Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness. Such a creature will have power greater than its base power if the ability is raising its power above 0.
Your opponents can't cast spells during your turn.
Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.
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 Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
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 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 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.
A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to the equipped creature may become lethal if you attach Hammer of Nazahn to a different creature during that turn.
If Hammer of Nazahn enters the battlefield at the same time as other Equipment you control, its ability will trigger for each of those Equipment.
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
Equip
Hammer of NazahnLegendary Artifact — EquipmentNormal
Other Cats you control get +1/+1 and have lifelink. (Damage dealt by those creatures also causes you to gain that much life.)
When this creature enters, create two 1/1 white Cat creature tokens with lifelink.
If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
If Arahbo enters at the same time as one or more nontoken Cats you control, its last ability will trigger once for each of those Cats (as well as itself).
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.
Although the tokens are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
You choose which players or planeswalkers the two tokens are attacking. They don’t have to be attacking the same player or planeswalker that Leonin Warleader is attacking, and they can each be attacking different players and/or planeswalkers.
If a creature is attacking a planeswalker, its controller is that creature's defending player.
If more than one equipped creature you control attacks, Nazahn's last ability triggers once for each of those creatures. It doesn't trigger additional times for additional Equipment attached to an attacking creature.
Nazahn's last ability can target a creature controlled only by the defending player who is being attacked by the attacking creature that caused the ability to trigger. For example, if an unequipped Nazahn is attacking player A and an equipped creature is attacking player B, Nazahn's ability can target only a creature player B controls.
When Nazahn enters, search your library for an Equipment card and reveal it. If you reveal a card named Hammer of Nazahn this way, put it onto the battlefield. Otherwise, put that card into your hand. Thenshuffle
Whenever an equipped creature you control attacks, you may tap target creature defending player controls.
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.)
If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
If an effect instructs you to put Fortified Village 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. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white 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 Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
Although it causes an Equipment to become attached to a creature, reconfigure is not an "equip ability" for the purpose of cards like Fighter Class and Leonin Shikari.
An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Acquisition Octopus, then use reconfigure to unattach Acquisition Octopus after combat, the Octopus will be untapped and could be used to block during your opponent's turn.
As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
Reconfigure represents two activated abilities. Reconfigure [cost] means "[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery," and "[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery."
Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1counteron this permanent.
Equipped creature gets +1/+1 for each +1/+1counteron this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a Cat you control may become lethal if Feline Sovereign leaves the battlefield during that turn.
Other Cats you control get +1/+1 and have protection from Dogs.
Whenever one or more Cats you control deal combat damage to a player,destroyup to one target artifact or enchantment that player controls.
Felidar Retreat's second mode affects only creatures you control at the time the ability resolves, including creatures you control but that for some reason didn't get a +1/+1 counter. Creatures you begin to control later in the turn won't gain vigilance or get a +1/+1 counter.
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.).
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1counteron each creature you control. Those creatures gain vigilance until end of turn.
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.
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.
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
Because damage remains marked on a creature until the cleanup step or an effect removes that damage, nonlethal damage dealt to creatures you control may become lethal if Mirari's Wake leaves the battlefield.
If tapping a land produces more than one type of mana, you choose one type that was produced and add one mana of that type.
If the mana produced by the land has any additional restrictions or riders, those restrictions or riders don't apply to the mana added by Mirari's Wake. You just get one mana of the appropriate type.
The types of mana are white, blue, black, red, green, and colorless.
If an exerted creature is already untapped during your next untap step (most likely because it had vigilance or an effect untapped it), exert’s effect preventing it from untapping expires without having done anything.
If you gain control of another player’s creature until end of turn and exert it, it will untap during that player’s untap step.
You can’t exert a creature unless an effect allows you to do so. Similar effects that “tap and freeze” a creature (such as that of Decision Paralysis) don’t exert that creature.
Because damage remains marked on a creature until it’s removed as the turn ends, the damage Pride Sovereign takes during combat may become lethal if other Cats you control leave the battlefield later in the turn.
Some cards in the Hour of Devastation set let you exert a creature as a cost to activate one of its abilities. You can exert it to pay that cost even if you’ve already exerted it earlier in the turn. Exerting it multiple times will keep it tapped only during your next untap step.
This creature gets +1/+1 for each other Cat you control.
, , Exert this creature: Create two 1/1 white Cat creature tokens with lifelink. (An exerted creature won't untap during your next untap step.)
Pride SovereignCreature — CatNormal
Brimaz, King of Oreskos #58Legendary Creature — Cat Soldier
Although the tokens enter the battlefield attacking or blocking, they were never declared as attacking or blocking creatures. Abilities that trigger whenever a creature attacks or blocks won't trigger.
For the first triggered ability, you declare which player, planeswalker, or battle the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker Brimaz is attacking.
