Partner with Trynn, Champion of Freedom (When this creature enters, target player may put Trynn into their hand from their library, thenshuffle)
Menace
Sacrifice a Human: Put a +1/+1counteron Silvar. It gains indestructible until end of turn.
Silvar, Devourer of the FreeLegendary Creature — Cat NightmareNormal - ~$0.79
Although the Human tokens created by the triggered ability are attacking, they were never declared as attacking creatures (for the purposes of abilities that trigger whenever a creature attacks, for example).
Attacking with any creatures will cause Adeline's last ability to trigger. Adeline doesn't have to be among them.
The ability that defines Adeline's power works in all zones, not just the battlefield. As long as Adeline is on the battlefield (and still a creature), that ability will count Adeline itself.
Tokens will be created for each of your opponents, not just opponents that you attacked.
You choose whether each token is attacking that opponent or a planeswalker they control as those tokens enter the battlefield.
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline, Resplendent CatharLegendary Creature — Human KnightNormal - ~$4.56
Any target opponents that are no longer legal targets by the time Call the Coppercoats resolves won't have their creatures counted when determining how many tokens you create.
If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional cost for any targets beyond the first.
If this spell is copied and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
The mana value of a strive spell doesn't change no matter how many targets it has.
You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
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.)
If one or more creatures you control die at the same time that Bastion of Remembrance leaves the battlefield, its last ability triggers for each of those creatures.
If your life total is brought to 0 or less at the same time that creatures you control are dealt lethal damage, you lose the game before the last ability goes on the stack.
In a Two-Headed Giant game, Bastion of Remembrance's last ability causes the opposing team to lose 2 life and you to gain 1 life.
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
When Horn of Gondor enters, create a 1/1 white Human Soldier creature token.
, : Create X 1/1 white Human Soldier creature tokens, where X is the number of Humans you control.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a legendary Human you control may become lethal if General's Enforcer leaves the battlefield during that turn.
Only creatures are Humans. Planeswalkers such as Lukka and Narset who represent human characters aren't affected by General's Enforcer.
Legendary Humans you control have indestructible.
: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
General's EnforcerCreature — Human SoldierNormal - ~$0.78
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a Human you control may become lethal if General Kudro leaves the battlefield during that turn.
General Kudro can be sacrificed to pay the cost of its own last ability. How noble.
Only creatures are Humans. Planeswalkers such as Lukka and Narset who represent human characters won't cause General Kudro's middle ability to trigger.
Other Humans you control get +1/+1.
Whenever General Kudro or another Human you control enters, exile target card from an opponent's graveyard.
,Sacrificetwo Humans:Destroytarget creature with power 4 or greater.
General Kudro of DrannithLegendary Creature — Human SoldierNormal - ~$1.65
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 Pitiless Plunderer dies at the same time as one or more other creatures you control, its ability will still trigger for each of those other creatures.
When Jirina Kudro enters, create a 1/1 white Human Soldier creature token for each time you've cast a commander from the command zone this game.
Other Humans you control get +2/+0.
Jirina KudroLegendary Creature — Human SoldierNormal - ~$0.96
Garna, Bloodfist of Keld #658Legendary Creature — Human Berserker
"Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Increasing DevotionSorceryNormal - ~$1.21
Knight of the White Orchid #21Creature — Human Knight
Knight of the White Orchid's triggered ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless any one of your opponents controls more lands than you, and (2) the ability will do nothing if you control at least as many lands as each of your opponents by the time it resolves.
The Plains you search for doesn't have to be basic. For example, you could put a Sacred Foundry onto the battlefield.
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, thenshuffle
Knight of the White OrchidCreature — Human KnightNormal
Use the exiled creature’s toughness as it last existed on the battlefield to determine how much life you lose.
Whether you control a Human is checked only after exiling the target creature. If that creature had exiled a Human you controlled until that creature left the battlefield, that Human will return to the battlefield in time to be counted.
The set of creatures affected by Jirina's last ability is determined as the ability resolves. Humans you begin to control later in the turn, non-Human creatures you control that become Human, and noncreature permanents that become Human creatures later in the turn won't gain hexproof and indestructible.
Although the common lands have basic land types, they aren't basic lands.
Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.
