Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to an artifact creature you control may become lethal if Darksteel Forge leaves the battlefield during that turn.
Artifacts you control have indestructible. (Effects that say "destroy" don'tdestroythem. Artifact creatures with indestructible can't be destroyed by damage.)
Master Transmuter can be returned to its owner's hand to pay the cost of its activated ability.
The artifact card you put onto the battlefield when the ability resolves may be the same card that you returned to your hand when you paid the cost. If so, it returns to the battlefield as a new object with no relation to its previous existence.
Any "enters" abilities of the copied artifact will trigger when Sculpting Steel enters. Any "as enters" or "enters with" abilities of the chosen artifact will also work. For example, if Sculpting Steel copies an artifact creature with sunburst, the copy will get +1/+1 counters based on the number of different colors of mana used to pay Sculpting Steel's total cost. If Sculpting Steel copies a noncreature artifact with sunburst, the copy will get charge counters based on the number of different colors of mana used to pay Sculpting Steel's total cost.
If the chosen artifact is a token, your Sculpting Steel copies the original characteristics of that token as stated by the effect that put it onto the battlefield. Your Sculpting Steel is not considered to be a token.
If the chosen artifact is copying something else (for example, if the chosen artifact is another Sculpting Steel), then your Sculpting Steel enters as whatever the chosen artifact copied.
Sculpting Steel doesn't copy whether the original artifact is tapped or untapped. It also doesn't copy any counters on that artifact, any Auras or Equipment attached to that artifact, or any effects that are currently affecting that artifact — you get exactly what's printed on the chosen card and nothing more. So if you copy an animated Chimeric Staff, for example, you get a normal, nonanimated Chimeric Staff.
You can choose not to copy anything. In that case, Sculpting Steel stays on the battlefield as an artifact that doesn't do much of anything.
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.
Even if you control more than one Unwinding Clock, you'll only untap your artifacts once during each other player's untap step.
Some effects, such as the one generated by Rust Tick's ability, state that an artifact doesn't untap during its controller's untap step. These effects won't apply and stop the artifact from untapping during another player's untap step.
Those artifacts untap at the same time as the active player's permanents. You have no choice about what untaps and can't choose to not untap an artifact you control.
Although Urza's Saga has the Urza's land type, it doesn't interact with Urza's Tower, Urza's Mine, or Urza's Power Plant.
Even though Urza's Saga is a land, it is also still a Saga, and it will be sacrificed after its last chapter ability resolves.
If Urza's Saga loses all of its chapter abilities but is still a Saga, perhaps due to a card like Blood Moon, it will immediately be sacrificed.
Urza's Saga gains an ability from its first and second chapters. It keeps those abilities for as long as it's on the battlefield.
Urza's Saga is a land, so it can only be played as a land. It cannot be cast as a spell.
While resolving the chapter III ability, you can find only a card with actual mana cost {0} or {1}, not mana value 0 or 1. For example, you couldn't find a card with mana cost {U} or one with mana cost {X}.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, thenshuffle
Urza's SagaEnchantment Land — Urza's SagaSaga - ~$57.45
The last ability will trigger, at most, once per combat damage step per player. However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step.
Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
Because improvise isn't an alternative cost, it can be used in conjunction with alternative costs.
Equipment attached to a creature doesn't become tapped when that creature becomes tapped, and tapping that Equipment doesn't cause the creature to become tapped.
If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped when you pay the spell's costs. You won't be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for improvise.
Improvise can't be used to pay for anything other than the cost of casting the spell. For example, it can't be used during the resolution of an ability that says "Counter target spell unless its controller pays {3}."
Improvise can't pay for {W}, {U}, {B}, {R}, {G}, or {C} mana symbols in a spell's total cost.
Improvise doesn't change a spell's mana cost or mana value.
Tapping an artifact won't cause its abilities to stop applying unless those abilities say so.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Improvise applies after the total cost is calculated.
When using improvise to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap artifacts you control to help pay that cost. For example, if you cast Whir of Invention (a spell with improvise and mana cost {X}{U}{U}{U}) and choose X to be 3, the total cost is {3}{U}{U}{U}. If you tap two artifacts, you'll have to pay {1}{U}{U}{U}.
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Search your library for an artifact card with mana value X or less, put it onto the battlefield, thenshuffle
All eight of the permanents sharing a name must be artifacts. If you control only seven artifacts with the same name and a nonartifact permanent with that same name, you won't win the game.
