If one or more static abilities that apply to a creature entering change its power, those abilities are considered when determining whether Garruk's Uprising's last ability triggers. The same is true for replacement effects that apply to it, such as entering with one or more +1/+1 counters or entering as a copy of another creature.
If you don't control a creature with power 4 or greater immediately after Garruk's Uprising enters, its first ability won't trigger. If you don't control one as the ability resolves, you don't draw a card. They don't have to be the same creature both times, however.
Once the last ability of Garruk's Uprising has triggered, lowering the power of the creature or removing it from the battlefield won't stop you from drawing a card.
The first ability of Garruk's Uprising has you draw just one card, no matter how many creatures you control with power 4 or greater.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
If a Mountain or Forest is entering the battlefield from your hand at the same time as Game Trail, you may reveal the other land to have Game Trail enter untapped.
If an effect instructs you to put Game Trail 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. Game Trail itself is neither a Mountain nor a Forest, even though it produces red and green 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 Canopy Vista from the Battle for Zendikar set to satisfy the ability of Game Trail.
Dragonborn Champion's last ability only triggers if 5 or more damage is dealt by the same source at the same time. If a source deals 3 damage to a player and then later deals 2 more damage to the same player, this will not cause the ability to trigger.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a "results table" in the card text.
An effect that says "choose a target, then roll a d20" or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications. Anything that is looking for the "natural result" is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
You roll a d20 as well as your opponents. If you had a higher result than all of your opponents, Chaos Dragon won't have any restrictions on who it may attack.
Flying, haste
This creature attacks each combat if able.
At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, this creature can't attack those players or planeswalkers they control this combat.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
, Remove a componentcounterfrom this artifact: Add two mana of different colors.
: Roll a d20.
1—9 | Put a componentcounteron this artifact.
10—20 | Put two component counters on this artifact.
If a Dragon entering the battlefield causes Scourge of Valkas's ability to trigger but leaves the battlefield before that ability resolves, that Dragon still deals damage.
The amount of damage dealt by the Dragon that entered the battlefield is based on the number of Dragons you control when the ability resolves.
Flying
Whenever this creature or another Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
: This creature gets +1/+0 until end of turn.
The amount of damage Terror of the Peaks deals is the entering creature's power as the triggered ability resolves. If that creature leaves the battlefield before the ability resolves, use its power as it last existed on the battlefield.
Flying
Spells your opponents cast that target this creature cost an additional 3 life to cast.
Whenever another creature you control enters, this creature deals damage equal to that creature's power to any target.
Terror of the PeaksCreature — DragonNormal - ~$265.28
If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.
If the target permanent is an illegal target by the time Beast Within tries to resolve, the spell won't resolve. No player creates a Beast token. If the target is legal but not destroyed (most likely because it has indestructible), its controller does create a Beast token.
Whenever a Dragon you control enters, put a goldcounteron this artifact.
, Remove a goldcounterfrom this artifact: Draw a card.
: Add one mana of any color.
The ability can be used on any player's attacking creatures. This includes your own and creatures in an attack you are not involved in (for multiplayer games).
Desert is a land subtype with no special meaning. It doesn't grant the land an intrinsic mana ability. Other cards may care about which lands are Deserts.
The end of combat step happens after combat damage is dealt. You can't use Desert to destroy an attacking creature before it has a chance to deal combat damage.
The mana produced by Haven of the Spirit Dragon's second ability can be used to pay for any additional or alternative costs (such as dash costs) involved in casting a Dragon creature spell.
: Add .
: Add one mana of any color. Spend this mana only to cast a Dragon creature spell.
, ,Sacrificethis land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
If you don't have a commander, Path of Ancestry's ability produces no mana.
If your commander has no creature types, it can't share a creature type with any spell that you cast.
If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.
If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
A card's mana value is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {1}{U}{U} has mana value 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.
Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.
Effects that allow you to "cast" a card don't allow you to play a land card.
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, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.
If you control no creatures with power greater than 0 as Rishkar's Expertise resolves, you draw no cards, but you may cast a card with mana value 5 or less from your hand without paying its mana cost.
The greatest power among creatures you control is determined as Rishkar's Expertise resolves.
While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.
You may cast one of the cards drawn by Rishkar's Expertise's first effect while performing its second effect.
The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
"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 creatures you control have total power 10 or greater.
Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
If a noncreature card is manifested and then leaves the battlefield while face down, the "Dragons" ability will trigger.
If you exile a land card using the "Khans" ability, you may play that land only if you have any available land plays. Normally, this means you can play the land only if you haven't played a land yet that turn.