It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
Denethor, Ruling Steward doesn't need to have been on the battlefield when the creature died. For example, if a creature dies during combat on your turn and you cast Denethor, Ruling Steward during your second main phase, its first ability will trigger at the beginning of your end step.
Denethor, Ruling Steward's first ability will trigger only once during your end step, no matter how many creatures died under your control this turn. However, if no creatures have died under your control this turn as your end step begins, the ability won't trigger at all. It's not possible to cause a creature to die under your control during the end step in time to have the ability trigger.
At the beginning of your end step, if a creature died under your control this turn, create a 1/1 white Human Soldier creature token.
,Sacrificeanother creature: Each opponent loses 1 life and you gain 1 life.
Denethor, Ruling StewardLegendary Creature — Human NobleNormal - ~$0.22
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 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).
To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
For Juri's second ability, use its power from when it was last on the battlefield to determine how much damage is dealt. If that power was 0 or less, Juri deals no damage.
Juri's first ability doesn't allow you to sacrifice any permanents. You'll have to find another way to do that.
If the target creature is an illegal target by the time Path to Exile tries to resolve, the spell won't resolve. The creature's controller won't search for a basic land card.
The controller of the exiled creature isn't required to search their library for a basic land. If that player doesn't, the player won't shuffle their library.
If you don't control four or more creatures (including Hanweir Militia Captain itself) at the moment your upkeep begins, its ability doesn't trigger. You can't wait for other effects in your upkeep to provide creatures.
If you don't control four or more creatures as Hanweir Militia Captain's ability resolves, it won't transform.
Once Hanweir Militia Captain has transformed into Westvale Cult Leader, controlling fewer than four creatures won't cause it to transform back.
Westvale Cult Leader's first ability counts itself, so it will normally be at least 1/1.
If you don't control four or more creatures (including Hanweir Militia Captain itself) at the moment your upkeep begins, its ability doesn't trigger. You can't wait for other effects in your upkeep to provide creatures.
If you don't control four or more creatures as Hanweir Militia Captain's ability resolves, it won't transform.
Once Hanweir Militia Captain has transformed into Westvale Cult Leader, controlling fewer than four creatures won't cause it to transform back.
Westvale Cult Leader's first ability counts itself, so it will normally be at least 1/1.
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
Westvale Cult LeaderCreature — Human ClericTransform - ~$1.56
If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
While resolving the triggered ability of Mentor of the Meek, you can’t pay {1} multiple times to draw more than one card.
Affinity for Humans (This spell costs less to cast for each Human you control.)
Trample, haste
At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
Riders of the MarkCreature — Human KnightNormal - ~$1.4
Teysa Karlov #191Legendary Creature — Human Advisor
An ability of a permanent that triggers when a card is put into a graveyard “from anywhere” triggers twice only if Teysa and that permanent are both still on the battlefield immediately after the creature has died.
An ability that triggers on an event that causes a creature to die doesn't trigger twice. For example, an ability that triggers “whenever you sacrifice a creature” triggers only once.
An ability that triggers when a creature “leaves the battlefield” will trigger twice if that creature leaves the battlefield by dying.
If a creature dying at the same time as Teysa (including Teysa itself dying) causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If a creature dying at the same time that another permanent you control leaves the battlefield causes a triggered ability of that permanent to trigger, that ability triggers an additional time.
If you somehow control two Teysas, a creature dying causes abilities to trigger three times, not four. A third Teysa causes abilities to trigger four times, a fourth causes abilities to trigger five times, and so on. This also means that if you control Teysa and cast a second one, an ability that triggers when it dies due to the “legend rule” triggers three times.
Look at each creature as it exists on the battlefield, taking into account continuous effects, to determine whether any triggered abilities will trigger multiple times. For example, if a land that has become a creature dies, an ability that triggers when it dies triggers twice.
Teysa affects a creature's own “when this creature dies” triggered abilities as well as other triggered abilities that trigger when that creature dies. Such triggered abilities start with “when” or “whenever.”
Teysa's effect doesn't copy the triggered ability; it just causes the ability to trigger twice. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to pay a cost for that triggered ability, are also made separately.
The trigger event doesn't have to specifically refer to “creatures.” In these cases, the trigger event may also refer to something being “put into a graveyard from the battlefield.” For example, an ability that triggers “whenever an artifact is put into a graveyard from the battlefield” would trigger twice if an artifact creature dies while Teysa Karlov is on the battlefield.
