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    _Worldwake_(TM) Frequently Asked Questions

    Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers,

    Jeff Jordan, Lee Sharpe, Eli Shiffrin, and Thijs van Ommen

    Document last modified January 14, 2010

    An FAQ is a collection of clarifications and rulings involving the

    cards in a new _Magic: The Gathering_(R) set. It's intended to make

    playing with these new cards more fun by clearing up the common

    misconceptions and confusion inevitably caused by new mechanics and

    interactions. As future sets are released, updates to the _Magic_(TM)

    rules may cause some of this information to become outdated. If you

    can't find the answer you're looking for here, please contact us at

    .

    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, most common, and most confusing questions players might askabout cards in the set. Items in the "Card-Specific Notes" section

    include full card text for your reference. Not all cards in the set are

    listed.

    -----

    GENERAL NOTES

    ***Release Information***

    The _Worldwake_ set contains 145 cards (60 common, 40 uncommon, 35

    rare, 10 mythic rare).

    Prerelease tournaments: January 30-31, 2010

    Launch Parties: February 5-7, 2010

    The _Worldwake_ set becomes legal for sanctioned Constructed play on

    its official release date: Friday, February 5, 2010.

    -- At that time, the following card sets will be permitted in the

    Standard format: _Shards of Alara_(R), _Conflux_(R), _Alara

    Reborn_(TM), _Magic 2010_, _Zendikar_(R), and _Worldwake_.

    -- At that time, the following card sets will be permitted in the

    _Zendikar_ Block Constructed format: _Zendikar_ and _Worldwake_.

    Go to to find an event or store near you.

    -----***Variant Keyword Ability: Multikicker***

    Multikicker is a variant of the kicker ability, which was last seen in

    the _Zendikar_ set. Kicker represents an additional cost that may be

    paid just once while the spell that has it is being cast. Multikicker

    represents an additional cost that may be paid any number of times

    while the spell that has it is being cast.

    Gnarlid Pack

    {1}{G}

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    Creature -- Beast

    2/2

    Multikicker {1}{G} (You may pay an additional {1}{G} any number of

    times as you cast this spell.)

    Gnarlid Pack enters the battlefield with a +1/+1 counter on it for each

    time it was kicked.

    The official rules for the kicker and multikicker abilities 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." Paying a spell's kicker cost(s) follows the rules

    for paying additional costs in rules 601.2b and 601.2e-g.

    702.30b The phrase "Kicker [cost 1] and/or [cost 2]" means the same

    thing as "Kicker [cost 1], kicker [cost 2]."

    702.30c Multikicker is a variant of the kicker ability. "Multikicker[cost]" means "You may pay an additional [cost] any number of times as

    you cast this spell." A multikicker cost is a kicker cost.

    702.30d If a spell's controller declares the intention to pay any of

    that spell's kicker costs, that spell has been "kicked." If a spell has

    two kicker costs or has multikicker, it may be kicked multiple times.

    See rule 601.2b.

    702.30e Objects with kicker or multikicker have additional abilities

    that specify what happens if they are kicked. These abilities are

    linked to the kicker or multikicker abilities printed on that object:

    they can refer only to those specific kicker or multikicker abilities.

    See rule 607, "Linked Abilities."

    702.30f 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.

    702.30g 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 how many times you're

    going to pay a multikicker cost (if any) 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.

    * If an effect checks to see whether a spell has been kicked, it will

    get either a "yes" or "no" answer, even if that spell has been kicked

    multiple times. If the effect checks how many times the spell has been

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    kicked, it counts the number of times its controller chose to pay any

    of that spell's kicker costs.

    * A kicked spell is still just a single spell. Even if kicked, the

    entire spell can be countered with just one Cancel, for example.

    * Some permanents with multikicker enter the battlefield with a number

    of counters on them equal to the number of times they were kicked. If

    such a permanent is put onto the battlefield without being cast (as the

    result of a spell or ability), there's no opportunity to kick it.

    * Other permanents with multikicker have "enters the battlefield"

    triggered abilities that do something based on the number of times they

    were kicked. These look at how many times (if any) they were kicked

    when cast as a spell. If they weren't kicked, these abilities will

    still trigger and resolve, but their effects won't do anything. If such

    a permanent is put onto the battlefield without being cast (as the

    result of a spell or ability), there's no opportunity to kick it.

    * If a permanent has a targeted "enters the battlefield" ability that

    checks how many times it was kicked, the target or targets aren'tchosen until the permanent enters the battlefield and the ability

    triggers (as opposed to when that permanent was cast).

    * 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. It's been

    kicked the same number of times as the original.

    * One older card, Saproling Infestation, has an ability that triggers

    "Whenever a player kicks a spell." The number of times this ability

    triggers is equal to the number of times the spell's controller choose

    to pay any of that spell's kicker costs.

    -----

    ***Theme: Animated Lands***

    The _Worldwake_ set has a few different ways of turning lands into

    creatures. Some lands animate themselves.

    Celestial Colonnade

    Land

    Celestial Colonnade enters the battlefield tapped.

    {T}: Add {W} or {U} to your mana pool.

    {3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white

    and blue Elemental creature with flying and vigilance. It's still a

    land.

    Some creatures animate lands.

    Vastwood Animist

    {2}{G}

    Creature -- Elf Shaman Ally

    1/1

    {T}: Target land you control becomes an X/X Elemental creature until

    end of turn, where X is the number of Allies you control. It's still a

    land.

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    And there's a cycle of Auras called Zendikons that animate the lands

    they enchant.

    Wind Zendikon

    {U}

    Enchantment -- Aura

    Enchant land

    Enchanted land is a 2/2 blue Elemental creature with flying. It's still

    a land.

    When enchanted land is put into a graveyard, return that card to its

    owner's hand.

    * In all of these cases, the resulting permanent is both a land and a

    creature and can be affected by anything that affects either a land or

    a creature.

    * A land that becomes a creature may be affected by "summoning

    sickness." You can't attack with it or use any of its {T} abilities

    (including its mana abilities) unless it began your most recent turn on

    the battlefield under your control. Note that summoning sickness caresabout when that permanent came under your control, not when it became a

    creature.

    * When a land becomes a creature, that doesn't count as having a

    creature enter the battlefield. The permanent was already on the

    battlefield; it only changed its types. Abilities that trigger whenever

    a creature enters the battlefield won't trigger.

    * An attacking or blocking creature that stops being a creature is

    removed from combat. This can happen if a Zendikon enchanting an

    attacking or blocking creature leaves the battlefield, for example. The

    permanent that was removed from combat neither deals nor is dealt

    combat damage. Any attacking creature that the land creature was

    blocking remains blocked, however.

    * An ability that turns a land into a creature also sets that

    creature's power and toughness. If the land was already a creature (due

    to a Zendikon already enchanting it or its animation ability resolving

    earlier in the turn, for example), this will overwrite the previous

    effect that set its power and toughness. Effects that modified its

    power or toughness, such as the effects of Disfigure or Glorious

    Anthem, will continue to apply, no matter when they started to take

    effect. The same is true for counters that change its power or

    toughness (such as +1/+1 counters) and effects that switch its power

    and toughness.

    * The _Worldwake_ animation effects give the affected lands creaturetypes such as Elemental or Ooze. Since each of these effects lets the

    lands retain its previous types, it gains the new creature type in

    addition to any creature types it may have (if it was already a

    creature). It also retains all its land types. Each subtype is

    correlated to the proper card type. For example, if a Forest land

    becomes an Elemental creature, it'll be both a Forest and an Elemental

    -- but Forest is just a land type (not a creature type) and Elemental

    is just a creature type (not a land type).

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    * Most _Worldwake_ animation effects give the affected land a color or

    colors. This overwrites any colors the land may have (if it was already

    enchanted by a Zendikon, for example). Note that lands are colorless

    unless an effect states otherwise.

