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.
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 - ~$1.74
Professor Onyx #83Legendary Planeswalker — Liliana
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 - ~$4.4
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.
"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.
"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.
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.)
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.
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.
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.
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead.
Choose a Background (You can have a Background as a second commander.)
Gale, Waterdeep ProdigyLegendary Creature — Human WizardNormal - ~$0.37
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.
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 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.)
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
: 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.
If the target creature is an illegal target when Enter the Enigma tries to resolve, it won't resolve and none of its effects will happen. You won't draw a card.
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.)
If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
If an effect instructs you to put Choked Estuary onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
Lands don't have a subtype just because they can produce mana of the corresponding color. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black mana, so you can't reveal one to satisfy the ability of another.
You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Choked Estuary.
Abilities that reduce the cost of a spell apply after abilities that raise them. For example, Borrowed Malevolence with both modes chosen costs {1}{B} to cast if you control Voracious Reader.
If an instant or sorcery spell has {X} in its mana cost, choose the value for X first, and then reduce the cost by {1}. For example, Dark Salvation with X chosen as 2 costs {3}{B} to cast if you control Voracious Reader.
If you activate Curious Homunculus's mana ability in response to its triggered ability, you can spend that mana to cast an instant spell during your upkeep after it has transformed into Voracious Reader. If you don't spend the mana, it will be lost before your draw step begins; you can't use it to cast the card you draw or to cast a sorcery.
If you don't have enough instant and/or sorcery cards in your graveyard as your upkeep begins, Curious Homunculus's last ability doesn't trigger. If you don't have enough as the ability resolves, the ability has no effect.
Mana from Curious Homunculus's first ability can be spent to cast a spell that has generic mana in its additional cost, such as Borrowed Malevolence with both modes chosen. It can't be spent to pay costs during a spell's resolution, such as the cost Convolute prompts a player to pay.
: Add . Spend this mana only to cast an instant or sorcery spell.
At the beginning of your upkeep, if there are three or more instant and/or sorcery cards in your graveyard, transform this creature.
Abilities that reduce the cost of a spell apply after abilities that raise them. For example, Borrowed Malevolence with both modes chosen costs {1}{B} to cast if you control Voracious Reader.
If an instant or sorcery spell has {X} in its mana cost, choose the value for X first, and then reduce the cost by {1}. For example, Dark Salvation with X chosen as 2 costs {3}{B} to cast if you control Voracious Reader.
If you activate Curious Homunculus's mana ability in response to its triggered ability, you can spend that mana to cast an instant spell during your upkeep after it has transformed into Voracious Reader. If you don't spend the mana, it will be lost before your draw step begins; you can't use it to cast the card you draw or to cast a sorcery.
If you don't have enough instant and/or sorcery cards in your graveyard as your upkeep begins, Curious Homunculus's last ability doesn't trigger. If you don't have enough as the ability resolves, the ability has no effect.
Mana from Curious Homunculus's first ability can be spent to cast a spell that has generic mana in its additional cost, such as Borrowed Malevolence with both modes chosen. It can't be spent to pay costs during a spell's resolution, such as the cost Convolute prompts a player to pay.
"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.)
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.
An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step, even if the player it was attacking has left the game, or the planeswalker it was attacking has left combat. There's no such thing as an attacking creature outside of the combat phase.
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.
Target player loses 2 life and you gain 2 life.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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.
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.
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. It resolves even if that spell is countered.
If the spell is an illegal target when Rewind tries to resolve, perhaps because it was countered by another spell or ability, Rewind won't resolve and none of its effects will happen. You won't untap any lands.
Rewind targets only a spell. It doesn't target any lands. The lands are chosen as Rewind resolves.
You can choose up to four lands, no matter who controls any of them. Those lands untap once. You can't choose one land and have it untap four times, for example.
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.