When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
Surveil 2, then draw two cards. Notion Rain deals 2 damage to you. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
For example, if you control Archmage Emeritus and cast an instant or sorcery spell, Archmage Emeritus's magecraft ability will trigger and you will draw a card.
If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
For Professor Onyx's last loyalty ability, "this process" is the following: First, the next opponent in turn order may choose a card in hand without revealing it, then each other opponent in turn order does the same. Then all the chosen cards are revealed and discarded at the same time and each opponent who didn't discard a card (whether they chose not to or had an empty hand) loses 3 life. This all will happen seven times, for a maximum loss of 21 life per opponent.
For Professor Onyx's second loyalty ability, if an opponent has multiple creatures with the greatest power, that player choose which one to sacrifice. The next opponent in turn order chooses which creature they are sacrificing, then each other opponent in turn order does the same, knowing the choices made before them. Then all chosen creatures are sacrificed at the same time.
If Professor Onyx seems familiar, it's probably because you've seen this type of planeswalker before.
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 2 life and you gain 2 life.
+1 You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
−3 Each opponent sacrifices a creature with the greatest power among creatures that player controls.
−8 Each opponent maydiscarda card. If they don't, they lose 3 life. Repeat this process six more times.
Professor OnyxLegendary Planeswalker — LilianaNormal - ~$4
Follow the instructions in the order listed on the card: if you target yourself, you'll put the top two cards of your library into your graveyard and then draw a card.
If the target player is an illegal target when Thought Scour tries to resolve, it won't resolve and none of its effects will happen. You won't draw a card.
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
This checks for lands you control with the land type 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.
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, 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.
A copy is created even if the spell that caused the delayed triggered ability to trigger has been countered by the time that delayed triggered ability resolves. The copy resolves before the original spell.
Any choices made when the spell resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.
If the spell has damage divided as it was put onto the stack, the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
The copy is created on the stack, so it's not "cast." Creating the copy won't cause abilities that trigger when a player casts a spell to trigger.
The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If the spell is a permanent spell with targets, such as an Aura, you may also choose a new target for that spell. The new targets must be legal. If, for any target, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
You can't choose to pay any additional costs for a copied spell. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
This creature can't be blocked.
Whenever you cast a noncreature spell, put an oilcounteron this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
: Draw a card, thendiscarda card. If you discarded an instant or sorcery card this way, each opponent loses 1 life and you gain 1 life.
,SacrificeVohar: You may cast target instant or sorcery card from your graveyard this turn. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
As Poppet Factory transforms back into Poppet Stitcher, the effect making your creature tokens 3/3 and making them lose their abilities ends. Their base powers and toughnesses will revert to whatever they were before that effect started applying, although other effects that modify power and/or toughness, such as ones created by Auras, counters, and the like may still apply. They'll also have whatever abilities they had before they lost them.
Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
Decayed represents a static ability and a triggered ability. "Decayed" means "This creature can't block" and "When this creature attacks, sacrifice it at end of combat."
Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
Poppet Factory's first ability removes all abilities from creature tokens you control, including ones they were created with and ones they gained since the last time Poppet Factory transformed.
Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks,sacrificeit at end of combat.)
At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
As Poppet Factory transforms back into Poppet Stitcher, the effect making your creature tokens 3/3 and making them lose their abilities ends. Their base powers and toughnesses will revert to whatever they were before that effect started applying, although other effects that modify power and/or toughness, such as ones created by Auras, counters, and the like may still apply. They'll also have whatever abilities they had before they lost them.
Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
Decayed represents a static ability and a triggered ability. "Decayed" means "This creature can't block" and "When this creature attacks, sacrifice it at end of combat."
Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
Poppet Factory's first ability removes all abilities from creature tokens you control, including ones they were created with and ones they gained since the last time Poppet Factory transformed.
Creature tokens you control lose all abilities and have base power and toughness 3/3.
At the beginning of your upkeep, you may transform this artifact.
Snow is a supertype, not a card type. It has no rules meaning or function by itself, but spells and abilities may refer to it.
Snow isn't a type of mana. If an effect says you may spend mana as though it were any type, you can't pay for {S} using mana that wasn't produced by a snow source.
Some cards have additional effects for each {S} spent to cast them. You can cast these spells even if you don't spend any snow mana to cast them; their additional effects simply won't do anything.
The Kaldheim set doesn't have any cards with mana costs that include {S}, but some previous sets do. If an effect says such a spell costs {1} less to cast, that reduction doesn't apply to any {S} costs. This is also true for activated abilities that include {S} in their activation costs and effects that reduce those costs.
The {S} symbol is a generic mana symbol. It represents a cost that can be paid by one mana that was produced by a snow source. That mana can be any color or colorless.
If Isochron Scepter leaves the battlefield while the activated ability is on the stack, the ability can still make a copy. On the other hand, if the imprinted card leaves the exile zone while the activated ability is on the stack, the copy can't be made.