Any abilities that trigger on the token being created won't resolve until after Mechanized Production's triggered ability has finished resolving entirely and performed its check for eight artifacts with the same name.
Any enters-the-battlefield abilities of the copied artifact trigger when the artifact token enters the battlefield. The artifact token also has any "this enters the battlefield with" or "as this enters the battlefield" abilities that the copied artifact has.
If Mechanized Production and the enchanted artifact leave the battlefield simultaneously in response to the triggered ability, then the effect creates a token that's a copy of the artifact as it last existed on the battlefield.
If the copied artifact has {X} in its mana cost, X is considered to be zero.
If the copied artifact is a token, the token that's created copies the original characteristics of that token as stated by the effect that created it.
If the copied artifact is copying something else (for example, if the copied artifact is a Sculpting Steel), then the token enters the battlefield as whatever that artifact copied.
If the enchanted artifact leaves the battlefield in response to Mechanized Production's triggered ability but Mechanized Production does not, Mechanized Production is put into its owner's graveyard as a state-based action with no enchanted artifact. The triggered ability creates no token, but you can still win the game if you control enough artifacts with the same name.
If you control eight or more artifacts that share a name while you control Mechanized Production, you won't win the game yet. You'll win the game while resolving its triggered ability during your upkeep.
The eight artifacts with the same name don't have to have the same name as the enchanted artifact. For example, you win the game if you control eight Thopter artifact creature tokens as Mechanized Production's ability resolves, even if Mechanized Production isn't attached to a Thopter.
The token copies exactly what was printed on the original artifact and nothing else (unless that artifact is copying something else or is a token; see below). It doesn't copy whether that artifact is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its types, color, or so on.
Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
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.
As an additional cost to cast this spell,sacrificean artifact.
Search your library for an artifact card with mana value X or less, put it onto the battlefield, thenshuffle
The effects of Memnarch’s abilities don’t end at end of turn, and they don’t end when Memnarch leaves the battlefield. Both effects last until the affected permanent leaves the battlefield.
You can use the first ability on a nonartifact permanent, wait for the ability to resolve, and then use the second ability on that permanent.
: Target permanent becomes an artifact in addition to its other types. (This effect lasts indefinitely.)
: Gain control of target artifact. (This effect lasts indefinitely.)
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.
Return target nonland permanent you don't control to its owner's hand.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Because improvise isn't an alternative cost, it can be used in conjunction with alternative costs.
If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped before you pay the spell's costs. You won't be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for improvise.
Multiple instances of improvise are redundant.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Improvise applies after the total cost is calculated. Improvise doesn't change a spell's mana cost or mana value.
When using improvise to cast a spell with {X} in its cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap artifacts you control to help pay that cost. For example, if you activate the last ability of Archway of Innovation and then cast Wrath of the Skies (a spell with mana cost {X}{W}{W}), choosing 3 as the value of X, the total cost is {3}{W}{W}. If you tap two artifacts, you'll have to pay {1}{W}{W}.
You must already control an Island as Archway of Innovation enters the battlefield for it to enter untapped. If it enters the battlefield at the same time as an Island when you control no other Islands, it will enter tapped.
This land enters tapped unless you control an Island.
: Add .
, : The next spell you cast this turn has improvise. (Your artifacts can help cast that spell. Each artifact you tap after you're done activating mana abilities pays for .)
, : Look at the top X cards of your library, where X is the greatest mana value among artifacts you control. You may put an artifact card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Muzzio, Visionary ArchitectLegendary Creature — Human ArtificerNormal - ~$0.44
A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
Any "enters" abilities of the copied permanent will trigger when Phyrexian Metamorph enters. Any "as [this] enters" or "[this] enters with" abilities of the chosen permanent will also work.
As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
Except for also being an artifact, Phyrexian Metamorph copies exactly what was printed on the original permanent and nothing more (unless that creature is itself copying something or is a token; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras attached to it, or any noncopy effects that have changed its power, toughness, types, color, and so on.
If Phyrexian Metamorph copies a noncreature artifact, it is no longer a creature.
If Phyrexian Metamorph somehow enters at the same time as another permanent (due to Mass Polymorph or Liliana Vess's third ability, for example), Phyrexian Metamorph can't become a copy of that permanent. You may choose only a permanent that's already on the battlefield.
