If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
If you don't have a commander, Path of Ancestry's ability produces no mana.
If your commander has no creature types, it can't share a creature type with any spell that you cast.
If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.
If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Extract from Darkness doesn't target a creature card. You choose which card you're putting onto the battlefield as it resolves. You can choose any creature card in a graveyard at that time, including one just put into a graveyard by Extract from Darkness. If there are no creature cards in graveyards at that time, Extract from Darkness simply finishes resolving.
Abilities such as shroud and protection function only on the battlefield unless otherwise specified. A creature card with shroud may be targeted by Animate Dead, and Animate Dead will become attached to the creature that enters the battlefield.
Animate Dead is an Aura, albeit with an unusual enchant ability. You target a creature card in a graveyard when you cast it. It enters the battlefield attached to that card. Then it returns that card to the battlefield, and attaches itself to the card again (since the card is a new object on the battlefield). Animate Dead itself never moves into a graveyard during this process.
If Animate Dead isn't on the battlefield as its triggered ability resolves, none of its effects happen. The creature card won't be returned to the battlefield.
If the creature put onto the battlefield has protection from black—or if the creature can't legally be enchanted by Animate Dead for another reason—Animate Dead won't be able to attach to it. It will be put into the graveyard as a state-based action, causing its delayed triggered ability to trigger. When the trigger resolves, if the creature's still on the battlefield, its controller will sacrifice it.
Once the creature is returned to the battlefield, Animate Dead can't be attached to anything other than it (unless Animate Dead somehow manages to put a different creature onto the battlefield). Attempting to move Animate Dead to another creature won't work.
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Fact or FictionInstantNormal
Saruman, the White Hand #8Legendary Creature — Avatar Wizard
A creature that is both a Goblin and an Orc still only gets one instance of ward {2} from Saruman, the White Hand's last ability.
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If Saruman, the White Hand is a Goblin or an Orc, it will have ward {2}.
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
Whenever you cast a noncreature spell, amass Orcs X, where X is that spell's mana value. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Goblins and Orcs you control have ward .
Saruman, the White HandLegendary Creature — Avatar WizardNormal - ~$0.68
An artifact is "tapped for mana" when a player activates a mana ability of an artifact that includes {T} (the tap symbol). Notably, tapping an artifact to pay for a spell with the improvise keyword is not tapping that artifact for mana.
If an opponent taps an artifact for mana during your turn, you'll gain control of it and keep control of it until the end of your next turn.
If multiple players each control Treasure Nabbers, an artifact tapped for mana will make quite a journey. For example, if player A taps an artifact for mana during their turn, and players B and C are the next players in turn order who control Treasure Nabbers, C's ability resolves before B and C gains control of the artifact. Then B gains control of the artifact. B keeps it during their turn, and then C regains control of the artifact once B's effect expires, then A will have it back after C's expires. However, if B or C taps the artifact for mana, one of them will take it from the other. You may need to pay very careful attention to which effects are still in effect, which have expired, and who owns what.
If the artifact leaves the battlefield, Treasure Nabber doesn't nab it from the zone it moved to.
If you control multiple Treasure Nabbers, their effects all expire at the same time. You won't keep an artifact for any longer.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If that player controls any nabbed treasures, the effect giving that player control of those artifacts ends.
The artifact remains tapped when you gain control of it.
Typecycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being typecycled. Any ability that stops a cycling ability from being activated also stops a typecycling ability from being activated.
Unlike the normal cycling ability, typecycling doesn't allow you to draw a card. Rather, it lets you search your library for a card with the type or types indicated by the ability name. For example, a card with basic landcycling lets you search for a basic land card, and a card with Wizardcycling lets you search for a Wizard card.
This creature can't be blocked except by three or more creatures.
Swampcycling (,Discardthis card: Search your library for a Swamp card, reveal it, put it into your hand, thenshuffle)
Troll of Khazad-dûmCreature — TrollNormal - ~$1.11
Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
Hostage Taker has received errata to prevent it from targeting itself. The correct Oracle wording appears above.
