Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
The loss of life is part of the spell's effect. It's not an additional cost. If Read the Bones doesn't resolve, you won't lose life.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
Scry 2, then draw two cards. You lose 2 life. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
A creature that's both a Skeleton and a Zombie will get the bonus only once.
Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Skeleton or Zombie you control may become lethal if Death Baron leaves the battlefield during that turn.
Death Baron doesn't normally affect itself. If you manage to turn it into a Skeleton, however, then it will give itself +1/+1 and deathtouch.
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough todestroyit.)
Death BaronCreature — Zombie WizardNormal - ~$4.33
Ghastly Death Tyrant #127Creature — Beholder Skeleton
When this creature enters, choose one —
• Disintegration Ray —Destroytarget enchantment an opponent controls. You lose life equal to its mana value.
• Death Ray — Creatures you control gain deathtouch until end of turn.
Ghastly Death TyrantCreature — Beholder SkeletonNormal - ~$0.2
Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.
Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.
If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
If any permanent with a finality counter on it would go to a graveyard from the battlefield, exile it instead.
Multiple finality counters on a single permanent are redundant.
You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
At the beginning of combat on your turn, exile up to one target card from a graveyard.
: Adapt 2.
Whenever one or more +1/+1 counters are put on this creature, put a creature card exiled with this creature onto the battlefield under your control with a finalitycounteron it. It gains haste.Sacrificeit at the beginning of the next end step.
Emperor of BonesCreature — Skeleton NobleNormal - ~$5.31
If an Island or Swamp is entering the battlefield from your hand at the same time as Choked Estuary, you may reveal the other land to have Choked Estuary enter untapped.
If an effect instructs you to put Choked Estuary 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. Choked Estuary itself is neither an Island nor a Swamp, even though it produces blue and black 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 Choked Estuary.
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.
You draw two cards and discard two cards all while Frantic Search is resolving. Nothing can happen between the two, and no player may choose to take actions.
You choose which lands to untap as the spell resolves. They aren't targeted, and they don't have to be lands that you 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.)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Sacrifice a creature: Regenerate this creature.
Transmute (,Discardthis card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, thenshuffle Transmute only as a sorcery.)
Dimir House GuardCreature — SkeletonNormal - ~$1.06
If there are fewer than three cards remaining in your library when Gutless Plunderer's last ability resolves, look at all of the cards in your library and follow the instructions in order. For example, if you had only two cards in your library, you would look at both, put up to one on top of your library, and put the rest into your graveyard. Sounds like a gutsy move.
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.
Deathtouch (Any amount of damage this deals to a creature is enough todestroyit.)
Raid — When this creature enters, if you attacked this turn, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
If either permanent becomes an illegal target, no counter is removed or put.
The two target permanents don't have to share a type, which can result in some counters on permanents that would not occur normally, such as loyalty counters on creatures or +1/+1 counters on lands. Keyword counters will grant the permanent that keyword even if it's meaningless (such as trample on an enchantment); +1/+1 counters won't affect the permanent unless it's a creature; and many named counters (such as soul counters) won't have an effect unless the recipient permanent refers to them in some way.
To move a counter from one creature to another, the counter is removed from the first permanent and put on the second. Any abilities that care about a counter being removed from or put onto a permanent will apply.
You choose the two target permanents as Nesting Grounds's second ability is put onto the stack. You choose which kind of counter to move as that ability resolves.
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 Island or Swamp, not for lands named Island or Swamp. The lands it checks for don't have to be basic lands. For example, if you control Blood Crypt (a nonbasic land with the land types Swamp and Mountain), Drowned Catacomb will enter untapped.
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
The last ability can be activated only if Champion of Stray Souls is in your graveyard.
You choose the targets of the first ability as you activate that ability, before you pay any costs. You can't target any of the creatures you sacrifice.
, ,SacrificeX other creatures: Return X target creature cards from your graveyard to the battlefield.
: Put this card from your graveyard on top of your library.
Champion of Stray SoulsCreature — Skeleton WarriorNormal - ~$0.4
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.
A creature you control that's more than one of the creature types listed in the first ability will get only +1/+1.
