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_Zendikar_ Frequently Asked Questions (Download)
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen
Document last modified September 24, 2009
_Zendikar_ Prerelease tournaments: September 26-27, 2009
_Zendikar_ official release date: Friday, October 2, 2009
_Zendikar_ Launch Parties: October 2-4, 2009
Go to www.wizards.com/locator to find an event or store near you.
The _Zendikar_ set becomes legal for sanctioned Constructed play on its official release date.
-- At that time, the following card sets will be permitted in the Standard format: _Shards of Alara_®, _Conflux_®, _Alara Reborn_, _Magic 2010_, and _Zendikar_.
-- At that time, the following card sets will be permitted in the _Zendikar_ Block Constructed format: _Zendikar_.
The _Zendikar_ set contains 249 cards (101 common, 60 uncommon, 53 rare, 15 mythic rare, 20 basic land).
This FAQ has two sections, each of which serves a different purpose.
The first section ("General Notes") explains the new mechanics and concepts in the set. The second section ("Card-Specific Notes") contains answers to the most important questions players might ask about a given card in the set.
Items in the "Card-Specific Notes" section include full rules text for your reference. Not all cards in the set are listed.
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GENERAL NOTES
***Theme: Full-Art Basic Lands*** (Deutsch: Standardländer mit großflächiger Illustration)
The _Zendikar_ set features basic land cards that have been printed without a text box. These lands appear in booster packs and in the fat pack. Full-art basic lands function the same way as any other basic lands, since each land with a basic land type intrinsically has the mana ability associated with that type. (_Zendikar_ intro packs contain basic land cards with normal card frames. The collector numbers of those cards contain the letter "a.")
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***Returning Keyword Ability: Kicker*** (Deutsch: Bonus)
Kicker is an ability originally seen in the _Invasion_ block. It represents an additional cost, and may appear on any type of card that can be cast as a spell.
Goblin Ruinblaster
Creature -- Goblin Shaman
2/1
Kicker (You may pay an additional as you cast this spell.)
Haste
When Goblin Ruinblaster enters the battlefield, if it was kicked, destroy target nonbasic land.
Marsh Casualties
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Creatures target player controls get -1/-1 until end of turn. If Marsh Casualties was kicked, those creatures get -2/-2 until end of turn instead.
The official rules for the kicker ability are as follows:
702.30. Kicker
702.30a Kicker is a static ability that functions while the spell is on the stack. "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell." The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]." Paying a spell's kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2e-g.
702.30b If a spell's controller declares the intention to pay any of that spell's kicker costs, that spell has been "kicked." See rule 601.2b.
702.30c Objects with kicker have additional abilities that specify what happens if it was kicked. These abilities are linked to the kicker abilities printed on that object: they can refer only to those specific kicker abilities. See rule 606, "Linked Abilities."
702.30d Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases "if it was kicked with its [A] kicker" and "if it was kicked with its [B] kicker," where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.
702.30e If part of a spell's ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell's controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
* You kick a spell as you cast it. You declare whether you're going to pay a kicker cost at the same time you'd choose a spell's mode, and then you actually pay it at the same time you pay the spell's mana cost. Kicking a spell is always optional.
* You can pay any particular kicker cost only once. You can't pay it multiple times to "pump up" the effect.
* Some instant and sorcery spells have an additional effect if they were kicked. Other instant and sorcery spells have a different effect if they were kicked. Read these cards carefully: If they include the word "instead," the second effect replaces the first. If they don't include the word "instead," both the first and second effects occur.
* Some permanents with kicker enter the battlefield with counters on them if they were kicked. Other permanents with kicker have "enters the battlefield" triggered abilities that check whether they were kicked. These look at whether they were kicked when cast as a spell. If not, the ability doesn't trigger at all. If such a permanent is put onto the battlefield as the result of a spell or ability, there's no opportunity to kick them.
* If a permanent has a targeted "enters the battlefield" ability that triggers if it was kicked, the target isn't chosen until the permanent enters the battlefield and the ability triggers (as opposed to when that permanent was cast). That means that sometimes you may wind up targeting something you don't want to. For example, say you cast a kicked Heartstabber Mosquito, which has the ability "When Heartstabber Mosquito enters the battlefield, if it was kicked, destroy target creature." In response to the Heartstabber Mosquito spell, your opponent sacrifices his or her only creature. When the Mosquito enters the battlefield, its ability triggers, and you must choose a target for it. If no one else controls any creatures, you must target one of your own -- possibly Heartstabber Mosquito itself.
* Kicker costs don't change a spell's mana cost or converted mana cost.
* If a kicked spell is copied, the copy is also kicked.
* Older cards with kicker were printed with abilities that had the text "if you paid the kicker cost" or "if its kicker cost was paid." Cards that were printed with that text have received errata in the Oracle card reference so they now say "if it was kicked." The cards work the same way they always did; these abilities have their effects if the player decided to pay the kicker cost, not necessarily if the listed cost was actually paid.