If Hostage Taker leaves the battlefield before its triggered ability resolves, the target permanent won't be exiled.
If a token is exiled this way, it will cease to exist and won't return to the battlefield. You can't cast it.
If it's still in exile, the exiled card returns to the battlefield immediately after Hostage Taker leaves the battlefield. Nothing happens between the two events, including state-based actions.
In a multiplayer game, if Hostage Taker's owner leaves the game while the card is still exiled and another player owns that card, the exiled card will return to the battlefield under its owner's control. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spell or permanent cards you control from Hostage Taker's ability are exiled.
Once you begin to cast the exiled card, it's considered a new object. You'll control that spell and the permanent that spell becomes even if Hostage Taker leaves the battlefield.
When this creature enters, exile another target creature or artifact until this creature leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Hostage TakerCreature — Human PirateNormal - ~$4.19
The cycling ability and the triggered ability are separate. If the triggered ability doesn't resolve (because, for example, it has been countered, or all of its targets have become illegal), the cycling ability will still resolve, and you'll draw a card.
When you cycle this card, first the cycling ability goes on the stack, then the triggered ability goes on the stack on top of it. The triggered ability will resolve before you draw a card from the cycling ability.
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling (,Discardthis card: Draw a card.)
When you cycle this card, all creatures get -2/-2 until end of turn.
Some cards with cycling have an ability that triggers when you cycle them, and some cards have an ability that triggers whenever you cycle any card. These triggered abilities resolve before you draw from the cycling ability.
Triggered abilities from cycling a card and the cycling ability itself aren't spells. Effects that interact with spells (such as Saruman's Trickery) won't affect them.
You can choose 0 as the value of X in Rampaging War Mammoth's cycling cost. In that case, its triggered ability won't have any targets and won't destroy any artifacts.
You can cycle a card even if it has a triggered ability from cycling that won't have a legal target. This is because the cycling ability and the triggered ability are separate. This also means that if either ability is countered, the other ability will still resolve.
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If a creature targeted by In the Darkness Bind Them's final chapter ability changes controllers before the ability resolves, that creature is no longer a legal target.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
When In the Darkness Bind Them's final chapter ability triggers, you can choose to target no creatures just so that the Ring tempts you. However, if you do choose at least one target, and all of those targets are illegal at the time the ability tries to resolve, the ability won't resolve and none of its effects will happen. The Ring won't tempt you.
While resolving In the Darkness Bind Them's first three chapter abilities, you can choose the Wraith token you just created to be your Ring-bearer as the Ring tempts you.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter IV.)
I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you.
IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
In the Darkness Bind ThemEnchantment — SagaSaga - ~$0.83
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
The legendary creature must already be on the battlefield as the land enters the battlefield. If it enters the battlefield at the same time, the land will enter tapped.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
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.
If an opponent is instructed to draw a card then discard a card, and Notion Thief causes you to draw a card instead, that opponent still discards a card. The same is true of any other actions that opponent is instructed to do.
If two or more players each control a Notion Thief and a player would draw a card other than the first one in their draw step, that player chooses one of the applicable Notion Thief effects to apply. Then the player whose Notion Thief's effect was chosen repeats this process among the remaining Notion Thief effects, and so on, until there are no more possible such effects to apply. Each effect can be applied to the card draw only once this way.
The above procedure means that if each player in a two-player game controls a Notion Thief and one would draw a card, it really will be that player who draws a card.
Flash
If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
For the last ability, none of the chosen creatures are targets of the ability. You may choose creatures with shroud, for example.
You must follow all normal timing rules for a card you play using Moria Marauder's last ability and, if it's a spell, you must pay its costs to cast it.
, Pay 1 life: Add or .
, : Mount Doom deals 1 damage to each opponent.
, ,SacrificeMount Doom and a legendary artifact: Choose up to two creatures, thendestroythe rest. Activate only as 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.
You can cast Everflowing Chalice without kicking it at all if you wish. However, if Everflowing Chalice has no charge counters on it, activating its last ability won't produce any mana.
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.
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a chargecounteron it for each time it was kicked.
: Add for each chargecounteron this artifact.