Death-Priest of Myrkul 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 Death-Priest of Myrkul during your second main phase, its last ability will trigger at the beginning of your end step.
Death-Priest of Myrkul's last ability will trigger only once during your end step, no matter how many creatures died this turn. However, if no creatures have died so far this turn as the end step begins, the ability won't trigger at all. It's not possible to cause a creature to die during the end step in time to have the ability trigger.
Skeletons, Vampires, and Zombies you control get +1/+1.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 1/1 black Skeleton creature token.
Death-Priest of MyrkulCreature — Tiefling ClericNormal - ~$0.26
If a permanent on the battlefield has {X} in its mana cost, X is 0 for the purpose of determining its mana value.
If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
Other black creatures you control get +1/+1.
, : Another target black creature you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough todestroyit.)
Paragon of Open GravesCreature — Skeleton WarriorNormal - ~$0.93
Oversold Cemetery’s ability will check your graveyard as your upkeep begins, before any player has the opportunity to take any actions. If you have fewer than four creature cards in your graveyard at that time, the ability won’t trigger at all. If the ability does trigger, it will check again as it tries to resolve. If you have fewer than four creature cards in your graveyard at that point, the ability won’t have any effect.
At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.
Cards with the ability word "descend N" have abilities that care if you have at least N permanent cards in your graveyard.
If all targets for the chosen modes become illegal before Wail of the Forgotten resolves, the spell will be countered and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
Some descend triggered abilities include intervening "if" clauses (i.e. "if you have [four or eight] permanent cards in your graveyard" in the middle of the ability). Each of these abilities checks your graveyard at the moment it would trigger to see if it does. If you don't have the required number of permanent cards in your graveyard at that time, the ability doesn't trigger at all. If it does trigger, it will check again as it tries to resolve. If you don't have the required number of permanent cards in your graveyard at that time, the ability won't resolve and none of its effects will happen.
Descend 8 — Choose one. If there are eight or more permanent cards in your graveyard as you cast this spell, choose one or more instead.
• Return target nonland permanent to its owner's hand.
• Target opponent discards a card.
• Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Escape's permission doesn't change when you may cast the spell from your graveyard.
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape 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 and no matter whether an alternative cost was paid.
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Until end of turn, each creature card in your graveyard gains "Escape—, Exile four other cards from your graveyard." (You may cast a card with escape from your graveyard for its escape cost.)
The Grim Captain's LockerLegendary ArtifactNormal - ~$0.24
Eaten by Piranhas overwrites all previous effects that set the creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply afterward will overwrite this effect.
Effects that modify the creature's power and/or toughness, such as the effect of Giant Growth, will apply to the creature no matter when they started to take effect. The same is true for counters that change its power and/or toughness and effects that switch its power and toughness.
If the enchanted creature had any subtypes other than creature types, such as Equipment, Vehicle, or Cave, it loses those as well.
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Eaten by PiranhasEnchantment — AuraNormal - ~$0.27
Flying
When this creature enters, create two 1/1 black Bat creature tokens with flying.
,Sacrificea Bat: Create two 1/1 black Bat creature tokens with flying.
Sacrifice a Bat: Regenerate this creature.
An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.
If a permanent with an eerie ability enters at the same time as one or more enchantments, its ability will trigger for each of those enchantments.
Flying
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
If 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.
Once you begin to cast Bone Splinters, no player may take actions until you’re done. Notably, opponents can’t try to remove the creature you wish to sacrifice.
You must sacrifice exactly one creature to cast this spell; you can’t cast it without sacrificing a creature, and you can’t sacrifice additional creatures.
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.
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.
A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
If a spell with cascade is countered, the cascade ability will still resolve normally.
If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
You exile the cards face up. All players will be able to see them.
Flying
: Regenerate this creature.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
This creature enters tapped.
: Return this card from your graveyard to your hand. Activate only during your turn and only if an opponent lost life this turn.
A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.
Activating the ability that turns it into a creature while it's already a creature will override any effects that set its power and/or toughness to a specific number. However, any effect that raises or lowers power and/or toughness (such as the effect created by Giant Growth, Glorious Anthem, or a +1/+1 counter) will continue to apply.