If the chosen creature is copying something else (for example, if the chosen creature is a Clone), then your Phyrexian Metamorph enters as whatever the chosen creature copied, except it's also an artifact.
If the chosen permanent has {X} in its mana cost (such as Protean Hydra), X is considered to be zero.
If the chosen permanent is a token, Phyrexian Metamorph copies the original characteristics of that token as stated by the effect that put the token onto the battlefield, except it's also an artifact. Phyrexian Metamorph is not a token.
If you're at 1 life or less, you can't pay 2 life.
Phyrexian mana is not a new color. Players can't produce Phyrexian mana.
To calculate the mana value of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
You can choose not to copy anything. In that case, Phyrexian Metamorph simply enters as a 0/0 artifact creature and is put into its owner's graveyard as a state-based action (unless something else is raising its toughness).
( can be paid with either or 2 life.)
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.
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.
Once you cast a spell from the top of your library, causing The Reality Chip to no longer be attached to a creature will have no effect on that spell.
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.
The top card of your library is still in your library and not in your hand. You can't discard cards from the top of your library (for example, to activate their channel abilities).
You must pay all costs and follow all timing rules for cards played from the top of your library this way. For example, you may play a land this way only while the stack is empty during one of your own main phases, and only if you haven't played a land yet this turn.
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
The Reality ChipLegendary Artifact Creature — Equipment JellyfishNormal - ~$8.44
If the target spell is an illegal target by the time Mana Drain tries to resolve, Mana Drain doesn't resolve. You don't add mana at the beginning of your next main phase. If the target is legal but not countered (most likely because an effect says that the spell can't be countered), you do add mana.
Mana Drain's delayed triggered ability will usually trigger at the beginning of your precombat main phase. However, if you cast Mana Drain during your precombat main phase or during your combat phase, its delayed triggered ability will trigger at the beginning of that turn's postcombat main phase.
Encroaching Mycosynth turns all permanents you control into artifacts. Permanent spells you control become artifact spells in addition to their other types, and nonland permanent cards you own in other zones become artifact cards in addition to their other types.
Encroaching Mycosynth's ability causes Auras to become artifacts. This makes it more likely that another effect (such as that of March of the Machines) will make those artifact Auras into creatures. An Aura that's also a creature can't enchant anything. It's unattached the next time state-based actions are checked, and then immediately put into its owner's graveyard as a second state-based action.
Nonland permanents you control are artifacts in addition to their other types. The same is true for permanent spells you control and nonland permanent cards you own that aren't on the battlefield.
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 Steel Hellkite's third ability is activated with X equal to 0, it will destroy each nonland permanent with mana value 0 the appropriate players control.
If a nonland permanent has no mana symbols in its upper right corner (because it's a token that's not copying something else, for example), its mana value is 0.
If a permanent is copying something else, its mana value is the mana value of whatever it's copying.
If the mana cost of a permanent includes {X}, X is 0 for the purpose of determining its mana value.
In all cases, ignore any alternative costs or additional costs (such as kicker) paid when the permanent was cast.
It doesn't matter who controlled those permanents at the time Steel Hellkite dealt combat damage, or if those permanents were even on the battlefield at that time.
Steel Hellkite's last ability destroys only nonland permanents whose mana value is exactly equal to X, and only those controlled by players who have been dealt combat damage by Steel Hellkite this turn.
The mana value of a permanent is determined solely by the mana symbols printed in its upper right corner, unless it's copying something else (see below). The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has mana value 5.
You may activate the last ability even if Steel Hellkite hasn't dealt combat damage to any players that turn. If you do, the ability won't do anything.
Flying
: This creature gets +1/+0 until end of turn.
:Destroyeach nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Mycosynth Lattice turns all permanents on the battlefield into artifacts. Spells on the stack and cards in other zones aren’t permanents, so those spells and cards don’t become artifacts.
Mycosynth Lattice’s second ability makes everything, in every zone of the game, colorless.
The Lattice’s third ability lets players spend even colorless mana as though it had a color. However, it doesn’t remove restrictions on the mana. For example, Mycosynth Lattice doesn’t allow mana from Vedalken Engineer to be used to cast a nonartifact spell.
The Lattice’s first ability causes Auras to become artifacts. Combined with March of the Machines from the Mirrodin set, this can then make those Auras become creatures. An Aura that’s also a creature can’t enchant anything. It’s unattached the next time state-based actions are checked, and then immediately put into its owner’s graveyard as a second state-based action.
