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Commander Legends card-specific Notes: new cardsПоиск на нашем сайте
Abomination of Llanowar · The ability that defines Abomination of Llanowar’s power and toughness applies in all zones, not just the battlefield. · As long as Abomination of Llanowar is on the battlefield (and still an Elf) or in your graveyard, its ability will count itself.
Akroma, Vision of Ixidor · A creature with more than one of the listed keyword gets +1/+1 for each of those keywords it has. · A creature with more than one instances of one of the listed keywords gets just +1/+1 for that keyword. Similarly, if a creature has multiple variants of the same keyword (e.g. protection from black and from red), it gets just +1/+1 for that keyword. · Which creatures are affected and the size of their individual bonuses is determined only as Akroma’s triggered ability resolves. Gaining or losing keywords after that time won’t cause a creature to grow or shrink.
Alena, Kessig Trapper · Alena’s activated ability is a mana ability. It doesn’t use the stack and can’t be responded to. Players can’t attempt to change a creature’s power in response to it. · Creatures that are no longer on the battlefield won’t be considered for Alena’s mana ability, even if they entered that turn. · A creature you control that entered the battlefield as a noncreature permanent and/or under another player’s control will be counted for Alena’s mana ability.
Alharu, Solemn Ritualist · You create just one Spirit token, not one for each +1/+1 counter that was on the creature that died. · If a creature you control with a +1/+1 counter on it dies at the same time as Alharu, Alharu’s ability triggers for that creature. · If Alharu has a +1/+1 counter on it and dies, its ability triggers for itself.
Amareth, the Lustrous · Card types that can appear on permanents and cards in a library include artifact, creature, enchantment, land, planeswalker. Instant and sorcery are card types, but they can’t appear on permanents. Legendary, basic, and snow are supertypes, not card types; Dragon and Pirate are subtypes, not card types.
Amphin Mutineer · If the target non-Salamander creature is an illegal target by the time Amphin Mutineer’s ability tries to resolve, the ability doesn’t resolve. No player creates a Salamander Warrior token.
Anara, Wolvid Familiar · If Anara is your commander, its first ability affects itself during your turn. · Anara’s first ability affects commanders you control even if you don’t own them. It doesn’t affect your commander if another player controls it. · Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a commander you control may become lethal if Anara leaves the battlefield during that turn.
Anointer of Valor · Anointer of Valor’s triggered ability triggers when any creature attacks any player or planeswalker. · If you choose to pay {3}, a second triggered ability triggers. Players may respond to that reflexive triggered ability before the +1/+1 counter is put on the creature. · You can’t pay {3} more than once to put more than one +1/+1 counter on the attacking creature.
Apex Devastator · Each instance of cascade triggers and resolves separately. The spell you cast due to the first cascade ability will go on the stack on top of the second, third, and fourth cascade abilities. That spell will resolve before you exile cards for the second cascade ability. The spell you cast for the second will resolve before you exile cards for the third, and so on. · Each of Apex Devastator’s four cascade abilities will look for a nonland card with converted mana cost less than 10 (Apex Devastator’s converted mana cost). This doesn’t change even if one or more of the spells you cast because of those cascade abilities has cascade itself. Each of those additional cascade abilities, if any, will refer to the converted mana cost of the spell that caused it to trigger. In other words, each cascade ability cares only about the spell that caused it to trigger, the stack can get messy, and we wish you luck.
Araumi of the Dead Tide · If the creature card has {X} in its mana cost, you can choose any value for X, but the value you choose won’t apply to the tokens that are created. X will be 0 for those tokens.
Archelos, Lagoon Mystic · Archelos’s abilities don’t apply to itself as it enters the battlefield, nor do they apply to any permanents entering the battlefield at the same time. · If another replacement effect says that a permanent enters the battlefield tapped while Archelos is untapped, the entering permanent’s controller chooses whether the permanent enters tapped or untapped. If a permanent is simply put onto the battlefield tapped without a replacement effect being applied, it always enters untapped if Archelos is untapped. · If more than one Archelos is on the battlefield, the controller of an entering permanent chooses how to order the replacement effects.
Archon of Coronation · While Archon of Coronation’s last ability applies, damage dealt to you still has all effects other than causing you to lose life. For example, abilities that trigger on that damage being dealt still trigger; if the source has lifelink, its controller still gains life; and so on. · Combat damage dealt to you by a commander is still tracked, even if it didn’t cause you to lose life.
Ardenn, Intrepid Archaeologist · You choose which Auras and Equipment to move as Ardenn’s ability resolves. Players can’t take actions between the time you choose what to move and the time they’re attached to the target permanent or player. · Other players and permanents controlled by other players can be targeted by Ardenn’s ability. This can cause Equipment under your control to be attached to a creature an opponent controls. Auras and Equipment that say “you” still refer to you, as you still control them. Ardenn’s ability can’t cause an Aura or Equipment to be attached to something it couldn’t be attached to.
Armix, Filigree Thrasher · Armix’s ability goes on the stack without a target. While that ability is resolving, you may discard a card. If you do, a second ability triggers and you pick one target to get -X/-X. This is different from abilities that say “If you do . . .” in that players may cast spells and activate abilities after you’ve discarded a card but before the creature gets -X/-X. · While resolving Armix’s ability, you can’t discard more than one card to give more than one creature -X/-X. · The value of X is determined only as Armix’s ability resolves. Once that happens, the value of X won’t change later in the turn, even if the number of artifacts in your graveyard and under your control changes. · If the discarded card is an artifact card, it will be counted as you determine the value of X, provided it’s still in the graveyard or, optimistically, on the battlefield under your control at that time. · If a creature is attacking a planeswalker, that planeswalker’s controller is the defending player.
Armored Skyhunter · An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, you can’t choose to put it onto the battlefield at all.
Aurora Phoenix · Aurora Phoenix’s last ability triggers only if it’s in your graveyard immediately after you finish casting the spell with cascade. · An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered. · The cascade ability of the spell you cast and Aurora Phoenix’s return ability can be put on the stack in either order. If you return Aurora Phoenix to your hand first, you do so before exiling any cards for the cascade ability. If the cascade ability resolves first, the spell you cast because of that cascade ability will resolve before you return Aurora Phoenix to your hand. Either way, this all happens before the original spell with cascade resolves.
