional costs.
Great Train Heist’s second mode affects only creatures you control at the time Great Train Heist resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won’t get +1/+0 or first strike.
If a mode requires a target, you can select that mode only if there’s a legal target available. Ignore the targeting requirements for modes you don’t choose.
If a spell with spree is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose new modes.
If all targets for the chosen modes become illegal before a spell with spree resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
If an effect allows you to cast a spell with spree “without paying its mana cost,” you must still choose at least one mode and pay the associated additional costs.
No matter which modes you choose, you always follow the instructions in the order they are written.
No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until the spell is done resolving.
Notably, Great Train Heist’s first mode doesn’t give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
Spells with spree have a + (plus sign) indicator in the upper right corner of the card frame. This has no rules meaning and serves only to remind players that at least one additional cost is required to cast the spell.
The mana value of a spell with spree is determined only by its mana cost (in the upper right corner of the card). It doesn’t matter which modes you choose or which additional costs you pay, including any additional costs imposed by other effects.
You can’t choose the same mode more than once.
You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.
You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
This spell can't be countered.
Draw cards equal to the greatest toughness among creatures you control, then put any number of creature cards from your hand onto the battlefield.
An activated ability appears in the form “Cost: Effect.”
Notably, turning a face-down creature face up isn't an activated ability. If you manifest a Dragon creature card or cast a Dragon creature card face down using the morph ability, you can't use mana generated by the last ability to turn that card face up.
The mana generated by the last ability can't be spent to activate abilities of Dragon sources that aren't on the battlefield.
You can use mana generated by the last ability to pay an alternative cost (such as a dash cost) or an additional cost to cast a Dragon spell. It's not limited to paying just that spell's mana cost.
: Add .
, : Put a storagecounteron this land.
, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
If you control two Roaming Thrones with the same chosen creature type, triggered abilities of other creatures you control of the chosen type trigger three times. Three such Roaming Thrones result in four triggered abilities, and so on.
Roaming Throne's last ability doesn't copy the triggered ability; it just causes the ability to trigger an additional time. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to put counters on a permanent, are also made individually.
Ward
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering, they'll see each other.
If a card in a player's library has {X} in its mana cost, X is considered to be 0.
If a permanent card in your library has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0. Such cards can always be put onto the battlefield with Genesis Wave.
If you have fewer than X cards in your library, you reveal all of them.
You don't have to put permanent cards revealed this way onto the battlefield if you choose not to, regardless of their mana values.
Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
Land cards not on the battlefield aren't Forests while Yavimaya is on the battlefield.
Yavimaya's ability causes each land on the battlefield to have the land type Forest. Any land that's a Forest has the ability "{T}: Add {G}." Nothing else changes about those lands, including their names, other subtypes, and whether they're legendary, basic, or snow.
Yavimaya, Cradle of Growth isn't a Forest while it's not on the battlefield.
Abilities that trigger whenever you “become the monarch” trigger only if you aren't already the monarch. For example, if you are already the monarch as Custodi Lich enters the battlefield, its last ability won't trigger.
Being the monarch carries two inherent triggered abilities. “At the beginning of the monarch's end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”
If the triggered ability that causes the monarch to draw a card goes on the stack, and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward.
The last ability of Skyline Despot checks to see if you're the monarch as your upkeep begins. If you're not, the ability won't trigger at all. You won't be able to do anything that would make you the monarch during your upkeep in time to have that ability trigger. The ability will also check to see if you're the monarch as it tries to resolve. If you're not the monarch at that time, the ability will have no effect.
Flying
When this creature enters, you become the monarch.
At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying.
Any cards drawn prior to Sylvan Library’s ability resolving, including in your upkeep or in response to Sylvan Library’s triggered ability, can be chosen to be put back using this effect. Sylvan Library’s controller is responsible for keeping these cards distinguishable in hand, such as by keeping them separate from cards that began the turn in hand.
If you choose to draw two cards, then replace one or more of those draws with some other effect, the rest of Sylvan Library’s ability still happens. If you’ve actually drawn only one card that turn, you must choose that card and either pay 4 life or put it on top of your library. If you haven’t actually drawn any cards that turn, the rest of the ability has no effect.
If you control more than one Sylvan Library, the triggered ability of each will resolve in sequence. You don’t get to draw all the cards at once and then put them all back at once.
If you control other triggered abilities that allow you to draw cards during your draw step, you can choose to order Sylvan Library’s ability before or after those abilities. Triggered abilities controlled by other players will resolve before triggered abilities you control.
It’s not possible to take any actions between drawing the cards and choosing two cards. You can’t cast the cards you drew to avoid having two cards to choose.
You always perform your normal draw before this ability. The normal draw occurs before anything can be placed on the stack during a player’s draw step.
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
The additional combat phase is directly after the combat phase in which Savage Beating is cast. There isn't a main phase between the two combat phases.
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
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. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.
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 allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.
If either target is an illegal target as Stump Stomp tries to resolve, the creature you control won't deal damage.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the 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.
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. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.
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. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.
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 allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.
If either target is an illegal target as Stump Stomp tries to resolve, the creature you control won't deal damage.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the 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.
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. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.
If you don't control a creature with power 4 or greater as Colossal Majesty's ability resolves, you won't draw a card.
If you don't control a creature with power 4 or greater as your upkeep begins, Colossal Majesty's ability won't trigger. You can't take any actions during your turn before your upkeep begins.
The creature with power 4 or greater that you control as Colossal Majesty's ability resolves doesn't have to be the same creature with power 4 or greater that was under your control as the ability triggered.
You draw only one card, no matter how many creatures with power 4 or greater you control.
A creature that enters the battlefield attacking hasn't attacked that combat. Moraug's ability won't count that combat. Unless that creature has haste, it won't be able to attack in additional combats this turn.
If the landfall ability resolves during your precombat main phase, the additional combat phase will happen before your regular combat phase. You'll untap creatures you control at the beginning of the additional combat but not at the beginning of your regular combat.
Moraug's first ability checks each turn how many times each creature has attacked. It counts times that creature attacked before Moraug was on the battlefield, and it stops applying if Moraug leaves the battlefield.
Moraug's first ability counts how many times a creature has attacked, not how many times it has dealt damage. The first time a creature attacks in a turn, the +1/+0 bonus will apply to the combat damage it deals during that combat.
There won't be an additional main phase after the additional combat phase. For example, if the landfall ability resolves twice during your postcombat main phase, you'll get two consecutive additional combat phases after your main phase (untapping your creatures at the beginning of each), followed by your ending phase.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Moraug, Fury of AkoumLegendary Creature — Minotaur WarriorNormal - ~$9.78
An instant or sorcery spell is not a creature spell, even if that spell creates Dragon creature tokens.
If the mana from Carnelian Orb of Dragonkind is spent to pay any part of the Dragon creature spell's cost, including an alternative or additional cost, the Dragon will gain haste until end of turn.
If the mana is spent on a non-Dragon spell that becomes a Dragon later in the turn, that creature won't have haste.
The mana created by Carnelian Orb of Dragonkind can be spent on anything, not just Dragon creature spells.