This land enters tapped.
: Add .
: This land becomes a 1/1 black Skeleton creature with ": Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
If Underworld Sentinel leaves the battlefield without dying, the exiled creature cards are exiled for the rest of the game. If Underworld Sentinel returns to the battlefield later, it’ll be a new object with no memory of the creatures it exiled previously.
If you gain control of another player’s Underworld Sentinel and it then dies, you’ll put the exiled cards onto the battlefield under your control.
In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any permanents you control from Underworld Sentinel but don’t own are exiled.
Underworld Sentinel can attack even if there’s no creature card in your graveyard to exile.
Whenever this creature attacks, exile target creature card from your graveyard.
When this creature dies, put all cards exiled with it onto the battlefield.
A player who has ten or more poison counters loses the game. This is a state-based action.
Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.
Damage that a creature with infect deals doesn't result in damage being marked on a creature or a player losing life. Instead, it results in that many -1/-1 counters being put on that creature or that many poison counters being given to that player. Damage dealt to planeswalkers still results in that planeswalker losing that many loyalty counters.
The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.
Flying
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
: Skithiryx gains haste until end of turn.
: Regenerate Skithiryx.
If you control a Tenacious Dead owned by another player when it dies, you’ll control the triggered ability. However, if you choose to pay {1}{B}, it will be put onto the battlefield under its owner’s control.
You decide whether to pay {1}{B} when the ability resolves. If you choose not to, you won’t get another chance later.
Once you begin to cast Bone Shards, no player may take actions until you're done. Notably, opponents can't try to remove the creature you wish to sacrifice or make you discard your last card.
You must sacrifice exactly one creature or discard exactly one card to cast this spell; you can't cast it without sacrificing a creature or discarding a card, and you can't sacrifice additional creatures or discard additional cards.
The spell can't be countered if the mana produced by Cavern of Souls is spent to cover any cost of the spell, even an additional cost such as a kicker cost. This is true even if you use the mana to pay an additional cost while casting a spell "without paying its mana cost."
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact can't be chosen.
The spell can't be countered if the mana produced by Cavern of Souls is spent to cover any cost of the spell, even an additional cost such as a kicker cost. This is true even if you use the mana to pay an additional cost while casting a spell "without paying its mana cost."
You must choose an existing creature type, such as Human or Warrior. Card types such as artifact can't be chosen.
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, and that spell can't be countered.
Although the creature card you put onto the battlefield 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.
If a card that isn't a transforming double-faced card becomes a copy of a card with craft, it'll stay in exile if you activate the craft ability. It won't return to the battlefield.
If the materials required include multiple objects, you may exile some of them from among permanents you control and the rest from among cards in your graveyard. You don't have to choose all permanents or all cards from your graveyard.
The Dinosaur, Merfolk, Pirate, and Vampire exiled to pay Throne of the Grim Captain's craft cost need to be separate objects. One creature with changeling is not enough.
The back faces of some cards with craft refer to cards "used to craft" it. This refers to the cards exiled as part of the cost of the craft ability of the front face. Those cards are considered to be "used to craft" that permanent as long as they remain exiled and the permanent remains on the battlefield, even if the permanent's controller changes or some of its characteristics change (because of a copy effect, for example.)
You choose which player, planeswalker, or battle the creature you put onto the battlefield is attacking as it enters the battlefield. It doesn't have to be the same player, planeswalker, or battle that The Grim Captain is attacking.
You may exile tokens you control as part of the materials required. However, because they aren't cards and won't stay in exile, any abilities that refer to what you "used to craft" the back faces won't refer to anything.
:Milltwo cards.
Craft with a Dinosaur, a Merfolk, a Pirate, and a Vampire (, Exile this artifact, Exile the four from among permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
The Grim Captain (Throne of the Grim Captain // The Grim Captain)#266Legendary Creature — Skeleton Spirit Pirate
Although the creature card you put onto the battlefield 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.
If a card that isn't a transforming double-faced card becomes a copy of a card with craft, it'll stay in exile if you activate the craft ability. It won't return to the battlefield.