Averna, the Chaos Bloom · Averna’s ability isn’t the same as playing a land. You may do this even if you’ve already played a land during your turn and even if it isn’t your turn at all. · If you don’t cast the nonland card you reveal, or if you don’t reveal any nonland cards with lesser converted mana cost, you can still put a land card onto the battlefield before you finish cascading.
Azure Fleet Admiral · Azure Fleet Admiral’s last ability normally means that it can’t be blocked while attacking the monarch or a planeswalker the monarch controls. In some variants with shared team turns, such as Two-Headed Giant, creatures controlled by the monarch’s teammate can block Azure Fleet Admiral, even if it’s attacking the monarch.
Belbe, Corrupted Observer · If an opponent lost life and subsequently lost the game, Belbe’s triggered ability still counts that player to determine how much mana to add. · If an effect creates an additional combat phase in a turn, it may also create an additional main phase after that combat phase. Belbe’s ability triggers at the beginning of each of these postcombat main phases. · If an opponent loses life before their own postcombat main phase, Belbe will reward their suffering with mana.
Bell Borca, Spectral Sergeant · Bell Borca notes converted mana costs only if it’s on the battlefield as a card is put into exile. · Look at the card in exile, not its previous zone, to determine its converted mana cost. · If a card in exile has {X} in its mana cost, X is considered to be 0. · While not on the battlefield, and before any cards are noted for it each turn, Bell Borca’s power is 0. · You must follow the normal timing permissions and restrictions for the card exiled by Bell Borca’s last ability. If it’s a land, you can’t play it unless you have land plays available. · You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available. · If you don’t play the exiled card, it remains exiled.
Benevolent Blessing · The protection ability granted to the enchanted creature won't remove Benevolent Blessing itself, any Auras you control that became attached to the enchanted creature at the same time as Benevolent Blessing, or any Auras you control that were already attached to the enchanted creature as Benevolent Blessing became attached.
Biowaste Blob · Biowaste Blob’s first ability affects itself. · Biowaste Blob’s second ability doesn’t trigger if you don’t control a commander immediately as your upkeep begins. Players can’t choose to take actions during your turn before your upkeep begins. If you don’t control a commander when the trigger resolves, it won’t create a token. These don’t have to be the same commander at both times, however, and it doesn’t have to be your commander. · The token copy will have Biowaste Blob’s abilities, including the ability to create token copies of itself. · The token copy won’t copy counters or damage marked on Biowaste Blob, nor will it copy other effects that have changed Biowaste Blob’s power, toughness, types, color, and so on. Normally, this means the token will simply be a Biowaste Blob, but if any copy effects have affected the original Biowaste Blob, the token will take those into account. · If Biowaste Blob leaves the battlefield before its triggered ability resolves, the token will still enter the battlefield as a copy of Biowaste Blob, using Biowaste Blob’s copiable values from when it was last on the battlefield.
Bladegriff Prototype · Even though the player who was dealt damage chooses the target for Bladegriff Prototype’s ability, you are the controller of the ability. · If an opponent dealt damage by Bladegriff Prototype leaves the game before the triggered ability goes on the stack (most likely because that player’s life total was reduced to 0 or less in combat), you choose another opponent to choose the target permanent.
Blim, Comedic Genius · You choose which permanent the player gains control of, not the player who was dealt damage. · The player who was dealt damage can’t refuse your generous gift. That would be rude. · If the target permanent you control is an illegal target by the time Blim’s ability tries to resolve, the ability doesn’t resolve. The other player doesn’t gain control of your permanent, and no one loses life or discards cards. · Players lose life and discard cards for all permanents they control but don’t own, not just the ones they received from you. · The control-change effect of Blim’s ability lasts indefinitely. It doesn’t wear off during the cleanup step, and it doesn’t expire if Blim leaves the battlefield. In a multiplayer game, it does expire if the current controller leaves the game.
Body of Knowledge · The ability that defines Body of Knowledge’s power and toughness applies in all zones, not just the battlefield. · As long as Body of Knowledge is in your hand, its ability will count itself. · Creatures may be dealt damage greater than their toughness. For example, if Body of Knowledge is a 3/3 creature and a source deals 5 damage to it, you’ll draw five cards. Note that if Body of Knowledge is dealt lethal damage, it dies before the cards are drawn, meaning they won’t raise Body of Knowledge’s toughness in time to save it.
Breeches, Brazen Plunderer · You’ll exile a card from each opponent who was dealt damage, not from all of your opponents. · You must follow the normal timing permissions and restrictions for each exiled card. If one is a land, you can’t play it unless you have land plays available. · You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available. · If you don’t play one of the exiled cards, it remains exiled. It won’t be available to be played on future turns. · In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells and/or permanents you control from Breeches’s brazen thievery are exiled.
Brinelin, the Moon Kraken · For spells with {X} in their mana costs, use the value chosen for X to determine the spell’s converted mana cost. · An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
Coastline Marauders · The bonus Coastline Marauders receives is determined by the player it’s attacking. Lands controlled by other defending players won’t be counted. · If Coastline Marauders is attacking a planeswalker, that planeswalker’s controller is the defending player.
Coercive Recruiter · Coercive Recruiter’s ability can target any creature, even one that’s untapped or one you already control. It can even target itself or the creature that caused the ability to trigger. · Gaining control of a creature doesn’t cause you to gain control of any Auras or Equipment attached to it.
Colfenor, the Last Yew · Use the toughness of the dying creature as it last existed on the battlefield and the toughness of the creature cards in your graveyard to determine which of those cards are legal targets. · If Colfenor dies at the same time as another creature you control, its last ability triggers for each of them. · Colfenor’s last ability can’t target the creature card whose death caused the ability to trigger, but if two or more creatures die at the same time, each can be the target of the ability caused by one of the others.
Commander’s Plate · If your commander is a card that has no colors in its color identity, Commander’s Plate grants protection from all colors. · If you have two commanders, Commander’s Plate grants protection from each color not in your two commanders’ combined color identity. · If you have no commander, Commander’s Plate grants no protection abilities. The equipped creature still gets +3/+3.
Court of Ambition · As Court of Ambition’s second ability resolves, first the next opponent in turn order chooses whether they are discarding or not. If they are, they choose a card without revealing it (or two cards without revealing them, if you’re the monarch), then each other opponent in turn order does the same. Then each chosen card is discarded simultaneously, and finally each player who couldn’t or didn’t discard loses the appropriate amount of life.
Court of Bounty · Court of Bounty’s ability isn’t the same as playing a land. You may still play a land for the turn if you put a land onto the battlefield with it.
