Flying, menace
When Junji dies, choose one —
• Each opponent discards two cards and loses 2 life.
• Put target non-Dragon creature card from a graveyard onto the battlefield under your control. You lose 2 life.
Junji, the Midnight SkyLegendary Creature — Dragon SpiritNormal - ~$5.34
If the target creature or enchantment is an illegal target as Withering Torment tries to resolve, it won't resolve and none of its effects will happen. You won't lose life.
If there are ten or more creature cards total in all graveyards, this spell costs less to cast.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
:Destroytarget creature. It can't be regenerated.
The amount of life you gain from extort is based on the total amount of life lost, not necessarily the number of opponents you have. For example, if your opponent's life total can't change (perhaps because that player controls Platinum Emperion), you won't gain any life.
The extort ability doesn't target any player.
The extort ability resolves before the spell that caused it to trigger. The ability resolves even if that spell is countered.
You may pay {W/B} a maximum of one time for each extort triggered ability. You decide whether to pay when the ability resolves.
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Whenever you tap a Swamp for mana, add an additional .
Crypt GhastCreature — SpiritNormal - ~$11.43
K'rrik, Son of Yawgmoth #36Legendary Creature — Phyrexian Horror Minion
If a cost contains a mana symbol that may be paid in multiple ways, such as {B/R}, {B/P}, or {2/B}, you choose how you'll pay it before you do so. If you choose to pay {B} this way, K'rrik's ability allows you to pay life rather than pay that mana.
K'rrik's ability doesn't modify or reduce costs you pay. It changes only how you may pay those costs.
K'rrik's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
You can't pay 2 life to pay for generic mana in costs you pay, even if an effect says that you must spend black mana to pay that generic mana.
A Phyrexian mana symbol contributes 1 toward the mana value of a card, even if life is paid for it. Specifically, K'rrik's mana value is always 7.
K'rrik's ability lets you pay 2 life for {B} in any cost you pay, including the mana costs of spells, activation costs, and even costs for special actions (such as morph). Any time you pay mana, that's a cost.
( can be paid with either or 2 life.)
Lifelink
For each in a cost, you may pay 2 life rather than pay that mana.
Whenever you cast a black spell, put a +1/+1counteron K'rrik.
K'rrik, Son of YawgmothLegendary Creature — Phyrexian Horror MinionNormal - ~$8.9
Once an Assassin creature or commander you control deals combat damage to a player in a turn, you can cast spells for their freerunning costs for the rest of that turn. It doesn’t matter what happens to that Assassin or commander after that.
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Return target creature card from your graveyard to the battlefield.
Hollow Marauder’s first ability doesn’t change its mana value, which is always 7.
When Hollow Marauder’s triggered ability resolves, the next target opponent in turn order (or, if it’s a target opponent’s turn, that opponent) chooses a card in hand without revealing it, then each other target opponent in turn order (if any) does the same. All chosen cards are then discarded at the same time.
This spell costs less to cast for each creature card in your graveyard.
Flying
When this creature enters, any number of target opponents eachdiscarda card. For each of those opponents who didn'tdiscarda card with mana value 4 or greater, draw a card.
Backup confers only abilities that are actually printed below it. Any abilities that are gained by the permanent are ignored, including abilities gained due to a resolving spell or ability or copy effects.
If a backup ability causes another creature to gain abilities, the creature with backup will still have those abilities.
If a backup ability targets the creature with backup, that creature will get +1/+1 counters, but it won’t gain additional abilities.
If a permanent enters the battlefield as a copy of a card with a backup ability or a token is created that is a copy of that card, the order of the printed abilities is maintained.
The abilities that backup grants to the target creature are determined only once, at the time the ability triggers. They won’t change if the permanent with backup loses any abilities before the backup ability resolves.
Backup 1 (When this creature enters, put a +1/+1counteron target creature. If that's another creature, it gains the following abilities until end of turn.)
Deathtouch
Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
Archpriest of ShadowsCreature — Human WarlockNormal - ~$0.71
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.
Casting Demonic Embrace with the permission granted by its last ability doesn't change when you can cast it.
