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.)
If a Swamp or Mountain is entering the battlefield from your hand at the same time as Foreboding Ruins, you may reveal the other land to have Foreboding Ruins enter untapped.
If an effect instructs you to put Foreboding Ruins onto the battlefield tapped, it will still enter the battlefield tapped even if you reveal a land card from your hand.
Lands don't have a subtype just because they can produce mana of the corresponding color. Foreboding Ruins itself is neither a Swamp nor a Mountain, even though it produces black and red mana, so you can't reveal one to satisfy the ability of another.
You may reveal any land card with either or both of the appropriate subtypes. It doesn't have to be a basic land. For example, you could reveal Sunken Hollow from the Battle for Zendikar set to satisfy the ability of Foreboding Ruins.
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 a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
Equipped creature has ": This creature deals 1 damage to any target."
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
Deathtouch
Whenever a creature you control with deathtouch attacks, each opponent loses 1 life and you gain 1 life.
Whenever a creature you control with deathtouch deals damage to a planeswalker,destroythat planeswalker.
Because Detection Tower’s last ability doesn’t change the characteristics of any permanents, the set of creatures affected by it is constantly updated. Creatures that come under your opponents’ control later in the turn can be targeted as though they didn’t have hexproof.
Creatures your opponents control with “hexproof from [quality]” abilities can be targeted as though they didn’t have those abilities as well.
Your opponents and creatures your opponents control don’t actually lose hexproof, although you will ignore hexproof for purposes of choosing targets of spells and abilities you control.
: Add .
, : Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Professional Face-BreakerCreature — Human WarriorNormal - ~$5.13
You divide the damage as you put Inferno Titan's triggered ability on the stack, not as it resolves. Each target must be assigned at least 1 damage. (In other words, as you put the ability on the stack, you choose whether to have it deal 3 damage to a single target, 2 damage to one target and 1 damage to another target, or 1 damage to each of three targets.)
: This creature gets +1/+0 until end of turn.
Whenever this creature enters or attacks, it deals 3 damage divided as you choose among one, two, or three targets.
An ability referring to the number of creatures in your party gets a number from zero to four. Such abilities never ask which creatures are in your party, and you never have to designate specific creatures as being in your party. You can't choose to exclude creatures from this count to lower the number.
If a creature has more than one party creature type, and there are multiple ways to count that creature that could result in a different number of creatures in your party, the highest such number is used. For example, if you control a Cleric and a Cleric Wizard, the number of creatures in your party is two. You can't choose to have it be just one by counting the Cleric Wizard first as a Cleric.
If an ability of a creature counts the number of creatures in your party, that number is counted as the ability resolves. If that creature is still on the battlefield when the ability resolves, it'll be counted if appropriate.
In a Two-Headed Giant game, Malakir Blood-Priest's ability causes the opposing team to lose twice X life and you to gain X life.
To determine “the number of creatures in your party,” check whether you control a Cleric, whether you control a Rogue, whether you control a Warrior, and whether you control a Wizard. The number is the total number of those checks to which you answered yes. Each creature you control can be counted for only one of those checks.
When this creature enters, each opponent loses X life and you gain X life, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
An ability referring to the number of creatures in your party gets a number from zero to four. Such abilities never ask which creatures are in your party, and you never have to designate specific creatures as being in your party. You can't choose to exclude creatures from this count to lower the number.
If a creature has more than one party creature type, and there are multiple ways to count that creature that could result in a different number of creatures in your party, the highest such number is used. For example, if you control a Cleric and a Cleric Wizard, the number of creatures in your party is two. You can't choose to have it be just one by counting the Cleric Wizard first as a Cleric.
If a spell has a cost reduction based on the number of creatures in your party, no player may attempt to change that number after you begin to cast the spell but before you pay the cost.
Several cards have a cost reduction based on the number of creatures in your party. 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 is determined only by its mana cost, no matter what the total cost to cast the spell was.
Thwart the Grave's first target doesn't have to be one of the party creature types.
To determine “the number of creatures in your party,” check whether you control a Cleric, whether you control a Rogue, whether you control a Warrior, and whether you control a Wizard. The number is the total number of those checks to which you answered yes. Each creature you control can be counted for only one of those checks.
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Return target creature card and up to one target Cleric, Rogue, Warrior, or Wizard creature card from your graveyard to the battlefield.
