An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).
You can choose two commanders that are the same color or colors.
This spell can't be countered.
Vigilance, reach, trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls,counterit unless that player pays .)
Choose a Background (You can have a Background as a second commander.)
All attackers are chosen at once. You can't attack with one, sacrifice it to satisfy Bontu's combat restriction, and then attack with Bontu.
Creature tokens that die are put into your graveyard as normal (and cease to exist soon after). If one died this turn, it satisfies Bontu's combat restriction.
In a Two-Headed Giant game, Bontu's activated ability causes the opposing team to lose 2 life and you gain 1 life.
The creature that died doesn't have to still be in its owner's graveyard to satisfy Bontu's combat restriction.
Menace, indestructible
Bontu can't attack or block unless a creature died under your control this turn.
,Sacrificeanother creature: Scry 1. Each opponent loses 1 life and you gain 1 life.
Card types that can appear on cards in a graveyard include artifact, creature, enchantment, instant, land, planeswalker, and sorcery. Legendary, basic, and snow are supertypes, not card types; Vampire and Rogue are subtypes, not card types.
Nighthawk Scavenger counts card types, not cards. If the only card in your opponents' graveyards is a single artifact creature card, Nighthawk Scavenger will be 3/3. If the only cards in those graveyards are ten artifact cards and ten creature cards, Nighthawk Scavenger will still be 3/3.
The ability that defines Nighthawk Scavenger's power applies in all zones, not just the battlefield.
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.
Flying
Deathtouch (Any amount of damage this deals to a creature is enough todestroyit.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
You must sacrifice exactly one creature to cast this spell; you can't cast it without sacrificing a creature, and you can't sacrifice additional creatures.
Once Kefnet has attacked or blocked, it will remain in combat even if the number of cards in your hand becomes six or fewer.
While resolving Kefnet's activated ability, you don't choose which land to return to its owner's hand (or whether you'll return one at all) until you see the card you draw.
Flying, indestructible
Kefnet can't attack or block unless you have seven or more cards in hand.
: Draw a card, then you may return a land you control to its owner's hand.
,Sacrificea creature: Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
A creature put onto the battlefield this way enters the battlefield with one +1/+1 counter if it would otherwise enter with no +1/+1 counters.
If a creature or a creature card in your library has {X} in its mana cost, X is considered to be 0.
Players can respond to Neoform only after it's been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to stop you from casting this spell.
Tokens that aren't a copy of something else don't have a mana cost. Anything without a mana cost normally has a mana value of 0.
You must sacrifice exactly one creature to cast this spell; you can't cast it without sacrificing one, and you can't sacrifice additional creatures.
As an additional cost to cast this spell,sacrificea creature.
Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield with an additional +1/+1counteron it, thenshuffle
NeoformSorceryNormal - ~$8.63
Rhonas the Indomitable #182Legendary Creature — God
Deathtouch, indestructible
Rhonas can't attack or block unless you control another creature with power 4 or greater.
: Another target creature gets +2/+0 and gains trample until end of turn.
Rhonas the IndomitableLegendary Creature — GodNormal - ~$6.4
As an additional cost to cast this spell,sacrificean artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
If 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).
Indestructible (Damage and effects that say "destroy" don'tdestroythis creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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 Island or Swamp, not for lands named Island or Swamp. The lands it checks for don't have to be basic lands. For example, if you control Blood Crypt (a nonbasic land with the land types Swamp and Mountain), Drowned Catacomb will enter untapped.
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.
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.
For the third mode, you choose which counters to remove as the ability resolves. You may remove any three (or fewer) counters, even if the permanent has multiple kinds of counters on it.
First strike, deathtouch
Whenever Glissa Sunslayer deals combat damage to a player, choose one —
• You draw a card and you lose 1 life.
•Destroytarget enchantment.
• Remove up to three counters from target permanent.
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 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).
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"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.
Players can't respond to this spell until it's been cast and all its costs have been paid. No one can try to interfere with the creature you sacrificed to prevent you from casting this spell.
You must sacrifice exactly one creature to cast this spell; you can't cast it without sacrificing a creature, and you can't sacrifice additional creatures.
Vigilance, trample, haste
This creature enters with X +1/+1 counters on it.
When this creature dies, create a number of tapped Treasure tokens equal to its power.
Protection from non-Spirit creatures
Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
Harbinger of SpringCreature — SpiritNormal - ~$0.31
If the opponent dealt damage controls no planeswalkers, Questing Beast's last ability simply does nothing.
Once a creature with power 3 or greater has blocked this creature, changing the power of the blocking creature won't cause this creature to become unblocked.
