Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Spirit you control may become lethal if Supreme Phantom leaves the battlefield during that turn.
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.
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
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.)
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.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
Ghostly Pilferer's first ability triggers during your untap step, but it's put onto the stack at the same time as abilities that trigger at the beginning of your upkeep step. Even though the ability triggered first, you may order it before or after other abilities you control that are put onto the stack at this time.
Once Ghostly Pilferer has been blocked, activating its last ability doesn't cause it to become unblocked.
Players can cast spells and activate abilities after the second triggered ability resolves but before the spell that caused it to trigger does.
While resolving Ghostly Pilferer's first ability, you can't pay more than {2} to draw more than one card.
Whenever this creature becomes untapped, you may pay . If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
If a Plains or Island is entering the battlefield from your hand at the same time as Port Town, you may reveal the other land to have Port Town enter untapped.
If an effect instructs you to put Port Town 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. Port Town itself is neither a Plains nor an Island, even though it produces white and blue 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 Port Town.
Flying, lifelink, protection from Vampires
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Enchant creature
Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.
If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to other creatures you control with flying may become lethal if Empyrean Eagle leaves the battlefield during that turn.
Reconnaissance Mission's triggered ability triggers for each creature you control that deals combat damage to a player. You may draw one card each time the ability resolves, no matter how much damage was dealt.
Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
Activating the ability with X = 0 will cause all creatures you control to become 0/0 and be put into the graveyard.
Changeling applies in all zones, not just the battlefield.
Mirror Entity's ability overwrites any effects that previously set a creature's base power and/or toughness. Any existing effects or counters that raise or lower a creature's power and/or toughness continue to apply to the creature's newly-set power and toughness.
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
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.
To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
Any enters-the-battlefield abilities of the copied creature will trigger when Mirrorhall Mimic enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the chosen creature will also work.
If Mirrorhall Mimic somehow enters the battlefield at the same time as another creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
If another creature becomes a copy of Mirrorhall Mimic, that creature is also a Spirit.
If the chosen creature is a token, Mirrorhall Mimic copies the original characteristics of that token as stated by the effect that put the token onto the battlefield, except it's a Spirit. Mirrorhall Mimic doesn't become a token in this case.
If the chosen creature is copying something else (for example, if the chosen creature is another Mirrorhall Mimic), then Mirrorhall Mimic enters the battlefield as whatever the chosen creature copied.
If the copied creature has {X} in its mana cost, X is considered to be 0.
Mirrorhall Mimic copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below), except that it's also a Spirit. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. Most notably, if it copies a creature that's not normally a creature, it won't be a creature.
You may have this creature enter as a copy of any creature on the battlefield, except it's a Spirit in addition to its other types.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Any enters-the-battlefield abilities of the copied creature will trigger when Mirrorhall Mimic enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the chosen creature will also work.
If Mirrorhall Mimic somehow enters the battlefield at the same time as another creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
If another creature becomes a copy of Mirrorhall Mimic, that creature is also a Spirit.
If the chosen creature is a token, Mirrorhall Mimic copies the original characteristics of that token as stated by the effect that put the token onto the battlefield, except it's a Spirit. Mirrorhall Mimic doesn't become a token in this case.
If the chosen creature is copying something else (for example, if the chosen creature is another Mirrorhall Mimic), then Mirrorhall Mimic enters the battlefield as whatever the chosen creature copied.
If the copied creature has {X} in its mana cost, X is considered to be 0.
Mirrorhall Mimic copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below), except that it's also a Spirit. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. Most notably, if it copies a creature that's not normally a creature, it won't be a creature.
Enchant creature
At the beginning of your upkeep, create a token that's a copy of enchanted creature, except it's a Spirit in addition to its other types.
If Ghastly Mimicry would be put into a graveyard from anywhere, exile it instead.
Flying
Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn.
Sacrifice this creature:Countertarget instant or sorcery spell unless its controller pays , where X is this creature's power.
If you cast a spell with X in its mana cost this way, you must choose 0 as the value for X.
If you cast a spell without paying its mana cost, you may choose to pay additional costs (such as kicker) but not alternative costs (such as flashback).