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***Keyword Ability: Intimidate*** (Deutsch: Einschüchtern)
Intimidate is an ability that makes attacking creatures hard to block.
Bladetusk Boar
Creature -- Boar
3/2
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
The official rules for the intimidate ability are as follows:
702.11. Intimidate
702.11a Intimidate is an evasion ability.
702.11b A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, "Declare Blockers Step.")
702.11c Multiple instances of intimidate on the same creature are redundant.
* Intimidate looks at the current colors of a creature that has it. Normally, Bladetusk Boar can't be blocked except by artifact creatures and/or red creatures. If it's turned blue, then it can't be blocked except by artifact creatures and/or blue creatures.
* If an attacking creature has intimidate, what colors it is matters only as the defending player declares blockers. Once it's blocked, changing its colors won't change that.
* Artifact creatures can block creatures with intimidate no matter what colors either of them are.
* A multicolored creature with intimidate can be blocked by any creature that shares a color with it, in addition to artifact creatures. For example, a white-blue creature with intimidate can be blocked by white creatures and/or blue creatures, no matter what other colors they are.
* A colorless creature with intimidate can be blocked only by artifact creatures. It can't be blocked by colorless nonartifact creatures. In fact, a colorless nonartifact creature can't block a creature with intimidate at all.
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***Ability Word: Landfall*** (Deutsch: Landung)
Landfall is an ability word. It appears in italics at the beginning of an ability that triggers whenever a land enters the battlefield under your control. (An ability word has no rules meaning.)
Emeria Angel
Creature -- Angel
3/3
Flying
Landfall -- Whenever a land enters the battlefield under your control, you may put a 1/1 white Bird creature token with flying onto the battlefield.
* A landfall ability triggers whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
* When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.
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***Theme: Allies*** (Deutsch: Verbündete)
Ally (rhymes with "shall I") is a new creature type. Allies are good at teamwork: Nearly every Ally has an ability that triggers whenever it or another Ally enters the battlefield under your control.
Nimana Sell-Sword
Creature -- Human Warrior Ally
2/2
Whenever Nimana Sell-Sword or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Nimana Sell-Sword.
* Some Allies, such as Nimana Sell-Sword, have abilities that put +1/+1 counters on them. These abilities trigger when they enter the battlefield themselves, so even though Nimana Sell-Sword will enter the battlefield as a 2/2 creature, it will become a 3/3 creature almost immediately. But they'll be more vulnerable to instants and abilities while their triggered abilities wait to resolve.
* Some Allies have abilities that, when they resolve, grant an ability to all Allies you control. These affect only Allies you control at the time the ability resolves.
* Some Allies have abilities that, when they resolve, do something based on the number of Allies you control. These count the number of Allies you control as they resolve.
* When an Ally enters the battlefield under your control, each applicable triggered ability of the Allies you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.
* If more than one Ally enters the battlefield under your control at the same time due to some spell or ability, they'll all see each other enter the battlefield. For example, if two Nimana Sell-Swords enter the battlefield at the same time, each one's ability will trigger twice (once for itself and once for the other one), and they'll each wind up as 4/4 creatures.
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***Theme: Traps*** (Deutsch: Fallen)
Trap is a new subtype that appears on instants. Although the subtype Trap has no specific rules meaning, each Trap has an alternative cost you can pay to cast it if a certain condition has been met.
Baloth Cage Trap
Instant -- Trap
If an opponent had an artifact enter the battlefield under his or her control this turn, you may pay rather than pay Baloth Cage Trap's mana cost.
Put a 4/4 green Beast creature token onto the battlefield.
Arrow Volley Trap
Instant -- Trap
If four or more creatures are attacking, you may pay rather than pay Arrow Volley Trap's mana cost.
Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
* You may ignore a Trap's alternative cost condition and simply cast it for its normal mana cost. This is true even if its alternative cost condition has been met.
* Casting a Trap by paying its alternative cost doesn't change its mana cost or converted mana cost. The only difference is the cost you actually pay.
* Effects that increase or reduce the cost to cast a Trap will apply to whichever cost you chose to pay. This is true even if the Trap's alternative cost is .
* The alternative cost condition of most Traps checks for an action that has happened in the past. For example, Baloth Cage Trap checks to see if an opponent had an artifact enter the battlefield under his or her control this turn. It doesn't matter if that permanent is still on the battlefield or is still an artifact, and it doesn't matter if that opponent is still in the game. If that action happened at some point during the turn, Baloth Cage Trap can be cast for its alternative cost.
* If the alternative cost condition of a Trap checks to see if a number of actions have happened involving an opponent over the course of the turn (such as "if an opponent had three or more cards put into his or her graveyard from anywhere this turn"), those actions may have occurred separately. In this case, the three cards don't need to have been put into the opponent's graveyard all at once; it's okay if they were put there for different reasons at different times. All such actions must have involved the same single opponent, though.