If the materials required include multiple objects, you may exile some of them from among permanents you control and the rest from among cards in your graveyard. You don't have to choose all permanents or all cards from your graveyard.
The Dinosaur, Merfolk, Pirate, and Vampire exiled to pay Throne of the Grim Captain's craft cost need to be separate objects. One creature with changeling is not enough.
The back faces of some cards with craft refer to cards "used to craft" it. This refers to the cards exiled as part of the cost of the craft ability of the front face. Those cards are considered to be "used to craft" that permanent as long as they remain exiled and the permanent remains on the battlefield, even if the permanent's controller changes or some of its characteristics change (because of a copy effect, for example.)
You choose which player, planeswalker, or battle the creature you put onto the battlefield is attacking as it enters the battlefield. It doesn't have to be the same player, planeswalker, or battle that The Grim Captain is attacking.
You may exile tokens you control as part of the materials required. However, because they aren't cards and won't stay in exile, any abilities that refer to what you "used to craft" the back faces won't refer to anything.
Menace, trample, lifelink, hexproof
Whenever The Grim Captain attacks, each opponent sacrifices a nonland permanent of their choice. Then you may put an exiled creature card used to craft The Grim Captain onto the battlefield under your control tapped and attacking.
The Grim CaptainLegendary Creature — Skeleton Spirit PirateTransform - ~$0.24
The choice of creature type is made as Vanquisher's Banner enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
The last ability of Vanquisher's Banner resolves before the spell that caused it to trigger. The ability will resolve even if the creature spell is countered.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature you control of the chosen type may become lethal if Vanquisher's Banner leaves the battlefield during that turn.
The choice of creature type is made as Vanquisher's Banner enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
The last ability of Vanquisher's Banner resolves before the spell that caused it to trigger. The ability will resolve even if the creature spell is countered.
To choose a creature type, you must choose an existing creature type, such as Fungus or Sliver. You can't choose multiple creature types, such as Fungus Sliver. Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
A player can commit only one crime per spell or ability they control. Targeting multiple opponents, permanents, spells, abilities, and/or cards with the same spell or ability doesn’t constitute committing multiple crimes.
A player commits a crime as they cast a spell, activate an ability, or put a triggered ability on the stack that targets at least one opponent, at least one permanent, spell, or ability an opponent controls, and/or at least one card in an opponent’s graveyard.
Changing the target or targets of a spell or ability won’t affect whether or not the controller of that spell or ability has committed a crime. Only the initial targets chosen for that spell or ability are used to determine whether or not its controller committed a crime.
For example, an ability that triggers when you cast a spell that targets an opponent will trigger at the same time as an ability that triggers whenever you commit a crime. Those abilities can be put on the stack in either order (if you control them both), and they’ll both resolve before the spell that caused them to trigger.
The spell or ability that constituted a crime doesn’t have to have resolved yet or at all. As soon as you’re finished casting the spell, activating the ability, or putting the triggered ability on the stack, you’ve committed a crime.
Ward—, Pay 2 life.
Skeletons and Zombies you control get +1/+1 and have menace.
Whenever you commit a crime, create two tapped 2/2 blue and black Zombie Rogue creature tokens. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Gisa, the HellraiserLegendary Creature — Human WarlockNormal - ~$7.11
"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.
You choose the target for Dread Return before paying any of its costs, so it's not possible to cast it using flashback and bring back one of the creatures you sacrifice.
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Although creature tokens go to the graveyard before ceasing to exist, they never count as creature cards and won't increase the bonus granted by Bonehoard, however briefly.
If lethal damage is dealt simultaneously to the equipped creature and another creature, both creatures are put into the graveyard at the same time. The equipped creature won't get an additional bonus from the other creature.
If there are no creature cards in any graveyard when Bonehoard's living weapon ability resolves, the Germ will be 0/0 and put into its owner's graveyard.
The value of X is calculated continuously as the number of creature cards in graveyards changes.
If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards.
Equip
Cards with the ability word "descend N" have abilities that care if you have at least N permanent cards in your graveyard.