If you choose to cast the spell, you must do so as Spectral Arcanist's ability is resolving. You can't wait and cast it later.
Flying
When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
An attacking or blocking creature that phases out is removed from combat.
Any continuous effects with a “for as long as” duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
As a creature is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they'll phase in still attached to that creature.
Choices made for permanents as they entered the battlefield are remembered when they phase in.
If an opponent gains control of one of your creatures, that creature phases out, and the duration of the control-change effect expires before it phases back in, that creature phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
Phasing out doesn't cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won't cause any “enters the battlefield” abilities to trigger.
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Guardian of FaithCreature — Spirit KnightNormal - ~$6.41
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
Storm of SoulsSorceryNormal
Kira, Great Glass-Spinner #154Legendary Creature — Spirit
Flying
Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn,counterthat spell or ability."
Kira, Great Glass-SpinnerLegendary Creature — SpiritNormal - ~$6.26
For spells with {X} in their mana costs, use the value chosen for X to determine if the spell’s mana value is 4 or less.
If Spell Queller leaves the battlefield before its “enters” ability resolves, its leaves-the-battlefield triggered ability triggers, resolves, and does nothing. Then its first triggered ability resolves and exiles the spell forever.
If a player casts a card “without paying its mana cost,” they can’t choose to cast it for any alternative costs, such as emerge costs. The player can, however, pay additional costs, such as escalate costs. If the card has any mandatory additional costs, those must be paid to cast the card.
If the card has {X} in its mana cost, the player must choose 0 as the value of X when casting it without paying its mana cost.
If the exiled card’s owner casts it, the spell has no relation to the spell that player originally cast. Any choices made for the original spell or effects affecting the original spell aren’t carried over to the new one.
If the player casts the exiled card, they do so as part of the resolution of Spell Queller’s last ability. The player can’t wait to cast it later in the turn. Timing permissions based on the card’s type are ignored, but other restrictions (such as “Cast [this card] only during combat”) are not.
Spells that can’t be countered can be exiled by Spell Queller’s ability. They won’t resolve.
Flash
Flying
When this creature enters, exile target spell with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner may cast that card 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 Plains or Island, not for lands named Plains or Island. The lands it checks for don't have to be basic lands. For example, if you control Watery Grave (a nonbasic land with the land types Island and Swamp), Glacial Fortress will enter untapped.
Card types that can be exiled from a graveyard include artifact, creature, enchantment, land, planeswalker, instant, and sorcery. Legendary, basic, and snow are supertypes, not card types. Human, Equipment, and Aura are subtypes, not card types.
Cemetery Illuminator's ability allows you to cast a spell that shares a card type with the exiled card, even if the card on top of the library doesn't. For example, if you've exiled an artifact card, you could cast The Omenkeel from the top of your library, even though it's the back face of the modal double-faced card Cosima, God of the Voyage, which isn't an artifact.
Flying
Whenever this creature enters or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Arcane DenialInstantNormal - ~$3.91
Less Synergy
Bident of Thassa #47Legendary Enchantment Artifact
If a creature can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
The controller of each attacking creature still chooses which player or planeswalker that creature attacks.
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.
If Skyclave Apparition leaves the battlefield before its first ability resolves, the ability still exiles the target permanent.
If Skyclave Apparition's first ability exiled more than one card owned by a single player, that player creates a token with power and toughness equal to the sum of those cards' mana values. If the first ability exiled cards owned by more than one player, each of those players creates a token with power and toughness equal to the sum of the mana values of all cards exiled by the first ability.
If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.
If there's no exiled card when Skyclave Apparition leaves the battlefield (most likely because its first ability hasn't resolved yet), no player creates a token.
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Skyclave ApparitionCreature — Kor SpiritNormal - ~$2.37
If a creature spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
The copy remembers any decisions that were made for the original spell as it was cast, including values chosen for X in its mana cost and whether any alternative or additional costs were chosen. For example, if the original creature spell had kicker and its kicker cost was paid, the copy will also be kicked.
The token that a resolving copy of a spell becomes isn't said to have been “created.”