Dargo, the Shipwrecker · Dargo’s first ability can’t reduce its cost below {R}. You can sacrifice any number of artifacts and creatures, even if they won’t reduce Dargo’s cost any further. · The cost reduction for artifacts and creatures sacrificed earlier in the turn will apply even if you don’t sacrifice any as an additional cost. · The cost reduction is {2} per sacrificed permanent, whether that permanent was an artifact, a creature, or both. · To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases (such as the commander tax), then apply any cost reductions (such as that of Dargo’s first ability). Dargo’s converted mana cost is 7, no matter what the total cost to cast it was.
Dawnglade Regent · Dawnglade Regent’s second ability applies to itself while you’re the monarch.
Elvish Doomsayer · As Elvish Doomsayer’s ability resolves, first the next opponent in turn order chooses a card without revealing it, then each other opponent in turn order does the same. Then each chosen card is discarded simultaneously.
Elvish Dreadlord · Elvish Dreadlord’s middle ability affects only creatures on the battlefield that aren’t Elves at the time it resolves. Non-Elf creatures that enter the battlefield later in the turn won’t get -3/-3.
Emberwilde Captain · Emberwilde Captain’s last ability triggers once for each player who attacks you, no matter how many creatures they attack with beyond the first. · Emberwilde Captain’s last ability won’t trigger if an opponent attacks only planeswalkers you control and not you. · If another player becomes the monarch after Emberwilde Captain’s last ability triggers but before it resolves, the ability will resolve as normal. The player who attacked you will be dealt damage, even if that player was the one who became the monarch.
Esior, Wardwing Familiar · To determine the total cost of an opponent’s spell that targets a commander you control, start with the mana cost or alternative cost that player is paying, add any cost increases (such as that of Esior’s middle ability), then apply any cost reductions. The converted mana cost of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was. · Spells that target more than one commander you control cost only {3} more to cast.
Explosion of Riches · Explosion of Riches goes on the stack without a target. While the spell is resolving, you draw a card, then each other player in turn order chooses whether to draw a card. After that, each other player who chose to draw a card does so. Finally, Explosion of Riches’s reflexive triggered ability triggers for each card drawn while it was resolving, and those abilities are put on the stack with random targets chosen.
Fall from Favor · If the target creature is an illegal target by the time Fall from Favor tries to resolve, it doesn’t resolve. It won’t enter the battlefield, so its enters-the-battlefield ability won’t trigger.
Fathom Fleet Swordjack · If Fathom Fleet Swordjack leaves the battlefield after its triggered ability triggers but before it resolves, the ability will resolve as normal. The player or planeswalker it was attacking will be dealt damage. On the other hand, if it remains on the battlefield but leaves combat before its triggered ability resolves, no player or planeswalker is dealt damage.
Feast of Succession · You can cast Feast of Succession to become the monarch while no creatures are on the battlefield. · Feast of Succession affects only creatures on the battlefield at the time it resolves. Creatures that enter the battlefield later in the turn won’t get -4/-4.
Fin-Clade Fugitives · Once a creature with power 3 or greater has blocked this creature, changing the power of the blocking creature won’t cause this creature to become unblocked.
Flamekin Herald · Once you announce that you’re casting a commander spell, players can’t take action until you’ve finished casting it. Causing Flamekin Herald to leave the battlefield after the spell has been cast won’t stop its cascade ability from resolving. · In some unusual situations, you may lose control of Flamekin Herald during the process of casting a commander spell. In those situations, the commander spell won’t have cascade.
Forceful Denial · You can’t cast Forceful Denial targeting itself just to cascade.
Frenzied Saddlebrute · Frenzied Saddlebrute doesn’t cause any creatures to gain haste. It just allows all creatures (including those you don’t control) to attack as though they had haste if they’re attacking your opponents or their planeswalkers.
Ghen, Arcanum Weaver · Because targets are chosen before costs are paid (such as the cost of sacrificing an enchantment), Ghen’s ability can’t target the enchantment you intend to sacrifice to activate its ability. · An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in your graveyard.
Ghost of Ramirez DePietro · Once a creature with toughness 2 or less has blocked this creature, changing the toughness of the blocking creature won’t cause this creature to become unblocked. · The middle ability can’t target cards that were discarded on previous turns or put into the graveyard from a library on previous turns.
Gilanra, Caller of Wirewood · An ability that triggers when a player spends mana to cast a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered. · If an effect causes Gilanra’s ability to produce more than one mana (such as that of Mana Reflection), the delayed triggered ability will be created for each of those mana, and you’ll draw a card each time one of those mana is spent to cast a spell with converted mana cost 6 or greater. If you spend two of those mana to cast a single spell with converted mana cost 6 or greater, you’ll draw two cards. · For a spell with {X} in its mana cost, use the value chosen for X to determine the spell’s converted mana cost.
Glacian, Powerstone Engineer · You may tap any untapped artifacts you control, including artifact creatures that haven’t been under your control continuously since the beginning of your most recent turn. · Tapping an Equipment doesn’t cause it to stop affecting the creature it equips.
Gnostro, Voice of the Crags · The value of X is determined as Gnostro’s ability resolves.
Gor Muldrak, Amphinologist · Gor Muldrak’s first ability affects itself. · Gor Muldrak’s last ability checks how many creatures each player controls as it resolves. If other abilities trigger at the beginning of your end step (such as the delayed triggered ability of an encore ability) you choose the order in which they resolve.
Guildless Commons · Guildless Commons will return itself to its owner’s hand if you control no other lands when it enters the battlefield or if you choose to return it to its owner’s hand. It’s almost never a good idea to play it on your first turn.
Halana, Kessig Ranger · Halana, Kessig Ranger’s triggered ability goes on the stack without a target. While that ability is resolving, you may pay {2}. If you do, a second ability triggers and you pick a target that will be dealt damage. This is different from abilities that say “If you do . . .” in that players may cast spells and activate abilities after mana is paid but before damage is dealt. · For the creature that entered the battlefield, use its power as Halana’s reflexive triggered ability resolves to determine how much damage is dealt. If it’s no longer on the battlefield at that time, use its power as it last existed on the battlefield.