    * The _Worldwake_ animation effects don't remove any abilities the

    affected lands may have. They'll keep the abilities they already had,

    and may gain new ones. For example, if a land enchanted with Wind

    Zendikon is later enchanted with Corrupted Zendikon, it'll be a 3/3

    black Elemental Ooze creature land that still has flying.

    * To recap the last few points with a couple of specific examples:

    -- If two Zendikons are enchanting the same land, the one that became

    attached to that land last determines the land's color, power, and

    toughness. The land has all creature types and all abilities granted to

    it by either Zendikon.

    -- If a land such as Celestial Colonnade is enchanted by a Zendikon,

    then that land's animation ability is activated, the activated ability

    determines the land's color, power, and toughness. The land has all

    creature types and all abilities granted to it by the Zendikon and by

    the activated ability.

    * If a land enchanted with a Zendikon is put into a graveyard, the

    Zendikon's last ability triggers. When it resolves, the land card is

    returned to its owner's hand. The Zendikon card stays in the graveyard.

    * If a Zendikon and the land it's enchanting are destroyed at the same

    time (due to Akroma's Vengeance, for example), the Zendikon's last

    ability will still trigger.

    * If a Zendikon's last ability triggers, but the land card it refers to

    leaves the graveyard before it resolves, it will resolve but do

    nothing.

    -----

    ***Returning Ability Word: Landfall***

    Landfall is an ability word. (An ability word has no rules meaning.) On

    permanents, it appears in italics at the beginning of an ability that

    triggers whenever a land enters the battlefield under your control.

    * A landfall ability on a permanent 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.

    In the _Worldwake_ set, "landfall" also appears on a cycle of instants.

    It indicates that the instant has a better effect if you had a land

    enter the battlefield under your control that turn.

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    Tomb Hex

    {2}{B}

    Instant

    Target creature gets -2/-2 until end of turn.

    Landfall -- If you had a land enter the battlefield under your control

    this turn, that creature gets -4/-4 until end of turn instead.

    * Whether you had a land enter the battlefield under your control this

    turn is checked as the instant resolves, not as you cast it.

    * Having more than one land enter the battlefield under your control

    this turn provides no additional bonus for these instants. They either

    get their bonus or they don't.

    * Landfall abilities on instant spells check for an action that has

    happened in the past. It doesn't matter if a land that entered the

    battlefield under your control previously in the turn is still on the

    battlefield, is still under your control, or is still a land.

    * Once the spell resolves, having a land enter the battlefield underyour control provides no further benefit.

    * The effect of these spells' landfall abilities replaces their normal

    effect. If you had a land enter the battlefield under your control this

    turn, only the better effect happens.

    -----

    ***Theme: Caring about Basic Land Types***

    Like the _Zendikar_ set, the _Worldwake_ set contains a number of cards

    that refer to Plains, Islands, Swamps, Mountains, and/or Forests.

    Loam Lion

    {W}

    Creature -- Cat

    1/1

    Loam Lion gets +1/+2 as long as you control a Forest.

    * 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, Loam Lion gets +1/+2 if you control a Forest,

    a Stomping Ground, or any other card with the Forest land type.

    * Lands that tap for colored mana don't necessarily have the

    corresponding basic land type. For example, Karplusan Forest and Oran-

    Rief, the Vastwood are not Forests, even though they can produce greenmana. Make sure to check each land's type line to see its land type, if

    any.

    -----

    ***Other Returning Mechanics***

    Many abilities and mechanics introduced in the _Zendikar_ set appear in

    the _Worldwake_ set. For more information about kicker, Allies, Traps,

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    quests, and bloodthirsty Vampires, see the _Zendikar_ FAQ at

    .

    -----

    CARD-SPECIFIC NOTES

    Abyssal Persecutor

    {2}{B}{B}

    Creature -- Demon

    6/6

    Flying, trample

    You can't win the game and your opponents can't lose the game.

    * No game effect can cause you to win the game or cause any opponent to

    lose the game while you control Abyssal Persecutor. It doesn't matter

    whether an opponent has 0 or less life, an opponent is forced to draw a

    card while his or her library is empty, an opponent has ten or more

    poison counters, an opponent is dealt combat damage by Phage the

    Untouchable, you control Felidar Sovereign and have 40 or more life, or

    so on. You keep playing.

    * Other circumstances can still cause an opponent to lose the game,

    however. An opponent will lose a game if he or she concedes, if that

    player is penalized with a Game Loss or a Match Loss during a

    sanctioned tournament due to a DCI rules infraction, or if that

    player's _Magic Online_(R) game clock runs out of time.

    * Effects that say the game is a draw, such as the _Legends_(TM) card

    Divine Intervention, are not affected by Abyssal Persecutor.

    * Abyssal Persecutor won't preclude an opponent's life total from

    reaching 0 or less. It will just preclude that player from losing the

    game as a result.

    * If Abyssal Persecutor leaves the battlefield while an opponent has 0

    or less life, that opponent will lose the game as a state-based action.

    No player can respond between the time Abyssal Persecutor leaves the

    battlefield and the time that player loses the game.

    * Even though your opponents can't lose the game, a player can't pay an

    amount of life that's greater than his or her life total. If a player's

    life total is 0 or less, that player can't pay life at all, with one

    exception: a player may always pay 0 life.

    * If you control Abyssal Persecutor in a Two-Headed Giant game, your

    team can't win the game and the opposing team can't lose the game.

    -----

    Admonition Angel

    {3}{W}{W}{W}

    Creature -- Angel

    6/6

    Flying

    Landfall -- Whenever a land enters the battlefield under your control,

    you may exile target nonland permanent other than Admonition Angel.

    When Admonition Angel leaves the battlefield, return all cards exiled

    with it to the battlefield under their owners' control.

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    * Admonition Angel's landfall ability and its last ability are linked.

    The last ability refers only to cards exiled with its landfall ability.

    * If Admonition Angel's landfall ability triggers, but the Angel leaves

    the battlefield before it resolves, its last ability will trigger and

    resolve first. All previously exiled cards will be returned to the

    battlefield. Then the landfall ability will resolve and exile the

    targeted permanent forever.

    -----

    Agadeem Occultist

    {2}{B}

    Creature -- Human Shaman Ally

    0/2

    {T}: Put target creature card from an opponent's graveyard onto the

    battlefield under your control if its converted mana cost is less than

    or equal to the number of Allies you control.

    * You may target any creature card in an opponent's graveyard with

    Agadeem Occultist's ability. You check whether the targeted card'sconverted mana cost is less than or equal to the number of Allies you

    control when the ability resolves. If you control too few Allies at

    that point, the ability does nothing.

    -----

    Amulet of Vigor

    {1}

    Artifact

    Whenever a permanent enters the battlefield tapped and under your

    control, untap it.

    * If you control more than one Amulet of Vigor, each Amulet's ability

    triggers when a permanent enters the battlefield tapped and under your

    control. The first ability that resolves will untap that permanent. If

    the permanent somehow becomes tapped again before the next ability

    resolves, the next ability will untap it as well (and so on).

    * For Amulet of Vigor's ability to trigger, a permanent must enter the

    battlefield tapped due to an effect that says "put [the permanent] onto

    the battlefield tapped," "[this permanent] enters the battlefield

    tapped," or the like. If it enters the battlefield untapped, the

    ability won't trigger, even if you tap that permanent afterward.

    -----

    Anowon, the Ruin Sage

    {3}{B}{B}

    Legendary Creature -- Vampire Shaman4/3

    At the beginning of your upkeep, each player sacrifices a non-Vampire

    creature.

    * When the triggered ability resolves, first you choose which creature

    you'll sacrifice (if you control any non-Vampire creatures), then each

    other player in turn order does the same, then all chosen creatures are

    sacrificed at the same time.

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    * If a player controls no creatures, or if all creatures a player

    controls are Vampires, that player simply doesn't sacrifice anything.