The card exiled by the "Khans" ability is exiled face up. Playing a card exiled with the "Khans" ability follows the normal rules for playing the card. You must pay its costs, and you must follow all applicable timing rules. For example, if it's a creature card, you can cast it only during your main phase while the stack is empty.
The words "Khans" and "Dragons" are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." Notably, the anchor word "Dragons" has no connection to the creature type Dragon.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Even though it includes rolling a die, Vexing Puzzlebox's second ability is a mana ability. It does not use the stack and cannot be responded to.
If an effect instructs you to roll more than one die and ignore one or more of them, the result is only what wasn't ignored.
If an effect instructs you to roll one or more dice and add some number to that roll, the result is the total after adding that number.
In a game of Planechase, the result of rolling the planar die is not a number and does not cause Vexing Puzzlebox's first ability to put charge counters on it.
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, thenshuffle
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 Mountain or Forest, not for lands named Mountain or Forest. The lands it checks for don't have to be basic lands. For example, if you control Temple Garden (a nonbasic land with the land types Forest and Plains), Rootbound Crag will enter untapped.
If a Dragon entering the battlefield causes Dragon Tempest’s second ability to trigger but leaves the battlefield before that ability resolves, that Dragon still deals damage.
The amount of damage dealt by the Dragon that entered the battlefield is based on the number of Dragons you control when the ability resolves.
The two abilities aren’t mutually exclusive. If a Dragon with flying (which is most of them) enters the battlefield under your control, both abilities will trigger.
Whenever a creature you control with flying enters, it gains haste until end of turn.
Whenever a Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
The creature that entered deals damage equal to its current power to the targeted permanent or player. If it's no longer on the battlefield, its last known existence on the battlefield is checked to determine its power.
Warstorm Surge is the source of the ability, but the creature is the source of the damage. The ability couldn't target a creature with protection from red, for example. It could target a creature with protection from creatures, but all the damage would be prevented. Since damage is dealt by the creature, abilities like lifelink, deathtouch and infect are taken into account, even if the creature has left the battlefield by the time it deals damage.
Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
Gaining a level is a normal activated ability. It uses the stack and can be responded to.
Gaining a level won't remove abilities that a Class had at a previous level.
Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
Although the token is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
Delina, Wild Mage has received an update to its Oracle text. Specifically, rolling again on a result of 15–20 is optional.
You declare which player or planeswalker the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker Delina, Wild Mage is attacking.
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
Despite that fact that it can produce mana as it resolves, Klauth's triggered ability is not a mana ability because its trigger condition wasn't the activation or resolution of an activated mana ability. This means that it uses the stack and can be responded to. Notably, players can respond by destroying attacking creatures to reduce the amount of mana produced.
Flying, haste
Whenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
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.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won't usually be a creature anyway).
You can choose two commanders that are the same color or colors.
Flying
Whenever Ganax or another Dragon you control enters, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Choose a Background (You can have a Background as a second commander.)
Once you've announced that you're casting Klauth's Will, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.
The commander you control doesn't have to be your commander.
Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won't change the number of modes chosen.
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Breathe Flame — Klauth's Will deals X damage to each creature without flying.
• Smash Relics —Destroyup to X target artifacts and/or enchantments.
Dragonlord's Servant can't reduce the colored mana requirement of a Dragon spell you cast.
If there are any additional costs to cast a Dragon spell, apply those before applying Dragonlord's Servant and any other cost reductions.
The ability can apply to alternative costs to cast a Dragon spell.
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.
Dragonlord's Servant's ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell.
Dragonlord's Servant's ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast Dragon spells.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
If that permanent's owner has fewer than X cards in their library, put the permanent on the bottom of its owner's library.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
: Add .
, , Exile this land: Roll a d10. Put target artifact, creature, or planeswalker into its owner's library just beneath the top X cards of that library, where X is the result. Activate only as a sorcery.
The creature must have power 3 or greater as it enters the battlefield, or Elemental Bond’s ability won’t trigger. Static abilities that raise (or lower) a creature’s power are taken into account. However, you can’t have a creature with power 2 or less enter the battlefield and try to raise its power with a spell, an activated ability, or a triggered ability.
After you draw cards while Shamanic Revelation is resolving, nothing else can happen before you gain the appropriate amount of life. Notably, abilities that trigger when you draw cards won't be put onto the stack until after you've gained life.
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 you don't control a creature with power 4 or greater as Colossal Majesty's ability resolves, you won't draw a card.
If you don't control a creature with power 4 or greater as your upkeep begins, Colossal Majesty's ability won't trigger. You can't take any actions during your turn before your upkeep begins.