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.
If another triggered ability during your upkeep causes you to sacrifice a creature, such as that of Lord of the Pit, you won't be able to target it with Sheoldred's triggered ability as that ability is put on the stack.
In a Two-Headed Giant game, the last ability will trigger twice at the beginning of the opposing team's upkeep, once for each player on that team. Each player sacrifices only a creature they control.
Swampwalk is a keyword ability that means “This creature can't be blocked if defending player controls a Swamp.” Most nonbasic lands don't have basic land types, even if they produce colored mana. For example, Graven Cairns is neither a Swamp nor a Mountain, while Blood Crypt is both.
The opponent whose upkeep it is chooses a creature to sacrifice when Sheoldred's second triggered ability resolves.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
Flying
Wraiths you control have protection from Ring-bearers.
Whenever you cast an instant or sorcery spell, create a 3/3 black Wraith creature token with menace. Then if you control nine or more Wraiths, Wraiths you control have base power and toughness 9/9 until end of turn.
Lord of the NazgûlLegendary Creature — Wraith NobleNormal - ~$21.11
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).
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
Flying
Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you.
Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.
Witch-king of AngmarLegendary Creature — Wraith NobleNormal - ~$15.94
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If the spell has {X} in its mana cost, you must choose 0 as the value of X.
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, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
If you want to cast one of the milled cards, you cast it as part of the resolution of Summons of Saruman. You can't wait to cast the spell later in the turn. Timing permissions based on the card's type are ignored.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
Amass Orcs X.MillX cards. You may cast an instant or sorcery spell with mana value X or less from among them without paying its mana cost. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Flashback—, Exile X cards from your graveyard.
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).
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.
Trample
Other Orcs and Goblins you control have trample.
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the greatest power among creatures you control.
As Victimize resolves, you must sacrifice a creature if able. You can't change your mind and choose not to sacrifice anything.
If one of the targeted creature cards is an illegal target (for instance, because it has left your graveyard before Victimize resolves), you'll still sacrifice a creature and put the other card onto the battlefield. If both are illegal targets, Victimize won't resolve. You won't sacrifice a creature.
The creature you sacrifice isn't chosen until Victimize resolves. You can't return the creature you sacrifice because it will still be on the battlefield at the time targets are chosen.
You must choose two targets. You can't cast Victimize targeting only one creature card.
If the target land is an illegal target by the time Field of Ruin's ability tries to resolve, the ability doesn't resolve. No players search for a basic land card or shuffles. If the target is legal but not destroyed (most likely because it has indestructible), each player does search and shuffle.
: Add .
, ,Sacrificethis land:Destroytarget nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
The opponent may split the cards into one pile of four and one pile of zero. The pile of four cards could be the face-up pile or the face-down pile.
You choose just one opponent to look at the top four cards of your library and put them into piles. Other players can't look, but they may attempt to offer advice without knowing what cards are there. The player who looks may choose what information to share with others if that player wants advice on how to split the cards, but that player doesn't have to share any information at all.
You don't have to reveal the cards in the face-down pile if you put it into your hand.
Choose an opponent. They look at the top four cards of your library and separate them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard. The Ring tempts you.
You and the opponent you target take all the actions in the order listed. Notably, the creature or planeswalker they sacrifice won't be on the battlefield as they discard a card or lose life. If any abilities trigger, they will wait to be put on the stack until after the spell resolves. If any abilities controlled by that opponent trigger but losing 3 life causes them to lose the game, none of those abilities will be put on the stack.
Flying
Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
Archon of CrueltyCreature — ArchonNormal - ~$9.34
The Mouth of Sauron #216Legendary Creature — Human Advisor
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
When The Mouth of Sauron enters, target player mills three cards. Then amass Orcs X, where X is the number of instant and sorcery cards in that player's graveyard. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
The Mouth of SauronLegendary Creature — Human AdvisorNormal - ~$0.2
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).
Typecycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being typecycled. Any ability that stops a cycling ability from being activated also stops a typecycling ability from being activated.