* If a Trap checks to see if multiple events have happened over the course of a turn, it will individually count different events involving the same physical card if that card has changed zones between events. That's because it becomes a new object, with no relation to its previous existence, when it changes zones. For example, if the same physical creature card entered the battlefield, left the battlefield, then returned to the battlefield all in the same turn and all under an opponent's control, that opponent had two creatures enter the battlefield under his or her control that turn.
* The alternative cost condition of some Traps checks the number of creatures that are attacking as the spell is cast. For example, Arrow Volley Trap checks to see if four or more creatures are attacking. Once you cast a Trap like this, it doesn't matter whether its condition remains true. For Arrow Volley Trap and the other Traps like it, it doesn't matter how many creatures were declared as attackers, only how many are attacking as you cast it. It doesn't matter if all the attacking creatures are controlled by the same player. It also doesn't matter who controls the attacking creatures, so you can cause their alternative cost conditions to be true . . . but that means they'll affect your own attacking creatures.
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***Theme: "Quests"*** (Deutsch: Questen)
"Quests" is the nickname for a set of _Zendikar_ enchantments that reward you for certain achievements while playing the game.
Quest for the Holy Relic
Enchantment
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic.
Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, and attach it to a creature you control. Then shuffle your library.
* Not all quests have the word "quest" in their names.
* Each quest has two abilities. The first ability triggers whenever a certain condition happens and puts a quest counter on the enchantment as a result. The second ability works only if there are a certain number of quest counters on the enchantment.
* The second ability of each common and uncommon quest requires you to remove a certain number of quest counters from it and sacrifice it as a cost. You can activate this ability only if it has the appropriate number of quest counters on it, since otherwise you couldn't remove enough of them. Also, you may activate this ability only once, since you can sacrifice the enchantment only once. You can't search for two Equipment cards if Quest for the Holy Relic has ten quest counters on it, for example.
* The second ability of each rare quest doesn't require you to remove any counters from it or sacrifice it. The counters and the enchantment will just stay put.
* Once there are enough counters on a quest for its second ability to work, there's usually no particular need to add more counters to it with its first ability, though you are free to do so.
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***Theme: Caring about Basic Land Types*** (Deutsch: Vorhandensein von Standardlandtypen)
The _Zendikar_ set contains a number of cards that refer to Plains, Islands, Swamps, Mountains, and/or Forests, including a cycle of "fetch lands" such as Arid Mesa.
Arid Mesa
Land
, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.
* If a spell or ability refers to a specific basic land type (that is, it says "Plains," "Island," "Swamp," "Mountain," or "Forest"), it's referring to lands with those land types, not necessarily lands with those names. For example, you could find a Snow-Covered Mountain, a Stomping Ground, a Savannah, or a Mistveil Plains, among other options, with Arid Mesa's ability. Of course, you could simply find a card named Mountain or a card named Plains if you like.
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***Theme: Bloodthirsty Vampires*** (Deutsch: Blutrünstige Vampire)
The _Zendikar_ set contains a number of Vampires that get better if an opponent has 10 or less life.
Guul Draz Vampire
Creature -- Vampire Rogue
1/1
As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
* These creatures check each opponent's life total. As long as any one of them has 10 or less life, the Vampire will get the bonus.
* In a Two-Headed Giant game, this checks a single opponent's share of the opposing team's life total. (A player's share is considered to be the team's life total divided by two, rounded up.) That means these Vampires get better if the opposing team's life total is 20 or less.
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CARD-SPECIFIC NOTES
Adventuring Gear
Artifact -- Equipment
Landfall -- Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
* The landfall ability gives +2/+2 to the creature that's equipped by Adventuring Gear at the time that ability resolves. It doesn't matter what creature Adventuring Gear was attached to (if any) when it triggered. That bonus remains with that creature even if Adventuring Gear leaves the battlefield or becomes attached to a different creature later in the turn.
* If Adventuring Gear leaves the battlefield before its landfall ability resolves, the creature it was attached to at the time it left the battlefield gets +2/+2. If it wasn't attached to a creature at that time, nothing gets the bonus.
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Archive Trap
Instant -- Trap
If an opponent searched his or her library this turn, you may pay rather than pay Archive Trap's mana cost.
Target opponent puts the top thirteen cards of his or her library into his or her graveyard.
* Archive Trap checks only whether an opponent searched his or her library. It doesn't matter whether that player found a card during the search.
* A spell or ability causes a player to search his or her library only if it specifically contains the word "search" in its text. For example, if a spell or ability lets a player look at the top four cards of his or her library and do something with one of those cards, that's not a search.
* If a search effect is affected by Aven Mindcensor's ability (which causes a player to search the top four cards of his or her library instead), that still counts as searching that library.