    -----

    Archon of Redemption

    {3}{W}{W}

    Creature -- Archon

    3/4

    Flying

    Whenever Archon of Redemption or another creature with flying enters

    the battlefield under your control, you may gain life equal to that

    creature's power.

    * The creature's power is determined as the triggered ability resolves,

    so it will take into account any effects that modify it. If the

    creature has left the battlefield by the time the triggered ability

    resolves, its last existence on the battlefield is checked to determine

    its power.

    -----

    Bazaar Trader{1}{R}

    Creature -- Goblin

    1/1

    {T}: Target player gains control of target artifact, creature, or land

    you control.

    * This effect has no duration. The targeted player retains control of

    the targeted permanent until the game ends, the permanent leaves the

    battlefield, or an effect causes someone else to gain control of it.

    * If either the targeted player or the targeted permanent is an illegal

    target by the time the ability resolves, the ability does nothing. The

    player won't gain control of the permanent.

    * You may target yourself with Bazaar Trader's ability. Normally, this

    won't have any visible effect. However, the ability would override an

    effect with a limited duration that gave you control of a permanent.

    For example, if you temporarily gained control of a creature with Act

    of Treason, targeting yourself and that creature with Bazaar Trader's

    ability would then cause you to gain control of the creature

    indefinitely.

    -----

    Brink of Disaster

    {2}{B}{B}

    Enchantment -- Aura

    Enchant creature or landWhen enchanted permanent becomes tapped, destroy it.

    * Brink of Disaster may target and may enchant a permanent that's

    already tapped. It won't do anything until the enchanted permanent

    changes from being untapped to being tapped.

    * When the enchanted permanent becomes tapped, Brink of Disaster's

    ability triggers. That permanent will be destroyed when the ability

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    resolves, even if Brink of Disaster has left the battlefield or is

    somehow enchanting a different permanent by then.

    * If the enchanted permanent is tapped as a cost to activate a mana

    ability, the mana ability resolves immediately, then Brink of

    Disaster's ability goes on the stack.

    * If the enchanted permanent is tapped as a cost to activate an ability

    that's not a mana ability, Brink of Disaster's ability will go on the

    stack on top of that activated ability. Brink of Disaster's ability

    resolves first (destroying that permanent), then the permanent's

    activated ability resolves.

    -----

    Butcher of Malakir

    {5}{B}{B}

    Creature -- Vampire Warrior

    5/4

    Flying

    Whenever Butcher of Malakir or another creature you control is put into

    a graveyard from the battlefield, each opponent sacrifices a creature.

    * When the triggered ability resolves, first the player whose turn it

    is (if that player is an opponent) chooses which creature he or she

    will sacrifice, then each other opponent in turn order does the same,

    then all chosen creatures are sacrificed at the same time.

    * If multiple creatures you control (possibly including Butcher of

    Malakir itself) are put into their owners' graveyards at the same time,

    Butcher of Malakir's triggered ability will trigger that many times.

    * If you control more than one Butcher of Malakir and a creature you

    control is put into a graveyard, each of those Butchers' abilities will

    trigger. Each opponent will sacrifice a creature each time one of those

    abilities resolves.

    * If you and an opponent each control a Butcher of Malakir and a

    creature is put into a graveyard, a chain reaction happens. First the

    ability of one player's Butcher will trigger, causing each opponent to

    sacrifice a creature. That sacrifice causes the ability of the other

    player's Butcher to trigger, and so on.

    -----

    Calcite Snapper

    {1}{U}{U}

    Creature -- Turtle

    1/4

    Shroud (This creature can't be the target of spells or abilities.)Landfall -- Whenever a land enters the battlefield under your control,

    you may switch Calcite Snapper's power and toughness until end of turn.

    * Effects that switch a creature's power and toughness are applied

    after every other effect that modifies that creature's power and

    toughness, no matter when they started to take effect. For example, if

    Calcite Snapper's power and toughness are switched, then it gets +2/+0

    until end of turn, it will be 4/3 that turn.

    -----

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    Chain Reaction

    {2}{R}{R}

    Sorcery

    Chain Reaction deals X damage to each creature, where X is the number

    of creatures on the battlefield.

    * The value of X is determined as Chain Reaction resolves.

    -----

    Comet Storm

    {X}{R}{R}

    Instant

    Multikicker {1} (You may pay an additional {1} any number of times as

    you cast this spell.)

    Choose target creature or player, then choose another target creature

    or player for each time Comet Storm was kicked. Comet Storm deals X

    damage to each of them.

    * The number of targets you choose for Comet Storm is one more than the

    number of times it's kicked. First you declare how many times you'regoing to kick the spell (at the same time you declare the value of X),

    then you choose the targets accordingly, then you pay the costs. No

    player can respond between the time you declare how many times you'll

    kick the spell and the time you choose the targets.

    * Each target you choose must be different.

    * For example, if you want Comet Storm to deal 4 damage to each of

    three different targets, that means X is 4 and you're kicking the spell

    twice. You'll pay a mana cost of {4}{R}{R}, plus a kicker cost of {1},

    plus another kicker cost of {1}, for a total of {6}{R}{R}.

    * As long as any of its targets are legal at the time Comet Storm

    resolves, Comet Storm will deal X damage to each of those legal

    targets.

    -----

    Dead Reckoning

    {1}{B}{B}

    Sorcery

    You may put target creature card from your graveyard on top of your

    library. If you do, Dead Reckoning deals damage equal to that card's

    power to target creature.

    * You must choose two targets as you cast Dead Reckoning: a creature

    card in your graveyard and a creature on the battlefield. If you can't,

    then you can't cast the spell.

    * If the targeted creature card is an illegal target as Dead Reckoning

    resolves (because it's no longer in your graveyard, perhaps), you can't

    choose to put it on top of your library. No damage will be dealt.

    * If the targeted creature is an illegal target as Dead Reckoning

    resolves (because it's no longer on the battlefield, perhaps), you may

    still put the targeted creature card from your graveyard on top of your

    library. No damage will be dealt.

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    * Dead Reckoning deals damage equal to the power the creature card had

    while it was in your graveyard. This could matter if that card is

    something like Lord of Extinction or Tarmogoyf whose power is

    determined by a characteristic-defining ability that checks the

    contents of your graveyard.

    -----

    Death's Shadow

    {B}

    Creature -- Avatar

    13/13

    Death's Shadow gets -X/-X, where X is your life total.

    * Death's Shadow's ability applies only while Death's Shadow is on the

    battlefield. In all other zones, its power and toughness are 13.

    * The value of X changes as you gain and lose life. It's not locked in

    as Death's Shadow enters the battlefield.

    * If your life total is 13 or greater (and nothing else is boostingDeath's Shadow's toughness), Death's Shadow is put into its owner's

    graveyard as a state-based action.

    * If your life total is less than 0 and an effect (such as the one from

    an opponent's Abyssal Persecutor) is keeping you from losing the game,

    Death's Shadow's ability will actually increase its power and

    toughness. For example, if your life total is -2, Death's Shadow gets

    +2/+2.

    * In a Two-Headed Giant game, your life total is half of your team's

    life total, rounded up.

    -----

    Everflowing Chalice

    {0}

    Artifact

    Multikicker {2} (You may pay an additional {2} any number of times as

    you cast this spell.)

    Everflowing Chalice enters the battlefield with a charge counter on it

    for each time it was kicked.

    {T}: Add {1} to your mana pool for each charge counter on Everflowing

    Chalice.

    * If Everflowing Chalice has no charge counters on it, you can still

    activate its last ability. That ability is still a mana ability, even

    though it produces no mana as it resolves.

    -----

    Explore

    {1}{G}

    Sorcery

    You may play an additional land this turn.

    Draw a card.

    * Explore's effect allows you to play an additional land during your

    main phase. Doing so follows the normal timing rules for playing lands.