Hamza, Guardian of Arashin · To determine the total cost of a spell, start with the mana cost or alternative cost you’re paying, add any cost increases, then apply any cost reductions (such as that of Hamza, Guardian of Arashin). The total cost is locked in before any costs are paid. The converted mana cost of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was. · Once you announce you’re casting a creature spell, no player may take actions until the spell has been paid for. Notably, opponents can’t try to change the number of creatures you control with +1/+1 counters. · Hamza’s first ability affects only generic mana costs. It can’t reduce the total cost to cast the spell below {G}{W}.
Hans Eriksson · The defending player is the player Hans Eriksson is attacking or the controller of the planeswalker Hans Eriksson is attacking. · Putting a creature card onto the battlefield this way causes a second reflexive triggered ability to trigger. Players may respond to this ability before it resolves. · If the creature card you put onto the battlefield isn’t on the battlefield or isn’t a creature as the reflexive triggered ability resolves, neither that creature nor Hans will deal or be dealt damage. The same is true if Hans isn’t on the battlefield or isn’t a creature at that time.
Hellkite Courser · Putting your commander onto the battlefield this way isn’t the same as casting that commander. The “commander tax” won’t increase. · You’ll return the commander to the command zone only if it’s still on the battlefield as the delayed triggered ability resolves. If it’s in another zone, it will stay where it is.
Horizon Stone · As long as Horizon Stone remains under your control, you’ll retain unspent mana as steps and phases end, although that mana will become colorless. This means you can add mana and spend it during a future step, phase, or turn. Once Horizon Stone leaves your control, you’ll have until the end of the current step or phase to spend the mana before it is lost. · If unspent mana you have has any restrictions or riders associated with it (for example, if it was produced by Jeweled Lotus), those restrictions or riders remain associated with that mana when it becomes colorless.
Hullbreacher · If multiple replacement effects apply to the same card draw, the player drawing the card chooses the order in which to apply them. · If you control multiple Hullbreachers while an opponent would draw a card except their first one in their draw step, you’ll create only one Treasure.
Ich-Tekik, Salvage Splicer · Artifact tokens that are destroyed or otherwise die are put into the graveyard before ceasing to exist. They will cause Ich-Tekik’s middle ability to trigger. · If Ich-Tekik leaves the battlefield before its middle ability resolves, you’ll still put a +1/+1 counter on each Golem you control.
Imoti, Celebrant of Bounty · Once you announce that you’re casting a spell, players can’t take action until you’ve finished casting it. Causing Imoti, Celebrant of Bounty to leave the battlefield after a spell with converted mana cost 6 or greater has been cast won’t stop that spell’s cascade ability from resolving. · In some unusual situations, you may lose control of Imoti during the process of casting a spell with converted mana cost 6 or greater. In those situations, that spell won’t have cascade. · For spells with {X} in their mana costs, use the value chosen for X to determine the spell’s converted mana cost.
Ingenuity Engine · Ingenuity Engine can be the target of its own ability. It can be artifact you sacrifice as part of the activation cost. It can even be both, although that will result only in you sacrificing Ingenuity Engine and not returning anything to its owner’s hand.
Jared Carthalion, True Heir · If damage that can’t be prevented is dealt to Jared Carthalion while you’re the monarch, the damage is dealt and you’ll simultaneously put that many +1/+1 counters on it, all before the game checks for lethal damage. · If you’re the monarch and damage would be dealt to Jared Carthalion at the same time combat damage is dealt to you, Jared Carthalion’s last ability will prevent damage and put counters on it before the triggered ability that makes another player the monarch resolves. · If the first ability resolves but the target opponent can’t become the monarch (perhaps because they also had a Jared Carthalion enter the battlefield earlier in the turn), the current monarch stays the monarch, even if that player is you.
Jeska, Thrice Reborn · If you cast Jeska, Thrice Reborn and she is your commander, that casting counts for her first ability. · For a creature affected by Jeska’s second ability, if that creature has trample, only the damage dealt to the defending player is tripled (as long as that player is one of your opponents). For example, say you activate that ability targeting a 5/5 creature with trample, attack one of your opponents with that creature, and that creature is blocked by a 3/3 creature. You could assign 3 damage to the blocking creature and 2 damage to the defending player. If you did, your attacker would deal 3 damage to the blocking creature and 6 damage (2 damage tripled) to the defending player. All of the damage remains combat damage. · If a creature is targeted by Jeska’s second ability twice, combat damage it would deal one of your opponents is multiplied by nine. Three abilities multiply the damage by twenty-seven, and so on.
Jeska’s Will · Jeska’s Will isn’t a mana ability, even if you select the first mode (or both modes). It uses the stack and can be responded to. · Use the number of cards in the target opponent’s hand as Jeska’s Will resolves to determine how much {R} to add. · You must follow the normal timing permissions and restrictions for the exiled cards. You can’t play lands this way unless you have land plays available. · You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available. · Any of the exiled cards you don’t play will remain exiled.
Juri, Master of the Revue · Juri’s first ability doesn’t allow you to sacrifice any permanents. You’ll have to find another way to do that. · For Juri’s second ability, use its power from when it was last on the battlefield to determine how much damage is dealt. If that power was 0 or less, Juri deals no damage.
Kamahl, Heart of Krosa · Only creatures you control at the time Kamahl’s triggered ability resolves will get +3/+3 and gain trample. Creatures that come under your control later in the turn and noncreature permanents that become creatures later in the turn won’t get the bonuses. · A land that becomes a creature because of Kamahl’s activated ability will retain any other supertypes, card types, subtypes, and abilities it had.
Kamahl’s Will · A land that becomes a creature because of the first mode will retain any other supertypes, card types, subtypes, and abilities it had. · If you choose both modes, the effects happen in the listed order. The lands will become 1/1 creatures in time to deal damage to the target of the second mode. · If some but not all of the targets become illegal, Kamahl’s Will will resolve but have no effect on illegal targets. If the target of the second mode becomes illegal, no damage will be dealt.
Kangee, Sky Warden · Only attacking creatures that have flying as the first triggered ability resolves will get the +2/+0. Similarly, only blocking creatures that have flying as second triggered ability resolves will get +0/+2. Giving a creature flying or making it lose flying after that point won’t change the bonus the creature has, if any.
Kangee’s Lieutenant · Only attacking creatures that have flying as Kangee’s Lieutenant’s second ability resolves will get +1/+1. Giving a creature flying or making it lose flying after that point won’t change that bonus, if any.