The creature with power 4 or greater that you control as Colossal Majesty's ability resolves doesn't have to be the same creature with power 4 or greater that was under your control as the ability triggered.
You draw only one card, no matter how many creatures with power 4 or greater you control.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a "results table" in the card text.
An effect that says "choose a target, then roll a d20" or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
If Maddening Hex is attached to your only opponent, it stays attached to that player as the ability resolves.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications. Anything that is looking for the "natural result" is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
Enchant player
Whenever enchanted player casts a noncreature spell, roll a d6. This Aura deals damage to that player equal to the result. Then attach this Aura to another one of your opponents chosen at random.
Each activation is considered a new damage effect. An activation can only be 1 point of damage.
It will stay on the battlefield if there is a creature that is put into the graveyard during the end step. This is because this ability will not trigger at all if there is at least one creature on the battlefield as the end step begins.
Note that "until end of turn" effects wear off after "at the beginning of the end step" triggered abilities, so an artifact that animates until end of turn can keep this on the battlefield.
At the beginning of the end step, if no creatures are on the battlefield,sacrificethis enchantment.
: This enchantment deals 1 damage to each creature and each player.
Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and the timing restrictions for equip abilities don't apply.
If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached.
Mithril Coat doesn't enter the battlefield attached to a creature. Instead, the Equipment enters the battlefield and then a triggered ability attaches it to a creature. You may cast Mithril Coat even if you don't control any creatures.
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.
Even though you do not gain control of the original spell or ability, you control the copy. That copy is created on the stack, so it isn't "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell or ability, after players get a chance to cast spells and activate abilities. The copy will resolve before the original spell or ability.
If the spell is a permanent spell with a target (such as an Aura spell), and you create a copy of it, the copy will become a token that you control. Because the spell becomes a token, the token isn't "created." Effects that care about a token being created won't interact with a token that enters the battlefield because Wyll's Reversal copied a permanent spell.
If the target spell or ability has an X whose value was determined as it was cast, activated, or put on the stack (like Fireball does), the copy has the same value of X.
If the target spell or ability is modal (that is, it has a bulleted list of choices), the copy will have the same mode(s). You can't choose different ones.
The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell or ability are copied as though those same costs were paid for the copy. For example, if you sacrifice a 3/3 creature to cast Fling and then copy it with Wyll's Reversal, the copy of Fling will also deal 3 damage to its target.
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
If Rile targets a creature with 1 toughness, that creature won't be destroyed until after you've drawn a card. Its abilities may affect that draw or trigger on that draw if appropriate.
If the damage that would be dealt by Rile is prevented, the creature still gains trample until end of turn.
If the target creature is an illegal target by the time Rile resolves, the entire spell doesn't resolve. You won't draw a card.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, thenshuffle
An activated ability appears in the form “Cost: Effect.”
Notably, turning a face-down creature face up isn't an activated ability. If you manifest a Dragon creature card or cast a Dragon creature card face down using the morph ability, you can't use mana generated by the last ability to turn that card face up.
The mana generated by the last ability can't be spent to activate abilities of Dragon sources that aren't on the battlefield.
You can use mana generated by the last ability to pay an alternative cost (such as a dash cost) or an additional cost to cast a Dragon spell. It's not limited to paying just that spell's mana cost.
: Add .
, : Put a storagecounteron this land.
, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
Crucible of the Spirit DragonLandNormal - ~$1.93
Anara, Wolvid Familiar #577Legendary Creature — Wolf Beast
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Anara's first ability affects commanders you control even if you don't own them. It doesn't affect your commander if another player controls it.
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a commander you control may become lethal if Anara leaves the battlefield during that turn.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
If Anara is your commander, its first ability affects itself during your turn.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
During your turn, commanders you control have indestructible. (Effects that say "destroy" don'tdestroythem. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
Anara, Wolvid FamiliarLegendary Creature — Wolf BeastNormal - ~$3.36
If you reveal your entire library and reveal fewer than X creature cards of the chosen type, you'll put the cards of the chosen type that you did reveal onto the battlefield and shuffle your library.
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.
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, thenshufflethe rest of the revealed cards into your library.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
If the equipped creature takes lethal damage at the same time that it deals combat damage, it will die before the counters on it can be doubled. However, you will still roll a d12, which may cause abilities of other permanents to trigger.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
To double the number of +1/+1 counters on a permanent, count the number of +1/+1 counters that are currently on that permanent and put that many more on it. Any replacement effects that change this number will apply accordingly.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
Whenever equipped creature attacks, put a +1/+1counteron it.