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
Donal, Herald of WingsLegendary Creature — Human WizardNormal - ~$2.76
Casting a spell for an alternative cost, such as a madness cost, doesn't change its mana value. For example, casting Twins of Maurer Estate (a card with mana cost {4}{B} and madness cost {2}{B}) for its madness cost will not cause Bygone Bishop's ability to trigger.
Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
Flying
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.")
All your creatures untap during each other player's untap step. You have no choice about what untaps.
Other effects can prevent a creature from untapping during an untap step. You do need to look carefully, however, as many effects say that the creature doesn't untap during its controller's untap step, and this card's ability applies during other players' untap steps. If a card does say this, then Drumbellower can untap it.
If you somehow control a Kindred Discovery with no chosen creature type, its last ability can't trigger, even if a creature with no creature types enters the battlefield or attacks.
The choice of creature type is made as Kindred Discovery enters the battlefield. Players can't take any actions between the time the choice is made and the time it enters the battlefield. Notably, this means that if it is entering the battlefield at the same time as any creatures of the chosen type, its last ability will trigger.
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact and supertypes such as legendary can't be chosen.
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.
Moonshaker Cavalry's triggered ability affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't be affected.
The value of X is determined only as Moonshaker Cavalry's triggered ability resolves, potentially including Moonshaker Cavalry itself. It won't change later in the turn if the number of creatures you control changes.
If Spirit tokens created by Twilight Drover leave the battlefield, they will trigger its first ability.
If a player leaves a multiplayer game, all creature tokens that player owns also leave the game. Twilight Drover's ability will trigger once per token.
Note that Twilight Drover doesn't have any way to sacrifice tokens or otherwise cause them to leave the battlefield.
The first ability only cares that creature tokens leave the battlefield. It doesn't matter where they went.
Whenever a creature token leaves the battlefield, put a +1/+1counteron this creature.
, Remove a +1/+1counterfrom this creature: Create two 1/1 white Spirit creature tokens with flying.
At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.
Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.
If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for {W}, only for {C}.
If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.
The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.
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 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.
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.
Geist of Saint Traft is banned as a commander in Duel Commander format, but it may be part of your deck.
Although the Angel is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
Any effects that say that the Angel can't attack (such as that of Propaganda) affect only the declaration of attackers. They won't stop the Angel token from entering the battlefield attacking.
If you create more than one Angel token (most likely due to Doubling Season), both are exiled at end of combat. On the other hand, if something else becomes a copy of the Angel token, the copy isn't exiled.
You choose which player or planeswalker the Angel token is attacking. It doesn't have to be attacking the same player or planeswalker that Geist of Saint Traft is attacking.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
Geist of Saint TraftLegendary Creature — Spirit ClericNormal - ~$3.93
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 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.
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.
Darksteel Mutation causes the enchanted creature to lose all abilities except indestructible at the time it becomes enchanted. Any abilities the creature gains after that point will work normally.
Darksteel Mutation doesn't affect the enchanted creature's colors, if any. It will continue to be whatever color or colors it was before Darksteel Mutation entered the battlefield.
Darksteel Mutation overwrites any previous effects that set the enchanted creature's power or toughness to a specific value. Any such effects that start to apply after Darksteel Mutation entered the battlefield will work normally.
Darksteel Mutation overwrites the printed power and toughness of the enchanted creature, as well as any characteristic-defining abilities that define power and/or toughness.
However, Darksteel Mutation does not overwrite effects that change the enchanted creature's power or toughness without setting it to a specific value (such as the ones created by Giant Growth or Glorious Anthem). It also won't overwrite the effect of counters.
In some rare cases, the creature may have subtypes other than creature types before becoming enchanted with Darksteel Mutation. If it had any other artifact subtypes (such as Equipment), it will retain those. If it had any subtypes other than artifact types and creature types (such as Shrine), it won't retain those.
The creature will keep any supertypes it previously had. Notably, if Darksteel Mutation is enchanting a legendary creature, that creature will continue to be legendary. Also, if it's enchanting a commander, that creature will continue to be a commander.
The enchanted creature will be only an artifact and a creature, not any other card types. It will be only an Insect, not any other creature types.
