The ability of Daretti’s emblem will return the artifact card only if it’s still in your graveyard when the delayed triggered ability resolves at the beginning of the next end step. If the artifact card left your graveyard before that point (even if it was put back into your graveyard), the ability won’t return it to the battlefield.
You choose which artifact to sacrifice as the second ability resolves. You must sacrifice an artifact if you control at least one at that time. For example, if you control two artifacts when you activate the second ability, but the artifact you intended to sacrifice is destroyed in response, you must sacrifice the other artifact as the ability resolves.
You may choose to discard zero cards as the first ability resolves. In that case, you won’t draw any cards.
+2Discardup to two cards, then draw that many cards.
−2Sacrificean artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10 You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Activating a permanent card's unearth ability isn't the same as casting it as a spell. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities (such as Stifle) will interact with unearth, but spells and abilities that interact with spells (such as Cancel) will not.
At the beginning of the end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed trigger won't trigger again. However, the replacement effect will still exile it if it eventually leaves the battlefield.
If a permanent returned to the battlefield by an unearth ability would leave it for any reason, it's exiled instead—unless the spell or ability that's causing it to leave the battlefield is actually trying to exile it. In that case, the spell or ability succeeds at exiling the permanent. If the spell or ability later returns the card to the battlefield, it will return as a new object with no relation to its previous existence. The unearth effect will no longer apply to it.
If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will resolve and do nothing.
Unearth grants haste to the permanent that's returned to the battlefield. However, neither of the "exile" abilities is granted to that permanent. If that creature loses all its abilities, it will still be exiled at the beginning of the end step, and if it would leave the battlefield, it is still exiled instead.
Menace
Command Protocols — Other artifact creatures you control get +1/+0 and have menace.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Activating a card's unearth ability isn't the same as casting that card. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities (such as Defabricate's second mode) will interact with unearth, but spells and abilities that interact with spells (such as Scatter Ray) will not.
At the beginning of the next end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects such as Defabricate that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed triggered ability won't trigger again. However, the replacement effect will still exile the permanent if it eventually leaves the battlefield.
Despite the appearance of the reminder text, the unearth abilities that Mishra, Tamer of Mak Fawa grants are activated abilities of each individual artifact card in your graveyard. They're not activated abilities of Mishra.
If a permanent returned to the battlefield with unearth would leave the battlefield for any reason, it's exiled instead—unless the spell or ability that's causing the permanent to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If that spell or ability later returns the card to the battlefield (as Static Net might, for example), the permanent card will return to the battlefield as a new object with no relation to its previous existence. The unearth effects will no longer apply to it.
If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will do nothing as it resolves.
Unearth grants haste to the permanent that's returned to the battlefield (even if it's not a creature card). However, neither of the "exile" abilities is granted to that permanent. If that permanent loses all its abilities, it will still be exiled at the beginning of the next end step, and if it would leave the battlefield, it is still exiled instead.
Permanents you control have "Ward—Sacrifice a permanent."
Each artifact card in your graveyard has unearth . (: Return the card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Mishra, Tamer of Mak FawaLegendary Creature — Human ArtificerNormal - ~$0.41
Because you never "cast" a land card, Mystic Forge doesn't allow you to play an artifact land from the top of your library.
If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
If the top card of your library has a morph ability, you can cast it face down from the top of your library, even if it's normally not a colorless card.
Mystic Forge lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
You must follow the normal timing permissions and restrictions of the spells you cast from your library.
You still pay all costs for a spell you cast from your library, including additional costs. You may also pay alternative costs.
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
, Pay 1 life: Exile the top card of your library.
You must sacrifice exactly one creature to cast this spell; you can't cast it without sacrificing a creature, and you can't sacrifice additional creatures.
The first activated ability of Ayara, Widow of the Realm uses the mana value of the permanent you sacrificed as it last existed on the battlefield, not its mana value in the graveyard.
,Sacrificeanother creature or artifact: Ayara deals X damage to target opponent or battle and you gain X life, where X is the sacrificed permanent's mana value.