If Brimaz somehow blocks two or more creatures (note it can't naturally do this), its last ability will trigger that many times.
Vigilance
Whenever Brimaz attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.
Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
Brimaz, King of OreskosLegendary Creature — Cat SoldierNormal - ~$6.77
If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger.
Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
You must attack with exactly one creature for exalted abilities to trigger. Exalted abilities won't trigger if you attack a player with one creature and a planeswalker with another, for example, or if you attack with two creatures but one is removed from combat.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
,Sacrificethis creature:Destroytarget artifact or enchantment.
Multiple instances of lifelink on the same creature are redundant. If a creature with multiple instances of lifelink deals damage, its controller still only gains life equal to the damage dealt.
An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, you can't choose to put it onto the battlefield at all.
Flying
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a Cat you control may become lethal if King of the Pride leaves the battlefield during that turn.
First strike (This creature deals combat damage before creatures without first strike.)
: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
If one or more creatures you control deal combat damage to players at the same time that lethal damage is dealt to Ohran Frostfang, its ability triggers for each of those creatures.
Snow is a supertype, not a card type. It has no rules meaning or function by itself, but other cards and abilities may refer to it.
Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
If a creature has a characteristic-defining ability that sets its power and toughness, indicated with a */* or similar in the power and toughness box, that ability is taken into account when determining its base power and toughness.
Normally, a creature's base power and toughness are the power and toughness printed on the card or, for a token, the power and toughness set by the effect that created it. If another effect sets a creature's power and toughness to specific numbers or values, those become its base power and toughness. If an effect modifies a creature's power and/or toughness without setting them, that is not included when determining its base power and toughness.
Some creatures have base power and toughness 0/0 and an ability that gives them a bonus based on some criteria. Those are not characteristic-defining abilities, and that ability doesn't change its base power and toughness.
Ward
Whenever Sovereign Okinec Ahau attacks, for each creature you control with power greater than that creature's base power, put a number of +1/+1 counters on that creature equal to the difference.
Sovereign Okinec AhauLegendary Creature — Cat NobleNormal - ~$4.02
Hungry Lynx’s last ability puts a +1/+1 counter on each Cat you control, including itself.
If Hungry Lynx dies at the same time as a Rat, its ability triggers, but Hungry Lynx won't be on the battlefield as that ability resolves. It can’t be saved by the +1/+1 counter that would have been put on it. The same is true of any other Cats you control that die at the same time. Your remaining Cats will each get a +1/+1 counter.
If a permanent has protection from Rats, it means four things: 1) Damage from a source that’s a Rat that would be dealt to that permanent is prevented. 2) Auras and Equipment that are somehow Rats can’t be attached to that permanent. 3) Rats can’t block that permanent. 4) That permanent can’t be the target of abilities of Rats or spells that are somehow Rats.
Nothing other than the specified events is prevented or illegal. Hungry Lynx can’t block a Rat with the ability “This creature can’t be blocked,” for example.
The opponent who creates the Rat token is the owner of that token.
Tokens that are sacrificed or destroyed are put into their owner’s graveyard before ceasing to exist. If the token was a Rat, Hungry Lynx’s last ability will trigger.
Cats you control have protection from Rats. (They can't be blocked, targeted, or dealt damage by Rats.)
At the beginning of your end step, target opponent creates a 1/1 black Rat creature token with deathtouch.
Whenever a Rat dies, put a +1/+1counteron each Cat you control.
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.)
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
"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.
"Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, ,Sacrificethis land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, thenshuffle
+1 Put a +1/+1counteron up to one target creature.
−3 Target creature gains flying and double strike until end of turn.
−8 Create X 2/2 white Cat creature tokens, where X is your life total.
Ajani, Caller of the PrideLegendary Planeswalker — AjaniNormal - ~$2.03
Alms Collector’s replacement effect applies to an instruction to draw more than one card before any replacement effects apply to individual cards drawn. For example, if you have a card with dredge in your graveyard, you can’t dredge it before the effect of Divination is modified by Alms Collector’s replacement effect.
If an effect puts cards into a player’s hand without using the word “draw” at all, Alms Collector’s replacement effect doesn’t apply.
If two players each control an Alms Collector and a third player would draw two or more cards, the third player chooses which Alms Collector’s replacement effect will apply, and therefore which of the first two players draws a card.
If two players each control an Alms Collector and an effect instructs them to each draw two or more cards, the replacement effect of each Alms Collector is applied and both players end up drawing two cards.
Once a replacement effect has been applied to an event, it can’t be applied again to the resulting events. For example, once Alms Collector’s replacement effect has modified the effect of a player’s Divination, Thought Reflection can double that player’s resulting card draw without Alms Collector’s replacement effect applying again.
