Although the tokens are attacking, they were never declared as attacking creatures (for purposes of abilities that trigger whenever a creature attacks, for example).
You count the number of creature cards in your graveyard when the triggered ability resolves.
You declare which player or planeswalker each token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker Kessig Cagebreakers is attacking.
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).
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Whenever a creature dealt damage by Rot Wolf this turn dies, you may draw a card.
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.
Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
When this creature enters, draw a card.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
After you pay the {1}{G} cost one or more times, a second ability triggers and you choose the targets for it. Players may respond to the new ability at that point. As that ability resolves, Primal Adversary gets its +1/+1 counters and the target lands become Wolf creatures.
Any land that becomes a Wolf creature this way will retain any supertypes, card types, subtypes, and abilities it had.
Trample
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
This land enters tapped.
: Add .
, ,Sacrificethis land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, thenshuffle
Rootborn Defenses affects only creatures you control after populating at the time it resolves. The creature token you create will gain indestructible, but creatures you begin to control later in the turn will not.
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
If you control no creature tokens when you populate, nothing will happen.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
When this creature enters, create two 2/2 green Wolf creature tokens.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
Whenever this creature enters or attacks, create two 2/2 green Wolf creature tokens.
: Another target Wolf or Werewolf you control fights target creature you don't control.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Tovolar's HuntmasterCreature — Human WerewolfTransform - ~$0.78
The creature must have power 3 or greater as it enters the battlefield, or Elemental Bond’s ability won’t trigger. Static abilities that raise (or lower) a creature’s power are taken into account. However, you can’t have a creature with power 2 or less enter the battlefield and try to raise its power with a spell, an activated ability, or a triggered ability.
Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
Gaining a level is a normal activated ability. It uses the stack and can be responded to.
Gaining a level won't remove abilities that a Class had at a previous level.
If Ranger Class is level 3, you can 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.
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 a spell from the top of your library, you can't look at the next one until you're done paying for that spell.
Ranger Class doesn't change when you can cast creature spells. Normally, this means during your main phase when the stack is empty, although flash may change this.
Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
The triggered ability Ranger Class gets at level 2 can trigger only once per combat, no matter how many creatures you attack with.
You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
You'll still pay all costs for the spell, including additional costs. You may also pay alternative costs if any are available.
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1counteron target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Whenever a creature you control attacks, you may put a questcounteron this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.
Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Parallel Lives's replacement effect. For example, if an effect tells you to create a token "tapped and attacking," the additional tokens will also be tapped and attacking.
If you control two Parallel Lives, then the number of tokens created is four times the original number. If you control three, then the number of tokens created is eight times the original number, and so on.
Because damage remains marked on a creature until the cleanup step or an effect removes that damage, nonlethal damage dealt to creatures you control may become lethal if Mirari's Wake leaves the battlefield.
If tapping a land produces more than one type of mana, you choose one type that was produced and add one mana of that type.
If the mana produced by the land has any additional restrictions or riders, those restrictions or riders don't apply to the mana added by Mirari's Wake. You just get one mana of the appropriate type.
The types of mana are white, blue, black, red, green, and colorless.
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.
Oran-Rief's last ability affects all permanents that are green creatures that entered this turn, not just the ones you control.
Oran-Rief's last ability cares about permanents' characteristics at the time the ability resolves, not their characteristics at the time they entered. For example, if a blue creature enters, then is turned green by a spell or ability, then Oran-Rief's second ability resolves, you'll put a +1/+1 counter on that creature.
If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
Snow is a supertype, not a card type. It has no rules meaning or function by itself, but spells and abilities may refer to it.
Snow isn't a type of mana. If an effect says you may spend mana as though it were any type, you can't pay for {S} using mana that wasn't produced by a snow source.
Some cards have additional effects for each {S} spent to cast them. You can cast these spells even if you don't spend any snow mana to cast them; their additional effects simply won't do anything.
The Kaldheim set doesn't have any cards with mana costs that include {S}, but some previous sets do. If an effect says such a spell costs {1} less to cast, that reduction doesn't apply to any {S} costs. This is also true for activated abilities that include {S} in their activation costs and effects that reduce those costs.
The {S} symbol is a generic mana symbol. It represents a cost that can be paid by one mana that was produced by a snow source. That mana can be any color or colorless.