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    In particular, you don't get to play a land as Explore resolves;

    Explore fully resolves (and you'll draw a card, perhaps a land you'll

    play later) first.

    * The effects of multiple Explores in the same turn are cumulative.

    They're also cumulative with other effects that let you play additional

    lands, such as the one from Oracle of Mul Daya.

    * If you somehow manage to cast Explore when it's not your turn, you'll

    draw a card when it resolves, but you won't be able to play a land that

    turn.

    -----

    Eye of Ugin

    Legendary Land

    Colorless Eldrazi spells you cast cost {2} less to cast.

    {7}, {T}: Search your library for a colorless creature card, reveal it,

    and put it into your hand. Then shuffle your library.

    * Eye of Ugin doesn't have a mana ability.

    * Eldrazi is a creature type that, as of the _Worldwake_ release, has

    not yet been printed on any creatures.

    * Currently, only Mistform Ultimus and creatures with changeling are

    Eldrazi. If they become colorless, possibly due to Mycosynth Lattice,

    Eye of Ugin would reduce the cost to cast them by {2}.

    * Eye of Ugin's second ability lets you find any colorless creature

    card in your deck, such as an artifact creature card that has no

    colored mana symbols in its mana cost, or a creature card that's become

    colorless due to Mycosynth Lattice.

    -----

    Feral Contest

    {3}{G}

    Sorcery

    Put a +1/+1 counter on target creature you control. Another target

    creature blocks it this turn if able.

    * You must choose two targets as you cast Feral Contest: a creature you

    control and any other creature. If you can't (because there's only one

    creature on the battlefield, perhaps), then you can't cast the spell.

    Note that the second target may also be a creature you control.

    * If just the first targeted creature is an illegal target by the time

    Feral Contest resolves, it won't get a +1/+1 counter. However, the

    second targeted creature is still affected by the blocking restrictionthe spell imposes, so it'll have to block the first targeted creature

    that turn if able.

    * If just the second targeted creature is an illegal target by the time

    Feral Contest resolves, the first targeted creature will get a +1/+1

    counter, but the second targeted creature won't have to block it that

    turn.

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    * Casting Feral Contest doesn't force you to attack with the first

    targeted creature that turn. If that creature doesn't attack, the

    second targeted creature is free to block whichever creature its

    controller chooses, or block no creatures at all.

    * If you attack with the first targeted creature but the second

    targeted creature isn't able to block it (for example, because the

    first targeted creature has flying and the second one doesn't), the

    requirement to block does nothing. The second 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 Feral Contest, but the requirement to

    block does nothing.

    -----

    Grotag Thrasher{4}{R}

    Creature -- Lizard

    3/3

    Whenever Grotag Thrasher attacks, target creature can't block this

    turn.

    * The targeted creature is prohibited from blocking any creature this

    turn, not just Grotag Thrasher.

    * Grotag Thrasher's ability can target any creature, not just one the

    defending player controls. For example, if you want that player's

    creatures to be able to block this turn, you can target Grotag Thrasher

    with its own ability.

    -----

    Harabaz Druid

    {1}{G}

    Creature -- Human Druid Ally

    0/1

    {T}: Add X mana of any one color to your mana pool, where X is the

    number of Allies you control.

    * Harabaz Druid's activated ability is a mana ability, so it doesn't

    use the stack and players can't respond to it.

    -----

    Horizon Drake{1}{U}{U}

    Creature -- Drake

    3/1

    Flying, protection from lands

    * Protection from lands works like any other protection ability.

    Horizon Drake can't be blocked by land creatures, all damage that would

    be dealt to it by lands (including combat damage from land creatures)

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    is prevented, and it can't be the target of activated or triggered

    abilities from lands (including your own Teetering Peaks, for example).

    -----

    Jace, the Mind Sculptor

    {2}{U}{U}

    Planeswalker -- Jace

    3

    [+2]: Look at the top card of target player's library. You may put that

    card on the bottom of that player's library.

    [0]: Draw three cards, then put two cards from your hand on top of your

    library in any order.

    [-1]: Return target creature to its owner's hand.

    [-12]: Exile all cards from target player's library, then that player

    shuffles his or her hand into his or her library.

    * Jace, the Mind Sculptor is the first planeswalker with a loyalty

    ability that costs [0]. Activating this ability follows the same rules

    as activating any other planeswalker ability, though you'll neither put

    loyalty counters on Jace nor remove loyalty counters from Jace to do

    so.

    * If you activate Jace's second ability, the two cards you put on top

    of your library may be any two cards from your hand. They don't have to

    be cards you drew with the ability.

    * If two or more planeswalkers on the battlefield share a planeswalker

    subtype, all are put into their owners' graveyards. This means that if

    Jace Beleren and Jace, the Mind Sculptor are on the battlefield, both

    are put into their owners' graveyards.

    -----

    Join the Ranks

    {3}{W}

    Instant

    Put two 1/1 white Soldier Ally creature tokens onto the battlefield.

    * When a Join the Ranks you control resolves, each ability that

    triggers whenever an Ally enters the battlefield under your control

    will trigger twice.

    -----

    Joraga Warcaller

    {G}

    Creature -- Elf Warrior

    1/1

    Multikicker {1}{G} (You may pay an additional {1}{G} any number of

    times as you cast this spell.)Joraga Warcaller enters the battlefield with a +1/+1 counter on it for

    each time it was kicked.

    Other Elf creatures you control get +1/+1 for each +1/+1 counter on

    Joraga Warcaller.

    * The last ability counts the total number of +1/+1 counters on Joraga

    Warcaller, not just the ones placed on it as a result of its enters-

    the-battlefield ability.

    -----

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    Jwari Shapeshifter

    {1}{U}

    Creature -- Shapeshifter Ally

    0/0

    You may have Jwari Shapeshifter enter the battlefield as a copy of any

    Ally creature on the battlefield.

    * Jwari Shapeshifter copies exactly what was printed on the original

    creature and nothing more (unless that creature is copying something

    else or is a token; see below). It doesn't copy whether that creature

    is tapped or untapped, whether it has any counters on it or Auras

    attached to it, or any non-copy effects that have changed its power,

    toughness, types, color, or so on.

    * If the chosen creature is copying something else (for example, if the

    chosen creature is another Jwari Shapeshifter), then your Jwari

    Shapeshifter enters the battlefield as whatever the chosen creature

    copied.

    * If the chosen creature is a token, your Jwari Shapeshifter copies theoriginal characteristics of that token as stated by the effect that put

    the token onto the battlefield. Your Jwari Shapeshifter is not a token.

    * Any enters-the-battlefield abilities of the copied creature will

    trigger when Jwari Shapeshifter enters the battlefield.

    * You can choose not to copy anything. In that case, Jwari Shapeshifter

    enters the battlefield as a 0/0 creature, and is probably put into the

    graveyard immediately.

    -----

    Kalastria Highborn

    {B}{B}

    Creature -- Vampire Shaman

    2/2

    Whenever Kalastria Highborn or another Vampire you control is put into

    a graveyard from the battlefield, you may pay {B}. If you do, target

    player loses 2 life and you gain 2 life.

    * If multiple Vampires you control (possibly including Kalastria

    Highborn itself) are put into their owners' graveyards at the same

    time, Kalastria Highborn's ability triggers that many times.

    * You target a player when the ability triggers. You choose whether to

    pay {B} as the ability resolves. You may pay {B} only once per

    resolution.

    * If the targeted player is an illegal target by the time the ability

    resolves (for example, if that player has left a multiplayer game), the

    entire ability is countered. You can't pay {B} and you don't gain life.

    -----

    Kazuul, Tyrant of the Cliffs

    {3}{R}{R}

    Legendary Creature -- Ogre Warrior

    5/4

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    Whenever a creature an opponent controls attacks, if you're the

    defending player, put a 3/3 red Ogre creature token onto the

    battlefield unless that creature's controller pays {3}.