: Transform Ayara. Activate only as a sorcery. ( can be paid with either or 2 life.)
Ayara, Furnace Queen (Ayara, Widow of the Realm // Ayara, Furnace Queen)#296Legendary Creature — Phyrexian Elf Noble
The first activated ability of Ayara, Widow of the Realm uses the mana value of the permanent you sacrificed as it last existed on the battlefield, not its mana value in the graveyard.
At the beginning of combat on your turn, return up to one target artifact or creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step.
Ayara, Widow of the RealmLegendary Creature — Elf NobleTransform - ~$0.38
If multiple creatures you control enter at the same time, Impact Tremors will trigger once for each of those creatures. This is true even if Impact Tremors enters at the same time as those creatures.
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.
Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Marionette Apprentice will enter the battlefield as a 1/2 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
If you can't put a +1/+1 counter on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create a Servo token.
You choose whether to put a +1/+1 counter on the creature or create a Servo token as the fabricate ability is resolving. No player may take actions between the time you choose and the time that a counter is added or a token is created.
Fabricate 1 (When this creature enters, put a +1/+1counteron it or create a 1/1 colorless Servo artifact creature token.)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Marionette ApprenticeCreature — Human ArtificerNormal - ~$2.24
"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.
As an additional cost to cast this spell,sacrificean artifact or creature.
Draw two cards.
Flashback (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
As an additional cost to cast this spell,sacrificean artifact or creature.
You gain life equal to the sacrificed permanent's mana value. Draw two cards.
Each player tracks their speed (or lack thereof) separately. Increasing your speed has no effect on whether another player has speed.
If an effect needs to know what a player’s speed is and that player doesn’t have a speed, their speed is considered 0.
Start your engines! isn’t a triggered ability. Increasing your speed to 1 is something that happens as a state-based action as soon as you control a permanent with the ability. Notably, this includes gaining control of a permanent with the ability that another player controls.
Your speed doesn’t change until a spell or ability says so, such as the inherent triggered ability that cares about opponents losing life during your turn. Notably, losing control of permanents with start your engines! doesn’t affect your speed.
“Max speed — [ability]” means “As long as you have max speed, this object has [ability].” If the granted ability functions in a zone other than the battlefield, the max speed ability does too.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
: Add .
Max speed — : Target creature gains haste until end of turn.
Each player tracks their speed (or lack thereof) separately. Increasing your speed has no effect on whether another player has speed.
If an effect needs to know what a player’s speed is and that player doesn’t have a speed, their speed is considered 0.
Start your engines! isn’t a triggered ability. Increasing your speed to 1 is something that happens as a state-based action as soon as you control a permanent with the ability. Notably, this includes gaining control of a permanent with the ability that another player controls.
Your speed doesn’t change until a spell or ability says so, such as the inherent triggered ability that cares about opponents losing life during your turn. Notably, losing control of permanents with start your engines! doesn’t affect your speed.
“Max speed — [ability]” means “As long as you have max speed, this object has [ability].” If the granted ability functions in a zone other than the battlefield, the max speed ability does too.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
: Add .
Max speed — , ,Discarda card: Draw a card.
Flying, vigilance, trample
When this creature dies, create a 3/3 colorless Golem artifact creature token with flying, a 3/3 colorless Golem artifact creature token with vigilance, and a 3/3 colorless Golem artifact creature token with trample.
If any of the cards put into your graveyard have {X} in their mana cost, X is considered to be 0.
If you have fewer than three cards in your library, the opponent may choose to have you draw three cards. If so, you'll lose the game as state-based actions are performed.
While Combustible Gearhulk's triggered ability is resolving, no player may take any actions other than those specified by the Gearhulk. Once the opponent makes a choice, players can't cast spells or activate abilities until after the cards are drawn or put into the graveyard and damage has been dealt (if applicable).
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, youmillthree cards, then this creature deals damage to that player equal to the total mana value of those cards.