Somberwald Alpha’s first ability will give each creature you control that becomes blocked +1/+1 until end of turn. It doesn’t matter how many of your opponent’s creatures are blocking each of your creatures.
Whenever a creature you control becomes blocked, it gets +1/+1 until end of turn.
: Target creature you control gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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.
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
If The Wanderer would be dealt lethal damage at the same time as you and/or other permanents you control would be dealt noncombat damage, the damage that would be dealt to you and your other permanents is prevented.
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
If you control no creature tokens when you populate, nothing will happen.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
Emmara Tandris’s ability prevents all damage that would be dealt to creature tokens you control, not just combat damage.
If Emmara Tandris is dealt lethal damage at the same creature tokens you control would be dealt damage, the damage that would be dealt to those tokens is prevented.
All of the tokens enter the battlefield simultaneously. They’ll be created with the same name, color, type and subtype, abilities, power, toughness, and so on.
If an effect creates more than one kind of token, it’ll create twice as many of each kind. For example, if you cast Bestial Menace while controlling Anointed Procession, you’ll create two Snake tokens, two Wolf tokens, and two Elephant tokens.
If the effect creating the tokens instructs you to do something with those tokens at a later time, like exiling them at the end of combat, you’ll do that for all the tokens.
If the token you create has any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities, first determine how many tokens are being created, then apply those abilities individually for each one. For example, if a token with “You may have [this permanent] enter the battlefield as a copy of any creature on the battlefield” would be created (such as an embalmed Vizier of Many Faces), the resulting two tokens can each copy a different creature.
If you control two Anointed Processions, then the number of tokens created is four times the original number. If you control three, then the number of tokens created is eight times the original number, and so on.
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.
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
If a resolving spell puts Eternal Witness onto the battlefield, Eternal Witness's ability can target that card if it's put into your graveyard as it resolves.
If the creature Mantle of the Wolf would enchant is an illegal target by the time the Aura spell resolves, the entire spell doesn't resolve. It's put into your graveyard from the stack, not the battlefield, so its ability won't trigger.
Enchant creature
Enchanted creature gets +4/+4.
When this Aura is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
Mantle of the WolfEnchantment — AuraNormal - ~$0.32
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
,Sacrificethis Aura: Create a 2/2 green Wolf creature token. Activate only during your turn.
Battles will enter with double the normal number of defense counters.
Doubling Season affects permanents that enter with counters.
Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Doubling Season's replacement effect. For example, if an effect tells you to create a token "tapped and attacking," the additional tokens will also be tapped and attacking.
If there are two Doubling Seasons on the battlefield, then the number of tokens or counters is four times the original number. If there are three on the battlefield, then the number of tokens or counters is eight times the original number, and so on.
Planeswalkers will enter with double the normal number of loyalty counters. However, if you activate an ability whose cost has you put loyalty counters on a planeswalker, the number you put on isn't doubled. This is because those counters are put on as a cost, not as an effect.
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
Second Harvest copies all tokens, not only creature tokens.
Second Harvest copies the original characteristics of each token as stated by the effect that created that token. It doesn’t copy whether that token is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
If an opponent casts a copy of a card that’s blue or black during your turn (as opposed to putting a copy of such a spell directly on the stack), the ability will also trigger. Check for the word “cast” in the effect that creates the copy.
The counter will be put on Witchstalker before the spell cast by an opponent resolves.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever an opponent casts a blue or black spell during your turn, put a +1/+1counteron this creature.
Changeling is a characteristic-defining ability. It functions in all zones, not only while a card that has it is on the battlefield.
If an effect causes a creature with changeling to become a new creature type, it will be only that new creature type. It will still have changeling; the effect making it all creature types will simply be overwritten.
If an effect causes a creature with changeling to lose all abilities, it will remain all creature types, even though it will no longer have changeling. This is because changeling applies before the effect that removes it.
Replacement effects that modify how creatures of a certain creature type enter the battlefield will apply after you apply the effect of Maskwood Nexus. For example, if you control Maskwood Nexus and an effect says that each Warrior you control enters the battlefield with an additional +1/+1 counter on it, any creature that enters the battlefield under your control will get that counter.