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature tokens you control have vigilance and lifelink.
Teysa KarlovLegendary Creature — Human AdvisorNormal - ~$9.24
First strike
Whenever this creature or another Human you control enters, tap target creature an opponent controls.
At the beginning of your upkeep, create a 1/1 white Human Soldier creature token.
Lossarnach CaptainCreature — Human SoldierNormal - ~$2.37
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).
Alesha's triggered ability checks the card's power only in your graveyard. The creature will still be tapped and attacking if its power is greater than 2 after it's on the battlefield.
Although the returned creature is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won't trigger when it enters the battlefield attacking.
Any effects that say that the returned creature can't attack (such as that of Propaganda, or if the creature has defender) affect only the declaration of attackers. They won't stop the returned creature from entering the battlefield attacking.
While resolving Alesha's triggered ability, you can't pay the cost multiple times to return more than one creature card.
You choose which player or planeswalker the returned creature is attacking. It doesn't have to be attacking the same player or planeswalker Alesha is attacking.
First strike
Whenever Alesha attacks, you may pay . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
Alesha, Who Smiles at DeathLegendary Creature — Human WarriorNormal
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
As 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.
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Syr Konrad, the GrimLegendary Creature — Human KnightNormal - ~$1.4
If Thalia’s Lieutenant enters the battlefield at the same time as another Human, each of Thalia’s Lieutenant’s abilities will trigger. You’ll put a +1/+1 counter on both cards.
When this creature enters, put a +1/+1counteron each other Human you control.
Whenever another Human you control enters, put a +1/+1counteron this creature.
Thalia's LieutenantCreature — Human SoldierNormal - ~$6.75
Once a ward ability has triggered, causing that Human to lose ward by removing Coppercoat Vanguard won't affect that ability. The appropriate player will still have to pay {1} or see their spell or ability countered.
Each other Human you control gets +1/+0 and has ward . (Whenever it becomes the target of a spell or ability an opponent controls,counterit unless that player pays .)
Coppercoat VanguardCreature — Human SoldierNormal - ~$0.42
You can tap any two untapped Humans you control, including ones you haven’t controlled continuously since the beginning of your most recent turn, to pay the cost of Devout Chaplain’s activated ability. You must have controlled Devout Chaplain continuously since the beginning of your most recent turn, however.
In a Two-Headed Giant game, only creatures you control trigger the ability and get the bonus, but your teammate's attacking creatures are included in the calculation of those bonuses.
This ability counts creatures, not creature types. For example, if you attack with five creatures — an Elf Shaman, an Elf Warrior, a Goblin Shaman, an Elemental, and a creature with all creature types — the ability will trigger five times. Those creatures will get +3/+0, +2/+0, +2/+0, +1/+0, and +4/+0, respectively.
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
If Esper Sentinel's has negative power when this ability resolves, then {X} is {0}. The opponent may still choose not to pay the cost if they want you to draw a card.
If a noncreature spell was already cast by an opponent the turn Esper Sentinel enters the battlefield, that opponent already cast their first noncreature spell this turn, and Esper Sentinel's ability won't trigger for that opponent that turn.
This ability checks Esper Sentinel's power when it resolves, not when the ability goes on the stack. If Esper Sentinel is no longer on the battlefield when it resolves, use the power it had the last time it was on the battlefield.
As you put the triggered ability of Outlaws' Merriment on the stack, you choose a mode at random. Players can respond to the ability knowing which token will be created.
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this token enters, it deals 1 damage to any target."
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
Card types that can 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.
Flash
When this creature enters, exile a card from a graveyard.
Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
Cemetery ProtectorCreature — Human SoldierNormal - ~$2.29
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Boros Charm's second mode affects only permanents you control at the time it resolves. It won't affect permanents that come under your control later in the turn.
Planeswalkers with indestructible will still have loyalty counters removed from them as they are dealt damage. If a planeswalker with indestructible has no loyalty counters, it will still be put into its owner's graveyard, as the rule that does this doesn't destroy the planeswalker.
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
"Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
Create a 1/1 white Human creature token for each creature you control.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Visions of GlorySorceryNormal - ~$0.56
Professional Face-Breaker #216Creature — Human Warrior
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Professional Face-BreakerCreature — Human WarriorNormal - ~$5.03
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. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.