All permanents are artifacts in addition to their other types.
All cards that aren't on the battlefield, spells, and permanents are colorless.
Players may spend mana as though it were mana of any color.
Abilities that trigger whenever damage is dealt to you will still trigger because that damage is still dealt, even though your life total doesn’t change as a result.
Effects that replace an event with having you gain life (like Words of Worship’s effect does) or having you lose life will end up replacing the event with nothing.
Effects that would replace having you gain life with some other event won’t be able to be applied because it’s impossible for you to gain life.
If a cost would include causing you to gain life (like the alternative cost of an opponent’s Invigorate does), that cost can’t be paid.
If an effect says to set your life total to a certain number, that part of the effect won’t do anything.
If an effect would cause you to exchange life totals with another player, the exchange won’t happen. Neither player’s life total changes.
In a Commander game, the damage dealt to you by commanders will still be counted, even if that damage doesn’t cause you to lose life.
Platinum Emperion’s ability doesn’t prevent damage. Rather, it changes the results of that damage. For example, if a creature with lifelink deals damage to you, you won’t lose any life, but its controller will still gain that much life. Similarly, if a creature you control with lifelink deals damage to another player, that player will lose life but you won’t gain any life.
Spells and abilities that would normally cause you to gain or lose life still resolve, but the life-gain or life-loss part simply has no effect.
You can’t pay a cost that includes the payment of any amount of life other than 0 life. However, you can choose to be dealt damage, even though that damage won’t result in your life total changing.
When this creature enters, you may search your library for an artifact card with mana value 6 or greater, reveal it, put it into your hand, thenshuffle
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, thenshuffle
When this creature dies, you may draw a card.
The last ability cares only about the amount of mana that was actually spent to cast the spell, regardless of its mana cost.
The third ability applies only to casting spells. It does not, for example, change when you may activate abilities that can be activated "only as a sorcery."
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1counteron Liberator.
When this artifact enters, scry 2.
Whenever another artifact you control with mana value 3 or greater enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Rhystic Study's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered. The player gets the option to pay when this triggered ability resolves.
You don't have to decide whether or not to draw a card until after the player decides whether or not to pay.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
For the purpose of determining whether the cost reduction applies, the number of artifacts you control is checked as you cast Stoic Rebuttal, before your last chance to activate mana abilities to pay for it. For example, if you control three artifacts, you could determine that Stoic Rebuttal costs {U}{U} to cast, then sacrifice one of those artifacts to activate a mana ability.
Stoic Rebuttal’s metalcraft ability functions while Stoic Rebuttal is on the stack.
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.
Basalt Monolith's last ability can untap it as often as you can pay for it. If you believe you've found a way to generate an unbounded amount of mana with it, you're probably right.
If a spell you cast has {X} in its mana cost, you choose the value of X before calculating the spell's total cost.
If there are additional costs to cast a spell, or if the cost to cast a spell is increased by an effect (such as the one created by Thalia, Guardian of Thraben's ability), apply those increases before applying cost reductions.
The ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that cost.
The ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay.
The cost reduction can apply to alternative costs such as flashback costs.
Casting the target card causes it to leave your graveyard and become a new object. You can't cast it again if it returns to your graveyard this turn.
If Emry's last ability targets an artifact land card, you can't play it. Effects that allow you to "cast" a card don't allow you to play a land card.
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much Emry's cost is reduced.
The cost reduction ability reduces only the generic mana in Emry's cost. The colored mana must still be paid.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Emry). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
You must follow the normal timing permissions and restrictions for the target artifact card. Unless it has flash, you'll most likely only be able to cast it during your main phase while the stack is empty.
You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters,millfour cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Emry, Lurker of the LochLegendary Creature — Merfolk WizardNormal - ~$1.88
Efficient Construction’s triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.
Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Platinum Angel. They'll still work.
You can concede a game while Platinum Angel on the battlefield. A concession causes you to leave the game, which then causes you to lose the game (Once you concede, you no longer control a Platinum Angel, so its ability can't prevent you from losing the game).
If you control Platinum Angel in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.
No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're dealt combat damage by Phage the Untouchable, your opponent has Mortal Combat with twenty or more creature cards in their graveyard, or so on. You keep playing.