The subtype Shapeshifter that appears on the type line is mostly there to reinforce the flavor. A creature card with changeling is just as much an Elf, a Dwarf, a Sliver, a Goat, a Coward, and a Zombie as it is a Shapeshifter.
The tokens created by the activated ability will continue to have all creature types if Maskwood Nexus leaves the battlefield because those tokens have changeling. Other creatures you control will revert to their usual creature types unless another relevant effect is affecting them.
Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
, : Create a 2/2 blue Shapeshifter creature token with changeling. (It is every creature type.)
Trostani's first ability checks the creature's toughness as it resolves. If that creature has left the battlefield, use its toughness from when it was last on the battlefield. You can't lose life this way if that creature's toughness was less than 0.
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
If you control no creature tokens when you populate, nothing will happen.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
Whenever another creature you control enters, you gain life equal to that creature's toughness.
, : Populate. (Create a token that's a copy of a creature token you control.)
The comparison of power is only done when blockers are declared. Increasing the power of a blocking creature (or decreasing the power of Wandering Wolf) after this point won’t cause any creature to stop blocking or become unblocked.
When this creature enters, look at the top five cards of your library. You may reveal a green card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Land cards not on the battlefield aren't Forests while Yavimaya is on the battlefield.
Yavimaya's ability causes each land on the battlefield to have the land type Forest. Any land that's a Forest has the ability "{T}: Add {G}." Nothing else changes about those lands, including their names, other subtypes, and whether they're legendary, basic, or snow.
Yavimaya, Cradle of Growth isn't a Forest while it's not on the battlefield.
You check the power of your creatures as Overwhelming Stampede resolves. For example, if you control a 2/1 creature, a 2/2 creature, a 2/4 creature, a 4/1 creature, a 5/5 creature, and a 5/6 creature at that time, each of your creatures gets +5/+5 and gains trample until end of turn.
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.
Food is an artifact type. Even though it appears on some creatures, it's never a creature type.
Whatever you do, don't eat the delicious cards.
You can't sacrifice a Food to pay multiple costs. For example, you can't sacrifice a Food token to activate its own ability and also to activate Maraleaf Rider's ability.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, create a Food token. (It's an artifact with ", ,Sacrificethis token: You gain 3 life.")
“Noncombat damage” is damage dealt as the result of a spell or ability. (In unusual cases involving a card like Words of War, noncombat damage can also be dealt as the result of a turn-based action.)
Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Mondrak's replacement effect. For example, if an effect tells you to create a token "tapped and attacking," the additional tokens will also be tapped and attacking. Similarly, if an effect creates a token and puts counters on it (such as a Fractal token) the additional token will also get those counters.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
,Sacrificetwo other artifacts and/or creatures: Put an indestructiblecounteron Mondrak. ( can be paid with either or 2 life.)
Equipped creature gets +2/+2 and has protection from green and from blue.
Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards.
Equip
If you control a creature that will be removed from the battlefield "at the beginning of the next end step," you can resolve the ability of Growing Rites of Itlimoc before that creature leaves the battlefield.
If you gain control of a creature "until end of turn," or if a noncreature permanent you control becomes a creature "until end of turn," it'll be a creature under your control through the entire end step.
The last ability of Growing Rites of Itlimoc doesn't trigger if you don't control four or more creatures as your end step begins. If you don't control four or more creatures as it resolves, it does nothing.
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Itlimoc, Cradle of the Sun (Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun)#188Legendary Land
If you control a creature that will be removed from the battlefield "at the beginning of the next end step," you can resolve the ability of Growing Rites of Itlimoc before that creature leaves the battlefield.
If you gain control of a creature "until end of turn," or if a noncreature permanent you control becomes a creature "until end of turn," it'll be a creature under your control through the entire end step.
The last ability of Growing Rites of Itlimoc doesn't trigger if you don't control four or more creatures as your end step begins. If you don't control four or more creatures as it resolves, it does nothing.
Activating the ability with X = 0 will cause all creatures you control to become 0/0 and be put into the graveyard.
Changeling applies in all zones, not just the battlefield.
Mirror Entity's ability overwrites any effects that previously set a creature's base power and/or toughness. Any existing effects or counters that raise or lower a creature's power and/or toughness continue to apply to the creature's newly-set power and toughness.