* The opponent you target doesn't have to be the opponent who searched his or her library.
* If the targeted opponent has fewer than thirteen cards in his or her library, that player puts his or her entire library into his or her graveyard.
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Archmage Ascension
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.
* Archmage Ascension's first ability has an "intervening 'if' clause." It won't trigger at all unless you've already drawn two or more cards by the time the end step begins.
* If an effect would cause you to draw multiple cards while Archmage Ascension has six or more quest counters on it, each individual draw may be replaced by Archmage Ascension's effect. Process the draws one at a time. Even if you use the reasonable shortcut of finding all of the cards at once and only physically shuffling once, the game will consider you to have searched and shuffled once per card.
* If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Archmage Ascension's abilities ignore it.
* If two or more replacement effects would apply to a card-drawing event, the player who's drawing the card chooses what order to apply them. It's possible that after applying one of them, the others will no longer be applicable because the player would no longer draw a card. For example, if you control more than one Archmage Ascension with six quest counters on it and you would draw a card, each Archmage Ascension's replacement effect could apply. Once you use one, the rest are no longer applicable.
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Arrow Volley Trap
Instant -- Trap
If four or more creatures are attacking, you may pay rather than pay Arrow Volley Trap's mana cost.
Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.
* The number of targets must be at least 1 and at most 5. You divide the damage as you cast Arrow Volley Trap, not as it resolves. Each target must be assigned at least 1 damage.
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Bala Ged Thief
Creature -- Human Rogue Ally
2/2
Whenever Bala Ged Thief or another Ally enters the battlefield under your control, target player reveals a number of cards from his or her hand equal to the number of Allies you control. You choose one of them. That player discards that card.
* If the number of Allies you control as the ability resolves is greater than the number of cards in the targeted player's hand, that player reveals his or her entire hand. You choose one of the cards revealed this way and that player discards it.
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Beast Hunt
Sorcery
Reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.
* If there are three or fewer cards in your library, you'll reveal all of them.
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Beastmaster Ascension
Enchantment
Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension.
As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5.
* If you attack with multiple creatures, Beastmaster Ascension's first ability triggers multiple times.
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Blade of the Bloodchief
Artifact -- Equipment
Whenever a creature is put into a graveyard from the battlefield, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead.
Equip
* Blade of the Bloodchief's ability triggers regardless of who controlled the creature and whose graveyard it was put into.
* 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.
* 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 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.)
* 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.
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Blazing Torch
Artifact -- Equipment
Equipped creature can't be blocked by Vampires or Zombies.
Equipped creature has ", Sacrifice Blazing Torch: Blazing Torch deals 2 damage to target creature or player."
Equip
* If a Blazing Torch controlled by one player somehow winds up equipping a creature a different player controls, the damage ability can't be activated by either player. Only the creature's controller may activate the ability -- but since that player can't sacrifice Blazing Torch (a permanent he or she doesn't control), the ability's cost can't be paid.
* The source of the damage is Blazing Torch, not the equipped creature. However, the equipped creature's ability is what targets the creature or player. If Blazing Torch is equipped to a red creature, for example, the ability couldn't target a creature with protection from red. It could target a creature with protection from artifacts, but all the damage would be prevented.
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Blood Tribute
Sorcery
Kicker--Tap an untapped Vampire you control. (You may tap a Vampire you control in addition to any other costs as you cast this spell.)
Target opponent loses half his or her life, rounded up. If Blood Tribute was kicked, you gain life equal to the life lost this way.
* You can tap a creature that hasn't been under your control since your most recent turn began to pay the kicker cost.
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Bloodchief Ascension
Enchantment
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
* Bloodchief Ascension's first ability has an "intervening 'if' clause." It won't trigger at all unless an opponent has already lost 2 or more life by the time the end step begins.
* Bloodchief Ascension's first ability checks how much life was lost by each opponent over the course of the entire turn, even if Bloodchief Ascension wasn't on the battlefield the whole time.
* For the first ability to trigger, a single opponent must have lost 2 life. Two opponents each losing 1 life won't cause it to trigger. It will trigger a maximum of once per turn, no matter how many opponents have lost 2 or more life.
* Bloodchief Ascension's first ability checks only whether life was lost. It doesn't care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than he or she started the turn with -- but Bloodchief Ascension's first ability will still trigger.
* Bloodchief Ascension's second ability doesn't behave like a leaves-the-battlefield triggered ability, since the card put into an opponent's graveyard may come from anywhere. If a Bloodchief Ascension with three quest counters on it and a permanent an opponent owns are destroyed at the same time, for example, the game will not "look back in time" at the game state, and Bloodchief Ascension's second ability won't trigger.
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Bloodghast
Creature -- Vampire Spirit
2/1
Bloodghast can't block.
Bloodghast has haste as long as an opponent has 10 or less life.
Landfall -- Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.
