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.
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 a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
The "Snarl" itself doesn't have any land subtypes. 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 card.
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.
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
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.
If the target nonland permanent is an illegal target as Anguished Unmaking tries to resolve, it won't resolve and none of its effects will happen. You won't lose 3 life.
The set of creatures affected by Selfless Spirit's last ability is determined as the ability resolves. Creatures you begin to control later in the turn won't gain indestructible.
A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
The face-down spell has no mana cost and has a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the creature can still grant it any of these characteristics.
You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever another nontoken creature you control dies, draw a card.
Grim HaruspexCreature — Human WizardNormal - ~$2.34
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.)
As Plaguecrafter's ability resolves, first the player whose turn it is chooses a creature or planeswalker they control, then each other player in turn order does the same, knowing the choices made before them. Then all the chosen permanents are sacrificed at the same time. Next, each player in the same order who couldn't sacrifice a permanent chooses a card in hand without revealing it, then the chosen cards are discarded at the same time.
Each player chooses a permanent to sacrifice from among the creatures and planeswalkers they control. You don't choose which type of permanent any other player has to sacrifice.
Plaguecrafter can be the creature its controller sacrifices for its own ability.
If the target creature is an illegal target by the time Path to Exile tries to resolve, the spell won't resolve. The creature's controller won't search for a basic land card.
The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
Multiple instances of deathtouch or lifelink on the same creature are redundant.
Vault of the Archangel's last ability affects only creatures you control when that ability resolves. It won't affect creatures that come under your control later in the turn.
If one or more creatures you control die at the same time that Bastion of Remembrance leaves the battlefield, its last ability triggers for each of those creatures.
If your life total is brought to 0 or less at the same time that creatures you control are dealt lethal damage, you lose the game before the last ability goes on the stack.
In a Two-Headed Giant game, Bastion of Remembrance's last ability causes the opposing team to lose 2 life and you to gain 1 life.
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.
You can sacrifice Viscera Seer to activate its own ability.
An ability of a permanent that triggers when a card is put into a graveyard “from anywhere” triggers twice only if Teysa and that permanent are both still on the battlefield immediately after the creature has died.
An ability that triggers on an event that causes a creature to die doesn't trigger twice. For example, an ability that triggers “whenever you sacrifice a creature” triggers only once.
An ability that triggers when a creature “leaves the battlefield” will trigger twice if that creature leaves the battlefield by dying.
If a creature dying at the same time as Teysa (including Teysa itself dying) causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If a creature dying at the same time that another permanent you control leaves the battlefield causes a triggered ability of that permanent to trigger, that ability triggers an additional time.
If you somehow control two Teysas, a creature dying causes abilities to trigger three times, not four. A third Teysa causes abilities to trigger four times, a fourth causes abilities to trigger five times, and so on. This also means that if you control Teysa and cast a second one, an ability that triggers when it dies due to the “legend rule” triggers three times.
Look at each creature as it exists on the battlefield, taking into account continuous effects, to determine whether any triggered abilities will trigger multiple times. For example, if a land that has become a creature dies, an ability that triggers when it dies triggers twice.
Teysa affects a creature's own “when this creature dies” triggered abilities as well as other triggered abilities that trigger when that creature dies. Such triggered abilities start with “when” or “whenever.”
Teysa's effect doesn't copy the triggered ability; it just causes the ability to trigger twice. 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 pay a cost for that triggered ability, are also made separately.
The trigger event doesn't have to specifically refer to “creatures.” In these cases, the trigger event may also refer to something being “put into a graveyard from the battlefield.” For example, an ability that triggers “whenever an artifact is put into a graveyard from the battlefield” would trigger twice if an artifact creature dies while Teysa Karlov is on the battlefield.
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature tokens you control have vigilance and lifelink.
Teysa KarlovLegendary Creature — Human AdvisorNormal - ~$10.76
As Accursed Marauder's enters-the-battlefield ability resolves, first the player whose turn it is chooses which creature they'll sacrifice, then each other player in turn order does the same. Players will know the choices of previous players when making their choice. Then all of the chosen creatures are sacrificed by their controllers simultaneously.