Unlike the normal cycling ability, typecycling doesn't allow you to draw a card. Rather, it lets you search your library for a card with the type or types indicated by the ability name. For example, a card with basic landcycling lets you search for a basic land card, and a card with Wizardcycling lets you search for a Wizard card.
When Monstrosity of the Lake enters, you may pay . If you do, tap all creatures your opponents control, then put a stuncounteron each of those creatures. (If a permanent with a stuncounterwould become untapped, remove one from it instead.)
Islandcycling (,Discardthis card: Search your library for an Island card, reveal it, put it into your hand, thenshuffle)
Monstrosity of the LakeLegendary Creature — KrakenNormal - ~$3.02
Cards exiled with Shelob, Dread Weaver that would go to the graveyard but have that replaced by an effect such as Leyline of the Void are considered new objects. They are no longer considered to have been exiled with Shelob, Dread Weaver for the purposes of its activated abilities.
If Shelob, Dread Weaver and a nontoken creature an opponent controls die at the same time, the opponent's creature will be exiled.
Whenever a nontoken creature an opponent controls dies, exile it.
, Put a creature card exiled with Shelob into its owner's graveyard: Put two +1/+1 counters on Shelob. Draw a card.
: Put target creature card with mana value X exiled with Shelob onto the battlefield tapped under your control.
If you have fewer than four cards in your library, you'll look at all the cards there and put one into your hand and the rest into your graveyard.
"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.
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Forbidden AlchemyInstantNormal - ~$0.4
Gríma, Saruman's Footman #140Legendary Creature — Human Advisor
If that player exiles their entire library without exiling an instant or sorcery card, they will randomize the order of the exiled cards, and the cards then become that player's library, ending the effect. They will not continue to exile and randomize their library forever.
If the spell you cast 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 pay any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.
If you choose not to cast the card, it is put on the bottom of its owner's library in a random order along with the other exiled cards.
The cards are exiled face up. All players will be able to see them.
You cast the card while the ability is resolving and still on the stack. You can't wait to cast it later in the turn.
Gríma can't be blocked.
Whenever Gríma deals combat damage to a player, that player exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then that player puts the exiled cards that weren't cast this way on the bottom of their library in a random order.
Gríma, Saruman's FootmanLegendary Creature — Human AdvisorNormal - ~$3.89
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.
Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities.
Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented.
Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, that damage reduces your life total as normal.
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burdencounteron The One Ring.
: Put a burdencounteron The One Ring, then draw a card for each burdencounteron The One Ring.
You choose a target for Palantír of Orthanc's ability when it goes on the stack. If that target is illegal as the ability tries to resolve, the ability is removed from the stack. You won't put an influence counter on Palantír of Orthanc, and you won't scry, draw, or mill.
At the beginning of your end step, put an influencecounteron Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, youmillX cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Palantír of OrthancLegendary ArtifactNormal - ~$44.64
Basalt Monolith's last ability can untap it as often as you can pay for it. If you believe you've found a way to generate an unbounded amount of mana with it, you're probably right.
Knollspine Dragon's ability checks only whether damage was dealt. It doesn't care whether the player's life total also changed for other reasons (such as if the player paid life or gained life). For example, if an opponent was dealt 4 damage and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Knollspine Dragon's ability will let you discard your hand and draw four cards.
This ability counts the total amount of damage (both combat and noncombat) dealt to the targeted opponent by all sources (including ones you controlled and ones you didn't) over the course of the turn. Damage that was prevented or replaced doesn't count. Damage that resolved but didn't cause loss of life (due to Worship, for example) will count.
You target an opponent when the ability triggers. You don't decide whether you want to discard and draw until the ability resolves.
"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.
Create a 6/6 black and red Dragon creature token with flying, menace, and "Whenever this token deals combat damage to a player, gain control of target artifact that player controls."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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.
You divide the damage as you put Inferno Titan's triggered ability on the stack, not as it resolves. Each target must be assigned at least 1 damage. (In other words, as you put the ability on the stack, you choose whether to have it deal 3 damage to a single target, 2 damage to one target and 1 damage to another target, or 1 damage to each of three targets.)