Kediss, Emberclaw Familiar · The damage the commander deals as a result of Kediss’s triggered ability isn’t combat damage. It isn’t tracked with combat damage dealt by commanders and won’t cause Kediss’s ability to trigger again. · Kediss’s triggered ability will trigger if any commander you control deals combat damage to an opponent, not just your commander. · Kediss’s triggered ability won’t trigger if a commander you control deals combat damage to a planeswalker.
Keeper of the Accord · Both triggered abilities trigger at the same time. You may put them on the stack in either order. · If the opponent doesn’t control more creatures than you as their end step begins, the first ability won’t trigger. The same is true for lands and the second ability. Each of those abilities will check again when it tries to resolve. If the opponent no longer controls more creatures (or lands) than you, the ability won’t resolve and will have no effect.
Kodama of the East Tree · If a permanent or a permanent card in your hand has {X} in its mana cost, X is considered to be 0.
Krark, the Thumbless · If you lose the flip and the spell is returned to its owner’s hand, it’s removed from the stack and won’t resolve. This isn’t the same as countering the spell, and a spell that can’t be countered can be returned to hand. · Krark’s ability triggers at the same time as any other abilities that say “When you cast this spell” or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack. · If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner’s hand, it will cease to exist. You won’t be able to cast it again. · If you win the flip, the copy will resolve before the original spell does. · If you win the flip, the spell will be copied even if it doesn’t require targets. · If you win the flip, but the spell that caused Krark’s triggered ability to trigger isn’t on the stack anymore (most likely because it was countered), the copy is still created. · If you lose the flip, but the spell that caused Krark’s triggered ability to trigger isn’t on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone. · If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can’t choose a new legal target, that target remains unchanged (even if the current target is illegal). · If the spell that’s copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can’t choose different ones. · If the spell that’s copied has an X whose value was determined as it was cast, the copy will have the same value of X. · If the spell has damage divided as it was cast (like Monstrous Onslaught), the division can’t be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters. · You can’t choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy. · The copy from winning the flip is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell won’t trigger.
Laboratory Drudge · Laboratory Drudge’s ability will trigger at the beginning of each end step whether you’ve cast a spell from a graveyard or activated an ability of a card in a graveyard that turn or not. You can respond to that ability and do one (or both) of the things to draw a card. · It doesn’t matter where the card is during your end step, as long as it was in a graveyard when you cast it or activated one of its abilities.
Lathiel, the Bounteous Dawn · As each end step begins, if you haven’t gained life that turn, Lathiel’s triggered ability won’t trigger at all. If it does trigger, you choose the targets and how the +1/+1 counters will be distributed as you put the ability on the stack. Each target must receive at least one +1/+1 counter. · You may choose no targets if you want. In that case, no +1/+1 counters are put on any creature. · If some, but not all, of the creatures are illegal targets as the triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost. If all of the creatures are illegal targets, the ability won’t resolve. · Gaining more life in response to the triggered ability won’t change how many counters will be distributed, nor will it change the distribution. · The triggered ability will consider the total amount of life you’ve gained that turn, not how your life total has changed. For example, if you start the turn at 10 life, then gain 5 life, and then lose 7 life, you’ll distribute five +1/+1 counters, even though your life total is now lower than it was at the beginning of the turn.
Liesa, Shroud of Dusk · Liesa’s first ability applies only to the “commander tax.” If there are any other additional costs to cast Liesa, those costs must be paid as normal. · Liesa’s first ability isn’t optional. You can’t choose to pay mana to cover the “commander tax,” even if you have that mana available. · Liesa’s last ability will resolve before the spell that caused it to trigger.
Livio, Oathsworn Sentinel · Livio’s second activated ability will return all exiled cards with aegis counters on them to the battlefield, including ones exiled by another Livio, Oathsworn Sentinel and ones exiled a previous time Livio was on the battlefield.
Magus of the Order · Once you declare you’re activating the ability, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove Magus of the Order or green creatures you control to stop you from activating the ability. · You can’t sacrifice additional creatures to search for more green creatures. · If Magus of the Order becomes nongreen, you can still activate its ability by sacrificing it and a green creature.
Malcolm, Keen-Eyed Navigator · Malcolm’s triggered ability will trigger even if Pirates you control deal damage to only a single opponent. A single Treasure for you. Yarrr. · Malcolm’s triggered ability considers all damage dealt by Pirates you control to opponents, not just combat damage.
Merchant Raiders · The triggered ability can target any creature, including one that is already tapped. In that case, the creature stays tapped and won’t untap during its controller’s untap step. · If another player gains control of Merchant Raiders, the creature will no longer be affected by the ability stopping it from untapping, even if you later regain control of Merchant Raiders. · The ability stopping the creature from untapping will continue to apply to it even if the creature changes controllers.
Miara, Thorn of the Glade · If multiple Elves you control (possibly including Miara, Thorn of the Glade) die at the same time, Miara’s ability triggers that many times. · Each time Miara’s triggered ability resolves, you may pay {1} and 1 life only once to draw only one card.
Mnemonic Deluge · You create and cast the copies all during the resolution of Mnemonic Deluge. You can’t wait and cast them later. If you don’t cast all three copies, the ones you don’t cast will cease to exist. · Because you’re casting the spells during the resolution of Mnemonic Deluge, ignore any timing restrictions based on card type. In other words, you can cast copies of a sorcery card this way. · If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast it. · If the card you copy has {X} in its mana cost, you must choose 0 as the value of X when casting the copy without paying its mana cost.
Nadier, Agent of the Duskenel · For Nadier’s second ability, use its power from when it was last on the battlefield to determine how many tokens to create.
Necrotic Hex · Let’s say everyone controls lots of creatures. As Necrotc Hex resolves, first the player whose turn it is (likely you) chooses which six creatures they’ll sacrifice, then each other player in turn order does the same, knowing the choices of players before them. Then all creatures are sacrificed simultaneously. Finally, you’ll create the six tapped Zombies. · You’ll create six tapped Zombies no matter how many creatures you sacrifice.
Nevinyrral, Urborg Tyrant · Nevinyrral can’t be the target of artifact, creature, or enchantment spells your opponents control. (This is mostly Auras, but also includes mutating creature spells.) Nevinyrral can’t be the target of abilities of artifacts, creatures, or enchantments your opponents control. Nevinyrral also can’t be the target of abilities of artifact, creature, or enchantment cards in zones other than the battlefield if those abilities are controlled by an opponent. · If you choose to pay {1} for the last ability, a second triggered ability triggers. Players may respond to that reflexive triggered ability before artifacts, creatures, and enchantments are destroyed.