    * You're the defending player if a creature is attacking you or a

    planeswalker you control.

    * If you're the defending player, Kazuul's ability triggers once for

    each creature that attacks, not just once per combat. The attacking

    player chooses whether to pay {3} or let you have an Ogre token each

    time one of those abilities resolves.

    * As the ability resolves, you can't put the Ogre token onto the

    battlefield without explicitly giving the attacking player the option

    to pay {3}, even if the attacking player has forgotten about this

    ability.

    * The ability triggers and resolves during the declare attackers step.

    If you put an Ogre token onto the battlefield as a result, you may

    block with it during that combat phase.

    * If an attacking creature has a "Whenever this creature attacks"

    ability, that ability is put on the stack first, then Kazuul's ability

    is put on the stack. Although Kazuul's ability will resolve first, and

    potentially create an Ogre token, any target of the other ability will

    already have been chosen at this point, and thus could not have been

    the new Ogre token.

    * In a multiplayer game, the ability checks whether you're the

    defending player for each individual attacking creature. For example,

    if one creature attacks you and two creatures attack another player,

    Kazuul's ability triggers just once.

    -----

    Loam Lion

    {W}

    Creature -- Cat

    1/1

    Loam Lion gets +1/+2 as long as you control a Forest.

    * Loam Lion either gets +1/+2 or it doesn't. It doesn't get the bonus

    for each Forest you control.

    -----

    Lodestone Golem

    {4}

    Artifact Creature -- Golem

    5/3Nonartifact spells cost {1} more to cast.

    * The ability affects each spell that's not an artifact spell,

    including your own.

    * The ability affects the total cost of each nonartifact spell, but it

    doesn't change that spell's mana cost or converted mana cost. The extra

    mana also doesn't change how many times you kicked the spell or what

    the value of X is (if applicable).

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    * When determining a spell's total cost, effects that increase the cost

    are applied before effects that reduce the cost.

    -----

    Mire's Toll

    {B}

    Sorcery

    Target player reveals a number of cards from his or her hand equal to

    the number of Swamps you control. You choose one of them. That player

    discards that card.

    * If the number of Swamps you control exceeds the number of cards in

    the targeted player's hand, that player reveals all the cards in his or

    her hand.

    -----

    Nature's Claim

    {G}

    Instant

    Destroy target artifact or enchantment. Its controller gains 4 life.

    * If the targeted artifact or enchantment is an illegal target by the

    time Nature's Claim resolves, the entire spell is countered. No one

    gains any life.

    -----

    Nemesis Trap

    {4}{B}{B}

    Instant -- Trap

    If a white creature is attacking, you may pay {B}{B} rather than pay

    Nemesis Trap's mana cost.

    Exile target attacking creature. Put a token that's a copy of that

    creature onto the battlefield. Exile it at the beginning of the next

    end step.

    * If you cast Nemesis Trap for {B}{B}, you may still target any

    attacking creature, not just the white attacking creature.

    * An "attacking creature" is one that has been declared as an attacker

    this combat, or one that was put onto the battlefield attacking this

    combat. Unless that creature leaves combat, it continues to be an

    attacking creature for the rest of the combat phase, including the end

    of combat step.

    * If you cast Nemesis Trap during your opponent's declare attackers

    step, you'll put the token onto the battlefield before the declare

    blockers step begins and you can block with it this combat. If you castNemesis Trap later in the combat phase a, you won't be able to block

    with the token.

    * The token you put onto the battlefield copies exactly what was

    printed on the exiled creature and nothing more (unless it was copying

    something else or it was a token; see below). It doesn't copy whether

    the exiled creature was tapped or untapped, whether it had any counters

    on it or Auras attached to it, or any non-copy effects that changed its

    power, toughness, types, color, or so on. For example, if Nemesis Trap

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    targets an animated Celestial Colonnade, the token you put onto the

    battlefield will be a Celestial Colonnade that's just a land. (Because

    of this, Nemesis Trap has received minor errata to specify that you put

    a token, not a "creature token," onto the battlefield.)

    * If the exiled creature was copying something else (for example, if it

    was a Jwari Shapeshifter), then your token enters the battlefield as a

    copy of whatever the exiled creature was copying.

    * If the exiled creature was a token, your token copies the original

    characteristics of that token as stated by the effect that put it onto

    the battlefield.

    * If the exiled creature has {X} in its mana cost (such as Protean

    Hydra), X is considered to be zero.

    * Any enters-the-battlefield abilities of the exiled creature will

    trigger when the token is put onto the battlefield. Any "as [this

    creature] enters the battlefield" or "[this creature] enters the

    battlefield with" abilities of the chosen creature will also work.

    * If the targeted creature is an illegal target by the time Nemesis

    Trap resolves, the entire spell is countered. You won't get a token.

    -----

    Novablast Wurm

    {3}{G}{G}{W}{W}

    Creature -- Wurm

    7/7

    Whenever Novablast Wurm attacks, destroy all other creatures.

    * Novablast Wurm's ability triggers and resolves during the declare

    attackers step, before blockers can be declared.

    * Novablast Wurm's ability destroys all players' creatures (except

    Novablast Wurm), including yours.

    * If two Novablast Wurms attack, they'll destroy each other. This

    happens before they can deal combat damage.

    -----

    Omnath, Locus of Mana

    {2}{G}

    Legendary Creature -- Elemental

    1/1

    Green mana doesn't empty from your mana pool as steps and phases end.

    Omnath, Locus of Mana gets +1/+1 for each green mana in your mana pool.

    * You can keep green mana in your mana pool indefinitely while Omnath

    is on the battlefield. That means if you add a green mana to your mana

    pool during one step or phase, you can spend it during a later step or

    phase, or even a later turn. Other types of mana will continue to empty

    from your mana pool as each step and phase ends.

    * If a green mana you add to your mana pool has certain restrictions or

    riders associated with it (for example, if it was produced by Ancient

    Ziggurat), they'll apply to that mana no matter when you spend it.

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    * Once Omnath leaves the battlefield, you have until the end of the

    current step or phase to spend whatever green mana is in your mana pool

    before it too empties as normal. There is no penalty associated with

    this other than the loss of the mana.

    -----

    Permafrost Trap

    {2}{U}{U}

    Instant -- Trap

    If an opponent had a green creature enter the battlefield under his or

    her control this turn, you may pay {U} rather than pay Permafrost

    Trap's mana cost.

    Tap up to two target creatures. Those creatures don't untap during

    their controller's next untap step.

    * You may target any two (or fewer) creatures. It's okay if any of them

    are already tapped. If you cast Permafrost Trap for {U}, you don't have

    to target the green creature that entered the battlefield under an

    opponent's control.

    * If a targeted creature is untapped at the time its controller's next

    untap step begins, the second part of the ability has no effect on it.

    * If an affected creature changes controllers before its previous

    controller's next untap step, this ability will prevent it from

    untapping during its new controller's next untap step.

    -----

    Quest for Renewal

    {1}{G}

    Enchantment

    Whenever a creature you control becomes tapped, you may put a quest

    counter on Quest for Renewal.

    As long as there are four or more quest counters on Quest for Renewal,

    untap all creatures you control during each other player's untap step.

    * Creatures put onto the battlefield tapped don't cause Quest for

    Renewal's first ability to trigger.

    * As another player's untap step begins, if there are four or more

    quest counters on Quest for Renewal, all your creatures untap during

    that untap step. You have no choice about what untaps. Those creatures

    untap at the same time as the active player's permanents.

    * During another player's untap step, effects that would otherwise

    cause your creatures to stay tapped don't apply because they apply only

    during *your* untap step. For example, if you control a Quest forRenewal with four or more quest counters on it and a Deep-Slumber Titan

    (a creature that says "Deep-Slumber Titan doesn't untap during your

    untap step"), you untap Deep-Slumber Titan during each other player's

    untap step.