If another effect gives you permission to cast Demonic Embrace from your graveyard, you don't pay the additional cost imposed by its last ability if you use that permission.
If the enchanted creature dies during your turn, you receive priority before any other player does. If you're allowed to cast Demonic Embrace at that time, you may do so before any player can attempt to remove it from your graveyard.
Enchant creature
Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types.
You may cast this card from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
Flash
When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Equipped creature can't be blocked.
Equip
The equipped creature's power is checked only during the declare blockers step. If its power becomes greater than 3 after blockers are declared, it still can't be blocked. Similarly, if its power becomes 3 or less after it's been blocked, this won't make it unblocked.
When this Equipment enters, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Equipped creature can't be blocked as long as its power is 3 or less.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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.
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 Writhing Necromass). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
Writhing Necromass’s first ability can’t reduce the {B} in its cost.
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1counteron it."
The ability will trigger when Ichor Wellspring is put into a graveyard from the battlefield, even if the ability that triggered when it entered hasn't resolved yet.
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.
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1counteron it."
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much a relic's cost is reduced.
The cost reduction ability reduces only the generic mana in the relic's cost. The colored mana must still be paid.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
This spell costs less to cast for each creature card in your graveyard.
Whenever a creature you control dies, put it on the bottom of its owner's library.
, , Pay 2 life: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
The Cauldron of EternityLegendary ArtifactNormal - ~$4.04
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.
Enchant creature
Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand.
Eye of NidhoggLegendary Enchantment — AuraNormal - ~$1.14
This land enters tapped.
: Add .
, ,Sacrificethis land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, thenshuffle
Gorex's first ability can't reduce its cost below {B}{B}. You can exile any number of creature cards from your graveyard, even if they won't reduce Gorex's cost any further.
Include any additional costs to cast Gorex before applying its own cost reduction. For example, if Gorex is your commander and an additional cost of {6} applies from the "commander tax," you may cast Gorex by exiling four creature cards from your graveyard and paying {4}{B}{B}.
As an additional cost to cast this spell, you may exile any number of creature cards from your graveyard. This spell costs less to cast for each card exiled this way.
Deathtouch
Whenever Gorex attacks or dies, choose a card at random exiled with Gorex and put that card into its owner's hand.
Gorex, the TombshellLegendary Creature — Zombie TurtleNormal - ~$0.26
Supernatural Stamina's effect works only once. If the targeted creature dies and is then returned to the battlefield, it's considered to be a new creature. If that new creature dies, it won't come back a second time.
If a player controls fewer than thirteen creatures when Blasphemous Edict resolves, they will sacrifice all of their creatures.
Starting with the player whose turn it is, each player in turn order chooses which creatures they will sacrifice, then all the creatures chosen by all players are sacrificed at the same time. Players get to know the choices made by players who chose before them.
You may pay rather than pay this spell's mana cost if there are thirteen or more creatures on the battlefield.
Each player sacrifices thirteen creatures of their choice.
The ability will trigger when Mycosynth Wellspring is put into a graveyard from the battlefield, even if the ability that triggered when it entered hasn't resolved yet.
When this artifact enters or is put into a graveyard from the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, thenshuffle
If there is no other legal target for the spell, this does not change the target.
Once the spell resolves, the new target is considered to be targeted by the deflected spell. This will trigger any effects which trigger on being targeted.
The target of a spell that targets another spell on the stack can be changed to any other spell on the stack, even if the new target will resolve before the spell does.
This does not check if the current target is legal. It just checks if the spell has a single target.
This only targets the spell being changed, not the original or new target of the spell it is affecting.
You can choose to make a spell on the stack target this spell (if such a target choice would be legal had the spell been cast while this spell was on the stack). The new target for the deflected spell is not chosen until this spell resolves. This spell is still on the stack when new targets are selected for the spell.
You can't make a spell which is on the stack target itself.
You choose the spell to target on announcement, but you pick the new target for that spell on resolution.
If a spell targets multiple things, you can't target it with Imp's Mischief, even if all but one of those targets have become illegal.
You don't choose the new target for the spell until Imp's Mischief resolves. You must change the target if possible. However, you can't change the target to an illegal target. If there are no legal targets to choose from, the target isn't changed. It doesn't matter if the original target has somehow become illegal itself.