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 allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the 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.
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. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.
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. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.
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 allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the 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.
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. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.
If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player decides to not pay that cost, you must propose a new set of blocking creatures.
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
Odric, Master TacticianLegendary Creature — Human SoldierNormal - ~$0.45
If, while activating mana abilities during the resolution of Jerren's last ability, you somehow gain or lose life, you will still be able to finish paying the cost and Jerren will still transform.
Jerren's last ability will trigger only if you have exactly 13 life at the beginning of your end step. You will be able to pay {4}{B}{B} only if you have exactly 13 life as that ability begins to resolve. If your life total isn't 13 at that point, the ability will have no effect. You won't be able to pay {4}{B}{B} and Jerren won't transform.
Multiple instances of lifelink are redundant, so giving lifelink to a Human that already has it gives no additional benefit.
Whenever Jerren enters or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token.
: Target Human you control gains lifelink until end of turn.
At the beginning of your end step, if you have exactly 13 life, you may pay . If you do, transform Jerren.
Ormendahl, the Corrupter (Jerren, Corrupted Bishop // Ormendahl, the Corrupter)#109Legendary Creature — Demon
If, while activating mana abilities during the resolution of Jerren's last ability, you somehow gain or lose life, you will still be able to finish paying the cost and Jerren will still transform.
Jerren's last ability will trigger only if you have exactly 13 life at the beginning of your end step. You will be able to pay {4}{B}{B} only if you have exactly 13 life as that ability begins to resolve. If your life total isn't 13 at that point, the ability will have no effect. You won't be able to pay {4}{B}{B} and Jerren won't transform.
Multiple instances of lifelink are redundant, so giving lifelink to a Human that already has it gives no additional benefit.
Any enters-the-battlefield abilities of the copied token 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 token will also work.
Each of the new tokens copies the original characteristics of the appropriate token as stated by the effect that created that token and nothing else (unless that creature is copying something else; see below). It doesn’t copy whether the opponent’s token 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 the copied token has {X} in its mana cost, X is 0. (Most tokens don’t have a mana cost unless they’re copying something else.)
If the copied token is copying something else, then the new token enters the battlefield as whatever that token copied.
Whenever one or more tokens your opponents control enter, for each of them, create a tapped token that's a copy of it. This ability triggers only once each turn.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Kambal, Profiteering MayorLegendary Creature — Human AdvisorNormal - ~$5.14
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Because it may have targets, the ability of Priest of Forgotten Gods isn't a mana ability. It uses the stack and can be responded to, even if no targets were chosen.
You can activate the ability of Priest of Forgotten Gods without choosing any targets if you wish. You'll still add {B}{B} and draw a card.
You may target players who can't sacrifice a creature. Those players still lose 2 life.
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 play a land from the top of your library and it has a replacement effect that requires you to make a decision (such as that of Temple Garden), you must make that decision without knowing the next card of your library.
Verge Rangers doesn't allow you to play additional lands.
Verge Rangers 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.
First strike
You may look at the top card of your library any time.
As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
Verge RangersCreature — Human Scout RangerNormal - ~$0.31
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
For more information on double-faced cards, see the Shadows over Innistrad mechanics article (http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics).
A creature whose toughness is being increased by Thraben Doomsayer's fateful hour ability loses that bonus as soon as its controller has 6 or more life (or as soon as Thraben Doomsayer leaves the battlefield). If damage marked on that creature is greater than or equal to its toughness after the fateful hour ability stops applying, the creature is destroyed and put into its owner's graveyard.
If Thraben Doomsayer's activated ability resolves while you have 5 or less life, the creature token will be 3/3 as it enters.
If another effect causes Alesha's power to be less than the mana value of the target card as its last ability tries to resolve, it won't resolve and none of its effects will happen.
If the mana cost of a creature card in your graveyard includes {X}, X is 0 for the purpose of determining its mana value.
Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with or which player, planeswalker, or battle those creatures attacked.
Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player, planeswalker, or battle it attacked doesn't have to still be in the game or on the battlefield.
Some raid abilities trigger at the beginning of your end step. These abilities trigger if you attacked with a creature that turn, even if the permanent with that raid ability wasn't on the battlefield when you attacked.