    * Controlling more than one Quest for Renewal with four or more quest

    counters on it is redundant. You can't untap your permanents more than

    once in a single untap step.

    -----

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    Quest for the Nihil Stone

    {B}

    Enchantment

    Whenever an opponent discards a card, you may put a quest counter on

    Quest for the Nihil Stone.

    At the beginning of each opponent's upkeep, if that player has no cards

    in hand and Quest for the Nihil Stone has two or more quest counters on

    it, you may have that player lose 5 life.

    * The second ability has an "intervening 'if' clause." That means (1)

    the ability won't trigger at all unless, as an opponent's upkeep

    starts, that player has no cards in hand and Quest for the Nihil Stone

    has two or more quest counters on it, and (2) the ability will do

    nothing if that player has at least one card in hand and/or Quest for

    the Nihil Stone has fewer than two quest counters on it by the time it

    resolves. (If Quest for the Nihil Stone is no longer on the battlefield

    by that point, its last existence on the battlefield is checked to see

    how many quest counters were on it.)

    -----

    Quest for Ula's Temple

    {U}

    Enchantment

    At the beginning of your upkeep, you may look at the top card of your

    library. If it's a creature card, you may reveal it and put a quest

    counter on Quest for Ula's Temple.

    At the beginning of each end step, if there are three or more quest

    counters on Quest for Ula's Temple, you may put a Kraken, Leviathan,

    Octopus, or Serpent creature card from your hand onto the battlefield.

    * When the first ability resolves, you may look at the top card of your

    library. If you don't, nothing happens. If you look at it and it's not

    a creature card, it simply stays hidden. If you look at it and it is a

    creature card, you may reveal it and put a quest counter on Quest for

    Ula's Temple, or you may choose to leave it hidden. In all cases, the

    card remains on top of your library.

    * If an ability (from Future Sight or Oracle of Mul Daya, for example)

    causes you to play with the top card of your library revealed, you may

    still put a quest counter on Quest for Ula's Temple when the first

    ability resolves if the top card of your library is a creature card.

    * Although the first ability triggers only on your turn, the second

    ability may trigger each turn.

    -----

    Raging RavineLand

    Raging Ravine enters the battlefield tapped.

    {T}: Add {R} or {G} to your mana pool.

    {2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green

    Elemental creature with "Whenever this creature attacks, put a +1/+1

    counter on it." It's still a land.

    * Each time you activate Raging Ravine's last ability, it gains an

    instance of the triggered ability "Whenever this creature attacks, put

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    a +1/+1 counter on it." For example, if you activate the last ability

    twice and then attack with Raging Ravine, both of the triggered

    abilities it gained will trigger. It will get a total of two +1/+1

    counters.

    * Any +1/+1 counters put on Raging Ravine remain on it even after it

    stops being a creature. They'll have no effect until it becomes a

    creature again.

    -----

    Razor Boomerang

    {3}

    Artifact -- Equipment

    Equipped creature has "{T}, Unattach Razor Boomerang: Razor Boomerang

    deals 1 damage to target creature or player. Return Razor Boomerang to

    its owner's hand."

    Equip {2}

    * The source of the damage is Razor Boomerang, not the equipped

    creature. However, the equipped creature's ability is what targets the

    creature or player. If Razor Boomerang 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.

    * Unattaching Razor Boomerang is a cost to activate the equipped

    creature's ability.

    * If Razor Boomerang is no longer on the battlefield by time the

    equipped creature's ability resolves, it's not returned to its owner's

    hand. The rest of the ability resolves as normal, so Razor Boomerang

    will still deal damage to the targeted creature.

    * If the targeted creature is an illegal target by the time the

    equipped creature's ability resolves, the entire ability is countered.

    Razor Boomerang remains on the battlefield unattached.

    -----

    Refraction Trap

    {3}{W}

    Instant -- Trap

    If an opponent cast a red instant or sorcery spell this turn, you may

    pay {W} rather than pay Refraction Trap's mana cost.

    Prevent the next 3 damage that a source of your choice would deal to

    you and/or permanents you control this turn. If damage is prevented

    this way, Refraction Trap deals that much damage to target creature or

    player.

    * Refraction Trap's only target is the creature or player it may deal

    damage to. You choose that target as you cast Refraction Trap, not at

    the time it prevents damage.

    * Refraction Trap doesn't target the source of the damage it prevents.

    You choose that source as Refraction Trap resolves. If you cast

    Refraction Trap for {W}, the source you choose doesn't have to be the

    red instant or sorcery spell an opponent cast.

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    * If the targeted creature or player is an illegal target by the time

    Refraction Trap resolves, the entire spell is countered. No damage will

    be prevented.

    * Refraction Trap can prevent damage that would be dealt to you, one or

    more creatures you control, and/or one or more planeswalkers you

    control.

    * If the chosen source would simultaneously deal damage to multiple

    permanents you control, or would simultaneously deal damage to you and

    at least one permanent you control, you choose which of that damage to

    prevent. For example, if the chosen source is Earthquake, you might

    choose to prevent the next 2 damage it would deal to you and the next 1

    damage it would deal to a creature you control. You don't decide until

    the point at which the source would deal its damage.

    * Refraction Trap's effect is not a redirection effect. If it prevents

    damage, Refraction Trap (not the chosen source) deals damage to the

    targeted creature or player as part of that prevention effect.

    Refraction Trap is the source of the new damage, so the characteristics

    of the original source (such as its color, or whether it had lifelinkor deathtouch) don't affect this damage. The new damage is not combat

    damage, even if the prevented damage was. Since you control the source

    of the new damage, if you targeted an opponent with Refraction Trap,

    you may have Refraction Trap deal its damage to a planeswalker that

    opponent controls.

    * If the chosen source would deal damage, Refraction Trap prevents 3 of

    that source's damage and the source deals its excess damage (if any) at

    the same time. Immediately afterward, as part of that same prevention

    effect, Refraction Trap deals its damage. This happens before state-

    based actions are checked, and before the spell or ability that caused

    damage to be dealt resumes its resolution.

    * Whether the targeted creature or player is still a legal target is no

    longer checked after Refraction Trap resolves. For example, if a

    creature targeted by Refraction Trap gains shroud after Refraction Trap

    resolves but before it prevents damage, Refraction Trap will still

    prevent damage and still deal damage to that creature. If Refraction

    Trap can't deal damage to the targeted creature or player (because the

    creature has gained protection from white, is no longer on the

    battlefield, or is no longer a creature, or the player is no longer in

    the game, for example), it will still prevent damage. It just won't

    deal any damage itself.

    * If Refraction Trap doesn't prevent any damage (perhaps because a

    different prevention effect is applied to the damage the source would

    deal, or because the damage is unpreventable), Refraction Trap won'tdeal any damage itself.

    -----

    Ricochet Trap

    {3}{R}

    Instant -- Trap

    If an opponent cast a blue spell this turn, you may pay {R} rather than

    pay Ricochet Trap's mana cost.

    Change the target of target spell with a single target.

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    * If you cast Ricochet Trap for {R}, you don't have to target the blue

    spell an opponent cast.

    * Ricochet Trap targets only the spell whose target will be changed. It

    doesn't directly affect the original target of that spell or the new

    target of that spell.

    * You don't choose the new target for the spell until Ricochet Trap

    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 of that spell has somehow become illegal itself.

    * If you cast Ricochet Trap targeting a spell that targets a spell on

    the stack (like Cancel does, for example), you can't change that

    spell's target to itself. You can, however, change that spell's target

    to Ricochet Trap. If you do, that spell will be countered when it tries

    to resolve because Ricochet Trap will have left the stack by then.

    * If a spell targets multiple things, you can't target it with RicochetTrap, even if all but one of those targets have become illegal.

    * If a spell targets the same player or object multiple times, you

    can't target it with Ricochet Trap.