Numa, Joraga Chieftain · Numa’s triggered ability goes on the stack without a target. While that ability is resolving, you may pay {X}{X}. If you do, a second ability triggers. You choose the target Elves and announce how the +1/+1 counters will be distributed as you put that ability on the stack. Each target must receive at least one +1/+1 counter. This is different from abilities that say “If you do . . .” in that players may cast spells and activate abilities after mana is paid but before counters are placed. · If some of the creatures are illegal targets as the reflexive triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.
Obeka, Brute Chronologist · Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can’t be countered. 2) If there are any attacking and blocking creatures, they’re removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. 5) The cleanup step happens in its entirety. · If any triggered abilities do trigger during this process, they’re put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn is over. · If the turn ends before the end step, any “At the beginning of the next end step” triggered abilities won’t get the chance to trigger that turn because the end step has been skipped. Those abilities will trigger next turn at the beginning of the end step. · If the turn ends during the end step after “At the beginning of the next end step” abilities have triggered but before they’ve resolved, those abilities won’t trigger again next turn.
Opposition Agent · While controlling an opponent, you make all choices and decisions for that player. However, because the control effect is limited to while they’re searching their libraries, it’s unlikely the player will be allowed to make any decisions other than what to find with the search. · You can’t have the player find cards in their library that aren’t asked for by the search instruction. For example, if the opponent is searching their library for a basic land card, you can’t have them find a different card, such as a creature card. · If the search instruction states a quality of the card to find, such as a color or card type, you may have the opponent not find any cards. If the search is simply for a number of cards without stating a quality, you must have them find that many cards (or as many as possible, if their library doesn’t contain that many cards). · While controlling an opponent, you can’t make any choices or decisions for that player related to tournament rules. You can’t make them concede or have them agree to an intentional draw. · The cards found in the search will be exiled rather than be put wherever the spell or ability tells the opponent to put them after finding them. Any other effects the spell or ability has will still apply. If such an effect refers to the found cards, it can see them in exile. · If a spell or ability instructs an opponent you control to search multiple zones including the library, you decide what cards they find in all zones. They'll exile all cards they find in any of the zones. · If more than one player controls an Opposition Agent, and another player searches their library, the controller of the Opposition Agent that most recently entered the battlefield controls that player during the search. Because the last ability of each Opposition Agent is trying to exile the card and give permission to play it, the owner of the exiled card chooses which effect wins. However, that owner will be under another player’s control, so that player controlling that owner actually makes the decision. In other words, the player who controls the Opposition Agent whose effect applies (and thus controls the opponent) can choose to give themselves all the play permissions unless they’re feeling very generous. · You must follow the normal timing permissions and restrictions for each exiled card. If one is a land, you can’t play it unless you have land plays available. · You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available. · In a multiplayer game, if a player leaves the game, all cards that player owns leave as well.
Plague Reaver · If the chosen opponent leaves the game after the activated ability resolves but before the delayed triggered ability returns Plague Reaver to the battlefield, Plague Reaver stays in the graveyard. · If Plague Reaver is put onto the battlefield under the control of someone other than its owner, and that player leaves the game, Plague Reaver is exiled.
Port Razer · Port Razer’s last ability doesn’t stop it from attacking a planeswalker during any combat. · Port Razer doesn’t have to attack in any additional combat it creates (or any other time for that matter).
Prava of the Steel Legion · The bonus provided by Prava’s first ability will still be in effect when damage is removed during the cleanup step. · However, if Prava leaves the battlefield, its bonus immediately stops applying. Nonlethal damage dealt to creature tokens you control may become lethal if Prava leaves the battlefield during your turn.
Profane Transfusion · When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s life total. For example, if one player has 10 life and the other has 17 life, the first player gains 7 life and the other one loses 7 life. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. · If a player can’t gain life, that player can’t exchange life totals with a player with a higher life total. Similarly, a player who can’t lose life can’t exchange life totals with a player with a lower life total. · Use the difference between the life totals after the exchange to determine the size of the Horror token. Because replacement effects can modify the life gain and life loss, this number may be different from what it was before the exchange.
Promise of Tomorrow · If a creature you control dies, but it isn’t a creature card in the graveyard (perhaps because it was a noncreature that became a creature), Promise of Tomorrow will still exile it, and it may return it to the battlefield later. · Players can respond to the first ability of Promise of Tomorrow to try and move the card to another zone (even exile) before Promise of Tomorrow exiles it. · If you control more than one Promise of Tomorrow, each creature you control that dies will cause the triggered ability of each of them to trigger. Those abilities can be put on the stack in any order, and the first one to resolve is the one that exiles the creature card. That creature card will be exiled by that Promise of Tomorrow, and only that Promise of Tomorrow can return it. · Similarly, if you control more than one Promise of Tomorrow, they will each trigger at the beginning of the end step if you control no creatures. These abilities can be put on the stack in any order, and the first one to resolve will be sacrificed and return cards to the battlefield if appropriate. The next ability to try and resolve will check to see if you control any creatures at that time. If you do, the ability won’t resolve, Promise of Tomorrow won’t be sacrificed, and it won’t return any cards.
Rakshasa Debaser · If a creature is attacking a planeswalker, that planeswalker’s controller is the defending player. · The creatures put onto the battlefield by the triggered ability can’t attack that combat, even if they have haste. · If you leave the game, all creatures owned by other players that were put onto the battlefield under your control are exiled.
Rebbec, Architect of Ascension · For spells with {X} in their mana costs, use the value chosen for X to determine the spell’s converted mana cost. If an artifact you control has {X} in its mana cost, X is considered to be 0.
Reyav, Master Smith · If a creature you control that’s enchanted and equipped attacks, Reyav’s ability will trigger only once for that creature. (Don’t worry. Multiple instances of double strike are redundant. You’re not missing much.) · The creature needs to be enchanted or equipped at the moment it’s declared as an attacker to cause Reyav’s ability to trigger. If the creature is no longer enchanted or equipped (or no longer attacking) as the ability tries to resolve, the ability still resolves.
Rootweaver Druid · When the triggered ability resolves, first the next opponent in turn order (or, if it’s an opponent’s turn, the opponent whose turn it is) decides whether or not to search their library and puts the land cards onto the battlefield as instructed. Each opponent will know what players before them did when deciding what they are going to do. Then each player who searched their library shuffles it. · Each opponent who searches their library may find between zero and three basic land cards. If they find only one, they put it onto the battlefield tapped under your control.