A token you own that dies is put into your graveyard before it ceases to exist.
If Nether Traitor and another creature are put into your graveyard at the same time, Nether Traitor's ability won't trigger. This is because it must be in your graveyard before the creature dies in order for its ability that returns it to the battlefield to trigger.
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.
If multiple creatures are put into your graveyard at the same time, Nether Traitor's ability triggers for each of them. Once you return it to the battlefield, you may pay {B} for the other abilities as they resolve, but they'll have no effect if you do. Even if Nether Traitor returns to your graveyard, it's considered a new object and won't be returned.
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.
Haste
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever another creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to the battlefield.
If an effect such as that of Magus of the Moon causes Urborg to lose its abilities by setting it to a basic land type not in addition to its other types, it won't turn lands into Swamps, no matter in what order those effects started to apply.
Land cards not on the battlefield aren't Swamps while Urborg is on the battlefield.
Urborg's ability causes each land on the battlefield to have the land type Swamp. Any land that's a Swamp has the ability "{T}: Add {B}." Nothing else changes about those lands, including their names, other subtypes, other abilities, and whether they're legendary, basic, or snow.
Urborg, Tomb of Yawgmoth isn't a Swamp while it's not on the battlefield.
It doesn’t matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
Once you begin casting this spell, players can’t take any other actions until you’re done casting it. Notably, they can’t try to remove the commander you control to make you pay its cost.
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Black Market ConnectionsEnchantmentNormal - ~$20.65
Job select
Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has "Whenever this creature deals combat damage to a player, draw a card, thendiscarda card. That player loses life equal to the discarded card's mana value."
Mutsunokami — Equip
The bringing of the creature onto the battlefield and then putting Necromancy on it is all done as part of the resolution.
When putting a card onto the battlefield that requires a definition for its value or some other choice, you do what is needed to define the value or make the choice.
Necromancy enters as an enchantment and then becomes an Enchant Creature Aura as a triggered ability upon entering. It follows all the rules for Auras from then on.
If the creature card put onto the battlefield has protection from black (or anything that prevents this from legally being attached), this won't be able to attach to it. Then this will go to the graveyard as a state-based action, causing the creature to be sacrificed.
The sacrifice occurs only if you cast it using its own ability. If you cast it using some other effect (for example, if another effect allowed you to cast it as though it had flash), then it won't be sacrificed.
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
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 - ~$24.19
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If you cast a spell that targets Treacherous Blessing, you choose whether you lose 1 life before or after you sacrifice it. You lose 1 life even if you sacrifice it first.
When this enchantment enters, draw three cards.
Whenever you cast a spell, you lose 1 life.
When this enchantment becomes the target of a spell or ability,sacrificeit.
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 a card into your hand without using the word "draw," the card wasn't drawn.
If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost." You may, however, pay additional costs, such as kicker. If the spell has any mandatory additional costs, those must be paid to cast the spell.
Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
Lifelink
When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelinkcounteron it.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Metamorphosis FanaticCreature — Human ClericNormal - ~$7.23
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 - ~$1.18
If Kaya’s Ghostform and the enchanted permanent are both put into graveyards and/or exiled at the same time, the enchanted permanent will be returned to the battlefield.
If Kaya’s Ghostform enchants a permanent you control but don’t own, that permanent will return to the battlefield under your control when it dies or is exiled. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any creatures you control from Kaya’s Ghostform’s effect are exiled.
If an effect exiles the enchanted permanent and immediately returns it to the battlefield, the last ability of Kaya’s Ghostform triggers but will have no effect. If an effect exiles the enchanted permanent and would return it to the battlefield at a later time, Kaya’s Ghostform will return that card to the battlefield and it won’t be returned later.
If another player gains control of the enchanted permanent, Kaya’s Ghostform will be put into your graveyard.
If the enchanted permanent is put into a graveyard or exile but leaves that zone before the last ability of Kaya’s Ghostform resolves, that card stays in its new zone, even if that zone is also a graveyard or exile. You don’t return it to the battlefield.
Kaya’s Ghostform can enchant a token, but its last ability won’t return the token to the battlefield.