Any enters-the-battlefield abilities of the copied creature will trigger when Cursed Mirror enters the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
Cursed Mirror copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras or Equipment attached to it, or any non-copy effects that have changed its types, color, power and toughness, and so on.
If Cursed Mirror somehow enters the battlefield at the same time as a creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
If something else becomes a copy of Cursed Mirror while Cursed Mirror is a copy of a creature, the duration of the effect is not copied. The new copy will still be a creature (with haste) after Cursed Mirror stops being a copy at the end of the turn.
If the copied creature has {X} in its mana cost, X is considered to be 0.
If the copied creature is a token, Cursed Mirror copies the original characteristics of that token as stated by the effect that created the token. Copying a token doesn't make Cursed Mirror a token. Similarly, if Cursed Mirror itself is a token, copying a nontoken permanent doesn't make it stop being a token.
If the copied creature is copying something else, then Cursed Mirror enters the battlefield as a copy of whatever that creature is copying.
While it is copying a creature, Cursed Mirror does not have "{T}: Add {R}" (unless the creature it's copying also has that ability).
Replicate—Tap an untapped Dalek you control. (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target creature. Its controller loses 3 life.
Exterminate!SorceryNormal - ~$0.59
The Dalek Emperor #120Legendary Artifact Creature — Dalek
A player facing a villainous choice can always choose either option, even if one or both of the options are impossible. For example, if one of the options is to sacrifice a creature, a player who controls no creatures can still choose that option.
If a spell or ability requires multiple players to face a villainous choice, the result is a little different from other effects in Magic. In that case, the first player in turn order makes their choice and the action for that choice is performed before the next player makes their choice. Then each of the remaining players repeat this process in turn order.
When a player faces a villainous choice, they first choose one of the two options, then all actions in the chosen option are performed.
Affinity for Daleks (This spell costs less to cast for each Dalek you control.)
Other Daleks you control have haste.
At the beginning of combat on your turn, each opponent faces a villainous choice — That player sacrifices a creature of their choice, or you create a 3/3 black Dalek artifact creature token with menace.
The Dalek EmperorLegendary Artifact Creature — DalekNormal - ~$0.43
: Add one mana of any color.
, : Tap target artifact.
, : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
, : Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.)
Choose X. You may choose the same mode more than once.
• Each player sacrifices a nonartifact creature of their choice.
• Create a 3/3 black Dalek artifact creature token with menace.
• Each opponent discards a card.
Enchant creature
Enchanted creature is goaded.
If enchanted creature would deal combat damage to a permanent or player, it deals double that damage instead.
: Return this card from your graveyard to your hand.
The Sound of DrumsEnchantment — AuraNormal - ~$5.07
If an exerted creature is already untapped during your next untap step (most likely because it had vigilance or an effect untapped it), exert's effect preventing it from untapping expires without having done anything.
If you gain control of another player's creature until end of turn and exert it, and then that player regains control of it, it will untap during that player's untap step.
You can't exert a creature unless an effect allows you to do so. Similar effects that "tap and freeze" a creature don't exert that creature.
You may exert Clockwork Droid only as you attack with it. You can't do so later in combat, and creatures put onto the battlefield attacking can't be exerted. The ability that triggers on exerting it will resolve before blockers are declared.
You may exert this creature as it attacks. When you do, it can't be blocked this turn and you scry 1. (An exerted creature won't untap during your next untap step. To scry 1, look at the top card of your library. You may put that card on the bottom.)
A player facing a villainous choice can always choose either option, even if one or both of the options are impossible. For example, if one of the options is to sacrifice a creature, a player who controls no creatures can still choose that option.
If a spell or ability requires multiple players to face a villainous choice, the result is a little different from other effects in Magic. In that case, the first player in turn order makes their choice and the action for that choice is performed before the next player makes their choice. Then each of the remaining players repeat this process in turn order.
When a player faces a villainous choice, they first choose one of the two options, then all actions in the chosen option are performed.
Target creature's owner shuffles it into their library, then faces a villainous choice — They lose 5 life, or theyshuffleanother creature they own into their library.
