As Mythos of Snapdax resolves, first you choose which permanents you control won’t be sacrificed, then each other player in turn order does the same, knowing the choices made before them. Then each nonland permanent not chosen is sacrificed at the same time.
If an effect allows you to cast a spell without paying its mana cost, you can’t choose to cast it and pay unless another rule or effect allows you to cast that spell for a cost. Similarly, you can’t waive a cost reduction unless that effect says you may.
If an effect copies the Mythos spell, no mana was spent to cast the copy, so the copy won’t receive the bonus.
If you control a permanent with more than one type, you may choose it for each of those types. For example, you could choose an artifact creature as the artifact you keep and also as the creature you keep.
If you’re choosing the permanents for each player, your choices must still be legal. For example, you can’t decline to choose a creature a player will keep if that player controls a creature.
Lands with another permanent type can’t be chosen and won’t be sacrificed.
The abilities of the Mythos check what colors of mana were spent to cast the spell. It’s not an alternative cost to cast the spell.
The ability checks what mana was actually spent to cast a spell. If an effect allows you to spend mana “as though it were mana” of any color or type, that allows you to spend mana you couldn’t otherwise spend, but it doesn’t change what mana you spent to cast the spell.
Each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest. If was spent to cast this spell, you choose the permanents for each player instead.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flash
Flying
Whenever this creature mutates,destroytarget creature or planeswalker an opponent controls.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Lifelink
Whenever this creature mutates, create two 1/1 white Cat creature tokens with lifelink.
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.)
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.
In a Two-Headed Giant game, Insatiable Hemophage’s last ability causes the opposing team to lose life equal to twice the value of X and you to gain X life.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch
Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, put a +1/+1counteron it.
Casting the card causes it to leave exile. You can’t cast it multiple times.
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 Mindleecher are exiled, and any cards remaining in exile remain face down indefinitely. No player may look at them.
Mindleecher doesn’t change when you can cast the exiled cards. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.
You can play lands this way only if you have remaining land plays available for the turn.
You may look at and play those cards even if Mindleecher leaves the battlefield. If another player gains control of Mindleecher, that player can’t look at or play the cards, and you still can.
You pay the costs for the exiled cards if you cast them. You may pay alternative costs such as mutate rather than a card’s mana cost.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, exile the top card of each opponent's library face down. You may look at and play those cards for as long as they remain exiled.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, create a red artifact token named Feather with ",Sacrificethis token: Return target Phoenix card from your graveyard to the battlefield tapped."
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
If the target creature is an illegal target by the time Path to Exile tries to resolve, the spell won't resolve. The creature's controller won't search for a basic land card.
The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
As the triggered ability resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) chooses a creature they control, then each other opponent in turn order does the same, knowing the choices made before them. Then all the chosen creatures are sacrificed at the same time.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, each opponent sacrifices a creature of their choice.
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach
Whenever this creature mutates, you maydiscarda card. If you do, draw a card.
A creature can be dealt an amount of damage greater than its toughness. For example, if Barbed Servitor is dealt 3 damage, its last ability causes the target opponent to lose 3 life.
Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.
If a creature is already suspected, suspecting it again won't have any effect.
If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
If your life total is brought to 0 or less at the same time that Barbed Servitor is dealt damage, you lose the game before its last ability goes on the stack.
There's no limit to the number of creatures that can be suspected simultaneously. Suspecting a new creature doesn't cause other creatures to stop being suspected.
When an effect suspects a creature, it becomes suspected. It gains menace and "This creature can't block" for as long as it's suspected. It stays suspected until it leaves the battlefield or another effect causes it to no longer be suspected.
Indestructible
When this creature enters, suspect it. (It has menace and can't block.)
Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.
Whenever this creature is dealt damage, target opponent loses that much life.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Vigilance
Whenever this creature mutates, you gain 4 life.
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.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
: This creature deals X damage to any target, where X is the number of times this creature has mutated.
As the triggered ability resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) chooses a card in hand without revealing it, then each other opponent in turn order does the same. Then all the chosen cards are discarded at the same time.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Menace (This creature can't be blocked except by two or more creatures.)
Whenever this creature mutates, each opponent discards a card.
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.
If the target nonland permanent is an illegal target as Anguished Unmaking tries to resolve, it won't resolve and none of its effects will happen. You won't lose 3 life.
Flying
Deathtouch (Any amount of damage this deals to a creature is enough todestroyit.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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.
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.
Card types that can appear on cards in a graveyard include artifact, creature, enchantment, instant, land, planeswalker, and sorcery. Legendary, basic, and snow are supertypes, not card types; Vampire and Rogue are subtypes, not card types.
Nighthawk Scavenger counts card types, not cards. If the only card in your opponents' graveyards is a single artifact creature card, Nighthawk Scavenger will be 3/3. If the only cards in those graveyards are ten artifact cards and ten creature cards, Nighthawk Scavenger will still be 3/3.
The ability that defines Nighthawk Scavenger's power applies in all zones, not just the battlefield.
If a spell has additional costs, apply those increases before applying cost reductions.