Dreadhorde Butcher’s last known existence on the battlefield is checked to determine its power as its last ability resolves. If its power was 0 or less, the ability resolves with no effect.
Haste
Whenever this creature deals combat damage to a player or planeswalker, put a +1/+1counteron this creature.
When this creature dies, it deals damage equal to its power to any target.
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.)
At the beginning of combat on your turn, you maydiscarda card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
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.
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.
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
At the beginning of your end step, create a Treasure token for each creature that died this turn. (It's an artifact with ",Sacrificethis token: Add one mana of any color.")
Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
The kicker ability doesn't let you pay a kicker cost more than once.
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
Kicker (You may pay an additional as you cast this spell.)
Lifelink
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, if it was kicked, return target creature card from your graveyard to the battlefield.
Nullpriest of OblivionCreature — Vampire ClericNormal - ~$0.49
If a permanent on the battlefield has {X} in its mana cost, X is 0 for the purpose of determining its mana value.
If the target permanent is an illegal target by the time Feed the Swarm tries to resolve, the spell doesn't resolve. You don't lose any life. If the target is legal but not destroyed (most likely because it has indestructible), you do lose life.
The amount of life you lose is determined by the permanent's mana value as it last existed on the battlefield.
If 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.
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Black Market ConnectionsEnchantmentNormal - ~$20.65
Gisa, Glorious Resurrector #103Legendary Creature — Human Wizard
Because creatures controlled by opponents aren't dying due to Gisa's replacement effect, any "when [this creature] dies" triggered abilities those creatures have won't trigger.
Decayed does not create any attacking requirements. You may choose not to attack with a creature that has decayed.
Decayed does not grant haste. Creatures with decayed that enter the battlefield during your turn may not attack until your next turn.
Decayed represents a static ability and a triggered ability. "Decayed" means "This creature can't block" and "When this creature attacks, sacrifice it at end of combat."
Gisa does not grant haste to the creatures that are returned to the battlefield, so you normally won't be able to attack with them the turn they are returned.
If a creature your opponent controls would die and more than one effect would cause it to be exiled, that opponent chooses which one to apply. If the creature is exiled due to some other replacement effect, it will not be returned to the battlefield with Gisa.
Once a creature with decayed attacks, it will be sacrificed at end of combat, even if it no longer has decayed at that time.
If a creature an opponent controls would die, exile it instead.
At the beginning of your upkeep, put all creature cards exiled with Gisa onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks,sacrificeit at end of combat.)
Gisa, Glorious ResurrectorLegendary Creature — Human WizardNormal - ~$5.25
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.
Activating a creature card's unearth ability isn't the same as casting the creature card. The unearth ability is put on the stack, but the creature card is not. Spells and abilities that interact with activated abilities (such as Stifle) will interact with unearth, but spells and abilities that interact with spells (such as Remove Soul) will not.
At the beginning of the end step, a creature returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects such as Stifle or Voidslime that counter triggered abilities. If the ability is countered, the creature will stay on the battlefield and the delayed trigger won't trigger again. However, the replacement effect will still exile the creature when it eventually leaves the battlefield.
If a creature returned to the battlefield with unearth would leave the battlefield for any reason, it's exiled instead — unless the spell or ability that's causing the creature to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If it later returns the creature card to the battlefield (as Oblivion Ring or Flickerwisp might, for example), the creature card will return to the battlefield as a new object with no relation to its previous existence. The unearth effect will no longer apply to it.
If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will resolve and do nothing.
Unearth grants haste to the creature that's returned to the battlefield. However, neither of the "exile" abilities is granted to that creature. If that creature loses all its abilities, it will still be exiled at the beginning of the end step, and if it would leave the battlefield, it is still exiled instead.
: This creature deals 1 damage to any target.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Vithian StingerCreature — Human ShamanNormal - ~$0.27
Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate. Notably, exerting a creature isn't an activated ability.
Harsh Mentor's ability doesn't trigger when an opponent activates an ability of a card in hand (such as cycling) or a card in a graveyard (such as embalm), even if that causes a card to be put onto the battlefield.
Harsh Mentor's ability resolves before the ability that caused it to trigger.
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, this creature deals 2 damage to that player.
Harsh MentorCreature — Human ClericNormal - ~$3.11
Archetype of Finality #BNG-58Enchantment Creature — Gorgon
Conversely, continuous effects generated by static abilities (such as an Aura that granted the appropriate ability) would resume applying if the Archetype left the battlefield.