Protection from multicolored (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything multicolored.)
Whenever a nonbasic land an opponent controls enters, you gain 1 life.
Activating Gingerbrute's middle ability after it has become blocked by a creature without haste won't cause it to become unblocked.
Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
If an effect refers to a Food, it means any Food artifact, not just a Food artifact token. For example, you can sacrifice Tough Cookie (an Artifact Creature — Food Golem) to activate Maraleaf Rider's ability (an ability with "Sacrifice a Food" in its cost).
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.
Haste (This creature can attack and as soon as it comes under your control.)
: This creature can't be blocked this turn except by creatures with haste.
, ,Sacrificethis creature: You gain 3 life.
Deathtouch, lifelink
When this creature dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.
Once you announce that you're casting a spell, players can't attempt to remove Shimmer Myr from the battlefield to make that casting illegal. Removing Shimmer My after you've cast a spell won't affect that spell.
Shimmer Myr has no effect on artifact lands because they aren't cast as spells.
Even if you control more than one Unwinding Clock, you'll only untap your artifacts once during each other player's untap step.
Some effects, such as the one generated by Rust Tick's ability, state that an artifact doesn't untap during its controller's untap step. These effects won't apply and stop the artifact from untapping during another player's untap step.
Those artifacts untap at the same time as the active player's permanents. You have no choice about what untaps and can't choose to not untap an artifact you control.
As the token is created, it checks the printed values of the artifact it's copying, as well as any copy effects that have been applied to it.
Each time the ability triggers, you can pay {2} only one time to get one token.
If the artifact that caused Mirrorworks's ability to trigger has already left the battlefield by the time the ability resolves, you can still pay {2}. If you do, you'll still put a token onto the battlefield. That token has the copiable values of the characteristics of that nontoken artifact as it last existed on the battlefield.
The copiable values of the token's characteristics are the same as the copiable values of the characteristics of the artifact it's copying.
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.
If a permanent has {X} in its mana cost, X is considered to be 0.
If the total mana value of noncreature artifacts you control is 11 or greater, Metalwork Colossus costs {0} to cast.
Metalwork Colossus's last ability can be activated only if it is in your graveyard.
Once a player has announced that they are casting Metalwork Colossus, no player may take actions to try to change the number of artifacts its controller controls before that spell's cost is locked in.
The total cost to cast Metalwork Colossus is locked in before you pay that cost. For example, if you control three noncreature artifacts each with mana value 2, including one you can sacrifice to add {C} , the total cost of Metalwork Colossus is {5}. Then you can sacrifice the artifact when you activate mana abilities just before paying the cost.
This spell costs less to cast, where X is the total mana value of noncreature artifacts you control.
Sacrifice two artifacts: Return this card from your graveyard to your hand.
Double-faced permanents that are already on the battlefield can't be turned face down this way. However, a double-faced card can be put onto the battlefield face down from another zone this way.
Each creature turned face down this way or put onto the battlefield this way is a 2/2 Cyberman artifact creature with no name and no color.
If the face-down card has a morph ability, its controller may turn it face up by paying the associated morph cost.
If, for any reason, the face-down creature is turned face up, the effect making it a Cyberman ends. It will be whatever is printed on the card.
The player who controls a face-down permanent may look at it at any time. Notably, if the cards were put on the battlefield face down from another player's library, the player that owns them does not get to look at those cards.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.)
I, II — Target player mills two cards, then exiles their graveyard.
III — Put all creature cards exiled with this enchantment onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
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 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.)
A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its {T} abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature.
When a land becomes a creature, that doesn't count as having a creature enter. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters won't trigger.
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 2/2 black and red Elemental creature with ": This creature gets +X/+0 until end of turn." It's still a land.
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 Wound Reflection's ability resolves, then an opponent loses life later in the same turn, that life loss is never counted by Wound Reflection.
Multiple Wound Reflections each trigger separately. For example, if an opponent lost 1 life, the first one's triggered ability to resolve causes them to lose another 1 life. Since they've now lost 2 life, the next triggered ability causes them to lose 2 life, and the next 4, and so on.