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Flying
At the beginning of combat on your turn, choose up to one —
• Tap target creature.
• Target creature doesn't untap during its controller's next untap step.
The triggered ability can trigger only once each turn. The ability will resolve before the second spell does. It doesn’t matter if the first spell you cast that turn has resolved, was countered, or is still on the stack.
The triggered ability triggers only if the creature that has it is on the battlefield as you cast your second spell. Spells you cast in a turn before that creature entered the battlefield will count. In other words, the ability won’t trigger if the creature with the ability is the second spell you cast during a turn or if you have already cast two or more spells by the time that creature enters the battlefield that turn.
The Spirit card must already be in your graveyard when the ability triggers at the beginning of your upkeep. If there is no Spirit card in your graveyard when your upkeep begins, the ability will be removed from the stack with no effect.
Although the token is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example, like training).
You declare which player or planeswalker the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the enchanted creature is attacking.
Flying
When Dorothea attacks or blocks,sacrificeit at end of combat.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Although the token is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example, like training).
You declare which player or planeswalker the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker the enchanted creature is attacking.
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking.Sacrificethat token at end of combat."
If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
Nimbus Maze's last two abilities check the subtypes of lands you control, not their names. You can activate the appropriate abilities as long as you control a land with the corresponding subtype, Plains or Island. Most nonbasic lands don't have basic land types, even if they produce colored mana. For example, Nimbus Maze itself is neither a Plains nor an Island, while Hallowed Fountain is both.
Fell the Mighty won't destroy the target creature.
If the target creature is an illegal target when Fell the Mighty tries to resolve, Fell the Mighty won't resolve and none of its effects will happen. No creatures will be destroyed.
Use the power of the target creature as Fell the Mighty resolves to determine which creatures are destroyed. Fell the Mighty doesn't target any of those creatures, so a creature with hexproof or protection from white will be destroyed if its power is high enough.
Drogskol Reaver's last ability triggers just once for each life-gaining event, whether it's 1 life from Dazzling Angel or 4 life from Apothecary Stomper.
Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Drogskol Reaver's last ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
If Drogskol Reaver deals enough first-strike damage to destroy each creature it's blocking or was blocked by, it won't deal any damage during the regular combat damage step and its last ability won't trigger a second time that combat. This is different if Drogskol Reaver is attacking and somehow gains trample.
If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the last ability of Drogskol Reaver triggers only once.
Flying
Double strike (This creature deals both first-strike and regular combat damage.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever you gain life, draw a card.
The card types that you can discard include artifact, creature, enchantment, land, planeswalker, instant, and sorcery. Legendary, basic, and snow are supertypes, not card types. Human, Equipment, and Aura are subtypes, not card types.
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.
After you pay the {1}{U} cost one or more times, a second ability triggers and you choose the targets for it. Players may respond to the new ability at that point. As that ability resolves, Spectral Adversary gets its +1/+1 counters and the target permanents phase out.
An attacking or blocking creature that phases out is removed from combat.
Any continuous effects with a "for as long as" duration ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire. For example, phasing out Mind Flayer will cause the duration of its continuous effect ("for as long as you control Mind Flayer") to expire.
As a permanent phases out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
Choices made for permanents as they entered the battlefield are remembered when they phase in.
If an opponent gains control of one of your permanents, that permanent phases out, and the duration of the control-change effect expires before it phases back in, that permanent phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
Permanents that are phased out are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
Flash
Flying
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
In some unusual cases, the Spirit tokens will have a toughness of 0 or less as they enter the battlefield, perhaps because an opponent controls an enchantment that gives your creatures -1/-1. Because state-based actions aren't performed in the middle of a spell's resolution, you'll gain 2 life for each of those Spirit tokens. After Benevolent Offering has finished resolving, the Spirit tokens will die and subsequently cease to exist.
You choose the opponents for each effect as the spell resolves.
You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying.
Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
If the target permanent is an illegal target by the time Generous Gift tries to resolve, the spell doesn't resolve. No player creates an Elephant. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Elephant.
Promise of Bunrei's ability will trigger multiple times if multiple creatures die at once, but it will only be sacrificed once. You'll get only four Spirit tokens.