Sakashima of a Thousand Faces · The “legend rule” is the rule that states that if a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. (704.5j at the time of this document’s creation for those of you scoring at home.) · While the “legend rule” doesn’t apply to permanents you control, you can control any number of legendary permanents with the same name and none of them will be put into the graveyard. · If you control more than one legendary permanent with the same name and the “legend rule” begins applying again (perhaps because Sakashima of a Thousand Faces leaves the battlefield), you’ll immediately have to comply with the rule and put all but one of those permanents into the graveyard. · Sakashima of a Thousand Faces copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below), except that it also has Sakashima’s other abilities. It doesn’t copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. Most notably, if it copies a creature that’s not normally a creature, it won’t be a creature. · If the chosen creature has {X} in its mana cost, X is considered to be 0. · If the chosen creature is copying something else, then Sakashima enters the battlefield as whatever the chosen creature copied. · If another creature becomes a copy of Sakashima, that creature also has Sakashima’s other abilities. · If the chosen creature is a token, Sakashima copies the original characteristics of that token as stated by the effect that put that token onto the battlefield. Sakashima doesn’t become a token in this case. · Any enters-the-battlefield abilities of the copied creature will trigger when Sakashima enters 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 Sakashima somehow enters the battlefield at the same time as another creature, it can’t become a copy of that creature. You may choose only a creature that’s already on the battlefield. · If Sakashima is your commander, it remains your commander even if it’s copying another creature. If Sakashima is not your commander, it remains not your commander even if it’s copying your commander.
Sakashima’s Protege · If you cast a permanent spell using the cascade ability of Sakashima’s Protege, that permanent will be on the battlefield in time to be copied by Sakashima’s Protege. · Sakashima’s Protege copies exactly what was printed on the original permanent (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. · If Sakashima’s Protege enters the battlefield as a copy of a planeswalker, it will enter with a number of loyalty counters on it equal to the loyalty printed in the lower right corner of the planeswalker. It won’t copy the number of counters currently on that planeswalker. · If the chosen permanent has {X} in its mana cost, X is considered to be 0. · If the chosen permanent is copying something else (for example, if the chosen permanent is another Sakashima’s Protege), then Sakashima’s Protege enters the battlefield as whatever the chosen permanent copied. · If the chosen permanent is a token, Sakashima’s Protege copies the original characteristics of that token as stated by the effect that put that token onto the battlefield. Sakashima’s Protege doesn’t become a token in this case. · Any enters-the-battlefield abilities of the copied permanent will trigger when Sakashima’s Protege enters the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the chosen permanent will also work. · If Sakashima’s Protege somehow enters the battlefield at the same time as another creature, it can’t become a copy of that creature. You may choose only a creature that’s already on the battlefield and entered the battlefield this turn.
Sakashima’s Will · The second mode doesn’t target any creature. You choose the creature that will be copied as Sakashima’s Will resolves. If you chose both modes, the creature you gained control of because of the first mode can be chosen for your other creatures to copy. · Sakashima’s Will copies the printed values of the chosen creature. It won’t copy any counters on that creature or any effects that have changed its power, toughness, types, color, and so on. Notably, it won’t copy effects that made the chosen creature become a creature if it isn’t normally a creature. For example, if you choose a land that’s become a creature, all your other creatures will become noncreature lands until end of turn. · If the chosen creature is copying something else, other creatures you control become copies of whatever the chosen creature is copying. · Choosing a token won’t cause other nontoken creatures you control to become tokens. If you choose a nontoken creature, other creature tokens you control won’t stop being tokens.
Sengir, the Dark Baron · If Sengir, the Dark Baron is dealt lethal damage at the same time as other creatures, they die at the same time. The second ability won’t resolve in time to save Sengir, the Dark Baron. · Sengir, the Dark Baron’s third ability will trigger no matter how the player lost the game: due to a state-based action (having 0 or less life, trying to draw a card from an empty library, having 10 or more poison counters), because of a spell or effect that states they lose the game, because your awesome might has left them with no choice other than concession, or for any other reason. · If you and another player lose the game at the same time, the third ability won’t resolve in time to save you.
Seraphic Greatsword · Seraphic Greatsword’s triggered ability won’t trigger if the equipped creature attacks a planeswalker controlled by the player with the most life. · Although the Angel token created by the triggered ability is attacking, it was never declared as an attacking creature (for the purposes of abilities that trigger whenever a creature attacks, for example). · Once the triggered ability triggers, it doesn’t matter what happens to players’ life totals before the ability resolves. You’ll create an Angel token even if the player the equipped creature attacked doesn’t have the most life as the ability resolves.
Siani, Eye of the Storm · Use the number of attacking creatures with flying as the ability resolves to determine the value of X.
Soul of Eternity · The ability that defines Soul of Eternity’s power and toughness functions in all zones, not just the battlefield.
Soulfire Eruption · As Soulfire Eruption resolves, if you have chosen multiple targets (and we really hope you have), those targets will be handled one at a time in turn order. Start with targets that are either the player whose turn it is (probably you) or permanents that player controls. You choose the relative order of targets within that group. For whichever target you select first, exile the top card of your library, then Soulfire Eruption deals damage to that target. Repeat this process for each subsequent target in the group. After that group is done, move on to targets that are either the next player in turn order or permanents they control. Again, you choose the relative order of targets in that group. Repeat the whole process for each other player. · Nothing can happen in between the damage being dealt to each target, and no player can choose to take actions. Any abilities that trigger while Soulfire Eruption is resolving go on the stack after Soulfire Eruption finishes resolving. · If you’re playing with the top card of your library revealed (perhaps because of Courser of Kruphix), you’ll see the new top card of your library after each time a card is exiled while Soulfire Eruption’s ability is resolving. Notably, you’ll see which card is on top of your library before selecting from among the targets in each group. For example: in a three-player game, you’re playing with the top card of your library revealed and you cast Soulfire Eruption targeting your two opponents and a creature controlled by the last opponent in turn order. You exile the top card of your library and Soulfire Eruption deals damage to the first opponent. You’ll see the new top card of your library before selecting whether the next target will be the last opponent or the creature they control. · Soulfire Eruption doesn’t change when you can play the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining. · Playing an exiled card causes it to leave exile. Soulfire Eruption won’t let you play it multiple times, even if the card later returns to exile somehow.