: This creature gets +1/+0 until end of turn.
Whenever this creature enters or attacks, it deals 3 damage divided as you choose among one, two, or three targets.
The cards you choose can be ones that were just milled or ones that were already in the graveyard.
The creatures you control will be Phyrexians until they leave the battlefield. Any of them that stops being a creature will also stop being a Phyrexian until it becomes a creature again, if applicable.
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If a spell or ability causes an opponent to put cards into their hand without specifically using the word "draw," it's not a card drawn.
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
Flash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
Ringsight won't let you search for a colorless card, even if you control a colorless legendary creature.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
Your Ring-bearer is legendary, so you can search for a card that shares a color with the Ring-bearer that you chose as the Ring tempted you.
The Ring tempts you. Search your library for a card that shares a color with a legendary creature you control, reveal it, put it into your hand, thenshuffle
As an additional cost to cast this spell,discarda card.
Draw two cards and create two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Call of the Ring's last ability will trigger any time you choose a creature as your Ring-bearer, even if that creature was already your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If the Ring tempts you but you can't choose a creature as your Ring-bearer (probably because you control no creatures), Call of the Ring's last ability won't trigger.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
You don't choose a target for Grishnákh, Brash Instigator's ability at the time it triggers. Rather, a second "reflexive" ability triggers when you amass Orcs this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
When Grishnákh enters, amass Orcs 2. When you do, until end of turn, gain control of target nonlegendary creature an opponent controls with power less than or equal to the amassed Army's power. Untap that creature. It gains haste until end of turn.
After Nezahal returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won't be in combat or have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
Nezahal's triggered ability resolves before the noncreature spell that caused it to trigger.
Players can cast spells and activate abilities after Nezahal's triggered ability resolves but before the spell that caused it to trigger does. Notably, the card you draw may be able to counter that spell or may be discarded to activate Nezahal's last ability.
Your maximum hand size is checked only during the cleanup step on your turn. If Nezahal's last ability is activated before your turn's end step, it will return before your next cleanup step and you'll have no maximum hand size.
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Typecycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being typecycled. Any ability that stops a cycling ability from being activated also stops a typecycling ability from being activated.
Unlike the normal cycling ability, typecycling doesn't allow you to draw a card. Rather, it lets you search your library for a card with the type or types indicated by the ability name. For example, a card with basic landcycling lets you search for a basic land card, and a card with Wizardcycling lets you search for a Wizard card.
Trample
Whenever this creature attacks, another target creature you control gets +2/+0 and gains trample until end of turn.
Mountaincycling (,Discardthis card: Search your library for a Mountain card, reveal it, put it into your hand, thenshuffle)
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.
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I — The Ring tempts you, then each player mills cards equal to your Ring-bearer's power.
II —Destroyall nonlegendary creatures.
III — Each opponent loses 1 life for each creature card in that player's graveyard.
One Ring to Rule Them AllEnchantment — SagaSaga - ~$8.41
Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
Whatever you do, don't eat the delicious cards.
You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
Flying
When this creature enters, each opponent sacrifices a creature of their choice. Create a Food token for each creature sacrificed this way. (It's an artifact with ", ,Sacrificethis token: You gain 3 life.")
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
You can cast Treason of Isengard without a target just to amass Orcs. However, if you do choose a target, and that target is illegal at the time Treason of Isengard tries to resolve, Treason of Isengard won't resolve and none of its effects will happen. You won't amass Orcs.
Put up to one target instant or sorcery card from your graveyard on top of your library.
Amass Orcs 2. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Treason of IsengardSorceryNormal - ~$0.19
The Balrog, Durin's Bane #195sLegendary Creature — Avatar Demon
This spell costs less to cast for each permanent sacrificed this turn.
Haste
The Balrog can't be blocked except by legendary creatures.
When The Balrog dies,destroytarget artifact or creature an opponent controls.
The Balrog, Durin's BaneLegendary Creature — Avatar DemonNormal - ~$3.91
Activating Corsairs of Umbar's first ability after a Goblin, Orc, or Pirate has become blocked won't cause that creature to become unblocked.