* Bloodghast's landfall ability triggers only if it's already in your graveyard at the time a land enters the battlefield under your control.
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Bold Defense
Instant
Kicker (You may pay an additional as you cast this spell.)
Creatures you control get +1/+1 until end of turn. If Bold Defense was kicked, instead creatures you control get +2/+2 and gain first strike until end of turn.
* Only creatures you control as Bold Defense resolves are affected.
* If a creature doesn't have first strike, granting it first strike after combat damage has been dealt in the first combat damage step won't prevent it from dealing combat damage. It will still assign and deal its combat damage in the second combat damage step.
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Brave the Elements
Instant
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
* You choose a color as Brave the Elements resolves. Once the color is chosen, it's too late for players to respond.
* Only white creatures you control at the time Brave the Elements resolves gain the protection ability. Creatures that come under your control later in the turn, or that turn white later in the turn, won't have it.
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Celestial Mantle
Enchantment -- Aura
Enchant creature
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.
* At the time the ability triggers, determine which creature Celestial Mantle is enchanting. As the ability resolves, determine who currently controls that creature (or, if it's no longer on the battlefield, determine who controlled it when it left). That's the player whose life total is doubled. It doesn't matter who controls Celestial Mantle, who controlled the creature at the time the ability triggered, or what creature Celestial Mantle enchants at the time the ability resolves.
* If a creature dealing combat damage at the same time as the enchanted creature has lifelink, the life gained due to lifelink happens before Celestial Mantle's triggered ability resolves.
* If the enchanted creature's controller has a life total below 0 (which is possible if that player controls Platinum Angel, for example), Celestial Mantle's triggered ability multiplies that number by two. For example, if the player had -4 life, that player's life total becomes -8.
* If a player's life total is doubled, that player actually gains or loses the necessary amount of life. For example, if the life total of the enchanted creature's controller is 14 when Celestial Mantle's triggered ability resolves, the ability causes that player to gain 14 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
* In a Two-Headed Giant game, Celestial Mantle's triggered ability will affect one player's share of the team's life total. (A player's share is considered to be the team's life total divided by two, rounded up.) The team's life total is adjusted by the amount of life the player gains or loses as a result of this ability. Suppose a creature enchanted by Celestial Mantle deals combat damage to an opponent, and that creature's controller's team has 11 life. That player's share of the life total is 6, so it's doubled to 12, for a net gain of 6 life. The team's life total becomes 17 (11 + 6).
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Chandra Ablaze
Planeswalker -- Chandra
5
[+1]: Discard a card. If a red card is discarded this way, Chandra Ablaze deals 4 damage to target creature or player.
[-2]: Each player discards his or her hand, then draws three cards.
[-7]: Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.
* If you activate Chandra Ablaze's first ability, you don't discard a card until the ability resolves. You may activate the ability even if your hand is empty. You choose a target as you activate the ability even if you have no red cards in hand at that time.
* As the first ability resolves, nothing happens if your hand is empty. But if you have any cards in hand, you must discard one. If you discard a nonred card, Chandra doesn't deal any damage.
* If the creature targeted by the first ability is an illegal target by the time it resolves, the entire ability is countered. You won't discard a card.
* You may activate Chandra's second ability even if your hand is empty. As it resolves, a player whose hand is empty simply draws three cards.
* You cast red instant cards and red sorcery cards from your graveyard as part of the resolution of Chandra Ablaze's third ability. You don't choose which ones to cast until you're actually doing so as the ability resolves. You cast only the ones you want to, and you may cast them in any order. Timing restrictions based on the card's type (if it's a sorcery) are ignored. Other restrictions are not (such as "Cast [this card] only during combat"). Each card you cast this way is put on the stack, then the ability finishes resolving. Those spells will then resolve as normal, one at a time, in the opposite order that they were put on the stack. They'll go back to the graveyard as they resolve.
* If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs, such as kicker costs.
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Cobra Trap
Instant -- Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay rather than pay Cobra Trap's mana cost.
Put four 1/1 green Snake creature tokens onto the battlefield.
* A spell or ability destroys a permanent only if that spell or ability specifically contains the word "destroy" in its text. If a spell or ability an opponent controls exiles a noncreature permanent you control, causes you to sacrifice a noncreature permanent, removes all loyalty counters from a planeswalker you control, or causes an ability you control to trigger (and then that ability destroys a permanent you control), Cobra Trap's alternative cost condition hasn't been met.
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Cosi's Trickster
Creature -- Merfolk Wizard
1/1
Whenever an opponent shuffles his or her library, you may put a +1/+1 counter on Cosi's Trickster.
* Cosi's Trickster's ability triggers when an opponent shuffles his or her library because that player was instructed to do so by a spell or ability that specifically contains the word "shuffle" in its text or (in the case of a keyword ability) in its rules.