Other circumstances can still cause you to lose the game, however. You will lose a game if you concede, if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if your _Magic Online_(R) game clock runs out of time.
Deathtouch, lifelink
When this creature dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, thenshuffle
Trinket MageCreature — Human WizardNormal - ~$3.85
The “shuffle and put the card on top” is a single action. If an effect causes the top card of the library to be face up, the second card down is not revealed.
As the enters-the battlefield ability resolves, first you scry 2. Then each opponent in turn order chooses whether or not to scry 1. Those who do (likely all of them) look at the top card of their library at the same time, then they decide in turn order where their card goes. Each opponent will know the choices of previous players in turn order before making their own choices.
If the copied artifact has {X} in its mana cost, X is 0.
If the copied artifact is copying something else, then The Mycosynth Gardens becomes a copy of whatever that artifact copied.
The Mycosynth Gardens copies exactly what was printed on the original artifact and nothing else (unless that permanent is copying something else; see below). It doesn't copy whether that artifact is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, and so on.
If Scrap Trawler and another artifact you control are put into a graveyard at the same time, Scrap Trawler's ability triggers for each of them.
If an artifact is a copy of another artifact with greater mana value, such as Sculpting Steel copying an artifact with mana value 4, Scrap Trawler's ability can target that artifact card in your graveyard when that artifact is put into your graveyard.
The target artifact card must have a lesser mana value than the artifact that caused Scrap Trawler's ability to trigger by being put into a graveyard. Use the artifact's mana value as it last existed on the battlefield to determine what may be returned.
While on the battlefield or in a graveyard, {X} in an object's mana cost is 0.
Whenever this creature dies or another artifact you control is put into a graveyard from the battlefield, return to your hand target artifact card in your graveyard with lesser mana value.
Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities.
Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented.
Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, that damage reduces your life total as normal.
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burdencounteron The One Ring.
: Put a burdencounteron The One Ring, then draw a card for each burdencounteron The One Ring.
Paying cumulative upkeep is always optional. If it’s not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can’t be made. For example, if Mystic Remora has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice it.
Cumulative upkeep (At the beginning of your upkeep, put an agecounteron this permanent, thensacrificeit unless you pay its upkeep cost for each agecounteron it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Any enters-the-battlefield abilities of the copied permanent will trigger when Mirrormade enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the chosen permanent will also work.
If Mirrormade copies an Aura this way, you choose what the Aura will enchant just before it enters the battlefield. You can't choose any permanent cards entering the battlefield at the same time as that Aura. This doesn't target the player or permanent it will enchant, so an opponent's permanent with hexproof may be chosen this way. The chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura's qualities can't be chosen this way. If there's nothing legal for Mirrormade to enchant, it stays in its current zone (unless it's a spell, in which case it's put into its owner's graveyard).
If Mirrormade somehow enters the battlefield at the same time as another artifact or enchantment, it can't become a copy of that permanent. You may choose only a permanent that's already on the battlefield.
If the chosen permanent has {X} in its mana cost, X is considered to be 0.
If the chosen permanent is a token, Mirrormade copies the original characteristics of that token as stated by the effect that created the token. Mirrormade doesn't become a token in this case.
If the chosen permanent is copying something else (for example, if the chosen permanent is another Mirrormade), then Mirrormade enters the battlefield as whatever the chosen permanent copied.
Mirrormade copies exactly what was printed on the original permanent (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or any Auras attached to it, or any non-copy effects that have changed its types, color, or so on. Notably, if Mirrormade copies an artifact creature or enchantment creature that's normally not a creature (such as one affected by Bring to Life), Mirrormade won't be a creature.
Multiple instances of convoke on a single spell are redundant.
Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
Artifact spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting an artifact spell pays for or one mana of that creature's color.)
If the creature is an illegal target when Rapid Hybridization tries to resolve, it won't resolve and none of its effects will happen. No Frog Lizard token will be created.
If Rapid Hybridization resolves and the creature isn't destroyed (perhaps because it has indestructible), its controller will still get the Frog Lizard token.
Color identity is set before the game begins and doesn't change during the game, even if your commander is in a hidden zone (like the hand or library) or an effect changes your commander's color.
If you don't have a commander, you can't activate War Room's last ability at all.
If your commander has no colors in its color identity, you pay no life to activate War Room's last ability.
Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder text. Triggered abilities (starting with "when," "whenever," or "at") are unaffected by the cost reduction ability of Forensic Gadgeteer.