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
If a creature's power is less than 0 when it's doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. For example, if an effect has given Bear Cub, a 2/2 creature, -4/-0 so that it's a -2/2 creature, doubling its power and toughness gives it -2/+2, and it becomes a -4/4 creature.
If an effect instructs you to "double" a creature's power, that creature gets +X/+0, where X is its power as that effect begins to apply. Similarly, a creature whose toughness is doubled gets +0/+X, where X is its toughness as the effect begins to apply.
If you control more than one Unnatural Growth, each one applies independently. For example, if you control two copies of Unnatural Growth, a 2/2 Bear Cub becomes a 4/4 creature when the first ability resolves and then becomes an 8/8 creature when the second one resolves.
A face-down creature has no name, so it can't share a name with anything. This includes other creatures with no name.
If the entering creature is put into your graveyard while Guardian Project's ability is on the stack, that same card will be a creature card in your graveyard that shares a name with the creature that was on the battlefield, so you won't draw a card.
If the entering creature leaves the battlefield and returns while Guardian Project's ability is on the stack, that same card will be a new creature you control that shares a name with the creature that was on the battlefield, so you won't draw a card. However, Guardian Project's ability may trigger for the new creature and you may draw a card as that ability resolves.
Whether the entering creature shares a name with a creature you control or a creature card in your graveyard is checked both as that creature enters and as Guardian Project's ability resolves. If the entering creature isn't the first of its name as it enters, the ability doesn't trigger at all; if its name is shared as the ability resolves, you don't draw a card.
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
A creature that’s both a Wolf and a Werewolf gets only +1/+1 from Nightpack Ambusher’s ability.
Because damage remains marked on a creature until it’s removed as the turn ends, nonlethal damage dealt to other Wolves and Werewolves you control may become lethal if Nightpack Ambusher leaves the battlefield during that turn.
If you cast a spell that was countered, Nightpack Ambusher’s last ability doesn’t trigger.
Nightpack Ambusher looks at the entire turn to see if you have cast a spell, even if Nightpack Ambusher wasn’t on the battlefield when that spell was cast. Notably, you won’t get a Wolf token during your end step if you cast Nightpack Ambusher during your turn.
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
The kicker ability doesn't let you pay a kicker cost more than once.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
Multikicker (You may pay an additional any number of times as you cast this spell.)
When this creature enters, create a 2/2 green Wolf creature token for each time it was kicked.
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.
At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn.
Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.
Howling MoonEnchantmentNormal - ~$2.82
Master of the Wild Hunt #A25-181Creature — Human Shaman
All Wolves you control are tapped as part of the activated ability's effect, not as a cost. Players may respond by attempting to tap or untap Wolves, or to create or remove them.
If the target creature is an illegal target by the time Master of the Wild Hunt's ability tries to resolve, the ability doesn't resolve. You won't tap your Wolves, and nothing will deal or be dealt damage.
Only a Wolf creature tapped as part of the ability's effect can be dealt damage by the target creature.
The controller of the target creature doesn't divide that creature's damage as the ability is activated (since the Wolves that will receive that damage aren't targeted), so that player does so as the ability resolves. There is no time to react between the time a Wolf is chosen, the time damage is dealt to it, and the time it's destroyed for having been dealt lethal damage. If you want to put a regeneration shield on one of those Wolves, or target it with a damage-prevention spell, or anything else, you must do so before the ability resolves (and before you know which Wolves will be chosen and how much damage will be dealt to them).
At the beginning of your upkeep, create a 2/2 green Wolf creature token.
: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Master of the Wild HuntCreature — Human ShamanNormal - ~$2.3
Other creatures you control that are both green and white, including Voja, get +2/+2.
The token is named “Voja” and has creature type “Wolf.” This is different from most creature tokens, where the name and creature type are the same.
The “legend rule” means that creating a second Voja while one is already under your control will result in one of them being put into its owner’s graveyard (where it promptly ceases to exist). You choose which of the two remains on the battlefield and which is put into the graveyard.
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
: Create Voja, a legendary 2/2 green and white Wolf creature token.
Card types that can be exiled from a graveyard include artifact, creature, enchantment, land, planeswalker, instant, and sorcery. Legendary, basic, and snow are supertypes, not card types. Human, Equipment, and Aura are subtypes, not card types.