Kaya’s Ghostform is put into your graveyard once the enchanted permanent leaves the battlefield. It doesn’t return to the battlefield with that permanent.
Enchant creature or planeswalker you control
When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.
A creature spell that's multiple colors is each of those colors. For example, Ahn-Crop Champion is a white creature and a green creature, so it can benefit from either Oketra's Monument or Rhonas's Monument—or both at once.
Each Monument has one ability that reduces the cost of creature spells of a certain color, and a triggered ability that triggers whenever you cast any creature spell—not just a creature spell of that color.
Each Monument's triggered ability triggers as the creature spell is cast and resolves before that creature spell resolves. The ability will resolve even if that creature spell is countered.
In a Two-Headed Giant game, the triggered ability of Bontu's Monument causes the opposing team to lose 2 life and you gain 1 life.
To determine the total cost of a creature spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the creature remains unchanged, no matter what the total cost to cast it was.
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
If the target creature is an illegal target by the time Malakir Rebirth tries to resolve, the spell doesn't resolve. You don't lose 2 life.
In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
Malakir Rebirth's effect works only once. If the targeted creature dies and is then returned to the battlefield, it's considered to be a new creature. If that new creature dies, it won't come back.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Malakir Mire (Malakir Rebirth // Malakir Mire)#111Land
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
If the target creature is an illegal target by the time Malakir Rebirth tries to resolve, the spell doesn't resolve. You don't lose 2 life.
In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
Malakir Rebirth's effect works only once. If the targeted creature dies and is then returned to the battlefield, it's considered to be a new creature. If that new creature dies, it won't come back.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
Players can lose more life than they have. For example, say you're playing a multiplayer game in which one of your opponents has 3 life and your other opponent has 10 life. If you cast Exsanguinate with X of 4, your opponents will wind up at -1 life and 6 life, respectively. You'll gain 8 life.
Affinity for Swamps (This spell costs less to cast for each Swamp you control.)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature dies, scry 1 and create a Treasure token. (To scry 1, look at the top card of your library. You may put that card on the bottom. A Treasure token is an artifact with ",Sacrificethis token: Add one mana of any color.")
Greedy FreebooterCreature — Human PirateNormal - ~$0.4
Deathtouch
Whenever this creature deals combat damage to a player, they lose half their life, rounded up.
When this creature dies, if it had no counters on it, return it to the battlefield tapped under its owner's control with two stun counters on it.
If a 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 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.
If you cast a card this way, you may not cast it for any other alternative costs it has, but you may pay for additional costs, such as kicker costs. If the spell requires an additional cost, you must pay that cost.
If your opponent discards a card while you control Dauthi Voidwalker, abilities that function when that card is discarded still work, even though that card never reaches that player's graveyard. In addition, spells or abilities that check the characteristics of the discarded card can find that card in exile.
Playing a card with Dauthi Voidwalker's last ability is still subject to normal timing restrictions.
Tokens still die while Dauthi Voidwalker is on the battlefield.
While Dauthi Voidwalker is on the battlefield, nontoken creatures your opponents control won't die. They'll be exiled instead. Abilities that would trigger when those creatures die won't trigger.
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a voidcounteron it.
,Sacrificethis creature: Choose an exiled card an opponent owns with a voidcounteron it. You may play it this turn without paying its mana cost.
A permanent can have multiple Roles attached to it if each one is controlled by a different player.
Cards in the Wilds of Eldraine main set create six different Role tokens: Cursed, Monster, Royal, Sorcerer, Wicked, and Young Hero. A seventh Role token, Virtuous, is created by Ellivere of the Wild Court, the commander of the "Virtue and Valor" Commander Deck.
Hexproof and shroud won't prevent a Role from becoming attached to a permanent if the ability creating that Role attached to that permanent doesn't target it.
If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner's graveyard. This is a state-based action.
If multiple creatures return to the battlefield (possibly because Not Dead After All targeted a melded permanent), a Wicked Role token will be created attached to each of them.
If the creature doesn't return to the battlefield or returns as a noncreature permanent, the Wicked Role token won't be created.