If you and an opponent each control the same Archetype, no creature controlled by any player will have the appropriate ability.
The Archetype’s second ability applies to each creature controlled by any of your opponents, no matter when it entered the battlefield.
While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren’t created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures they control first strike wouldn’t cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
If a spell or ability targets multiple things, you can't target it with Bolt Bend, even if all but one of those targets have become illegal.
If a spell or ability targets the same player or object multiple times, you can't target it with Bolt Bend.
Once you announce that you're casting Bolt Bend, no player may take actions until the spell has been paid for. Notably, opponents can't try to change whether you control a creature with power 4 or greater.
Once you've cast Bolt Bend, losing control of all creatures with power 4 or greater won't affect the spell or cause you to pay more mana.
The single target that the target spell or ability targets doesn't have to be a creature you control with power 4 or greater.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
You don't choose the new target for the spell or ability until Bolt Bend resolves. You must change the target if possible. However, you can't change the target to an illegal target. If there are no legal targets to choose from, the target isn't changed. It doesn't matter if the original target has somehow become illegal itself.
If another effect causes Alesha's power to be less than the mana value of the target card as its last ability tries to resolve, it won't resolve and none of its effects will happen.
If the mana cost of a creature card in your graveyard includes {X}, X is 0 for the purpose of determining its mana value.
Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with or which player, planeswalker, or battle those creatures attacked.
Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player, planeswalker, or battle it attacked doesn't have to still be in the game or on the battlefield.
Some raid abilities trigger at the beginning of your end step. These abilities trigger if you attacked with a creature that turn, even if the permanent with that raid ability wasn't on the battlefield when you attacked.
First strike
Whenever Alesha attacks, put a +1/+1counteron it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Alesha, Who Laughs at FateLegendary Creature — Human WarriorNormal - ~$2.09
When this creature enters, each opponent creates a 1/1 white Human creature token.
Whenever a creature an opponent controls dies, put a +1/+1counteron this creature.
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
After the second ability resolves, continuous effects generated by the resolution of spells and abilities that would give hexproof or shroud to one of the affected creatures aren't created. For example, after the second ability resolves, a spell cast by an opponent that gives creatures they control hexproof wouldn't cause the creatures to have hexproof. (If that spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
Continuous effects generated by static abilities (such as an Aura that grants hexproof to a creature) will not apply during the turn, but will resume applying once the turn ends.
The second ability applies only to creatures controlled by your opponents when it resolves. Creatures that enter the battlefield or come under an opponent's control later in the turn won't be affected.
Each of these Equipment has a triggered ability that says "Whenever a [creature type] creature enters, you may attach [this Equipment] to it." This triggers whenever any creature of the specified creature type enters, no matter who controls it. You may attach your Equipment to another player's creature this way, even though you can't do so with the equip ability.
Each of these Equipment has two subtypes listed on its type line. The first one is a creature type, which in this case is also a subtype of kindred. The second one is Equipment, which is a subtype of artifact.
If you attach an Equipment you control to another player's creature, you retain control of the Equipment, but you don't control the creature. Only you can activate the Equipment's equip ability, and if the Equipment's ability triggers again, you choose whether to move the Equipment. Only the creature's controller can activate any activated abilities the Equipment grants to the creature, and "you" in any abilities granted to the creature refers to that player.
Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)
Whenever a Rogue creature enters, you may attach this Equipment to it.
Equip
Cloak and DaggerKindred Artifact — Rogue EquipmentNormal - ~$2.34
Card types that can appear on cards in a graveyard include artifact, creature, enchantment, instant, land, planeswalker, and sorcery. Legendary, basic, and snow are supertypes, not card types; Vampire and Rogue are subtypes, not card types.
Nighthawk Scavenger counts card types, not cards. If the only card in your opponents' graveyards is a single artifact creature card, Nighthawk Scavenger will be 3/3. If the only cards in those graveyards are ten artifact cards and ten creature cards, Nighthawk Scavenger will still be 3/3.
The ability that defines Nighthawk Scavenger's power applies in all zones, not just the battlefield.
A boast ability can be activated at any point after the creature with that ability has been declared as an attacker. This can be before blockers are declared, after blockers are declared but before combat damage is dealt, during combat after combat damage is dealt, during the postcombat main phase, during the end step, or, in some unusual cases, during the cleanup step.