You may sacrifice Accursed Marauder to its own ability. If it is the only creature you control when that ability resolves, you must sacrifice it.
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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.)
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.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroyit.)
You must sacrifice exactly one creature to cast this spell; you can't cast it without sacrificing a creature, and you can't sacrifice additional creatures.
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
As the triggered ability resolves, first the player whose turn it is chooses a creature or planeswalker they control, then each other player in turn order does the same, knowing the choices made before them. Then all the chosen creatures and/or planeswalkers are sacrificed at the same time.
Demon's Disciple can be the creature sacrificed for its own ability.
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 you pay the evoke cost, you can have Shriekmaw's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Shriekmaw.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an evoke cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters,destroytarget nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
A boast ability can be activated at any point after the creature with that ability has been declared as an attacker. This can be before blockers are declared, after blockers are declared but before combat damage is dealt, during combat after combat damage is dealt, during the postcombat main phase, during the end step, or, in some unusual cases, during the cleanup step.
As the boast ability resolves, first the next opponent in turn order chooses a creature or planeswalker they control. Then each other opponent in turn order chooses a creature or planeswalker they control, knowing the choices made before their choice. Then all chosen creatures and planeswalkers are sacrificed at the same time.
Eradicator Valkyrie can't be the target of abilities whose source is a planeswalker an opponent controls.
If a creature with a boast ability is put onto the battlefield attacking, it was never declared as an attacker. Its boast ability can't be activated that turn.
If an effect adds additional combat phases to a turn and a creature with a boast ability attacks more than once during that turn, its boast ability can still be activated only once.
If it's not your turn and you gain control of a creature with a boast ability after that creature attacked, you can activate that creature's boast ability if it hasn't been activated yet that turn.
Flying, lifelink, hexproof from planeswalkers
Boast — ,Sacrificea creature: Each opponent sacrifices a creature or planeswalker. (Activate only if this creature attacked this turn and only once each turn.)
As an additional cost to cast this spell,sacrificean artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
If Pitiless Plunderer dies at the same time as one or more other creatures you control, its ability will still trigger for each of those other creatures.
Because damage remains marked on creatures until the damage is removed as the turn ends, nonlethal damage dealt to creatures you control may become lethal if your life total drops below 7 life more than your starting life total or if Righteous Valkyrie leaves the battlefield that turn.
The amount of life you gain is equal to the Angel or Cleric's toughness as the triggered ability resolves. If the Angel or Cleric is no longer on the battlefield at that time, use its toughness from when it was last on the battlefield.
Flying
Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
As Fleshbag Marauder's ability resolves, first the player whose turn it is chooses a creature to sacrifice, then each other player in turn order does the same knowing the choices made before them. Then all those creatures are sacrificed simultaneously.
When its ability resolves, you may sacrifice Fleshbag Marauder itself. If you control no other creatures, you'll have to sacrifice Fleshbag Marauder.
If an opponent is instructed to draw multiple cards, that player draws all of them before deciding how many times to pay as the multiple triggered abilities from Smothering Tithe resolve.
Whenever an opponent draws a card, that player may pay . If the player doesn't, you create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Smothering TitheEnchantmentNormal - ~$38.76
Giada, Font of Hope #367Legendary Creature — Angel
"Each Angel you already control" means each Angel you control other than the Angel entering, including Giada. It doesn't matter if some or all of the Angels on the battlefield entered after Giada did.
Flying, vigilance
Each other Angel you control enters with an additional +1/+1counteron it for each Angel you already control.
: Add . Spend this mana only to cast an Angel spell.
Giada, Font of HopeLegendary Creature — AngelNormal - ~$65.45
Syr Konrad, the Grim #107Legendary Creature — Human Knight
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Syr Konrad, the GrimLegendary Creature — Human KnightNormal - ~$1.09
Elenda, the Dusk Rose #1411★Legendary Creature — Vampire Knight
If Elenda dies at the same time as another creature, both of its triggered abilities trigger. However, the first one won't do anything since you can't put a +1/+1 counter on Elenda.