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
: Target Goblin, Orc, or Pirate can't be blocked this turn.
Whenever this creature deals combat damage to a player, amass Orcs 3. (Put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Corsairs of UmbarCreature — Human PirateNormal - ~$0.31
Lidless Gaze uses a new template indicating that you may spend mana as though it were mana of any type to cast the exiled cards. The six types of mana are white, blue, black, red, green, and colorless.
Snow mana is not a type of mana. Lidless Gaze won't let you pay a snow cost using mana produced by a nonsnow source.
Exile the top card of each player's library. Until the end of your next turn, you may play those cards, and mana of any type can be spent to cast those spells.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
The legendary creature must already be on the battlefield as the land enters the battlefield. If it enters the battlefield at the same time, the land will enter tapped.
Checks the number of cards in your graveyard when it starts resolving. You may drop below seven cards during resolution, but that won’t stop it from resolving.
Return target creature card from your graveyard to your hand.
Threshold — Return that card from your graveyard to the battlefield instead if seven or more cards are in your graveyard.
: You may put a creature card from your hand onto the battlefield. That creature gains haste.Sacrificethe creature at the beginning of the next end step.
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
Fiery Inscription's second triggered ability will resolve before the spell that caused the ability to trigger.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
A permanent with a shadow counter on it has shadow.
If an attacking creature has multiple evasion abilities, such as shadow and flying, a creature can block it only if that creature satisfies all of the appropriate evasion abilities.
Multiple instances of shadow on the same creature are redundant.
Once a creature has been blocked, that creature remains blocked and will deal and be dealt combat damage even if it gains or loses shadow or if the blocking creature gains or loses shadow.
Minas Morgul enters tapped.
: Add .
, : Put a shadowcounteron target creature. For as long as that creature has a shadowcounteron it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
Minas Morgul, Dark FortressLegendary LandNormal - ~$22.17
"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 choose the target for Dread Return before paying any of its costs, so it's not possible to cast it using flashback and bring back one of the creatures you sacrifice.
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Any cards not cast, including land cards, remain in exile. They can't be cast on later turns, even if Etali attacks again.
Because all attacking creatures are chosen at once, a creature cast this way can't attack during the same combat as Etali, even if it has haste.
If an exiled card 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 card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can't wait to cast them later in the turn. Timing permissions based on a card's type are ignored, and the spells resolve before blockers are declared.
If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali's ability are exiled.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, thenshuffle
When this creature dies, you may draw a card.
A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
If the revealed card is not a permanent card, it remains on top of that library.
The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
If a card in a player's graveyard has {X} in its mana cost, X is considered to be 0.
If any abilities trigger on the creature entering the battlefield, those abilities resolve after you lose life. If losing life results in you losing the game, those abilities won't resolve.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, the creature you control from Reanimate is exiled.
The amount of life you lose is determined by the mana value of the card in your graveyard, not the creature once it's on the battlefield.
You lose life after the creature is already on the battlefield. Any abilities it has that interact with loss of life, such as that of Platinum Emperion, apply to that loss of life.
The timestamp for the "in your graveyard" ability is set at the time that this card goes to your graveyard, regardless of whether you control a Mountain at that time.
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 Swamp or Mountain, not for lands named Swamp or Mountain. The lands it checks for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter untapped.
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.
As Living Death resolves, all players exile their creature cards from graveyards at the same time. Then all players sacrifice all creatures they control at the same time. Then all players put all creatures they exiled onto the battlefield at the same time.
Only cards exiled by Living Death's first instruction are put onto the battlefield. If a replacement effect (such as that of Leyline of the Void) causes any of the sacrificed creatures to be exiled instead of put into a graveyard, those cards aren't returned to the battlefield.
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
You draw two cards and discard two cards all while Faithless Looting is resolving. Nothing can happen between the two, and no player may choose to take 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.
Some cards with cycling have an ability that triggers when you cycle them, and some cards have an ability that triggers whenever you cycle any card. These triggered abilities resolve before you draw from the cycling ability.