Killian can reduce alternative costs. For example, if you choose to pay the {1}{B} alternative cost for Baleful Mastery while targeting a creature, that cost would be reduced to {B}.
Killian, Ink Duelist can’t reduce the colored mana requirement of a spell’s mana cost.
Huntmaster Liger’s triggered ability affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won’t get +X/+X.
The value of X is determined only as the triggered ability resolves. Once that happens, the value of X won’t change later in the turn even if Huntmaster Liger mutates again, although in that case the creatures will receive a second, larger +X/+X in addition to the one generated by the ability’s earlier resolution.
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, other creatures you control get +X/+X until end of turn, where X is the number of times this creature has mutated.
Boros Charm's second mode affects only permanents you control at the time it resolves. It won't affect permanents that come under your control later in the turn.
Planeswalkers with indestructible will still have loyalty counters removed from them as they are dealt damage. If a planeswalker with indestructible has no loyalty counters, it will still be put into its owner's graveyard, as the rule that does this doesn't destroy the planeswalker.
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
: Add .
,Sacrificethis land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, thenshuffle
Cycling (,Discardthis card: Draw a card.)
Shattered LandscapeLandNormal - ~$0.38
Kunoros, Hound of Athreos #222pLegendary Creature — Dog
If an effect exiles a card from a graveyard and allows a player to cast it, that player may do so. The spell is cast from exile, not a graveyard.
Look at the card as it exists in your graveyard to determine whether it can enter the battlefield. For example, Sculpting Steel (a noncreature card in the graveyard) can be put onto the battlefield as a copy of a creature, but Phyrexian Metamorph (a creature card in the graveyard) can’t be put onto the battlefield, even if it would copy a noncreature artifact. A Theros Beyond Death God creature card can’t be put onto the battlefield regardless of your devotion to its colors.
Players can still play lands from graveyards if an effect allows them to do so.
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough todestroyit. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
Crackling Doom doesn't target any player or creature. For example, a creature with protection from black could be sacrificed.
If a player controls two or more creatures tied for the greatest power among creatures they control, that player chooses one of them to sacrifice.
In a multiplayer game, each opponent, starting with the active player and proceeding in turn order, chooses which creature they will sacrifice and then all creatures are sacrificed at the same time. Each successive player will know what the players before them chose to sacrifice.
The sacrifice is not dependent on the damage being dealt. It doesn't matter if that damage is prevented or redirected.
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.
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
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.)
Vigilance, trample
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Indestructible (Damage and effects that say "destroy" don'tdestroythis creature. If its toughness is 0 or less, it's still put into its owner's graveyard.)
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
The loss of life is part of the spell's effect. It's not an additional cost. If Read the Bones doesn't resolve, you won't lose life.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
Scry 2, then draw two cards. You lose 2 life. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Kediss's triggered ability will trigger if any commander you control deals combat damage to an opponent, not just your commander.
Kediss's triggered ability won't trigger if a commander you control deals combat damage to a planeswalker.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
The damage the commander deals as a result of Kediss's triggered ability isn't combat damage. It isn't tracked with combat damage dealt by commanders and won't cause Kediss's ability to trigger again.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
Whenever a commander you control deals combat damage to an opponent, it deals that much damage to each other opponent.
Partner (You can have two commanders if both have partner.)
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.
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.
A creature can be dealt an amount of damage greater than its toughness. For example, if Brash Taunter is dealt 3 damage, its middle ability deals 3 damage, not 1, to the target opponent.
If the target creature is an illegal target when Brash Taunter's last ability tries to resolve, the ability doesn't resolve. If Brash Taunter is no longer on the battlefield, the target creature won't deal or be dealt damage.
If your life total is brought to 0 or less at the same time that Brash Taunter is dealt damage, you lose the game before its middle ability goes on the stack.
If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
If there are any alternative or additional costs to cast a spell with a converge ability, the mana spent to pay those costs will count. For example, if an effect makes sorcery spells cost {1} more to cast, you could pay {W}{U}{B}{R} to cast Radiant Flames and deal 4 damage to each creature.
If you cast a spell with converge without spending any mana to cast it (perhaps because an effect allowed you to cast it without paying its mana cost), then the number of colors spent to cast it will be zero.
The maximum number of colors of mana you can spend to cast a spell is five. Colorless is not a color. Note that the cost of a spell with converge may limit how many colors of mana you can spend.
Unless a spell or ability allows you to, you can't choose to pay more mana for a spell with a converge ability just to spend more colors of mana. Likewise, if a spell or ability reduces the amount of mana it costs you to cast a spell with converge, you can't ignore that cost reduction in order to spend more colors of mana.
A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
If a card in your graveyard has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
If the mana cost of a card in your graveyard includes {X}, X is considered to be 0.
The mana value of a card in your graveyard is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has mana value 5.
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
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.
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.
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.
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.
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.
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.
If a card with a renew ability is put into your graveyard during your turn, you can activate that ability if it’s legal to do so before any other player can take any actions.
Flying, deathtouch, lifelink
Renew — , Exile this card from your graveyard: Put a flying counter, a deathtouch counter, and a lifelinkcounteron target creature. Activate only as a sorcery.