To determine whether a player is instructed to draw multiple once or instructed multiple times to draw one card, count how many times the word “draw” is used. Alms Collector’s replacement effect watches for one “draw” that instructs a player to draw multiple cards (including instructions to “draw a card for each. . .”).
Maze of Ith can target an untapped attacking creature. It will still prevent the combat damage it would deal and be dealt.
Maze of Ith doesn't have a mana ability. It doesn't tap for colorless mana.
The creature isn't removed from combat; it just has its damage prevented. It's still an attacking creature until the combat phase is complete.
You can activate Maze of Ith's ability targeting an attacking creature you control during the combat damage step or the end of combat step, even though it will already have dealt combat damage. This will untap the creature. The damage it dealt will be unaffected.
You can tap your lands for mana while the triggered ability is on the stack. However, you'll lose any mana you produce this way if you don't spend it before the end of the current combat damage step.
You'll untap all lands you control even if the player can't discard a card.
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Sword of Feast and FamineArtifact — EquipmentNormal - ~$37.35
An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves.
Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.
Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.
: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1counteron it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof and indestructible.
Once the equip {0} ability is activated, causing Puresteel Paladin to leave the battlefield or causing its controller to control fewer than three artifacts won't stop the equip ability from resolving.
You may still activate the Equipment's other equip abilities if you wish.
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
Puresteel PaladinCreature — Human KnightNormal - ~$5.83
Whenever a creature you control attacks, you may put a questcounteron this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.
Some Equipment creature cards in other sets have reconfigure, a different ability that attaches them to a creature. Reconfigure is not an equip ability. Reconfigure abilities cannot be activated at instant speed by Forge Anew's second ability, and you may not pay {0} rather than pay their reconfigure cost with Forge Anew's last ability. Equip variants or equip abilities with restrictions, like the "equip Human" ability of Dúnedain Blade, are still equip abilities, and you may pay {0} rather than pay their cost.
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
If Skyknight Squire enters at the same time as one or more other creatures you control, its first ability will trigger for each of those other creatures.
Once Skyknight Squire has been blocked, putting enough +1/+1 counters on it to give it flying won't cause it to become unblocked.
Whenever another creature you control enters, put a +1/+1counteron this creature.
As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
Balan's activated ability has no timing restriction. You can activate it any time you have priority.
If Balan deals first-strike damage and then gains double strike (most likely because it picked up some Equipment with its activated ability after first-strike damage was dealt), it will also deal regular combat damage.
: Add .
Channel — ,Discardthis card:Destroytarget artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, thenshuffle This ability costs less to activate for each legendary creature you control.
Land cards not on the battlefield aren't Forests while Yavimaya is on the battlefield.
Yavimaya's ability causes each land on the battlefield to have the land type Forest. Any land that's a Forest has the ability "{T}: Add {G}." Nothing else changes about those lands, including their names, other subtypes, and whether they're legendary, basic, or snow.
Yavimaya, Cradle of Growth isn't a Forest while it's not on the battlefield.
The number of Equipment attached to Kemba is determined as the ability resolves. If Kemba is no longer on the battlefield at that time, its last existence on the battlefield is checked to determine the number of Equipment attached to it.
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card.
Equip
Sword of Fire and IceArtifact — EquipmentNormal - ~$119.77
It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
If Nacatl War-Pride becomes a copy of something else after the ability triggers but before it resolves, the tokens will enter as copies of whatever the ex-Nacatl War-Pride is now. If Nacatl War-Pride became a copy of something else and then left the battlefield, the tokens will enter as copies of whatever it was copying when it last existed on the battlefield.
If Nacatl War-Pride has left the battlefield by the time the triggered ability resolves, the tokens will still enter as copies of Nacatl War-Pride.
If it's impossible for Nacatl War-Pride to be blocked by exactly one creature, then the defending player may block it with multiple creatures or may leave it unblocked.
In a multiplayer game in which you're allowed to attack only one player each combat, the new creatures will be attacking the same player as Nacatl War-Pride. In a multiplayer game in which you may attack multiple players, you choose the player each new creature is attacking. It must be a player you're allowed to attack.
Putting an attacking creature onto the battlefield doesn't trigger "When this creature attacks" abilities. It also won't check attacking restrictions, costs, or requirements.
The tokens enter attacking, even if the attack couldn't legally be declared.
This creature must be blocked by exactly one creature if able.
Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
Nacatl War-PrideCreature — Cat WarriorNormal
Single Scoop: This Meta Calls for Talion
With the average mana value of cards in the current Standard format bein...
Vintage 101: A Return to Lorwyn
Joe Dyer takes a peek at Lorwyn for Vintage!
Against the Odds: I Made My Opponent Discard Their BATTLEFIELD
I made my opponent discard their battlefield. You heard me right. Not th...
Ranking Every Lorwyn Eclipsed Commander
Tomer checks out and ranks every new legendary from Lorwyn Eclipsed!