Questing Beast only stops combat damage from being prevented by effects that specifically use the word “prevent.”
The damage Questing Beast deals to the target planeswalker as its last ability resolves isn't combat damage.
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but that creature is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.
You can sacrifice Viscera Seer to activate its own ability.
If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
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 Mirri the Cursed is blocking or blocked by a creature that doesn't have first strike or double strike, Mirri will deal combat damage to that creature, then get a +1/+1 counter, then (if the other creature survived) Mirri will be dealt combat damage.
Mana produced by Beastcaller Savant can be spent on any part of a creature spell’s total cost, including additional costs (such as kicker costs) and alternative costs (such as dash costs). It can’t be spent to pay the costs of abilities of creatures you control.
Mana produced by Beastcaller Savant can’t be used to activate an ability or cast an instant or sorcery spell that creates creature tokens.
If Phyrexian Crusader blocks or is blocked by a creature without first strike or double strike, the damage dealt by Phyrexian Crusader results in -1/-1 counters that will affect how much damage the other creature assigns (if it’s still on the battlefield).
First strike, protection from red and from white
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
If you pay the evoke cost, you can have Mulldrifter's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Mulldrifter.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an evoke cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
First strike (This creature deals combat damage before creatures without first strike.)
Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
Black KnightCreature — Human KnightNormal - ~$4.53
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
Deathtouch (Any amount of damage this deals to a creature is enough todestroyit.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Vampire of the Dire MoonCreature — VampireNormal - ~$0.9
A creature can be dealt an amount of damage greater than its toughness. For example, if Barbed Servitor is dealt 3 damage, its last ability causes the target opponent to lose 3 life.
Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.
If a creature is already suspected, suspecting it again won't have any effect.
If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
If your life total is brought to 0 or less at the same time that Barbed Servitor is dealt damage, you lose the game before its last ability goes on the stack.
There's no limit to the number of creatures that can be suspected simultaneously. Suspecting a new creature doesn't cause other creatures to stop being suspected.
When an effect suspects a creature, it becomes suspected. It gains menace and "This creature can't block" for as long as it's suspected. It stays suspected until it leaves the battlefield or another effect causes it to no longer be suspected.
Indestructible
When this creature enters, suspect it. (It has menace and can't block.)
Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.
Whenever this creature is dealt damage, target opponent loses that much life.
If the permanent's controller doesn't search their library, they don't shuffle their library.
If the target permanent is a legal target but isn't destroyed, most likely because it has indestructible, its controller may search their library.
If the target permanent is an illegal target by the time Assassin's Trophy tries to resolve, the spell doesn't resolve. No player searches their library.
If the permanent's controller doesn't search their library, they don't shuffle their library.
If the target permanent is a legal target but isn't destroyed, most likely because it has indestructible, its controller may search their library.
If the target permanent is an illegal target by the time Assassin's Trophy tries to resolve, the spell doesn't resolve. No player searches their library.
As an additional cost to cast this spell,sacrificean artifact or creature.
You gain life equal to the sacrificed permanent's mana value. Draw two cards.
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.
A creature's mana value is determined solely by the mana symbols printed in its upper right corner (unless that creature is copying something else; see below). If its mana cost includes {X}, X is considered to be 0. If it has no mana symbols in its upper right corner (because it's an animated land, for example), its mana value is 0. Ignore any alternative costs or additional costs (such as kicker) paid when the creature was cast.
A token has a mana value of 0, unless it is copying something else.
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.
If a creature is copying something else, its mana value is the mana value of whatever it's copying.
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.
( can be paid with either or 2 life.)
, ,Sacrificea creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, thenshuffle Activate only as a sorcery.
Flying, vigilance, trample, lifelink
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelinkcounteron that creature. Activate only as a sorcery.
All creatures on the battlefield when Toxic Deluge resolves are affected. Ones that enter the battlefield or become creatures later in the turn are not.
If you cast Toxic Deluge without paying its mana cost, you'll still choose a value for X and pay X life. This is because it doesn't have {X} in its mana cost.
A creature's mana value is determined solely by the mana symbols printed in its upper right corner (unless that creature is the back face of a double-faced card, a melded card, or is copying something else; see below). If the mana cost includes {X}, X is considered to be 0. If it's a single-faced card with no mana symbols in its upper right corner (because it's an animated land, for example), its mana value is 0. Ignore any alternative costs or additional costs (such as kicker) paid when the creature was cast.
A token that isn't a copy of another permanent has a mana value of 0. A token that is a copy or a creature that has become a copy of another permanent has the mana value of what it's copying.