Once The Ancient One has legally attacked or blocked, removing permanent cards from your graveyard so the descend 8 ability no longer applies won't remove The Ancient One from combat.
Some descend triggered abilities include intervening "if" clauses (i.e. "if you have [four or eight] permanent cards in your graveyard" in the middle of the ability). Each of these abilities checks your graveyard at the moment it would trigger to see if it does. If you don't have the required number of permanent cards in your graveyard at that time, the ability doesn't trigger at all. If it does trigger, it will check again as it tries to resolve. If you don't have the required number of permanent cards in your graveyard at that time, the ability won't resolve and none of its effects will happen.
You don't choose a target for The Ancient One's activated ability at the time you activate it. Rather, a second "reflexive" ability triggers when you discard a card this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
Descend 8 — The Ancient One can't attack or block unless there are eight or more permanent cards in your graveyard.
: Draw a card, thendiscarda card. When youdiscarda card this way, target player mills cards equal to its mana value.
The Ancient OneLegendary Creature — Spirit GodNormal - ~$1.86
Ozox, the Clattering King #44Legendary Creature — Skeleton Noble
Ozox can't block.
When Ozox dies, create Jumblebones, a legendary 2/1 black Skeleton creature token with "Jumblebones can't block" and "When Jumblebones leaves the battlefield, return target card named Ozox, the Clattering King from your graveyard to your hand."
Ozox, the Clattering KingLegendary Creature — Skeleton NobleNormal - ~$0.28
If a card that isn't a transforming double-faced card becomes a copy of a card with craft, it'll stay in exile if you activate the craft ability. It won't return to the battlefield.
If the materials required include multiple objects, you may exile some of them from among permanents you control and the rest from among cards in your graveyard. You don't have to choose all permanents or all cards from your graveyard.
If you don't have at least two cards in your library, you can't choose to mill two cards.
The back faces of some cards with craft refer to cards "used to craft" it. This refers to the cards exiled as part of the cost of the craft ability of the front face. Those cards are considered to be "used to craft" that permanent as long as they remain exiled and the permanent remains on the battlefield, even if the permanent's controller changes or some of its characteristics change (because of a copy effect, for example.)
You may exile tokens you control as part of the materials required. However, because they aren't cards and won't stay in exile, any abilities that refer to what you "used to craft" the back faces won't refer to anything.
When this artifact enters, target opponent reveals their hand. You choose an artifact or creature card from it. That player discards that card.
Craft with two creatures (, Exile this artifact, Exile the two from among creatures you control and/or creature cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
If a card that isn't a transforming double-faced card becomes a copy of a card with craft, it'll stay in exile if you activate the craft ability. It won't return to the battlefield.
If the materials required include multiple objects, you may exile some of them from among permanents you control and the rest from among cards in your graveyard. You don't have to choose all permanents or all cards from your graveyard.
If you don't have at least two cards in your library, you can't choose to mill two cards.
The back faces of some cards with craft refer to cards "used to craft" it. This refers to the cards exiled as part of the cost of the craft ability of the front face. Those cards are considered to be "used to craft" that permanent as long as they remain exiled and the permanent remains on the battlefield, even if the permanent's controller changes or some of its characteristics change (because of a copy effect, for example.)
You may exile tokens you control as part of the materials required. However, because they aren't cards and won't stay in exile, any abilities that refer to what you "used to craft" the back faces won't refer to anything.
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.
The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Arcane DenialInstantNormal - ~$2.23
Case of the Stashed Skeleton #80Enchantment — Case
"Solved — [Triggered ability]" means "[Triggered ability]. This ability triggers only if this Case is solved." Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]."
"Solved — [static ability]" means "As long as this Case is solved, [static ability]." Static abilities are written as statements, such as "Creatures you control get +1/+1" or "Instant and sorcery spells you cast cost {1} less to cast."
"To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."
"To solve" abilities will check for their condition twice: once when the ability would trigger, and once when it resolves. If the condition isn't true at the beginning of your end step, the ability won't trigger at all. If the condition isn't true when the ability resolves, the Case won't become solved.