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.
Forensic Gadgeteer's last ability affects only abilities of artifacts you control on the battlefield. The costs of activated abilities of artifact cards that work in other zones, such as cycling, won't be reduced.
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.
Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.
Some spells and abilities that investigate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't create any Clue tokens.
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.
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.")
Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
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.
If enough -1/-1 counters are put on Hangarback Walker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many Thopter tokens you get. For example, if there are three +1/+1 counters on Hangarback Walker and it gets four -1/-1 counters, you’ll get three Thopter tokens. That’s because Hangarback Walker’s triggered ability checks the creature’s existence just before it leaves the battlefield, and it still has all those counters on it at that point.
The value of each X in Hangarback Walker’s mana cost must be equal. For example, if X is 2, you’ll pay {4} to cast Hangarback Walker and it will enter the battlefield with two +1/+1 counters on it.
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1counteron this creature.
, : Put a +1/+1counteron this creature.
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
A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn’t make an object more historic than another or provide an additional bonus—an object either is historic or it isn’t.
An ability that triggers “whenever you cast a historic spell” doesn’t trigger if a historic card is put onto the battlefield without being cast.
Lands are never cast, so abilities that trigger “whenever you cast a historic spell” won’t trigger if you play a legendary land. They also won’t trigger if a card on the battlefield transforms into a card with the legendary supertype, the artifact card type, or the Saga subtype.
Some abilities trigger “whenever you cast a historic spell.” Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If the target creature is an illegal target by the time Pongify tries to resolve, the spell won't resolve. No player creates an Ape token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create an Ape token.
Karn's last ability isn't a mana ability, even though it adds mana. It uses the stack and it can be responded to. Use the number of artifacts you control as the ability resolves to determine how much mana to add.
The ability that defines Karn's power and toughness works in all zones, not just the battlefield. As long as Karn is under your control and still an artifact, its own mana value will count. In most cases, it'll be at least 5/5.
The mana produced by Karn's last ability can be spent on anything that isn't a nonartifact spell. This includes casting artifact spells, paying costs to activate abilities of both artifact and nonartifact permanents, paying ward costs, and so on.
Karn's power and toughness are each equal to the greatest mana value among artifacts you control.
At the beginning of your upkeep, add for each artifact you control. This mana can't be spent to cast nonartifact spells. Until end of turn, you don't lose this mana as steps and phases end.
A spell is historic if it has the legendary supertype, the artifact card type, or the Saga enchantment subtype. Having two of those qualities doesn't make a spell more historic than another or provide an additional bonus—a spell either is historic or it isn't.
The last ability of Jhoira's Familiar doesn't reduce its own cost while you're casting it.
If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Ward
Whenever this creature or another artifact you control enters, put a +1/+1counteron this creature. It can't be blocked this turn.
The only difference between a colored artifact and a colorless artifact is, obviously, its color. Unlike most artifacts, a colored artifact requires colored mana to cast. Also unlike most artifacts, a colored artifact has a color in all zones. It will interact with cards that care about color. Other than that, a colored artifact behaves just like any other artifact. It will interact as normal with any card that cares about artifacts, such as Shatter or Arcbound Ravager.
This effect can reduce only the generic portion of the artifact spell's total cost.
This effect doesn't change the mana cost or mana value of an artifact spell. Rather, it reduces the total cost of the spell, which is the amount you actually pay while casting it. The total cost takes into account additional or alternative costs.
If an artifact spell has {X} in its mana cost, choose the value for X first, and then reduce the cost by {1}. For example, an artifact that costs {X} with X chosen as 4 costs {3} to cast if you control Foundry Inspector.
Once a player has announced an artifact spell, no player may take actions to try to remove Foundry Inspector from the battlefield before that spell's cost is locked in.
If you control three artifacts as the ability resolves, you gain 1 life. The artifacts you control as the ability resolves don't have to be the same ones you controlled as it triggered. If you don't control three artifacts at that time, you won't gain life.
No player may take actions in a turn before Inventors' Fair's triggered ability checks to see if it should trigger. If you don't control three or more artifacts, it won't trigger.
When using Inventors' Fair's activated ability, the number of artifacts you control is checked only as you activate it. It's not checked again as the ability resolves.
There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, ,SacrificeInventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, thenshuffle Activate only if you control three or more artifacts.