When Wound Reflection's ability resolves, it checks how much life each opponent lost over the course of the turn, then it causes that opponent to lose that much life. It doesn't matter how the opponent lost life or who caused it. It also doesn't matter if Wound Reflection wasn't on the battlefield at the time some or all of the life was lost.
Wound Reflection's ability checks only whether life was lost. It doesn't care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with but Wound Reflection's ability will still cause that player to lose 4 life.
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.
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 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 an artifact spell has {X} in its mana cost, choose the value for X first, and then reduce the cost by {1}. For example, an artifact that costs {X} with X chosen as 4 costs {3} to cast if you control Foundry Inspector.
Once a player has announced an artifact spell, no player may take actions to try to remove Foundry Inspector from the battlefield before that spell's cost is locked in.
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.
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 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 the target creature has indestructible, it isn't destroyed this way and you won't gain life. If it is destroyed but put into a zone other than a graveyard, you'll gain life.
Use the toughness of the creature as it last existed on the battlefield to determine how much life to gain.
Skulk (This creature can't be blocked by creatures with greater power.)
Whenever this creature attacks and isn't blocked, it gets +X/+0 until end of turn, where X is the number of attacking artifact creatures.
Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there any costs to have a creature attack, those costs won't apply to the tokens.
Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
Cybermen Squadron will itself have myriad as long as it remains a nonlegendary artifact creature.
Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
If the defending player is your only opponent, no tokens are put onto the battlefield.
Multiple instances of myriad trigger separately.
The term "defending player" in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking at the time it became an attacking creature this combat, or the controller of the planeswalker or the protector of the battle the creature was attacking at the time it became an attacking creature this combat.
The token creatures all enter the battlefield at the same time.
You choose whether each token is attacking the player or a planeswalker they control as the token is created.
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Artifact tokens that are sacrificed or destroyed are put into their owner's graveyard before ceasing to exist. If you controlled the token, Marionette Master's last ability will trigger.
Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
If Marionette Master and an artifact you control are put into a graveyard at the same time, Marionette Master's ability triggers.
If Marionette Master's power is negative, the target opponent doesn't lose (or gain) life.
If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
The amount of life lost is determined as Marionette Master's last ability resolves. If Marionette Master is no longer on the battlefield, use its power as it last existed on the battlefield to determine how much life is lost.
You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.)
Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
A spell is historic if it has the legendary supertype, the artifact card type, or the Saga enchantment subtype. Having two of those qualities doesn't make a spell more historic than another or provide an additional bonus—a spell either is historic or it isn't.
The last ability of Jhoira's Familiar doesn't reduce its own cost while you're casting it.
,Sacrificean artifact: Reveal cards from the top of your library until you reveal an artifact card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This creature deals damage to you equal to the number of cards revealed this way.
Audacious ReshapersCreature — Human ArtificerNormal - ~$0.46
As an additional cost to cast this spell,sacrificean artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Activating a permanent card's unearth ability isn't the same as casting it as a spell. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities (such as Stifle) will interact with unearth, but spells and abilities that interact with spells (such as Cancel) will not.
At the beginning of the end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed trigger won't trigger again. However, the replacement effect will still exile it if it eventually leaves the battlefield.
If a permanent returned to the battlefield by an unearth ability would leave it for any reason, it's exiled instead—unless the spell or ability that's causing it to leave the battlefield is actually trying to exile it. In that case, the spell or ability succeeds at exiling the permanent. If the spell or ability later returns the card to the battlefield, it will return as a new object with no relation to its previous existence. The unearth effect will no longer apply to it.
If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will resolve and do nothing.
Unearth grants haste to the permanent that's returned to the battlefield. However, neither of the "exile" abilities is granted to that permanent. If that creature loses all its abilities, it will still be exiled at the beginning of the end step, and if it would leave the battlefield, it is still exiled instead.