To determine how many Vampire tokens are created, use Elenda's power as it last existed on the battlefield.
Lifelink
Whenever another creature dies, put a +1/+1counteron Elenda.
When Elenda dies, create X 1/1 white Vampire creature tokens with lifelink, where X is Elenda's power.
Elenda, the Dusk RoseLegendary Creature — Vampire KnightNormal - ~$20.78
Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to an Angel you control may become lethal if Lyra leaves the battlefield during that turn.
Multiple instances of lifelink on the same creature are redundant.
Flying
First strike (This creature deals combat damage before creatures without first strike.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Other Angels you control get +1/+1 and have lifelink.
Paying for echo is always optional. When the echo triggered ability resolves, if you can't pay the echo cost or choose not to, you sacrifice that permanent.
Your permanent's echo ability will trigger at the beginning of your upkeep if it entered the battlefield since the beginning of your last upkeep, or if you gained control of it since the beginning of your last upkeep.
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep,sacrificeit unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Whenever a creature dies, put a chargecounteron this enchantment.
At the beginning of your first main phase, add for each chargecounteron this enchantment.
Because it may have targets, the ability of Priest of Forgotten Gods isn't a mana ability. It uses the stack and can be responded to, even if no targets were chosen.
You can activate the ability of Priest of Forgotten Gods without choosing any targets if you wish. You'll still add {B}{B} and draw a card.
You may target players who can't sacrifice a creature. Those players still lose 2 life.
Drana and Linvala gains only activated abilities. It doesn’t gain triggered abilities or static abilities. Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities; they have colons in their reminder texts.
If an activated ability references the creature that has it by name, treat Drana and Linvala’s version of that ability as though it referenced Drana and Linvala by name instead. For example, if an opponent controls Onakke Javelineer, Drana and Linvala has the ability “{T}: Drana and Linvala deals 2 damage to target player or battle.”
If multiple players control a Drana and Linvala, exactly what abilities each of them has can get complex, based on what order they entered the battlefield. However, as none of those abilities can be activated, we won’t waste a lot of your time getting into it.
Once an ability has been activated, it doesn’t matter if Drana and Linvala loses that ability because the opposing creature with that ability leaves the battlefield (or, more optimistically, you gain control of it).
Flying, vigilance
Activated abilities of creatures your opponents control can't be activated.
Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
Drana and LinvalaLegendary Creature — Vampire AngelNormal - ~$4.92
If multiple creatures you control die at the same time, Grave Pact's ability will trigger that many times.
If two players each control a Grave Pact and a creature controlled by one of those players dies, a chain reaction happens. First the ability of that player's Grave Pact will trigger, causing each other player to sacrifice a creature. That sacrifice causes the ability of the other player's Grave Pact to trigger, and so on.
If you control more than one Grave Pact and a creature you control dies, each of the triggered abilities will trigger. Each other player will sacrifice a creature each time one of those abilities resolves.
In a Two-Headed Giant game, when a creature you control dies, Grave Pact's triggered ability will cause each other player, including your teammate, to sacrifice a creature. Grave Pact's ability won't trigger when a creature your teammate controls dies.
None of the players are targeted. A player with hexproof would still sacrifice a creature.
When the triggered ability resolves, first the player whose turn it is (if it isn't your turn) chooses which creature they will sacrifice, then each other player in turn order does the same, then all chosen creatures are sacrificed at the same time.
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 - ~$6.96
If one or more other creatures enter the battlefield under your control at the same time that Elas il-Kor enters the battlefield, its second ability will trigger for each of those other creatures.
If one or more other creatures you control die at the same time that Elas il-Kor dies, its last ability triggers for each of those other creatures.
In a Two-Headed Giant game, Elas il-Kor’s last ability causes the opposing team to lose 2 life.