Being solved is not part of a permanent's copiable values. A permanent that becomes a copy of a solved Case is not solved. A solved Case that somehow becomes a copy of a different Case stays solved.
Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.
Cases don't lose their other abilities when they become solved.
Each Case has two special keyword abilities: to solve and solved.
If a creature is already suspected, suspecting it again won't have any effect.
If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
Once a Case becomes solved, it stays solved until it leaves the battlefield.
The meaning of "solved" differs based on what type of ability follows it. "Solved — [activated ability]" means "[Activated ability]. Activate only if this Case is solved." Activated abilities contain a colon. They're generally written "[Cost]: [Effect]."
There's no limit to the number of creatures that can be suspected simultaneously. Suspecting a new creature doesn't cause other creatures to stop being suspected.
When an effect suspects a creature, it becomes suspected. It gains menace and "This creature can't block" for as long as it's suspected. It stays suspected until it leaves the battlefield or another effect causes it to no longer be suspected.
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)
To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)
Solved — ,Sacrificethis Case: Search your library for a card, put it into your hand, thenshuffle Activate only as a sorcery.
Case of the Stashed SkeletonEnchantment — CaseCase - ~$0.5
Any abilities that trigger as the creature card is returned to the battlefield won’t resolve until after Blood for Bones is finished resolving.
Blood for Bones doesn’t target the creature cards to return from your graveyard. This means that, while the spell is resolving, no player may take any actions between the time you choose the cards and return them.
Once you begin to cast Blood for Bones, no player may take actions until you’re done. Notably, opponents can’t try to remove the creature you wish to sacrifice.
The creature sacrificed to cast Blood for Bones may be one of the cards chosen to be returned.
You must sacrifice exactly one creature to cast this spell; you can’t cast it without sacrificing a creature, and you can’t sacrifice additional creatures.
As an additional cost to cast this spell,sacrificea creature.
Return a creature card from your graveyard to the battlefield, then return another creature card from your graveyard to your hand.
Blood for BonesSorceryNormal - ~$1.54
Syr Konrad, the Grim #107Legendary Creature — Human Knight
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 - ~$1.25
A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card. Tokens are not cards, and while tokens are put into the graveyard before ceasing to exist, that action doesn't count as a player having descended.
Abilities that begin with "At the beginning of your end step, if you descended this turn" will trigger only once during your end step, no matter how many times you descended this turn. However, if you haven't descended this turn as your end step begins, the ability won't trigger at all. It's not possible to put a permanent card into your graveyard during the end step in time to have the ability trigger.
In either case, it doesn't matter if those cards are still in that player's graveyard.
Multiple cards have abilities that begin with "At the beginning of your end step, if you descended this turn." These cards don't need to have been under your control at the time you descended. For example, if a permanent card is put into your graveyard during your first main phase and you cast Stalactite Stalker your second main phase, its ability will trigger at the beginning of your end step.
Some cards refer to a player who has "descended this turn." This means that a permanent card has been put into that player's graveyard from anywhere this turn.
Some cards refer to the number of times a player descended this turn. Those cards care about the number of permanent cards put into that player's graveyard from anywhere this turn.
You decide to pay 1 life as the last ability is resolving. If you decide to pay 1 life and Corpses of the Lost is still on the battlefield, it will immediately return to its owner's hand. No player may take any actions in between you deciding to pay life and it returning this way.
Skeletons you control get +1/+0 and have haste.
When this enchantment enters, create a 2/2 black Skeleton Pirate creature token.
At the beginning of your end step, if you descended this turn, you may pay 1 life. If you do, return this enchantment to its owner's hand. (You descended if a permanent card was put into your graveyard from anywhere.)
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 two or more creature cards leave your graveyard as a single event, Skeleton Crew's second ability will trigger once. If they leave your graveyard as separate events, it will trigger once for each event.
Resolving Skeleton Crew's last ability won't cause its second ability to trigger.
Each other creature you control that's a Skeleton or Pirate gets +1/+1.
Whenever one or more creature cards leave your graveyard, create a 2/2 black Skeleton Pirate creature token. (This ability triggers only from the battlefield.)
: Return this card from your graveyard to the battlefield tapped.