First strike
Whenever Alesha attacks, put a +1/+1counteron it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Alesha, Who Laughs at FateLegendary Creature — Human WarriorNormal - ~$1.55
As Mythos of Snapdax resolves, first you choose which permanents you control won’t be sacrificed, then each other player in turn order does the same, knowing the choices made before them. Then each nonland permanent not chosen is sacrificed at the same time.
If an effect allows you to cast a spell without paying its mana cost, you can’t choose to cast it and pay unless another rule or effect allows you to cast that spell for a cost. Similarly, you can’t waive a cost reduction unless that effect says you may.
If an effect copies the Mythos spell, no mana was spent to cast the copy, so the copy won’t receive the bonus.
If you control a permanent with more than one type, you may choose it for each of those types. For example, you could choose an artifact creature as the artifact you keep and also as the creature you keep.
If you’re choosing the permanents for each player, your choices must still be legal. For example, you can’t decline to choose a creature a player will keep if that player controls a creature.
Lands with another permanent type can’t be chosen and won’t be sacrificed.
The abilities of the Mythos check what colors of mana were spent to cast the spell. It’s not an alternative cost to cast the spell.
The ability checks what mana was actually spent to cast a spell. If an effect allows you to spend mana “as though it were mana” of any color or type, that allows you to spend mana you couldn’t otherwise spend, but it doesn’t change what mana you spent to cast the spell.
Each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest. If was spent to cast this spell, you choose the permanents for each player instead.
Battalion — Whenever this creature and at least two other creatures attack, creatures you control gain indestructible until end of turn.
Sacrifice this creature:Countertarget spell with in its mana cost unless its controller pays .
Frontline MedicCreature — Human ClericNormal - ~$0.26
If you don't put the top card of your library into your hand, you put it back on top of your library without revealing it. You'll draw it in that turn's draw step.
If you somehow control a Herald's Horn with no chosen creature type, no spells will cost less to cast, not even creature spells with no creature type. You'll be able to look at the top card of your library at the beginning of each of your upkeeps, but you can never put it into your hand this way, even if it's a creature card with no creature type.
The effect of Herald's Horn reduces only generic mana in a spell's cost. If that cost has no generic mana, the cost isn't reduced.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
You can't choose multiple creature types, such as "Cat Warrior." A Cat Warrior is both a Cat and a Warrior. It's affected by anything that affects either type and unaffected by things that affect non-Cat or non-Warrior creatures.
You must choose an existing creature type, such as Vampire or Cat. Card types such as "artifact" can't be chosen.
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
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.
The activated ability can be activated only if Bloodsoaked Champion is in your graveyard. Notably, if it attacks and then dies later in the turn, you can use its ability to return it to the battlefield, as its attack satisfies its own activation instruction.
Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with or which player, planeswalker, or battle those creatures attacked.
Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player, planeswalker, or battle it attacked doesn't have to still be in the game or on the battlefield.
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
If the target nonland permanent is an illegal target as Anguished Unmaking tries to resolve, it won't resolve and none of its effects will happen. You won't lose 3 life.
If a spell with a converge ability is copied, no mana was spent to cast the copy, so the number of colors of mana spent to cast the spell will be zero. The number of colors spent to cast the original spell is not copied.
If there are any alternative or additional costs to cast a spell with a converge ability, the mana spent to pay those costs will count. For example, if an effect makes sorcery spells cost {1} more to cast, you could pay {W}{U}{B}{R} to cast Radiant Flames and deal 4 damage to each creature.
If you cast a spell with converge without spending any mana to cast it (perhaps because an effect allowed you to cast it without paying its mana cost), then the number of colors spent to cast it will be zero.
The maximum number of colors of mana you can spend to cast a spell is five. Colorless is not a color. Note that the cost of a spell with converge may limit how many colors of mana you can spend.
Unless a spell or ability allows you to, you can't choose to pay more mana for a spell with a converge ability just to spend more colors of mana. Likewise, if a spell or ability reduces the amount of mana it costs you to cast a spell with converge, you can't ignore that cost reduction in order to spend more colors of mana.
If Judith dies at the same time as one or more other nontoken creatures you control, Judith's ability triggers for each of them.
If your life total is brought to 0 or less at the same time that nontoken creatures you control are dealt lethal damage, you lose the game before Judith's triggered ability goes on the stack.