If a card in a library has {X} in its mana cost, X is considered to be 0. If you find such a card this way, you won't have an opportunity to spend mana on {X}.
Once you begin to cast Eldritch Evolution, no player may take actions until you're done. Notably, opponents can't try to remove the creature you wish to sacrifice.
Sacrificing a creature is part of Eldritch Evolution's cost. You can't sacrifice more creatures to search for more creature cards, and you can't cast Eldritch Evolution at all if you control no creatures.
The mana value of a permanent that's a double-faced card with its back face up is the mana value of its front face. The mana value of a melded permanent is the sum of the mana values of its front faces. A creature that's a copy of either has a mana value of 0.
As an additional cost to cast this spell,sacrificea creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, thenshuffle Exile Eldritch Evolution.
Eldritch EvolutionSorceryNormal - ~$2.16
Prime Speaker Vannifar #195Legendary Creature — Elf Ooze Wizard
,Sacrificeanother creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, thenshuffle Activate only as a sorcery.
Prime Speaker VannifarLegendary Creature — Elf Ooze WizardNormal - ~$4.4
Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
You may choose not to find any basic lands when you search.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
The kicker ability doesn't let you pay a kicker cost more than once.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
Kicker—Sacrifice a creature. (You maysacrificea creature in addition to any other costs as you cast this spell.)
Search your library for a basic land card, put that card onto the battlefield, thenshuffle If this spell was kicked, instead search your library for up to two basic land cards, put them onto the battlefield, thenshuffle
A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
The face-down spell has no mana cost and has a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the creature can still grant it any of these characteristics.
You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
If a creature is equipped with a second Inquisitor’s Flail, combat damage dealt by and dealt to that creature will be multiplied by four. A third Inquisitor’s Flail would multiply the combat damage by eight, and so on.
If you divide the combat damage dealt by the equipped creature, perhaps because the creature has trample or is dealing combat damage to multiple creatures, you’ll divide the original amount and then double the results. For example, if a 5/5 creature with trample is blocked by a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then doubled to 4 and 6 damage, respectively. You can’t double the damage to 10 first and then assign 2 to the creature and 8 to the player.
If equipped creature would deal combat damage, it deals double that damage instead.
If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.
Equip
Any enters-the-battlefield abilities of the copied creature will trigger when the token 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 the copied creature has {X} in its mana cost, X is considered to be 0.
If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created that token.
If the copied creature is copying something else (for example, if the copied creature is a Clone), then the token enters the battlefield as whatever that creature copied.
If the equipped creature leaves the battlefield before the triggered ability of Helm of the Host resolves, or if there is no equipped creature, no token is created. However, if Helm of the Host leaves the battlefield while its triggered ability is on the stack, a token will be created of the creature it last equipped. If that creature has also left the battlefield, its last known information is used to determine what the token looks like.
The token copies exactly what was printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
The token gains haste indefinitely, and this effect isn't copiable. If something else copies the token later, that copy won't have haste.
The token isn't legendary, and this exception is copiable. If something else copies the token later, that copy also won't be legendary. If you control two or more permanents with the same name but only one is legendary, the "legend rule" doesn't apply.
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip
Helm of the HostLegendary Artifact — EquipmentNormal - ~$14.49
If Phylactery Lich and an artifact are entering the battlefield under your control at the same time, you can’t put a phylactery counter on that artifact. You must choose an artifact you control that’s already on the battlefield.
If you control no artifacts as Phylactery Lich enters the battlefield, its first ability won’t do anything. As soon as it enters the battlefield, its last ability will trigger (unless you control some other permanent with a phylactery counter on it) and you’ll have to sacrifice it.
Phylactery Lich’s first ability doesn’t target the artifact. No player may take actions between the time you choose an artifact and the time you put a phylactery counter on it.
Phylactery Lich’s last ability checks your permanents for any phylactery counters, not just the specific one that it caused you to put on an artifact. For example, if you control two Phylactery Liches and two different artifacts with phylactery counters, neither Phylactery Lich will be sacrificed if one of those artifacts leaves the battlefield.
Phylactery Lich’s last ability is a “state trigger.” Once a state trigger triggers, it won’t trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.
Indestructible
As this creature enters, put a phylacterycounteron an artifact you control.
When you control no permanents with phylactery counters on them,sacrificethis creature.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
The kicker ability doesn't let you pay a kicker cost more than once.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
Flying
Protection from red (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything red.)
Sacrifice this creature:Countertarget spell that targets you.