If you don't put the top card of your library into your hand, you put it back on top of your library without revealing it. You'll draw it in that turn's draw step.
If you somehow control a Herald's Horn with no chosen creature type, no spells will cost less to cast, not even creature spells with no creature type. You'll be able to look at the top card of your library at the beginning of each of your upkeeps, but you can never put it into your hand this way, even if it's a creature card with no creature type.
The effect of Herald's Horn reduces only generic mana in a spell's cost. If that cost has no generic mana, the cost isn't reduced.
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.
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.
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
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 or activate an ability of a creature source of the chosen type.
The creature that entered and caused the ability to trigger will also get a +1/+1 counter, provided it's still on the battlefield when the ability resolves.
A spell or ability that counters spells can still target Dovin's Veto. When that spell or ability resolves, Dovin's Veto won't be countered, but any additional effects of the countering spell or ability will still happen.
If Andúril is equipped to a creature an opponent controls, Andúril's controller will create two tapped Spirit tokens each time that creature attacks. Even if that creature is legendary, the Spirits would not enter the battlefield attacking.
If the equipped creature is legendary, Andúril's controller chooses which player, planeswalker, or battle the Spirit tokens are attacking. Each Spirit token can enter attacking a different player, planeswalker, or battle, and they don't need to be the same player, planeswalker, or battle that the equipped creature is attacking.
Equipped creature gets +3/+1.
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Andúril, Flame of the WestLegendary Artifact — EquipmentNormal - ~$24.38
If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
You can activate Midnight Clock's mana ability to pay the cost of its second ability.
: Add .
: Put an hourcounteron this artifact.
At the beginning of each upkeep, put an hourcounteron this artifact.
When the twelfth hourcounteris put on this artifact,shuffleyour hand and graveyard into your library, then draw seven cards. Exile this artifact.
Midnight ClockArtifactNormal - ~$2.57
Priest of the Blessed Graf #45Creature — Human Cleric
At the beginning of your end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of opponents who control more lands than you.
Priest of the Blessed GrafCreature — Human ClericNormal - ~$2.42
When this artifact enters, create a 1/1 white Spirit creature token with flying.
Whenever you create one or more creature tokens, put a storycounteron this artifact.
, , Remove a storycounterfrom this artifact: Draw a card.
Partner with Rhoda, Geist Avenger (When this creature enters, target player may put Rhoda into their hand from their library, thenshuffle)
Flying
At the beginning of each combat, tap up to one target creature.
Destroy all creatures. They can't be regenerated.
Threshold — If seven or more cards are in your graveyard, insteaddestroyall creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
As a copy of a permanent spell resolves, it's put onto the battlefield as a token rather than putting a copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
If a spell has the kindred card type and the chosen creature type, Reflections of Littjara will copy it.
The token that a resolving copy of a permanent spell becomes isn't "created." Abilities that refer to a copy being created won't interact with the copy resolving.
The triggered ability and the copy it creates will resolve before the spell that caused the ability to trigger.
You must choose an existing creature type, such as Zombie or Angel. You can't choose card types (e.g., artifact) or supertypes (e.g., snow).
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
If the target land is an illegal target when White Orchid Phantom's last ability tries to resolve, it won't resolve and none of its effects will happen. That land's controller won't get to search for a basic land card.
If the target land isn't destroyed by White Orchid Phantom's last ability (perhaps because the land has indestructible), its controller still gets to search for a basic land card.
Flying, first strike
When this creature enters,destroyup to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, thenshuffle
White Orchid PhantomCreature — Spirit KnightNormal - ~$4.99
If a spell has {X} in its mana cost, use the value chosen for X when determining that spell's mana value.
If no creatures have died in a turn by the time that turn's end step begins, Séance Board's first ability won't trigger at all. Causing a creature to die during the end step won't cause the ability to trigger.
Morbid — At the beginning of each end step, if a creature died this turn, put a soulcounteron this artifact.
: Add X mana of any one color, where X is the number of soul counters on this artifact. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells.
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
While resolving the triggered ability of Mentor of the Meek, you can’t pay {1} multiple times to draw more than one card.