If two or more Roles controlled by the same player become attached to a permanent at the same time (perhaps due to an effect such as that of Doubling Season), that player chooses which one to keep and which are put into their owners' graveyards.
In rare cases, a spell or ability might attempt to create a Role token enchanting a permanent that it can't legally enchant (because of an ability like protection from enchantments). In such cases, the Role token isn't created.
Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability.
Some spells and abilities that create Role tokens require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Role token won't be created.
Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control, then create a Wicked Role token attached to it." (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Imprint — When this artifact enters, you may exile target land you control.
Whenever a land with the same name as the exiled card is tapped for mana, its controller adds one mana of any type that land produced.
Black spells you cast cost less to cast.
If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life.
, : Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it.
The Darkness CrystalLegendary ArtifactNormal - ~$10.77
If more than one Dance of the Dead ends up on a creature, each contributes a +1/+1. But you only have to pay the untap cost once. You may pay for each one, however, and untap the card more than once during upkeep.
If the creature card put onto the battlefield has protection from black (or anything that prevents this from legally being attached), this won't be able to attach to it. Then this will go to the graveyard as a state-based action, causing the creature to be sacrificed.
Once the creature is returned to the battlefield, Dance of the Dead can't be attached to anything other than it (unless Dance of the Dead somehow manages to put a different creature onto the battlefield). Attempting to move Dance of the Dead to another creature won't work.
This is a new wording. Dance of the Dead is now an Aura. You target a creature card in a graveyard when you cast it. It enters attached to that card. Then it returns that card to the battlefield, and attaches itself to that card again (since the card is treated as a new object on the battlefield).
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." Put enchanted creature card onto the battlefield tapped 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/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
Dance of the DeadEnchantment — AuraNormal - ~$18.2
In a Two-Headed Giant game, your starting life total is the life total your team started at, and your current life total is your team's current life total.
If a spell you cast has {X} in its mana cost, you choose the value of X before calculating the spell's total cost.
If there are additional costs to cast a spell, or if the cost to cast a spell is increased by an effect (such as the one created by Thalia, Guardian of Thraben's ability), apply those increases before applying cost reductions.
The ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that cost.
The ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay.
The cost reduction can apply to alternative costs such as flashback costs.
Menace
Assassins you control have menace.
Whenever you attack with one or more legendary creatures, you may pay . If you do, return this card from your graveyard to the battlefield tapped and attacking.
Activating Key to the City's ability targeting a creature that has already been blocked won't cause it to become unblocked.
Key to the City's last ability triggers during your untap step, but it's put onto the stack at the same time as abilities that trigger at the beginning of your upkeep step. Even though Key to the City's ability triggered first, you may order it before or after other abilities you control that are put onto the stack at this time.
You can activate Key to the City's first ability without targeting any creature.
You can pay {2} only once each time Key to the City's triggered ability resolves. You can't pay more to draw additional cards.
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.
Bloodghast's landfall ability triggers only if it's already in your graveyard at the time a land enters under your control.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
This creature can't block.
This creature has haste as long as an opponent has 10 or less life.
Landfall — Whenever a land you control enters, you may return this card from your graveyard to the battlefield.
Equipped creature has ward , is an Assassin in addition to its other types, and can't be blocked.
Equip legendary creature
Equip (: Attach to target creature you control. Equip only as a sorcery.)
If the target creature's power is greater than 3 as Access Tunnel's second ability tries to resolve, the ability doesn't resolve. However, if instead the creature's power is raised above 3 after the ability resolves, it still can't be blocked that turn.
Once a creature with power 3 or less has been blocked, Access Tunnel's second ability won't cause it to become unblocked.
This creature enters with eight revival counters on it if you cast it.
When this creature dies, if it had a revivalcounteron it, return it to the battlefield with one fewer revivalcounteron it at the beginning of the next end step.
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.
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.
Colorless and generic mana symbols ({C}, {0}, {1}, {2}, {X}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
If you put an Aura on an opponent's permanent, you still control the Aura, and mana symbols in its mana cost count towards your devotion.
Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
The amount of life you gain is the total amount of life lost, not simply the value of X.
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Gray Merchant of AsphodelCreature — ZombieNormal - ~$6.96
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
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.