Spells that can't be countered can still be chosen as the target of spells or abilities that try to counter them. Although the spell won't be countered, the spell or ability that tries to counter it will resolve, and any other effects of that spell or ability will happen.
Protection from multicolored (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything multicolored.)
Whenever a nonbasic land an opponent controls enters, you gain 1 life.
A spell or ability that counters spells can still target Toski. When that spell or ability resolves, Toski won't be countered, but any additional effects of that spell or ability will still happen.
If Toski can't attack for some 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 it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
Toski, Bearer of SecretsLegendary Creature — SquirrelNormal - ~$18.09
Defender, vigilance, reach, trample
This creature can attack players who attacked you during their last turn as though it didn't have defender.
Whenever this creature attacks, it gets +3/+3 and gains indestructible until end of turn.
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.
As an additional cost to cast this spell, you maysacrificeone or more creatures. When you do, copy this spell for each creature sacrificed this way.
You draw a card and you lose 1 life.
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.)
Sanguine Spy's triggered ability checks the number of mana values among cards you control both when the ability triggers and when it resolves. If you no longer have five or more mana values among those cards when the ability resolves, you may not pay 2 life.
The mana value of a double-faced card in your graveyard is always the mana value of the front face.
The mana value of a land card is 0.
The mana value of a split card in the graveyard is the total mana value of both halves of that card. It does not have two mana values.
X is 0 when determining the mana value of a card in your graveyard.
“Five or more mana values among cards in your graveyard” means there are at least five different mana values among those cards.
Menace, lifelink
,Sacrificeanother creature: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
At the beginning of your end step, if there are five or more mana values among cards in your graveyard, you may pay 2 life. If you do, draw a card.
A player's "opening hand" is the hand of cards the player has after all players have taken mulligans. If players have any cards in hand that allow actions to be taken with them from a player's opening hand, the starting player takes all such actions first in any order, followed by each other player in turn order. Then the first turn begins.
If this card is in your opening hand, you may begin the game with it on the battlefield.
Equipped creature gets +1/+1 and has double strike and trample.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
A boast ability can be activated at any point after the creature with that ability has been declared as an attacker. This can be before blockers are declared, after blockers are declared but before combat damage is dealt, during combat after combat damage is dealt, during the postcombat main phase, during the end step, or, in some unusual cases, during the cleanup step.
As the boast ability resolves, first the next opponent in turn order chooses a creature or planeswalker they control. Then each other opponent in turn order chooses a creature or planeswalker they control, knowing the choices made before their choice. Then all chosen creatures and planeswalkers are sacrificed at the same time.
Eradicator Valkyrie can't be the target of abilities whose source is a planeswalker an opponent controls.
If a creature with a boast ability is put onto the battlefield attacking, it was never declared as an attacker. Its boast ability can't be activated that turn.
If an effect adds additional combat phases to a turn and a creature with a boast ability attacks more than once during that turn, its boast ability can still be activated only once.
If it's not your turn and you gain control of a creature with a boast ability after that creature attacked, you can activate that creature's boast ability if it hasn't been activated yet that turn.
Flying, lifelink, hexproof from planeswalkers
Boast — ,Sacrificea creature: Each opponent sacrifices a creature or planeswalker. (Activate only if this creature attacked this turn and only once each turn.)
Whenever equipped creature deals combat damage to a player,destroyall permanents other than this Equipment.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
WorldslayerArtifact — EquipmentNormal - ~$12.14
Wight of the Reliquary #207sCreature — Zombie Knight
Vigilance
This creature gets +1/+1 for each creature card in your graveyard.
,Sacrificeanother creature: Search your library for a land card, put it onto the battlefield tapped, thenshuffle
Wight of the ReliquaryCreature — Zombie KnightNormal - ~$4.79
: Add .
,Sacrificethis land: Search your library for a basic Swamp, Forest, or Island card, put it onto the battlefield tapped, thenshuffle
Cycling (,Discardthis card: Draw a card.)
Foreboding LandscapeLandNormal - ~$0.23
Raised by Giants #250sLegendary Enchantment — Background
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).
You can choose two commanders that are the same color or colors.
As the first triggered ability of Weeping Angel resolves, it continues to be an artifact but will stop being both an Alien and an Angel until it becomes a creature again. It's just a statue, how dangerous could it be?
Damage that is prevented never occurs, so any triggered abilities that trigger due to combat damage that would have been dealt by Weeping Angel won't trigger.
If an opponent casts a creature spell with flash while Weeping Angel is attacking or blocking, it is removed from combat because it stops being a creature. However, any creatures that it was blocking are still considered blocked.
Flash
First strike, vigilance
Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn.
If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
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.