If a spell has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
If you don't want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are checked.
You cast the copy while the ability is resolving and still on the stack. You can't wait to cast it later in the turn.
Imprint — When this artifact enters, you may exile an instant card with mana value 2 or less from your hand.
, : You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
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).
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.
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 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.
The targeted player may have no cards in their hand. You'll still draw a card.
To calculate the mana value of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
If an effect allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
If an effect allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.
A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with storm won't affect the copies.
Spells cast from zones other than a player's hand and spells that were countered are counted by the storm ability.
The copies are put directly onto the stack. They aren't cast and won't be counted by other spells with storm cast later in the turn.
The triggered ability that creates the copies can itself be countered by anything that can counter a triggered ability. If it is countered, no copies will be put onto the stack.
You may choose new targets for any of the copies. You can make different choices for each copy.
Counter target instant or sorcery spell unless its controller pays .
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
It only produces one mana even if the land can produce more than one.
The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
Fellwar Stone 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 Fellwar Stone, you can tap Fellwar Stone 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.
Fellwar Stone 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.
The colors of mana are white, blue, black, red, and green. Fellwar Stone 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, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
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.
If the card is not played by end of turn, it remains exiled until end of game.
The card is face-up when exiled.
A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with storm won't affect the copies.
Spells cast from zones other than a player's hand and spells that were countered are counted by the storm ability.
The copies are put directly onto the stack. They aren't cast and won't be counted by other spells with storm cast later in the turn.
The triggered ability that creates the copies can itself be countered by anything that can counter a triggered ability. If it is countered, no copies will be put onto the stack.
Shuffle your library. Then exile the top card of your library. Until end of turn, you may play that card without paying its mana cost.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
"Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
Search your library for an instant card or a card with flash, reveal it, put it into your hand, thenshuffle
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Draw a card.
A Wizard spell is one with the creature type Wizard. Spells that are Wizard-themed (such as Relic Amulet) aren’t Wizard spells.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger, but after targets have been chosen for that spell (if it has any targets). The ability resolves even if that spell is countered.
You draw a card and discard a card while Windrider Wizard’s last ability is resolving. No player may take actions between those events, and nothing can happen.
Players can lose more life than they have. For example, say you're playing a multiplayer game in which one of your opponents has 3 life and your other opponent has 10 life. If you cast Exsanguinate with X of 4, your opponents will wind up at -1 life and 6 life, respectively. You'll gain 8 life.
If you cast a spell this way and that card is exiled, it's considered a new object in the zone it's put into. It won't be exiled if it's put into your graveyard later in the turn.
Mission Briefing doesn't change when you can cast the chosen card. For example, if you choose a sorcery card, you can cast it only during your main phase when the stack is empty.
Mission Briefing is still on the stack while you choose an instant or sorcery card in your graveyard. Your Mission Briefing can't be to give yourself that same Mission Briefing.
The instant or sorcery card you choose may be one that you just surveilled into your graveyard.
When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
Surveil 2, then choose an instant or sorcery card in your graveyard. You may cast it this turn. If that spell would be put into your graveyard, exile it instead. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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.
Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
Scry 2, then draw two cards.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
If this card is sacrificed to pay part of a spell's cost, the cost reduction still applies.
The effect is cumulative.
The generic X cost is still considered generic even if there is a requirement that a specific color be used for it. For example, “only black mana can be spent this way”. This distinction is important for effects which reduce the generic portion of a spell's cost.
The lower cost is not optional like with some other cost reducers.
This can lower the cost to zero, but not below zero.
A spell you cast that’s blue and red costs {1} less, not {2} less.
Activating the ability creates a replacement effect that acts like a shield, replacing the next time Nightscape Familiar would be destroyed that turn. This shield works against effects that try to destroy Nightscape Familiar or lethal damage that would be dealt to Nightscape Familiar.
Nightscape Familiar can regenerate even if it isn’t in combat, it’s already tapped, or it’s undamaged.
You can activate the regeneration ability even if Nightscape Familiar isn’t at risk of being destroyed.
"Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
You draw two cards and discard two cards all while Frantic Search is resolving. Nothing can happen between the two, and no player may choose to take actions.
You choose which lands to untap as the spell resolves. They aren't targeted, and they don't have to be lands that you control.
You draw three cards and put two cards back all while Brainstorm is resolving. Nothing can happen between the two, and no player may choose to take actions.
If a permanent on the battlefield has {X} in its mana cost, X is 0 for the purpose of determining its mana value.
If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
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.
As these lands are entering the battlefield, they check for lands that are already on the battlefield. They won't see lands that are entering the battlefield at the same time (due to Scapeshift, for example).
If another effect puts these lands onto the battlefield tapped, they enter tapped, even if you control enough lands with the appropriate basic land type.
(: Add .)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Mystic SanctuaryLand — IslandNormal - ~$1.79
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