The amount of damage dealt to a creature is not bounded by its toughness, and the amount of damage dealt to a player is not bounded by that player's life total. For example, if Corrupt deals 6 damage to a 2/2 creature, you'll gain 6 life.
The life you gain is equal to the damage dealt by Corrupt, not necessarily to the number of Swamps you control (if some or all of the damage is prevented, for example).
Corrupt counts any land you control with the subtype Swamp, not just ones named Swamp.
Corrupt counts any land you control with the subtype Swamp, not just ones named Swamp.
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.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, thenshuffle
Equip
Imprint — When this Equipment enters, search your library for a land card, exile it, thenshuffle
Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card.
Equip
Players can lose more life than they have. For example, say you're playing a multiplayer game in which one of your opponents has 3 life and your other opponent has 10 life. If you cast Exsanguinate with X of 4, your opponents will wind up at -1 life and 6 life, respectively. You'll gain 8 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.
As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Scapeshift, for example).
If another effect puts these lands onto the battlefield tapped, they enter tapped, even if you control enough lands with the appropriate basic land type.
(: Add .)
This land enters tapped unless you control three or more other Swamps.
When this land enters untapped, you may put target creature card from your graveyard on top of your library.
Witch's CottageLand — SwampNormal - ~$1.82
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 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 to which you can attach Lightning Greaves.
Squelching Leeches's power and toughness will change as the number of Swamps you control changes. Its ability counts all lands you control with the subtype Swamp, not just those named Swamp.
The ability that defines Squelching Leeches's power and toughness works in all zones, not just the battlefield.
Putting a land onto the battlefield as a result of Walking Atlas’s ability isn’t the same as playing a land. You may do put a land onto the battlefield even if it’s an opponent’s turn or you’ve played a land this turn. Similarly, putting a land onto the battlefield during your turn doesn’t preclude you from playing a land later in that turn.
The word “artifact” was inadvertently omitted from Walking Atlas’s type line. The card has received errata to correct this omission; it is an artifact creature.
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.
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip (: Attach to target creature you control. Equip 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.)
Read the BonesSorceryNormal - ~$0.38
Sword of Hearth and Home #384zArtifact — Equipment
As Sword of Hearth and Home's second ability resolves, the land and the creature will enter the battlefield at the same time.
If the creature you own is a token, it won't return to the battlefield. It will stay in exile and cease to exist after the ability finishes resolving.
If you choose a target creature you own and that creature isn't a legal target as the triggered ability tries to resolve, that ability won't resolve and none of its effects will happen. You won't search for a basic land card.
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, thenshuffle
Equip
Sword of Hearth and HomeArtifact — EquipmentNormal
Each repetition through this process is done separately. If an opponent sacrifices a creature with an ability that triggers when another creature dies, for example, it will see creatures that are sacrificed before it, but not those are sacrificed after it.
If X is 0, Torment of Hailfire resolves with no effect.
In a Two-Headed Giant game, Torment of Hailfire causes both opponents to sacrifice a nonland permanent, discard a card, or lose 3 life X times. Your opponents can choose the same torment or different ones each time.
In a multiplayer game, each opponent in turn order makes their choice once, then all of the actions occur simultaneously, then they repeat this process if it hasn’t been done X times yet. Opponents will know choices made by earlier opponents when making their choices, although a card chosen to be discarded this way isn’t revealed until it’s discarded.
State-based actions aren’t checked in between repetitions of this process, so the game state may be a little unusual while making the choice. For example, a player may sacrifice a creature and then later sacrifice an Aura that was attached to that creature.
While resolving Torment of Hailfire, your opponent chooses a card to be discarded without revealing it, chooses a nonland permanent to be sacrificed, or chooses to do neither. Then that player discards that card, sacrifices that permanent, or loses 3 life, then repeats this process if it hasn’t been done X times yet. Your opponent can always choose to lose 3 life, even if they have cards to discard or nonland permanents to sacrifice.
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.).
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
Affects lands tapped for rest of turn, not just swamps on the battlefield at the time it resolves. This is because it affects players and not the lands themselves.
Affects lands with type Swamp, not lands that are named “Swamp.”
, ,Sacrificethis artifact: Search your library for up to two basic land cards and/or Gate cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, thenshuffle
Colorless and generic mana symbols ({C}, {0}, {1}, {2}, {X}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
If you put an Aura on an opponent's permanent, you still control the Aura, and mana symbols in its mana cost count towards your devotion.
Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
The amount of life you gain is the total amount of life lost, not simply the value of X.
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Gray Merchant of AsphodelCreature — ZombieNormal - ~$7.72
Canoptek Wraith has received an update to its Oracle text to make it clearer that the two lands must have the same name as each other. Its triggered ability now reads "When Canoptek Wraith deals combat damage to a player, you may pay {3} and sacrifice it. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, then shuffle."
Wraith Form — This creature can't be blocked.
Transdimensional Scout — When this creature deals combat damage to a player, you may pay andsacrificeit. If you do, choose a land you control. Then search your library for up to two basic land cards which have the same name as the chosen land, put them onto the battlefield tapped, thenshuffle
An ability that triggers from the resolution of an activated mana ability is also a mana ability. This means that if the land's ability that caused you to add mana was an activated mana ability, Caged Sun's triggered ability won't use the stack and can't be responded to.
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add an additional one mana of that color.
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.
If you control at least one other creature when the ability resolves, you must sacrifice one. If you don't control any other creatures at that time, the ability won't do anything.
The creature's power as it last existed on the battlefield is the amount of life you gain and the number of cards you draw.
All creatures on the battlefield when Toxic Deluge resolves are affected. Ones that enter the battlefield or become creatures later in the turn are not.