    -----

    Roiling Terrain

    {2}{R}{R}

    Sorcery

    Destroy target land, then Roiling Terrain deals damage to that land's

    controller equal to the number of land cards in that player's

    graveyard.

    * If the targeted land is an illegal target by the time Roiling Terrain

    resolves, the entire spell is countered. No damage will be dealt.

    * If the targeted land regenerates or is indestructible, Roiling

    Terrain still deals damage to the targeted land's controller.

    * The effects of the spell happen in sequence. By the time Roiling

    Terrain checks how many land cards are in the affected player's

    graveyard, the land Roiling Terrain destroyed is (most likely) already

    in that graveyard.

    -----

    Ruin Ghost

    {1}{W}Creature -- Spirit

    1/1

    {W}, {T}: Exile target land you control, then return it to the

    battlefield under your control.

    * As Ruin Ghost's ability resolves, the targeted land is exiled, then

    immediately returned to the battlefield. The land that enters the

    battlefield is a different permanent from the one that left. Any

    counters, Auras, and so on that were affecting the old land won't

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    affect the new one. Any spells or abilities that were targeting the old

    land don't target the new one. Whether the old land was tapped or

    untapped has no bearing on the new one.

    * The returned land behaves like any other land that's put onto the

    battlefield. If it has an ability that says it enters the battlefield

    tapped, it does so. (Otherwise it enters the battlefield untapped.) If

    it has an enters-the-battlefield triggered ability, that ability

    triggers.

    * The land returns under your control, regardless of who owns it.

    -----

    Rumbling Aftershocks

    {4}{R}

    Enchantment

    Whenever you cast a kicked spell, you may have Rumbling Aftershocks

    deal damage to target creature or player equal to the number of times

    that spell was kicked.

    * If you cast a kicked spell, Rumbling Aftershocks's ability triggersand goes on the stack on top of it. The ability will resolve before the

    spell does.

    * The ability triggers just once per kicked spell, even if that spell

    was kicked multiple times.

    -----

    Searing Blaze

    {R}{R}

    Instant

    Searing Blaze deals 1 damage to target player and 1 damage to target

    creature that player controls.

    Landfall -- If you had a land enter the battlefield under your control

    this turn, Searing Blaze deals 3 damage to that player and 3 damage to

    that creature instead.

    * You must choose two targets as you cast Searing Blaze: a player and a

    creature that player controls. If you can't (because there are no

    creatures on the battlefield, perhaps), then you can't cast the spell.

    * If either target is illegal by the time Searing Blaze resolves, it

    still deals damage to the other target.

    -----

    Seer's Sundial

    {4}

    ArtifactLandfall -- Whenever a land enters the battlefield under your control,

    you may pay {2}. If you do, draw a card.

    * You choose whether to pay {2} as the ability resolves. You may pay

    {2} only once per resolution.

    -----

    Slingbow Trap

    {3}{G}

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    Instant -- Trap

    If a black creature with flying is attacking, you may pay {G} rather

    than pay Slingbow Trap's mana cost.

    Destroy target attacking creature with flying.

    * If you cast Slingbow Trap for {G}, you may target any attacking

    creature with flying, not just a black one.

    * An "attacking creature" is one that has been declared as an attacker

    this combat, or one that was put onto the battlefield attacking this

    combat. Unless that creature leaves combat, it continues to be an

    attacking creature for the rest of the combat phase, including the end

    of combat step..

    -----

    Smother

    {1}{B}

    Instant

    Destroy target creature with converted mana cost 3 or less. It can't be

    regenerated.

    * A creature's converted mana cost is determined solely by the mana

    symbols printed in its upper right corner (unless that creature is

    copying something else; see below). If its mana cost includes {X}, X is

    considered to be 0. If it has no mana symbols in its upper right corner

    (because it's an animated land, for example), its converted mana cost

    is 0. Ignore any alternative costs or additional costs (such as kicker)

    paid when the creature was cast.

    * A token has a converted mana cost of 0, unless it is copying

    something else.

    * If a creature is copying something else, its converted mana cost is

    the converted mana cost of whatever it's copying.

    -----

    Spell Contortion

    {2}{U}

    Instant

    Multikicker {1}{U} (You may pay an additional {1}{U} any number of

    times as you cast this spell.)

    Counter target spell unless its controller pays {2}. Draw a card for

    each time Spell Contortion was kicked.

    * If the targeted spell is an illegal target by the time Spell

    Contortion resolves, Spell Contortion is countered. You won't draw any

    cards.

    * If Spell Contortion resolves, you draw a card for each time Spell

    Contortion was kicked, regardless of whether the targeted spell's

    controller pays {2} or whether the targeted spell is countered this

    way.

    -----

    Stone Idol Trap

    {5}{R}

    Instant -- Trap

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    Stone Idol Trap costs {1} less to cast for each attacking creature.

    Put a 6/12 colorless Construct artifact creature token with trample

    onto the battlefield. Exile it at the beginning of your next end step.

    * This Trap doesn't work the same way as other Traps. Rather than

    having an optional alternative cost, Stone Idol Trap has a mandatory

    cost-reduction ability.

    * An "attacking creature" is one that has been declared as an attacker

    this combat, or one that was put onto the battlefield attacking this

    combat. Unless that creature leaves combat, it continues to be an

    attacking creature for the rest of the combat phase, including the end

    of combat step..

    * If you cast Stone Idol Trap during your opponent's declare attackers

    step, the Construct token you put onto the battlefield will be able to

    block that turn.

    * The Construct token isn't exiled until the beginning of *your* end

    step. If you cast Stone Idol Trap during another player's turn, the

    token remains on the battlefield after that player's turn ends. Duringyour next turn, it will no longer have "summoning sickness" and you'll

    be able to attack with it. Then, at the beginning of that turn's end

    step, it'll be exiled.

    * The cost-reduction ability doesn't care who controls the attacking

    creatures. If you like, you may cast Stone Idol Trap during your own

    combat phase, in which case it will count your attacking creatures. If

    you do, however, the token you put onto the battlefield will be unable

    to attack that combat and will be exiled later that turn.

    -----

    Stoneforge Mystic

    {1}{W}

    Creature -- Kor Artificer

    1/2

    When Stoneforge Mystic enters the battlefield, you may search your

    library for an Equipment card, reveal it, put it into your hand, then

    shuffle your library.

    {1}{W}, {T}: You may put an Equipment card from your hand onto the

    battlefield.

    * When Stoneforge Mystic's second ability resolves, you may put any

    Equipment card from your hand onto the battlefield, not just the one

    you searched for with its first ability. The Equipment is put onto the

    battlefield unattached.

    -----

    Strength of the Tajuru

    {X}{G}{G}

    Instant

    Multikicker {1} (You may pay an additional {1} any number of times as

    you cast this spell.)

    Choose target creature, then choose another target creature for each

    time Strength of the Tajuru was kicked. Put X +1/+1 counters on each of

    them.

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    * The number of targets you choose for Strength of the Tajuru is one

    more than the number of times it's kicked. First you declare how many

    times you're going to kick the spell (at the same time you declare the

    value of X), then you choose the targets accordingly, then you pay the

    costs. No player can respond between the time you declare how many

    times you'll kick the spell and the time you choose the targets.

    * Each target you choose must be different.

    * For example, if you want to put four +1/+1 counters on each of three

    different targets, that means X is 4 and you're kicking the spell

    twice. You'll pay a mana cost of {4}{G}{G}, plus a kicker cost of {1},

    plus another kicker cost of {1}, for a total of {6}{G}{G}.

    * As long as any of its targets are legal at the time Strength of the

    Tajuru resolves, you'll put X +1/+1 counters on each of those legal

    targets.

    -----

    Summit Apes

    {3}{G}Creature -- Ape

    5/2

    As long as you control a Mountain, Summit Apes can't be blocked except

    by two or more creatures.