If a creature with a boast ability is put onto the battlefield attacking, it was never declared as an attacker. Its boast ability can't be activated that turn.
If an effect adds additional combat phases to a turn and a creature with a boast ability attacks more than once during that turn, its boast ability can still be activated only once.
If it's not your turn and you gain control of a creature with a boast ability after that creature attacked, you can activate that creature's boast ability if it hasn't been activated yet that turn.
Deathtouch
Boast — : Target player searches their library for a card, then shuffles and puts that card on top. (Activate only if this creature attacked this turn and only once each turn.)
Blade of the Bloodchief's ability triggers regardless of who controlled the creature and whose graveyard it was put into.
If Blade of the Bloodchief leaves the battlefield before its triggered ability resolves, the counters are put on the creature it was attached to at the time it left the battlefield. If it wasn't attached to a creature at that time, nothing gets the counters.
If the equipped creature and another creature are dealt lethal damage at the same time, the equipped creature will be put into a graveyard before it would receive any counters.
If the equipped creature itself is put into a graveyard, Blade of the Bloodchief's ability will trigger. However, it won't do anything when it resolves unless a spell or ability has caused it to become attached to another creature by that time. (Remember that you may activate an equip ability only as a sorcery.)
The +1/+1 counters are put on the equipped creature, not Blade of the Bloodchief. If Blade of the Bloodchief is moved to a different creature, the +1/+1 counters will stay where they are.
The creature that gets the counters is the one that's equipped by Blade of the Bloodchief at the time the ability resolves. It doesn't matter what creature Blade of the Bloodchief was attached to (if any) when it triggered.
Creatures that come under your control after Glaring Spotlight’s last ability resolves won’t have hexproof but they can’t be blocked that turn.
Creatures your opponents control don’t actually lose hexproof, although you will ignore hexproof for purposes of choosing targets of spells and abilities you control.
Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
,Sacrificethis artifact: Creatures you control gain hexproof until end of turn and can't be blocked this turn.
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.
Taurean Mauler's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
It only produces one mana even if the land can produce more than one.
The ability can be activated if the opponent has no lands that produce mana, but the effect will not be able to generate any mana.
This works even if the opponent's lands are tapped. It only checks what kinds of mana can be produced, not if the abilities that produce them are usable right now.
Fellwar Stone checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Fellwar Stone, you can tap Fellwar Stone for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Fellwar Stone doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
The colors of mana are white, blue, black, red, and green. Fellwar Stone can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, take into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
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.
Whenever you commit a crime, put a +1/+1counteron Vadmir. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
As long as Vadmir has four or more +1/+1 counters on it, it has menace and lifelink.
Vadmir, New BloodLegendary Creature — Vampire RogueNormal - ~$0.55
Connive X is a variant of connive. If a creature connives X, its controller will draw X cards, discard X cards, then then put a number of +1/+1 counters on the conniving permanent equal to the number of nonland cards discarded this way.
If a resolving spell or ability instructs a specific creature to connive but that creature has left the battlefield, the creature still connives, although you can't put any +1/+1 counters on it. Abilities that trigger "when [that creature] connives" will trigger.
If no cards are discarded, most likely because that player's hand is empty and an effect says they can't draw cards, the conniving creature does not receive any +1/+1 counters.
Once an ability that causes a creature to connive begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the conniving creature after you discard cards but before it receives +1/+1 counters, if any.
You must already control a Swamp as Spymaster's Vault enters the battlefield for it to enter untapped. If it enters the battlefield at the same time as a Swamp when you control no other Swamps, it will enter tapped.
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, thendiscardX cards. Put a +1/+1counteron that creature for each nonland card discarded this way.)
Each creature you don't control that dies causes a delayed triggered ability to trigger at the beginning of the next end step. If there are multiple such abilities, you can put them on the stack in any order. The creatures will return to the battlefield one at a time as each ability resolves. The last ability you put on the stack will be the first one to resolve.
Grave Betrayal doesn't overwrite any previous colors or types. Rather, it adds another color and another creature type.
If a creature you don't control dies during the end step, that creature won't return to the battlefield until the beginning of the next end step.
If the creature card leaves the graveyard before the delayed triggered ability resolves, it won't return to the battlefield. This is also true if the card leaves the graveyard and returns to the graveyard before that ability resolves.
If the creature is normally colorless, it will simply be black. It won't be both black and colorless.