Cemetery Prowler's last ability checks the number of card types among cards exiled with it, not the number of cards exiled. For example, if Cemetery Prowler has exiled two creature cards, creature spells you cast cost {1} less, not {2} less.
Vigilance
Whenever this creature enters or attacks, exile a card from a graveyard.
Spells you cast cost less to cast for each card type they share with cards exiled with this creature.
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 Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.
At the beginning of your end step, you maysacrificea nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
Ascendant Packleader's first ability considers only permanents already on the battlefield when determining if it should apply. If Ascendant Packleader is entering the battlefield at the same time as another permanent, the replacement effect won't see that permanent.
This creature enters with a +1/+1counteron it if you control a permanent with mana value 4 or greater.
Whenever you cast a spell with mana value 4 or greater, put a +1/+1counteron this creature.
Ascendant PackleaderCreature — WolfNormal
Wolfir Silverheart #AVR-206Creature — Wolf Warrior
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as this creature is paired with another creature, each of those creatures gets +4/+4.
Wolfir SilverheartCreature — Wolf WarriorNormal - ~$2.15
If a Forest or Plains is entering the battlefield from your hand at the same time as Fortified Village, you may reveal the other land to have Fortified Village enter untapped.
If an effect instructs you to put Fortified Village 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. Fortified Village itself is neither a Forest nor a Plains, even though it produces green and white mana, so you can't reveal one to satisfy the ability of another.
You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Prairie Stream from the Battle for Zendikar set to satisfy the ability of Fortified Village.
Lifelink
When Tolsimir enters, create Voja Fenstalker, a legendary 5/5 green and white Wolf creature token with trample.
Whenever a Wolf you control attacks, if Tolsimir attacked this combat, target creature an opponent controls blocks that Wolf this combat if able.
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1counteron this creature.
When this creature dies, you gain life equal to its power.
You must target an artifact or enchantment to cast Sundering Growth. If that artifact or enchantment is an illegal target when Sundering Growth tries to resolve, it won't resolve and none of its effects will happen. You won't populate.
Any enters-the-battlefield abilities of the copied token will trigger when the new token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the copied token will also work.
If you choose to copy a creature token that's a copy of another creature, the new creature token will copy the characteristics of whatever the original token is copying.
If you control no creature tokens when you populate, nothing will happen.
Populate doesn't target the creature token you're copying. You choose that creature token as you're taking the populate action. You can choose any creature token you control. If a spell or ability causes you to create a creature token and then instructs you to populate, you may choose to copy the token you just created, or you may choose to copy another creature token you control.
The new creature token copies the characteristics of the original token as stated by the effect that created the original token.
The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any noncopy effects that have changed its power, toughness, color, and so on.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Anara's first ability affects commanders you control even if you don't own them. It doesn't affect your commander if another player controls it.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a commander you control may become lethal if Anara leaves the battlefield during that turn.
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 Anara is your commander, its first ability affects itself during your turn.
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.
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.
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.
During your turn, commanders you control have indestructible. (Effects that say "destroy" don'tdestroythem. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
Anara, Wolvid FamiliarLegendary Creature — Wolf BeastNormal - ~$2.72
Wren's Run Packmaster gives deathtouch to all Wolf permanents you control, not just the tokens it creates.
A Wolf's deathtouch ability will apply if both Wren's Run Packmaster and that Wolf are on the battlefield at the time the Wolf deals damage. The creature dealt damage by the Wolf will be destroyed the next time state-based actions are checked, even if the Wolf or Wren's Run Packmaster leaves the battlefield.
Champion an Elf (When this creature enters,sacrificeit unless you exile another Elf you control. When this creature leaves the battlefield, that card returns to the battlefield.)
: Create a 2/2 green Wolf creature token.
Wolves you control have deathtouch.
Wren's Run PackmasterCreature — Elf WarriorNormal - ~$0.84
Arlinn, Voice of the Pack #150s★Legendary Planeswalker — Arlinn
A creature that’s a Wolf or Werewolf enters the battlefield with one +1/+1 counter if it would otherwise enter with no +1/+1 counters.
A creature that’s both a Wolf and a Werewolf receives only one additional +1/+1 counter from Arlinn’s ability.
If Arlinn leaves the battlefield before her last ability resolves, most likely because she only had 2 loyalty when you activated the ability, the Wolf token won’t enter the battlefield with a +1/+1 counter.