* The cascade ability doesn't cause a player to shuffle his or her library, even if that player revealed his or her entire library. The revealed cards are put on the bottom of their owner's library in a random order, but they're not "shuffled."
* If an opponent's library is empty or has just a single card in it when a spell or ability instructs that player to shuffle his or her library, Cosi's Trickster's ability will still trigger.
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Desecrated Earth
Sorcery
Destroy target land. Its controller discards a card.
* If the targeted land is an illegal target by the time Desecrated Earth resolves, the entire spell is countered. No one discards a card.
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Devout Lightcaster
Creature -- Kor Cleric
2/2
Protection from black
When Devout Lightcaster enters the battlefield, exile target black permanent.
* Devout Lightcaster's triggered ability isn't optional. When it enters the battlefield, if you're the only player that controls a black permanent, you'll have to target a black permanent you control.
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Eldrazi Monument
Artifact
Creatures you control get +1/+1, have flying, and are indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice Eldrazi Monument.
* If you control any creatures as the triggered ability resolves, you must sacrifice one. You can't choose to sacrifice Eldrazi Monument instead. You sacrifice the Monument only if you had no creatures to sacrifice.
* Lethal damage and effects that say "destroy" won't cause an indestructible creature to be put into the graveyard. However, an indestructible creature can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed, if it's legendary and another legendary creature with the same name is on the battlefield, or if its toughness is 0 or less.
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Electropotence
Enchantment
Whenever a creature enters the battlefield under your control, you may pay . If you do, that creature deals damage equal to its power to target creature or player.
* You target a creature or player when the ability triggers. You decide whether or not to pay as the ability resolves.
* Once you decide to pay , it's too late for anyone to respond (such as by activating a regeneration ability the targeted creature has).
* If you pay , the creature that entered the battlefield deals damage equal to its current power to the targeted creature or player. If it's no longer on the battlefield, its last known existence on the battlefield is checked to determine its power.
* Electropotence 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, lifelink, deathtouch, and wither are taken into account, even if the creature has left the battlefield by the time it deals damage.
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Elemental Appeal
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Put a 7/1 red Elemental creature token with trample and haste onto the battlefield. Exile it at the beginning of the next end step. If Elemental Appeal was kicked, that creature gets +7/+0 until end of turn.
* If Elemental Appeal was kicked, it creates a 7/1 token with trample and haste that gets +7/+0 until end of turn. It doesn't create a 14/1 token. This matters in case something copies that token (the copy will be just 7/1), or in case Elemental Appeal is somehow cast during an end step (in which case the +7/+0 lasts just for that turn).
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Emeria, the Sky Ruin
Land
Emeria, the Sky Ruin enters the battlefield tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add to your mana pool.
* Emeria, the Sky Ruin's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless you control seven or more Plains as your upkeep starts, and (2) the ability will do nothing if you control fewer than seven Plains by the time it resolves.
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Eternity Vessel
Artifact
Eternity Vessel enters the battlefield with X charge counters on it, where X is your life total.
Landfall -- Whenever a land enters the battlefield under your control, you may have your life total become the number of charge counters on Eternity Vessel.
* Eternity Vessel's landfall ability cares only about how many charge counters are on it, not what its controller's life total was as it entered the battlefield. The number of charge counters may be changed by other spells and abilities.
* For your life total to become the number of charge counters on Eternity Vessel, you actually gain or lose the necessary amount of life. For example, if your life total is 4 when Eternity Vessel's landfall ability resolves and Eternity Vessel has 12 charge counters on it, the ability will cause you to gain 8 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
* In a Two-Headed Giant game, Eternity Vessel enters the battlefield with a number of charge counters on it equal to its controller's share of the team's life total. (A player's share is considered to be the team's life total divided by two, rounded up.) When its landfall ability resolves, it affects its controller's share of the team's life total, and the team's life total is adjusted by the amount of life the player gains or loses as a result of this ability. Suppose Eternity Vessel has 15 charge counters on it when its landfall ability resolves, and its controller's team has 11 life. That player's share of the life total is 6, which becomes 15, for a net gain of 9 life. The team's life total becomes 20 (11 + 9).
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Expedition Map
Artifact
, , Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
* You may find any land card, not just a basic land card.
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Feast of Blood
Sorcery
Cast Feast of Blood only if you control two or more Vampires.
Destroy target creature. You gain 4 life.
* Whether you control two or more Vampires is checked only as you try to move Feast of Blood to the stack as the first step of casting it. It doesn't matter whether you still control two or more Vampires as you finish casting Feast of Blood (in case you somehow sacrifice one to produce mana) or as Feast of Blood resolves.
* If the targeted creature is an illegal target by the time Feast of Blood resolves, the entire spell is countered. You don't gain life.
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Felidar Sovereign
Creature -- Cat Beast
4/6
Vigilance, lifelink
At the beginning of your upkeep, if you have 40 or more life, you win the game.