Judith's last ability triggers when Judith dies if it's not a token.
If Thalia enters the battlefield at the same time as an opponent’s creatures or nonbasic lands, those creatures and lands aren’t affected by Thalia’s last ability.
If an effect states that a creature or land enters the battlefield tapped unless a condition is met, Thalia’s last ability has it enter tapped even if that condition is true. For example, your opponent may reveal a Plains while playing Port Town (from the Shadows over Innistrad set), but Port Town will still enter tapped.
: Add .
,Sacrificethis land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, thenshuffle
Cycling (,Discardthis card: Draw a card.)
It only produces one mana even if the land can produce more than one.
The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
Any enters-the-battlefield abilities of the copied creature will trigger when the token 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.
If the copied creature has {X} in its mana cost, X is 0.
If the copied creature is copying something else, the token enters the battlefield as whatever that creature is copying.
If the nontoken creature leaves the battlefield before Molten Echoes's triggered ability resolves, the token that's created uses the creature's last known information from before it left.
The token copies exactly what is printed on the creature and nothing else (unless that creature is copying something else; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact and supertypes such as legendary can't be chosen.
As this enchantment enters, choose a creature type.
Whenever a nontoken creature you control of the chosen type enters, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.
At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.
"Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Crackling Doom doesn't target any player or creature. For example, a creature with protection from black could be sacrificed.
If a player controls two or more creatures tied for the greatest power among creatures they control, that player chooses one of them to sacrifice.
In a multiplayer game, each opponent, starting with the active player and proceeding in turn order, chooses which creature they will sacrifice and then all creatures are sacrificed at the same time. Each successive player will know what the players before them chose to sacrifice.
The sacrifice is not dependent on the damage being dealt. It doesn't matter if that damage is prevented or redirected.
Thought-Stalker Warlock’s triggered ability cares whether an opponent lost life this turn, not how their life total changed. For example, an opponent who gained 2 life and lost 1 life in the same turn still lost life.
To choose a creature type, you must choose an existing creature type, such as Lizard or Wizard. You can’t choose multiple creature types, such as “Lizard Wizard.” Card types such as artifact can’t be chosen, nor can subtypes that aren’t creature types, such as Jace, Vehicle, or Treasure.
As Three Tree City enters, choose a creature type.
: Add .
, : Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
The legendary creature must already be on the battlefield as the land enters the battlefield. If it enters the battlefield at the same time, the land will enter tapped.
Minas Tirith enters tapped unless you control a legendary creature.
: Add .
, : Draw a card. Activate only if you attacked with two or more creatures this turn.
Minas TirithLegendary LandNormal - ~$6.55
Loran of the Third Path #12Legendary Creature — Human Artificer
Although the Human is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won’t trigger when it enters the battlefield attacking.
Any effects that say that the Human can’t attack (such as that of Propaganda, or if you get a Human with defender) affect only the declaration of attackers. They won’t stop the Human you find from entering the battlefield attacking.
If more than one non-Human creature you control attacks, Winota’s ability triggers separately for each of them. For example, if three non-Human creatures attack, you won’t look at the top eighteen cards of your library at once; you’ll look at six, finish resolving the ability, and then repeat the process twice more as the other instances of the ability resolve.
You choose which player or planeswalker the Human is attacking. It doesn’t have to be attacking the same player or planeswalker that the non-Human creature is attacking.
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
Winota, Joiner of ForcesLegendary Creature — Human WarriorNormal
This land enters tapped.
: Add .
, ,Sacrificethis land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, thenshuffle
Whenever yousacrificeanother creature, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
,Sacrificeanother creature: This creature gets +2/+2 until end of turn.
FleshtakerCreature — Human AssassinNormal - ~$0.17
Marionette Apprentice #410Creature — Human Artificer
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 - ~$1.51
Commissar Severina Raine #112★Legendary Creature — Human Soldier
In Two-Headed Giant and other formats where multiple players can attack at the same time, Commissar Severina Raine's triggered ability counts all attacking creatures, even those controlled by other players.
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures.
Summary Execution — ,Sacrificeanother creature: You gain 2 life and draw a card.
Commissar Severina RaineLegendary Creature — Human SoldierNormal - ~$34.21