    * Whether you control a Mountain matters only as the defending player

    declares blockers. Once it's blocked, gaining or losing control of a

    Mountain won't affect Summit Apes's blockers.

    -----

    Talus Paladin

    {3}{W}

    Creature -- Human Knight Ally

    2/3

    Whenever Talus Paladin or another Ally enters the battlefield under

    your control, you may have Allies you control gain lifelink until end

    of turn, and you may put a +1/+1 counter on Talus Paladin.

    * The choices you make as Talus Paladin's ability resolves are made

    individually. First you decide whether to have Allies you control gain

    lifelink until end of turn. Then, regardless of that decision, you

    decide whether to put a +1/+1 counter on Talus Paladin.

    -----

    Tectonic Edge

    Land

    {T}: Add {1} to your mana pool.{1}, {T}, Sacrifice Tectonic Edge: Destroy target nonbasic land.

    Activate this ability only if an opponent controls four or more lands.

    * Tectonic Edge's second ability checks how many lands an opponent

    controls only at the time you activate the ability.

    * Assuming you can activate Tectonic Edge's second ability, you can

    target any nonbasic land with it (not just one controlled by an

    opponent that controls four or more lands).

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    -----

    Terastodon

    {6}{G}{G}

    Creature -- Elephant

    9/9

    When Terastodon enters the battlefield, you may destroy up to three

    target noncreature permanents. For each permanent put into a graveyard

    this way, its controller puts a 3/3 green Elephant creature token onto

    the battlefield.

    * The targeted permanents may be controlled by different players.

    * If a targeted permanent is indestructible or regenerates, its

    controller won't get an Elephant token for it. Similarly, if the

    targeted permanent is destroyed but a replacement effect moves it to a

    different zone instead of its owner's graveyard, its controller won't

    get an Elephant token for it.

    -----

    Terra Eternal{2}{W}

    Enchantment

    All lands are indestructible.

    * Effects that say "destroy" won't cause an indestructible land to be

    put into its owner's graveyard. If that land is also a creature, lethal

    damage won't cause it to be put into its owner's graveyard either.

    However, an indestructible land 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 land with the same name is on the

    battlefield, or if it's also a creature and its toughness is 0 or less.

    -----

    Thada Adel, Acquisitor

    {1}{U}{U}

    Legendary Creature -- Merfolk Rogue

    2/2

    Islandwalk

    Whenever Thada Adel, Acquisitor deals combat damage to a player, search

    that player's library for an artifact card and exile it. Then that

    player shuffles his or her library. Until end of turn, you may play

    that card.

    * When the triggered ability resolves, you must search that player's

    library (and he or she must shuffle it) even if there are no artifact

    cards in it or you choose not to find one.

    * The exiled card is played using the normal timing rules for an

    artifact, as well as any other applicable restrictions. For example,

    you can't play the card during your combat phase unless it has flash.

    Similarly, if the exiled card is an artifact land, you can't play it if

    you've already played a land that turn. If it's a nonland card, you'll

    have to pay its mana cost. The only thing that's different is you're

    playing it from the exile zone.

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    * If you don't play the card before the turn ends, it simply remains

    exiled.

    -----

    Treasure Hunt

    {1}{U}

    Sorcery

    Reveal cards from the top of your library until you reveal a nonland

    card, then put all cards revealed this way into your hand.

    * The cards you put into your hand this way include one nonland card,

    plus all the land cards on top of it in your library (if any). If the

    top card of your library is a nonland card, you just get that one.

    * If all the cards left in your library are lands, you'll reveal all of

    them and put them all into your hand.

    -----

    Tuktuk Scrapper

    {3}{R}

    Creature -- Goblin Artificer Ally2/2

    Whenever Tuktuk Scrapper or another Ally enters the battlefield under

    your control, you may destroy target artifact. If that artifact is put

    into a graveyard this way, Tuktuk Scrapper deals damage to that

    artifact's controller equal to the number of Allies you control.

    * If the targeted artifact is indestructible or regenerates (or you

    choose not to destroy it), Tuktuk Scrapper doesn't deal damage to that

    artifact's controller. Similarly, if the targeted artifact is destroyed

    but a replacement effect moves it to a different zone instead of its

    owner's graveyard, Tuktuk Scrapper doesn't deal damage to that

    artifact's controller.

    * A token permanent that's destroyed is put into its owner's graveyard

    before it ceases to exist. If a token is destroyed by Tuktuk Scrapper's

    ability, Tuktuk Scrapper deals damage to that token's controller.

    -----

    Twitch

    {2}{U}

    Instant

    You may tap or untap target artifact, creature, or land.

    Draw a card.

    * If the targeted permanent is an illegal target by the time Twitch

    resolves, the entire spell is countered. You don't draw a card.

    -----

    Urge to Feed

    {B}{B}

    Instant

    Target creature gets -3/-3 until end of turn. You may tap any number of

    untapped Vampire creatures you control. If you do, put a +1/+1 counter

    on each of those Vampires.

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    * You don't choose which untapped Vampire creatures you control to tap

    (if any) until Urge to Feed resolves.

    * If you cast Urge to Feed targeting an untapped Vampire creature you

    control with toughness 3, its toughness will be reduced to 0 by the -

    3/-3 effect. However, state-based actions aren't checked until the

    spell has finished resolving. You may then tap that Vampire and put a

    +1/+1 counter on it, raising its toughness to 1. It will remain on the

    battlefield.

    * If the targeted creature is an illegal target by the time Urge to

    Feed resolves, the entire spell is countered. You can't tap any

    Vampires.

    -----

    Vastwood Animist

    {2}{G}

    Creature -- Elf Shaman Ally

    1/1

    {T}: Target land you control becomes an X/X Elemental creature until

    end of turn, where X is the number of Allies you control. It's still aland.

    * The value of X is determined as Vastwood Animist's activated ability

    resolves. The power and toughness of the Elemental won't change if the

    number of Allies you control changes later in the turn.

    * If you control no Allies when the ability resolves, the land becomes

    a 0/0 creature and is put into its owner's graveyard as a state-based

    action. However, since Vastwood Animist is itself an Ally, the land

    will usually be at least a 1/1.

    -----

    Walking Atlas

    {2}

    Artifact Creature -- Construct

    1/1

    {T}: You may put a land card from your hand onto the battlefield.

    * The word "artifact" was inadvertently omitted from Walking Atlas's

    type line. The card has received errata to correct this omission; it is

    an artifact creature.

    * Putting a land onto the battlefield as a result of Walking Atlas's

    ability isn't the same as playing a land. You may do put a land onto

    the battlefield even if it's an opponent's turn or you've played a land

    this turn. Similarly, putting a land onto the battlefield during your

    turn doesn't preclude you from playing a land later in that turn.-----

    Wrexial, the Risen Deep

    {3}{U}{U}{B}

    Legendary Creature -- Kraken

    5/8

    Islandwalk, swampwalk

    Whenever Wrexial, the Risen Deep deals combat damage to a player, you

    may cast target instant or sorcery card from that player's graveyard

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    without paying its mana cost. If that card would be put into a

    graveyard this turn, exile it instead.

    * If you want to cast the targeted card, you cast it as part of the

    resolution of Wrexial's triggered ability. Timing restrictions based on

    the card's type are ignored. Other restrictions are not (such as "Cast

    [this card] only during your end step").

    * If you are unable to cast the targeted card (there are no legal

    targets for the spell, for example), nothing happens when the ability

    resolves, and the card remains in its owner's graveyard.

    * If you cast a card "without paying its mana cost," you can't pay any

    alternative costs. On the other hand, if the card has additional costs

    (such as kicker or multikicker), you may pay those.

    * If you cast the targeted card and it would be put into its owner's

    graveyard from the stack for any reason (either because it resolves or

    because it's countered), that card is exiled instead.

    -----

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