Flying
Atomic Transmutation — , ,Sacrificeanother artifact: Draw a card.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Flying
Harbinger of Despair — Whenever this creature or another nontoken artifact you control is put into a graveyard from the battlefield or is put into exile from the battlefield, target opponent loses 1 life and you gain 1 life.
Phaeron — Whenever one or more artifact cards leave your graveyard, create two 2/2 black Necron Warrior artifact creature tokens.
Grand Strategist — At the beginning of combat on your turn, another target artifact creature you control gets +2/+2 and gains menace until end of turn.
Imotekh the StormlordLegendary Artifact Creature — NecronNormal - ~$6.75
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.
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 to which you can attach Lightning Greaves.
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.
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.
A player facing a villainous choice can always choose either option, even if one or both of the options are impossible. For example, if one of the options is to sacrifice a creature, a player who controls no creatures can still choose that option.
If a spell or ability requires multiple players to face a villainous choice, the result is a little different from other effects in Magic. In that case, the first player in turn order makes their choice and the action for that choice is performed before the next player makes their choice. Then each of the remaining players repeat this process in turn order.
When a player faces a villainous choice, they first choose one of the two options, then all actions in the chosen option are performed.
(As this Saga enters and after your draw step, add a lorecounterSacrificeafter IV.)
I, II, III — Create a 3/3 black Dalek artifact creature token with menace for each lorecounteron Genesis of the Daleks.
IV — Target opponent faces a villainous choice —Destroyall Dalek creatures and each of your opponents loses life equal to the total power of Daleks that died this turn, ordestroyall non-Dalek creatures.
Genesis of the DaleksEnchantment — SagaSaga - ~$1.85
When Gallifrey Council Chamber enters, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
: Add .
: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
Gallifrey Council ChamberLegendary LandNormal - ~$1.28
Double-faced permanents that are already on the battlefield can't be turned face down this way. However, a double-faced card can be put onto the battlefield face down from another zone this way.
Each creature turned face down this way or put onto the battlefield this way is a 2/2 Cyberman artifact creature with no name and no color.
If the face-down card has a morph ability, its controller may turn it face up by paying the associated morph cost.
If, for any reason, the face-down creature is turned face up, the effect making it a Cyberman ends. It will be whatever is printed on the card.
The player who controls a face-down permanent may look at it at any time. Notably, if the cards were put on the battlefield face down from another player's library, the player that owns them does not get to look at those cards.
Flying
Whenever this Vehicle deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Crew 4
Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there any costs to have a creature attack, those costs won't apply to the tokens.
Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
If the defending player is your only opponent, no tokens are put onto the battlefield.
The term "defending player" in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking at the time it became an attacking creature this combat, or the controller of the planeswalker or the protector of the battle the creature was attacking at the time it became an attacking creature this combat.
The token creatures all enter the battlefield at the same time.
You choose whether each token is attacking the player or a planeswalker they control as the token is created.
Menace
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
If a nontoken artifact is put into your graveyard at the same time as Pia’s Revolution, Pia’s Revolution’s ability triggers.
If there are no legal targets for Pia’s Revolution’s ability (perhaps because each of your opponents has hexproof), it will be removed from the stack with no effect. No one may choose to be dealt damage and you won’t return the artifact card to your hand.
It doesn’t matter who controlled the artifact when it was put into your graveyard. Pia’s Revolution’s ability will trigger if you own that artifact.
The target opponent chooses whether to have Pia’s Revolution deal 3 damage to them as its ability resolves. You won’t return the card to your hand if that player chooses to be dealt damage or if the card leaves the graveyard before the ability resolves.
There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
Whenever a nontoken artifact is put into your graveyard from the battlefield, return that card to your hand unless target opponent has this enchantment deal 3 damage to them.
Whenever one or more artifacts you control leave the battlefield during your turn, create a 1/1 colorless Construct artifact creature token. This ability triggers only once each turn.
,Sacrificean artifact: This artifact deals 1 damage to each opponent. You gain 1 life.
Oni-Cult AnvilArtifactNormal - ~$0.29
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