In a multiplayer game, if more than one player controls a Grave Betrayal and a creature controlled by none of those players dies, each Grave Betrayal will create a delayed triggered ability at the beginning of the next end step. The first such ability to resolve will return the creature. Usually, this will be one controlled by the player furthest from the active player in turn order.
The phrase "with an additional +1/+1 counter on it" means that the creature enters with one more +1/+1 counter than it would normally enter with. It doesn't keep any counters it had on it when it died.
Whenever a creature you don't control dies, return it to the battlefield under your control with an additional +1/+1counteron it at the beginning of the next end step. That creature is a black Zombie in addition to its other colors and types.
Whenever a creature dies, put a chargecounteron this enchantment.
At the beginning of your first main phase, add for each chargecounteron this enchantment.
Black MarketEnchantmentNormal - ~$33.74
Defiler of Instinct #119sCreature — Phyrexian Kavu
Some players may make the mental shortcut that the Defilers effectively turn one of the colored mana symbols in the spell’s cost into a Phyrexian colored mana symbol. Despite the similarity in function, this ability does not cause the spells to have Phyrexian mana symbols in their costs. Sorry, Rage Extractor!
You may only pay the additional cost once per permanent spell.
First strike
As an additional cost to cast red permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of red mana you pay.
Whenever you cast a red permanent spell, this creature deals 1 damage to any target.
Defiler of InstinctCreature — Phyrexian KavuNormal - ~$1.69
Flying
Each creature card in your graveyard that's a Cleric, Rogue, Warrior, and/or Wizard has unearth . (: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Each time a creature is put into a graveyard from the battlefield, check whether Blood Cultist had dealt any damage to it at any time during that turn. (This includes combat damage.) If so, Blood Cultist's second ability will trigger. It doesn't matter who controlled the creature or whose graveyard it was put into.
If Blood Cultist and a creature it dealt damage to are both put into a graveyard at the same time, Blood Cultist's ability will trigger, but it will do nothing when it resolves.
: This creature deals 1 damage to target creature.
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1counteron this creature.
Blood CultistCreature — Human WizardNormal - ~$0.47
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.
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
This checks for lands you control with the land type Swamp or Mountain, not for lands named Swamp or Mountain. The lands it checks for don't have to be basic lands. For example, if you control Stomping Ground (a nonbasic land with the land types Mountain and Forest), Dragonskull Summit will enter untapped.
If Deathbringer Thoctar and another creature are dealt lethal damage at the same time, Deathbringer Thoctar will be put into a graveyard before it would receive any counters. Its ability will still trigger, but it will do nothing when it resolves.
You may remove any +1/+1 counter from Deathbringer Thoctar to activate its second ability, not just a +1/+1 counter put on it with its first ability.
An ability referring to the number of creatures in your party gets a number from zero to four. Such abilities never ask which creatures are in your party, and you never have to designate specific creatures as being in your party. You can't choose to exclude creatures from this count to lower the number.
If a creature has more than one party creature type, and there are multiple ways to count that creature that could result in a different number of creatures in your party, the highest such number is used. For example, if you control a Cleric and a Cleric Wizard, the number of creatures in your party is two. You can't choose to have it be just one by counting the Cleric Wizard first as a Cleric.
If a spell has a cost reduction based on the number of creatures in your party, no player may attempt to change that number after you begin to cast the spell but before you pay the cost.
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.
If you have a full party and wish to cast a spell with Coveted Prize's effect, you do so as part of the resolution of Coveted Prize after searching for a card. You can't wait to cast it later in the turn. Timing permissions based on a card's type are ignored.
Several cards have a cost reduction based on the number of creatures in your party. 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 is determined only by its mana cost, no matter what the total cost to cast the spell was.
Some cards refer to you having a "full party." This is true if the number of creatures in your party is four.
The card you search for may be the one you cast.
To determine "the number of creatures in your party," check whether you control a Cleric, whether you control a Rogue, whether you control a Warrior, and whether you control a Wizard. The number is the total number of those checks to which you answered yes. Each creature you control can be counted for only one of those checks.
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Search your library for a card, put it into your hand, thenshuffle If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.
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.
Burakos is also a Cleric, Rogue, Warrior, and Wizard.
Whenever Burakos attacks, defending player loses X life and you create X Treasure tokens, where X is the number of creatures in your party.
Choose a Background (You can have a Background as a second commander.)
Burakos, Party LeaderLegendary Creature — OrcNormal - ~$0.62