If you cast Toxic Deluge without paying its mana cost, you'll still choose a value for X and pay X life. This is because it doesn't have {X} in its mana cost.
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.
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.
Color identity is set before the game begins and doesn't change during the game, even if your commander is in a hidden zone (like the hand or library) or an effect changes your commander's color.
If you don't have a commander, you can't activate War Room's last ability at all.
If your commander has no colors in its color identity, you pay no life to activate War Room's last ability.
A card with a monocolored hybrid mana symbol in its mana cost is each of the colors that appears in its mana cost, regardless of what mana was spent to cast it. Thus, Beseech the Queen is black even if you spend six red mana to cast it.
A card with monocolored hybrid mana symbols in its mana cost has a mana value equal to the highest possible cost it could be cast for. Its mana value never changes. Thus, Beseech the Queen has a mana value of 6, even if you spend {B}{B}{B} to cast it.
If a cost includes more than one monocolored hybrid mana symbol, you can choose a different way to pay for each symbol. For example, you can pay for Beseech the Queen by spending {B}{B}{B}, {2}{B}{B}, {4}{B}, or {6}.
If an effect reduces the cost to cast a spell by an amount of generic mana, it applies to a monocolored hybrid spell only if you’ve chosen a method of paying for it that includes generic mana.
( can be paid with any two mana or with . This card's mana value is 6.)
Search your library for a card with mana value less than or equal to the number of lands you control, reveal it, put it into your hand, thenshuffle
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
As long as this card is in your graveyard and you control a Swamp, creatures you control have swampwalk.
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.)
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip
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 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.)
+ — Search your library for a card, thenshuffleand put that card on top.
+ — Target player draws three cards and loses 3 life.
Each of these artifacts cares about any land with the appropriate basic land type. For example, Staff of the Sun Magus’s ability triggers when any land with the subtype Plains enters the battlefield under your control, not just lands named Plains.
If you cast a copy of a card that’s a certain color, the appropriate Staff’s ability will trigger. However, if you copy a spell on the stack without casting that copy, it will not.
Most nonbasic lands don’t have basic land types, even if they produce colored mana. For example, Caves of Koilos is neither a Plains nor a Swamp. Having one enter the battlefield under your control won’t cause Staff of the Sun Magus’s ability to trigger.
For Amulet of Vigor's ability to trigger, a permanent must enter tapped due to an effect that says "put [the permanent] onto the battlefield tapped," "[this permanent] enters tapped," or the like. If it enters untapped, the ability won't trigger, even if you tap that permanent afterward.
If you control more than one Amulet of Vigor, each Amulet's ability triggers when a permanent enters tapped and under your control. The first ability that resolves will untap that permanent. If the permanent somehow becomes tapped again before the next ability resolves, the next ability will untap it as well (and so on).
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.
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Black Market ConnectionsEnchantmentNormal - ~$17.79
Although the common lands have basic land types, they aren't basic lands.
No player may take actions between the time you draw a card and the time you lose life.
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.
Anything which counts the number of Swamps on the battlefield will not double count an actual Swamp card while Blanket of Night is on the battlefield.
It can affect lands which do not produce mana.
More than one Blanket of Night has no meaningful additional effect.
The ability is a land type change effect so it is ordered along with other land type change effects in the order they entered the battlefield.
The land can now be tapped for black mana in addition to any other abilities it already has. This works just as if the text “{T}: Add {B}” was added to each mana-producing land. In other words, the land can be tapped for its own ability _or_ it can be tapped for black mana. Not both.
The lands do not get the name “Swamp” in addition to their current name. This is a reversal of older rulings.
Whether the land is a basic land or not is unchanged by this effect.
If this effect is applied to a snow land, the land is now a snow Swamp and not just a regular Swamp.
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.)
"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.
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.
The amount of life you gain from extort is based on the total amount of life lost, not necessarily the number of opponents you have. For example, if your opponent's life total can't change (perhaps because that player controls Platinum Emperion), you won't gain any life.
The extort ability doesn't target any player.
The extort ability resolves before the spell that caused it to trigger. The ability resolves even if that spell is countered.
You may pay {W/B} a maximum of one time for each extort triggered ability. You decide whether to pay when the ability resolves.
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Whenever you tap a Swamp for mana, add an additional .
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.)
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.
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.
The effect is based on the number of Swamps you control when Mutilate resolves. Only creatures on the battlefield at that time will be affected. The effect won't change later in the turn, even if the number of Swamps you control changes.
Liliana's emblem doesn't remove any other abilities of Swamps you control.
When you activate Liliana's second ability, you choose only the target creature. You choose whether that creature gets +X/+X or -X/-X when the ability resolves. The value of X is determined by the number of Swamps you control when the ability resolves.
You can activate Liliana's first ability even if your library contains no Swamp cards (or you don't want to find one). You'll still search your library and shuffle it.
Each of Liliana's abilities refers to lands (or land cards) with the subtype Swamp, not just ones named Swamp.
+1 Search your library for a Swamp card, reveal it, put it into your hand, thenshuffle −3 Target creature gets +X/+X or -X/-X until end of turn, where X is the number of Swamps you control.
−6 You get an emblem with "Swamps you control have ': Add .'"
Liliana of the Dark RealmsLegendary Planeswalker — LilianaNormal
Sword of the Animist #227Legendary Artifact — Equipment
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 - ~$6.77
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
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.)
If the target creature or planeswalker is an illegal target as Consuming Corruption tries to resolve, it won't resolve and none of its effects will happen. You won't gain life.
The value of X is calculated only once, as Consuming Corruption resolves.