Triggered abilities from cycling a card and the cycling ability itself aren't spells. Effects that interact with spells (such as Saruman's Trickery) won't affect them.
Trample, haste
When The Balrog of Moria dies, you may exile it. When you do, for each opponent, exile up to one target creature that player controls.
Cycling (,Discardthis card: Draw a card.)
When you cycle this card, create two Treasure tokens.
The Balrog of MoriaLegendary Creature — Avatar DemonNormal - ~$0.58
Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.
Blasphemous Act's ability can't reduce the total cost to cast the spell below {R}.
The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {C}, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Blasphemous Act). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
Deathtouch, haste
,Discarda card: Draw a card. If the discarded card was a creature card, amass Orcs 1. (Put a +1/+1counteron an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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.
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.
The chosen player needs only to have the most life or tied for most life as The Black Gate's last ability resolves. After the ability resolves, any changes in life total won't affect which creatures can block or be blocked that turn.
The creature that was targeted by The Black Gate's last ability can't be blocked by any creature the chosen player controls, including creatures that weren't on the battlefield when The Black Gate's ability resolved.
As The Black Gate enters, you may pay 3 life. If you don't, it enters tapped.
: Add .
, : Choose a player with the most life or tied for most life. Target creature can't be blocked by creatures that player controls this turn.
The Black GateLegendary Land — GateNormal - ~$19.63
Put target creature card from a graveyard onto the battlefield under your control. That creature deals damage equal to its power to each other creature.
The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
If an effect instructs you to put Foreboding Ruins 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. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red 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 Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
Cavern-Hoard Dragon's first ability counts only the artifacts controlled by the opponent who controls the greatest number of artifacts among your opponents. If you have an opponent who controls two artifacts and another opponent who controls three artifacts, Cavern-Hoard Dragon's mana cost would be reduced by {3}.
Cavern-Hoard Dragon's last ability cares about the number of artifacts that player controls as the ability resolves.
If the greatest number of artifacts an opponent controls is seven or more, Cavern-Hoard Dragon costs {R}{R} to cast.
Once a player has announced that they are casting Cavern-Hoard Dragon, no player may take actions to try and change the greatest number of artifacts an opponent controls before Cavern-Hoard Dragon's cost is locked in.
This spell costs less to cast, where X is the greatest number of artifacts an opponent controls.
Flying, trample, haste
Whenever this creature deals combat damage to a player, you create a Treasure token for each artifact that player controls.
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.
Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
Each time the Ring tempts you, you must choose a creature if you control one.
If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
Ward—Sacrifice a legendary artifact or legendary creature.
Whenever an opponent casts a spell, amass Orcs 1.
Whenever an Army you control deals combat damage to a player, the Ring tempts you.
Whenever the Ring tempts you, you maydiscardyour hand. If you do, draw four cards.
Sauron, the Dark LordLegendary Creature — Avatar HorrorNormal - ~$66.47
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.
If a land card with an appropriate subtype is entering the battlefield from your hand at the same time as one of these lands, you may reveal the other land to have the "Snarl" enter untapped.
If an effect instructs you to put one of these lands onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
The "Snarl" itself doesn't have any land subtypes. 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 card.
In a Two-Headed Giant game, dethrone will trigger if the creature attacks either player on the team with the most life or tied for the most life.
Once dethrone triggers, it doesn't matter what happens to the players' life totals before the ability resolves. You'll put a +1/+1 counter on the creature even if the defending player doesn't have the most life as the ability resolves.
Scourge of the Throne's ability has an intervening "if" clause. It must be attacking the player with the most life or tied with the most life both when it's declared as an attacker and as it starts to resolve for it to have any effect. If, at either time, the player isn't the one with the most life or tied for the most life, the ability will have no effect. Notably, this is different than how dethrone works. (Dethrone checks only once to see if the ability triggers.)
The +1/+1 counter is put on the creature before blockers are declared.
Dethrone doesn't trigger if the creature attacks a planeswalker, even if its controller has the most life. The same is true if the creature attacks a battle, even if its protector has the most life.
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1counteron it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Scourge of the ThroneCreature — DragonNormal
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