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
An ignored roll effectively never happens. No abilities will trigger because of an ignored roll.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
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 doesn't pay that cost, you must propose a new set of blocking creatures.
If you roll doubles, ignore one of the rolls and use the result of the other.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
When choosing blocks for creatures you don't control, you must still make legal choices. For example, you can't choose to have a creature without flying or reach block a creature with flying.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
Cast this spell only before combat or during combat before blockers are declared.
Roll two d20 and ignore the lower roll.
1—14 | Choose any number of creatures. They block this turn if able.
15—20 | You choose which creatures block this turn and how those creatures block.
Spit Flame deals 4 damage to target creature.
Whenever a Dragon you control enters, you may pay . If you do, return this card from your graveyard to your hand.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
Even if you reveal the entire library this way, putting it on the bottom in a random order doesn't count as “shuffling” the library.
If you do not have a creature card in your library with mana value equal to the result, you will reveal your entire library and then put the entire library back in a random order.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
, : Roll a d8. Reveal cards from the top of your library until you reveal a creature card with mana value equal to the result. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
If the revealed card is not a permanent card, it remains on top of that library.
The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
If the equipped creature isn't on the battlefield as the triggered ability resolves but it had lifelink when it left the battlefield, you will gain life.
Use the equipped creature's power as the triggered ability resolves to determine how much damage is dealt. If the equipped creature is no longer on the battlefield at that time, use its power as it last existed on the battlefield.
Equipped creature gets +2/+0 and has reach.
Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker.
Equip
A noncreature card that happens to be entering the battlefield as a creature will have riot (for example, Rusted Relic while you control three other artifacts). Similarly, a creature card entering the battlefield as a noncreature permanent won't have riot (for example, Thassa, God of the Sea while your other permanents contribute only four to your devotion to blue).
A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
If a creature entering the battlefield has riot but can't have a +1/+1 counter put onto it, it gains haste.
If a creature enters the battlefield with two instances of riot, you may choose to have it get two +1/+1 counters, one +1/+1 counter and haste, or two instances of haste. Multiple instances of haste on the same creature are redundant, but we're not going to tell the Gruul how to live their lives.
If a nontoken, noncreature permanent becomes a creature after it's already on the battlefield, it will have riot but it will be too late for the replacement effect to have any effect.
If you choose for the creature to gain haste, it gains haste indefinitely. It won't lose it as the turn ends or as another player gains control of it.
Once a creature with riot has entered the battlefield, it keeps its +1/+1 counter or haste even if it loses riot.
Riot is a replacement effect. Players can't respond to your choice of +1/+1 counter or haste, and they can't take actions while the creature is on the battlefield without one or the other.
If Rhythm of the Wild leaves the battlefield at the same time that a nontoken creature enters the battlefield (most likely because that creature has a replacement effect, such as that of Rescuer Sphinx), that creature still gets a +1/+1 counter or haste.
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
Ancient Bronze DragonCreature — Elder DragonNormal
The ability checks that creature's power only once: when that creature enters. The trigger checks a creature's initial power upon being put on the battlefield, so it will take into account counters that it enters with and static abilities that may give it a continuous power boost once it's on the battlefield (such as the one on Glorious Anthem). After the creature is already on the battlefield, boosting its power with a spell (such as Giant Growth), activated ability, or triggered ability won't allow this ability to trigger; it's too late by then. Once the ability triggers, it will resolve no matter what the creature's power may become while the ability is on the stack.
The timestamp for the "in your graveyard" ability is set at the time that this card goes to your graveyard, regardless of whether you control a Mountain at that time.
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don'tdestroyit.)
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.)
Abilities that trigger whenever you “become the monarch” trigger only if you aren't already the monarch. For example, if you are already the monarch as Custodi Lich enters the battlefield, its last ability won't trigger.
Being the monarch carries two inherent triggered abilities. “At the beginning of the monarch's end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”
If the triggered ability that causes the monarch to draw a card goes on the stack, and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward.
The last ability of Skyline Despot checks to see if you're the monarch as your upkeep begins. If you're not, the ability won't trigger at all. You won't be able to do anything that would make you the monarch during your upkeep in time to have that ability trigger. The ability will also check to see if you're the monarch as it tries to resolve. If you're not the monarch at that time, the ability will have no effect.
Flying
When this creature enters, you become the monarch.
At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying.
If multiple creatures you control enter at the same time, Impact Tremors will trigger once for each of those creatures. This is true even if Impact Tremors enters at the same time as those creatures.
If Collective Resistance is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
If an effect allows you to cast Collective Resistance without paying its mana cost, you'll still have to pay the escalate costs if you choose more than one mode.