* Felidar Sovereign's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless you have 40 or more life as your upkeep starts, and (2) the ability will do nothing if your life total is less than 40 by the time it resolves.
* In a Two-Headed Giant game, Felidar Sovereign checks your share of your team's life total. (A player's share is considered to be the team's life total divided by two, rounded up.) Your team will need to have 79 or more life for the ability to work.
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Gigantiform
Enchantment -- Aura
Kicker
Enchant creature
Enchanted creature is 8/8 and has trample.
When Gigantiform enters the battlefield, if it was kicked, you may search your library for a card named Gigantiform, put it onto the battlefield, then shuffle your library.
* If the creature targeted by the Gigantiform spell is an illegal target by the time Gigantiform resolves, the spell is countered. It won't enter the battlefield, so you won't get to search your library for another Gigantiform.
* Gigantiform overwrites all previous effects that set the enchanted creature's power and toughness to specific values. Other effects that set its power or toughness to specific values that start to apply after Gigantiform becomes attached to it will overwrite Gigantiform.
* Effects that modify the enchanted creature's power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
* Although the Gigantiform cast as a spell targets a creature, the Gigantiform put onto the battlefield as a result of the first one's triggered ability does not. It may be attached to a creature with shroud, for example. However, it may not be attached to a creature that couldn't be enchanted by it, such as a creature with protection from green. You don't choose which creature it will be attached to until it enters the battlefield. Once you choose which creature to attach it to, it's too late for players to respond.
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Goblin Bushwhacker
Creature -- Goblin Warrior
1/1
Kicker (You may pay an additional as you cast this spell.)
When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn.
* Only creatures you control as Goblin Bushwhacker's ability resolves are affected. This includes Goblin Bushwhacker itself, unless it already left the battlefield by then.
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Gomazoa
Creature -- Jellyfish
0/3
Defender, flying
: Put Gomazoa and each creature it's blocking on top of their owners' libraries, then those players shuffle their libraries.
* Gomazoa's ability can be activated any time its controller has priority. It doesn't need to be blocking any creatures.
* If Gomazoa isn't blocking a creature at the time its ability resolves, only Gomazoa is put on top of its owner's library, and only that player shuffles his or her library.
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Grappling Hook
Artifact -- Equipment
Equipped creature has double strike.
Whenever equipped creature attacks, you may have target creature block it this turn if able.
Equip
* If you control the triggered ability, you decide whether to have the targeted creature block the attacking creature at the time the ability resolves, not at the time blockers are declared.
* If you choose to have the targeted creature block, the creature it must block is the one that was equipped by Grappling Hook at the time the ability triggered. It doesn't matter if Grappling Hook leaves the battlefield or somehow becomes attached to another creature.
* If you choose to have the targeted creature block the creature that was equipped with Grappling Hook, but it isn't able to do so as blockers are declared (for example, because the attacking creature has flying and the targeted creature doesn't), the requirement to block does nothing. The targeted creature is free to block whichever creature its controller chooses, or block no creatures at all.
* Tapped creatures, creatures that can't block as the result of an effect, creatures with unpaid costs to block (such as those from War Cadence), and creatures that aren't controlled by the defending player are exempt from effects that would require them to block. Such creatures can be targeted by the ability, but the requirement to block does nothing.
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Halo Hunter
Creature -- Demon
6/3
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When Halo Hunter enters the battlefield, destroy target Angel.
* Halo Hunter's triggered ability isn't optional. When it enters the battlefield, if you're the only player that controls an Angel, you'll have to target an Angel you control.
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Hellfire Mongrel
Creature -- Elemental Hound
2/2
At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Hellfire Mongrel deals 2 damage to him or her.
* Hellfire Mongrel's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless the opponent whose turn it is has two or fewer cards in hand as his or her upkeep starts, and (2) the ability will do nothing if that player has three or more cards in hand by the time it resolves.
* In a Two-Headed Giant game, this ability will potentially trigger twice at the beginning of the opposing team's upkeep -- once for each player on that team.
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Hellkite Charger
Creature -- Dragon
5/5
Flying, haste
Whenever Hellkite Charger attacks, you may pay . If you do, untap all attacking creatures and after this phase, there is an additional combat phase.
* You decide whether to pay as Hellkite Charger's ability resolves.
* If you pay , the new combat phase immediately follows the current combat phase. There is no main phase in between.
* Hellkite Charger's ability may trigger multiple times in the same turn, since its own ability gives it multiple chances to attack. Each time it resolves, you may create an additional combat phase.
* If two Hellkite Chargers attack at the same time, both of their abilities trigger. If you pay for each, two new combat phases will be created. However, all attacking creatures untap as those abilities resolve, not as the combat phases start. Any creature that attacks in the second combat phase will remain tapped during the third combat phase.
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Hideous End
Instant
Destroy target nonblack creature. Its controller loses 2 life.