Sphinx of the Second Sun · The additional beginning phase will be a lot like your normal beginning phase. During the untap step, permanents will phase in or out as appropriate and you’ll untap your tapped permanents. Anything that triggers “at the beginning of your upkeep” or similar will trigger during the upkeep step, and you’ll eventually draw a card for your draw step. · The additional beginning phase all happens during the current turn. Any effects that last “until your next turn” or similar won’t expire just because you’ll go through an additional beginning phase. · After the additional beginning phase, the game proceeds to the ending phase (unless something has added even more phases; see below.) · If multiple phases are added to the same point in your turn, the most recently created phase happens first. For example, say you control Sphinx of the Second Sun and its ability triggers during your postcombat main phase. Later during that same main phase, another effect gives you an additional combat phase after this main phase. The additional combat will happen first, followed by the additional beginning phase. · Even if you don’t attack with any creatures during combat, you’ll still get a postcombat main phase and Sphinx of the Second Sun’s ability will still trigger. · If you somehow have more than two main phases in a turn, each main phase other than the first one is a postcombat main phase, and Sphinx of the Second Sun’s ability triggers at the beginning of each of them.
Sweet-Gum Recluse · A permanent that wasn’t a creature as it entered the battlefield this turn but is currently a creature can be chosen as a target of Sweet-Gum Recluse’s last ability.
Szat’s Will · Each opponent considers their creatures independently. For example, if one opponent controls creatures with powers 4 and 5, and another opponent controls creatures with powers 2 and 7, the creatures with powers 5 and 7 will be sacrificed. · If an opponent controls more than one creature with the greatest power among creatures they control, they choose which one to sacrifice. · If both modes are chosen, they happen in the stated order. Any creature cards that end up in an opponent’s graveyard because they were sacrificed for the first mode will be exiled as the instructions for the second mode are followed. · For the second mode, use the powers of the creature cards as they existed in the graveyard to determine the value of X. · If both modes are chosen, and an opponent sacrifices a creature token to the first mode, that token will be in the graveyard as the instructions in the second mode are followed. As it’s not a creature card, it won’t be exiled, and it won’t be considered for determining the value of X. The token will cease to exist after Szat’s Will resolves.
Tevesh Szat, Doom of Fools · For the second ability of Tevesh Szat, Doom of Fools, you choose whether to sacrifice anything and what to sacrifice as the ability resolves. · As the third ability is resolving, you’ll gain control of all commanders that were already on the battlefield before the commanders from the command zone enter the battlefield under your control. · If you leave the game, each commander you gained control of is returned to its previous controller’s control. Each commander that entered the battlefield under your control is exiled (from there, its owner may return it to the command zone).
Thalisse, Reverent Medium · Thalisse’s ability counts all tokens you created that turn prior to the ability resolving, including both noncreature tokens and creature tokens. It doesn’t matter if those tokens are still on the battlefield or still under your control. · If an effect creates a copy of a permanent spell, that spell becomes a token on the battlefield under your control, but that token has not been “created.” It won’t count for Thalisse’s ability.
Toggo, Goblin Weaponsmith · The creature equipped by Rock is the source of the activated ability, not Rock or Toggo. For example, if the equipped creature is blue, you could activate the ability choosing a creature with protection from artifacts or protection from red as the target. Tormod, the Desecrator · You create one Zombie token each time Tormod, the Desecrator’s ability resolves, no matter how many cards left your graveyard.
Triumphant Reckoning · If you return an Aura card to the battlefield this way, the Aura isn’t being cast, so you choose what it will enchant as is enters the battlefield. An Aura returned this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in the graveyard. · An Aura returning to the battlefield this way can’t be attached to anything else entering the battlefield at the same time. If it enchants a permanent, you have to choose one already on the battlefield.
Tuya Bearclaw · The value of X is calculated as Tuya Bearclaw’s ability resolves. If you control no other creatures at that time or if the greatest power among other creatures you control is 0 or less, X will be 0. · Once the ability resolves and the bonus is applied, that bonus won’t change, even if the greatest power among other creatures you control does.
Volcanic Torrent · The value of X is calculated as Volcanic Torrent resolves. It will include Volcanic Torrent, spells you cast in response to Volcanic Torrent, and spells you cast prior to casting Volcanic Torrent, even if those spells haven’t resolved yet. For example, say the first spell you cast in a turn has cascade and that cascade ability causes you to cast Volcanic Torrent. Then Volcanic Torrent’s cascade ability causes you to cast another spell. When Volcanic Torrent resolves, X will be 3. · If you copy a spell, Volcanic Torrent won’t count the copy. However, if an effect instructs you to copy a card and then cast the copy, it will be counted by Volcanic Torrent.
War Room · Color identity is set before the game begins and doesn’t change during the game, even if your commander is in a hidden zone (like the hand or library) or an effect changes your commander’s color. · If your commander has no colors in its color identity, you pay no life to activate War Room’s last ability. · If you don’t have a commander, you can’t activate War Room’s last ability at all.
Wheel of Misfortune · For each player to secretly choose a number, that player should write down their chosen number without showing it to anyone else. Each player then keeps their number secret until all players simultaneously reveal their numbers. · The number of players choosing the highest number doesn’t change how much damage is dealt. For example, if the four players in your game reveal 4, 7, 7, and 7, Wheel of Misfortune will deal 7 damage to each of the last three players and those three players will discard their hand and draw seven cards.
Wrong Turn · A player gaining control of a creature doesn’t cause that player to gain control of any Auras or Equipment attached to that creature.
Yurlok of Scorch Thrash · Yurlok’s middle ability is similar to the “mana burn” rule from years past. The loss of life happens at the same time the mana is lost. This loss of life doesn’t use the stack and can’t be responded to.
Zara, Renegade Recruiter · If a creature is attacking a planeswalker, that planeswalker’s controller is the defending player. · Although the creature is attacking, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won’t trigger when the creature enters the battlefield attacking. · Any effects that say the creature can’t attack affect only the declaration of attackers. They won’t stop the creature from entering the battlefield attacking. For example, you could put a creature card with defender onto the battlefield tapped and attacking this way. · The creature is returned to its owner’s hand only if it’s still on the battlefield as the delayed triggered ability resolves. If it’s somewhere else at that time, it stays where it is. · If you lose the game before the creature put onto the battlefield under your control returns to its owner’s hand, that creature is exiled. If that creature’s owner loses the game while you control the creature, the creature leaves the game with them.
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