If you chose more than one mode and the target of one of those modes becomes illegal, the other targets will still be affected. If all of the targets become illegal, Collective Resistance won't resolve.
No matter which combination of modes you choose, you always follow the instructions in the order they are written.
No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until Collective Resistance is done resolving.
You can't choose any one mode multiple times.
You choose all of your modes at once. You can't wait to perform one mode's actions and then decide to choose more modes.
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
•Destroytarget artifact.
•Destroytarget enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Players make their choices in turn order and get to know what choices were made before theirs. They may choose an artifact or an enchantment that was already chosen by another player. Once all players have made their choices, the permanents are destroyed simultaneously.
You choose whether Ebony Fly becomes a creature as the second ability resolves, after you see the result of the die roll. If you don't choose to make it a creature at that time, you can't choose to make it a creature later in the turn unless you activate the ability again.
When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control.Destroyeach permanent chosen this way.
Druid of PurificationCreature — Human DruidNormal - ~$1.43
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a "results table" in the card text.
An effect that says "choose a target, then roll a d20" or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications. Anything that is looking for the "natural result" is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
Whenever this creature attacks, roll a d20.
1—9 | Create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
10—19 | Create two Treasure tokens.
20 | Create three Treasure tokens.
If you don't have three cards in hand when instructed to discard three cards, you discard your hand.
Use the sacrificed creature's power as it last existed on the battlefield to determine how many cards you draw.
You draw and discard cards all while Greater Good's ability is resolving. Nothing can happen between the two, and no player may choose to take actions.
: Add .
, : Target legendary creature becomes a God in addition to its other types. Put a +1/+1counteron it.
, ,Sacrificethis land: Put an indestructiblecounteron target God.
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
Farseek can find any land with any of the listed land types, including nonbasic ones, even if that land is a Forest in addition to one or more of those types.
If Lathliss enters at the same time as one or more other nontoken Dragons you control, its second ability will trigger once for each of those other Dragons.
Flying
Whenever another nontoken Dragon you control enters, create a 5/5 red Dragon creature token with flying.
: Dragons you control get +1/+0 until end of turn.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.
If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won't usually be a creature anyway).
You can choose two commanders that are the same color or colors.
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1counteron Wyll.
Choose a Background (You can have a Background as a second commander.)
Wyll, Blade of FrontiersLegendary Creature — Human WarlockNormal - ~$0.5
Explore's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Explore resolves; Explore fully resolves first and you draw a card, perhaps a land you'll play later.
If you somehow manage to cast Explore when it's not your turn, you'll draw a card when it resolves, but you won't be able to play a land that turn.
The effects of multiple Explores in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Urban Evolution.
Flying
Whenever this creature enters or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever a goaded creature attacks, it deals 1 damage to its controller.
Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
You choose how to order cards returned to your library after scrying no matter where you put them.
You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
If Opportunistic Dragon leaves the battlefield before its triggered ability resolves, your opponent keeps control of their Human or artifact, it doesn't lose any abilities, and it can still attack or block as normal. You don't gain control of it at all.
If another player gains control of the permanent Opportunistic Dragon has kidnapped, that permanent doesn't regain its abilities and still can't attack or block.
If the stolen permanent normally has any abilities that would trigger when Opportunistic Dragon dies, those abilities won't trigger.
Opportunistic Dragon's effect doesn't expire if another player gains control of it or if it loses all abilities. The effect only expires once it's no longer on the battlefield.
Flying
When this creature enters, choose target Human or artifact an opponent controls. For as long as this creature remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block.
Multiple instances of double strike on the same creature are redundant.
The triggered ability affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain double strike.
Flying
Double strike (This creature deals both first-strike and regular combat damage.)
When this creature enters, creatures you control gain double strike until end of turn.
Terror of Mount VelusCreature — DragonNormal - ~$1.74
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (A creature with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don'tdestroyit.)
Creatures you control gain vigilance and trample until end of turn. Roll a d20.
1—9 | Creatures you control get +2/+2 until end of turn.
10—19 | Put two +1/+1 counters on each creature you control.
20 | Put four +1/+1 counters on each creature you control.
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
As this creature enters, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results.
Trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls,counterit unless that player pays .)
An ability that triggers when a creature becomes the target of a spell resolves before the spell that caused it to trigger. Such an ability resolves even if that spell is countered.
If a spell targets Goldspan Dragon more than once, the triggered ability will trigger only once.
Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have ",Sacrificethis artifact: Add two mana of any one color."
Goldspan DragonCreature — DragonNormal - ~$11.19
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