* If the targeted creature is an illegal target by the time Hideous End resolves, the entire spell is countered. No one loses life.
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Inferno Trap
Instant -- Trap
If you've been dealt damage by two or more creatures this turn, you may pay rather than pay Inferno Trap's mana cost.
Inferno Trap deals 4 damage to target creature.
* Inferno Trap's alternative cost condition checks for any damage, not just combat damage.
* The alternative cost condition doesn't check who controlled the creatures that dealt damage to you. Damage dealt to you by your own creatures counts.
* The alternative cost condition is satisfied only if two different creatures dealt damage to you, not if one creature dealt damage to you twice. The damage may have been dealt to you simultaneously (as with combat damage), or at separate times.
* You may target any creature, not just one that dealt damage to you this turn.
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Into the Roil
Instant
Kicker (You may pay an additional as you cast this spell.)
Return target nonland permanent to its owner's hand. If Into the Roil was kicked, draw a card.
* If the targeted permanent is an illegal target by the time Into the Roil resolves, the entire spell is countered. You don't draw a card.
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Iona, Shield of Emeria
Legendary Creature -- Angel
7/7
Flying
As Iona, Shield of Emeria enters the battlefield, choose a color.
Your opponents can't cast spells of the chosen color.
* Iona's third ability includes permanent spells (artifacts, creatures, enchantments, and planeswalkers), not just instant and sorcery spells. It does not include lands or abilities (such as cycling or unearth).
* Once the color is chosen, it's too late for opponents to respond by casting spells of that color. Iona is not yet in the battlefield at the time the color is chosen, so, for example, there's no way for an opponent to destroy it by casting Doom Blade if the chosen color is black.
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Journey to Nowhere
Enchantment
When Journey to Nowhere enters the battlefield, exile target creature.
When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.
* If Journey to Nowhere leaves the battlefield before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve and exile the targeted creature forever.
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Kabira Evangel
Creature -- Human Cleric Ally
2/3
Whenever Kabira Evangel or another Ally enters the battlefield under your control, you may choose a color. If you do, Allies you control gain protection from the chosen color until end of turn.
* You choose a color (or choose not to) as the triggered ability resolves. Once the color is chosen, it's too late for players to respond.
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Kalitas, Bloodchief of Ghet
Legendary Creature -- Vampire Warrior
5/5
, : Destroy target creature. If that creature is put into a graveyard this way, put a black Vampire creature token onto the battlefield. Its power is equal to that creature's power and its toughness is equal to that creature's toughness.
* You get the token, not the player who controlled the creature.
* If the targeted creature is indestructible or regenerates, you won't get a Vampire token. Similarly, if the targeted creature is destroyed but a replacement effect moves it to a different zone instead of its owner's graveyard, you won't get a Vampire token.
* The power and toughness of the token are based on the destroyed creature's last existence on the battlefield. The token doesn't have any of the destroyed creature's other characteristics.
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Kazuul Warlord
Creature -- Minotaur Warrior Ally
3/3
Whenever Kazuul Warlord or another Ally enters the battlefield under your control, you may put a +1/+1 counter on each Ally creature you control.
* Unlike other Allies with similar abilities, Kazuul Warlord's ability lets you put +1/+1 counters on all your Ally creatures, not just itself.
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Khalni Gem
Artifact
When Khalni Gem enters the battlefield, return two lands you control to their owner's hand.
: Add two mana of any one color to your mana pool.
* If you don't control any lands by the time Khalni Gem's triggered ability resolves, nothing happens. If you control just one, you'll have to return it to its owner's hand. Khalni Gem isn't affected in either case.
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Kor Hookmaster
Creature -- Kor Soldier
2/2
When Kor Hookmaster enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
* You may target any creature an opponent controls. It's okay if it's already tapped.
* If the targeted creature is untapped at the time its controller's next untap step begins, this ability has no effect. It won't apply at some later time when the targeted creature is tapped.
* If the affected creature changes controllers before its old controller's next untap step, this ability will prevent it from being untapped during its new controller's next untap step.
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Kor Outfitter
Creature -- Kor Soldier
2/2
When Kor Outfitter enters the battlefield, you may attach target Equipment you control to target creature you control.
* You may target Kor Outfitter with its ability.
* If either target is illegal by the time the ability resolves, the ability won't do anything. If both targets are illegal, the ability is countered.
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Kor Skyfisher
Creature -- Kor Soldier
2/3
Flying
When Kor Skyfisher enters the battlefield, return a permanent you control to its owner's hand.
* The triggered ability doesn't target a permanent. You choose which one to return to its owner's hand as the ability resolves. No one can respond to the choice.
* If Kor Skyfisher is still on the battlefield as its triggered ability resolves, you may return Kor Skyfisher itself.
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Bearbeitet von GoblinBasar, 25. September 2009 - 16:29.